TEXT: SPELL  BIBLE
  
  1
  DOMAINS
  BOOK OF EXALTED DEEDS 
  (3.5)
  CELESTIAL
  Deities: Domiel, Pistis Sophia.
  Granted Power: You gain the supernatural ability to 
  smite evil once per day.
  Add a +4 bonus to your melee attack roll and your cleric 
  level to your damage.
  You must declare the smite before making the attack, and 
  the attempt is wasted if the target is not evil.
  Celestial Domain Spells
  1 Vision of Heaven: Evil creature is dazed for 1 round.
  2 Consecrate: Fills area with positive energy, making undead 
  weaker.
  3 Blessed Sight: Evil auras become visible to you.
  4 Lesser Planar Ally: Exchange services with a 6 HD 
  extraplanar creature.
  5 Heavenly Lightning: Arcs of radiant lightning deal 3d6 
  damage to one target per two caster levels.
  6 Call Faithful Servants: Summons 1d4 lantern archons, 
  coure eladrins, or musteval guardinals.
  7 Heavenly Lightning Storm: Arcs of radiant lightning deal 
  5d6 damage to one target per level.
  8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil 
  spells.
  9 Gate: Connects two planes for travel or summoning.
  COMMUNITY
  Deities: Estanna.
  Granted Power: Use calm emotions as a spell-like ability 
  once per day.
  Gain a +2 competence bonus on Diplomacy checks.
  Community Domain Spells
  1 Bless: Allies gain +1 attack and +1 on saves against fear.
  2 Status: Monitors condition, position of allies.
  3 Prayer: Allies gain +1 on most rolls, and enemies take –1.
  4 Greater Status: As status, but cast some spells through bond.
  5 Rary’s Telepathic Bond: Link lets allies communicate.
  6 Heroes’ Feast: Food for one creature/level cures and blesses.
  7 Refuge: Alters item to transport its possessor to you.
  8 Sympathy: Object or location attracts certain creatures.
  9 Mass Heal: As heal, but with several subjects.
  ENDURANCE
  Deities: Phieran.
  Granted Power: You can perform a feat of endurance, 
  which is the supernatural ability to gain an enhancement 
  bonus to Constitution equal to one-half your level.
  Activating the power is a free action, the power lasts 1 
  minute, and it is usable once per day.
  Endurance Domain Spells
  1 Endure Elements: Exist comfortably in hot or cold 
  environments.
  2 Bear’s Endurance: Subject gains +4 Con for 1 minute/level.
  3 Refreshment: Cures creatures of all nonlethal damage.
  4 Sustain: Recipients need no food or drink for 6 
  hours/level.
  5 Stoneskin: Stops blows, cuts, stabs, and slashes.
  6 Mass Bear’s Endurance: As bear’s endurance, affects one 
  subject/level.
  7 Globe of Invulnerability: As minor globe, plus 4th level.
  8 Spell Turning: Reflect 1d4+6 spell levels back at caster.
  9 Iron Body: Your body becomes living iron.
  FEY
  Deities: Valarian
  Granted Power: Gain a +4 bonus on saving throws 
  against the spell-like abilities of feys (such as dryads, 
  nymphs, and sprites).
  Fey Domain Spells
  1 Faerie Fire: Outlines subject with light, canceling blur, 
  concealment, etc.
  2 Charm Person: Makes one person your friend.
  3 Inspired Aim: Allies within 40 ft. gain +2 insight bonus on 
  ranged attack rolls.
  4 Blinding Beauty: You become as beautiful as a nymph, and 
  can blind humanoids who look at you.
  5 Tree Stride: Step from one tree to another far away.
  6 Heroes’ Feast: Food for one creature/level cures and blesses.
  7 Liveoak: Oak becomes treant guardian.
  8 Unearthly Beauty: As blinding beauty, but creatures must 
  save or die.
  9 Summon Nature’s Ally IX: Calls creature to fight.
  GLORY
  Deities: Ayailla.
  Granted Power: Turn undead with a +2 bonus on the 
  turning check and +1d6 to the turning damage roll.
  Glory Domain Spells
  1 Disrupt Undead: Deals 1d6 damage to one undead.
  2 Glorious Raiment: Wearer gains +1 sacred bonus to AC per 
  five caster levels and damage reduction 5/evil.
  3 Searing Light: Ray deals 1d8/two levels, more against 
  undead.
  4 Celestial Brilliance: Object sheds brilliant light to 120 feet, 
  hurts undead and evil outsiders.
  5 Crown of Flame: Aura burns evil outsiders, undead, and fey 
  for 2d6 points of damage/round.
  6 Bolt of Glory: Ray deals 5d8 damage (varies against other 
  creature types).
  7 Sunbeam: Beam blinds and deals 4d6 damage.
  8 Crown of Glory: Aura inspires awe.
  9 Blinding Glory: 100-ft./level radius of light that blinds evil 
  creatures.
  HERALD
  Deities: Barachiel.
  Granted Power: Intimidate is a class skill.
  You gain a +4 sacred bonus on Diplomacy and Intimidate 
  checks.
  Herald Domain Spells
  
  2
  1 Comprehend Languages: Understand all spoken and written 
  languages.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Tongues: Speak any language.
  4 Sending: Delivers short message anywhere, instantly.
  5 Greater Command: As command, but affects one 
  subject/level.
  6 Dream: Sends message to anyone sleeping.
  7 Aspect of the Deity: As lesser aspect, but you get celestial 
  qualities.
  8 Crown of Glory: Aura inspires awe.
  9 Greater Aspect of the Deity: As lesser aspect, but gain wings, 
  enhanced ability scores, and various resistances and 
  immunities.
  JOY
  Deities: Chaav.
  Granted Power: You gain a +4 sacred bonus on 
  Diplomacy checks.
  Joy Domain Spells
  1 Vision of Heaven: Evil creature is helpless for 1 round.
  2 Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of 
  speed.
  3 Distilled Joy: Create ambrosia.
  4 Good Hope: Subjects gain +2 on attacks, damage, saves, and 
  checks.
  5 Chaav’s Laugh: Good creatures gain +2 on attack rolls and 
  saves against fear, plus 1d8 temporary hp +1/level (max. 
  +20).
  Evil creatures take –2 on attack rolls and saves against fear.
  6 Heroism, Greater: Gives +4 bonus on attacks, damage, saves; 
  immunity to fear; temporary hp.
  7 Starmantle: Cloak of stars destroys nonmagical weapons 
  on contact and allows wearer a DC 15 Reflex save to reduce 
  damage from magic weapons by half.
  8 Sympathy: Object or location attracts certain creatures.
  9 Otto’s Irresistible Dance: Forces subject to dance.
  PLEASURE
  Deities: Lastai.
  Granted Power: You are immune to any effect that 
  damages or drains your Charisma.
  Pleasure Domain Spells
  1 Remove Fear: Suppresses fear or gives +4 on saves against
  fear for one subject + one per four levels.
  2 Lastai’s Caress: Intense feelings of good leave evil subject 
  cowering, frightened, nauseated, or shaken.
  3 Heart’s Ease: Removes fear, despair, confusion, insanity 
  and some mind-influencing effects; restores 2d4 points of 
  temporary Wisdom damage.
  4 Remove Fatigue: Removes effects of fatigue as 8 hours of 
  rest.
  5 Eagle’s Splendor, Mass: One subject/level gains +4 bonus to 
  Charisma for 1 minute/level.
  6 Celestial Blood: Grant energy resistance, +4 on saves against 
  poison, and damage reduction 10/evil.
  7 Empyreal Ecstasy: Targets immune to pain and mind-
  influencing effects, and take half damage from melee and 
  ranged attacks; –4 to skill checks.
  8 Spread of Contentment: Calms hostile creatures within 10-
  ft./level radius.
  9 Sublime Revelry: Targets are immune to pain and mind-
  influencing effects, and take half damage from melee and 
  ranged attacks.
  WRATH
  Deities: Kharash.
  Granted Power: Once per day, you may make a free 
  attack of opportunity against any opponent that damages 
  you with a melee attack.
  This ability does not allow you to make more than one 
  attack of opportunity in a round.
  Wrath Domain Spells
  1 Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  2 Energize Potion: Transforms potion into a grenade that 
  deals energy damage in a 10-ft.-radius burst.
  3 Affliction: Infects evil subject with chosen affliction.
  4 Radiant Shield: Creatures attacking you take electricity 
  damage; you’re protected from electricity.
  5 Righteous Might: Your size increases, and you gain combat 
  bonuses.
  6 Vengeance Halo: Any creature that slays the spell’s 
  recipient takes 1d6/level damage.
  7 Righteous Smite: Deals 1d6 damage/level (1d8 
  damage/level to evil outsiders) in 20-ft. radius and blinds 
  evil foes.
  8 Last Judgment: Evil creatures are struck dead and sent to 
  Lower Planes.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  BOOK OF VILE DARKNESS 
  (3.0)
  BESTIAL
  Deities: Karaan, Yeenoghu.
  Granted Power: Character gains the scent extraordinary 
  ability.
  Bestial Domain Spells
  1 Magic Fang: One natural weapon of subject creature gets 
  +1 bonus on attack and damage rolls.
  2 Bull’s Strength: Subject gains 1d4+1 Str for 1 hr./level.
  3 Greater Magic Fang: One natural weapon of subject 
  creature gets +1 bonus on attack and damage rolls per 3 
  caster levels (max +5).
  4 Claws of the Savage: Subject gains claws that deal damage 
  based on size.
  5 Charm Monster: Makes monster believe it is your 
  character’s ally.
  6 Hold Monster: As hold person, but any creature.
  7 Whirlwind of Teeth: Creates moving 5-ft./level cylinder 
  that deals 1d8 damage/2 levels each round.
  8 Spread of Savagery: Creatures within 10 ft./level become 
  hostile and savage.
  9 Were-Doom: 1d4 creatures infected with lycanthropy.
  CORRUPTION
  Deities: Demogorgon, The Patient One.
  
  3
  Granted Power: Once per day, character can attack an 
  object and ignore its hardness rating.
  Corruption Domain Spells
  1 Doom: One subject takes –2 penalty on attacks, damage, 
  saves, and checks.
  2 Blindness/Deafness: Makes subject blind or deaf.
  3 Contagion: Infects subject with chosen disease.
  4 Morality Undone: Subject becomes evil.
  5 Feeblemind: Subject’s Int drops to 1.
  6 Pox: One creature/level takes 1d4 Con drain.
  7 Insanity: Subject suffers continuous confusion.
  8 Befoul: Large amount of water becomes poisonous.
  9 Despoil: Kills plants, damages objects in 100-ft. 
  radius/level.
  DARKNESS
  Deities: Graz’zt, The Xammux.
  Granted Power: Character gains the Blind-Fight feat.
  Darkness Domain Spells
  1 Darkvision: See 60 ft. in total darkness.
  2 Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.
  3 Deeper Darkness: Object sheds absolute darkness in 60-ft. 
  radius.
  4 Damning Darkness: Darkness deals either 2d6 or 1d6 
  damage per round.
  5 Evard’s Black Tentacles: 1d4 +1/level tentacles grapple 
  randomly within 15 ft.
  6 Wall of Force: Wall manifests as opaque black wall, is 
  immune to damage.
  7 Shadow Walk: Step into shadow to travel rapidly.
  8 Utterdark: 100-ft./level radius of darkness that evil 
  creatures can see through.
  9 Screen: Illusion hides area from vision, scrying.
  DEMONIC
  Deities: Demogorgon, Graz’zt, Yeenoghu.
  Granted Power: Character gains +1 divine bonus on 
  attack and damage rolls for unarmed strikes and attacks 
  with natural weapons.
  Demonic Domain Spells
  1 Demonflesh: Caster gains +1 natural armor/5 caster levels.
  2 Demoncall: Caster gains +10 on one Knowledge (the 
  planes), Knowledge (arcana), or Knowledge (religion) 
  check.
  3 Demon Wings: Caster flies at his land speed.
  4 Dimensional Anchor: Bars extradimensional movement.
  5 Lesser Planar Binding: Traps outsider until it performs a 
  task.
  6 Planar Binding: As lesser planar binding, but up to 16 HD.
  7 Fiendish Clarity: Caster sees in even magical darkness, sees 
  invisible up to 60 feet, and can detect good.
  8 Utterdark: 100-ft./level radius of darkness that evil 
  creatures can see through.
  9 Gate: Connects two planes for travel or summoning.
  DIABOLIC
  Deities: Asmodeus, Baalzebul, Mammon, 
  Mephistopheles.
  Granted Power: Once per day, character can add her 
  class level as a bonus on a Bluff, Diplomacy, Intimidate, or
  Sense Motive check.
  Diabolic Domain Spells
  1 Devil’s Tail: Caster gains a spiked tail that deals 1d4 
  damage.
  2 Devil’s Eye: Caster can see in even magical darkness, up to 
  30 ft.
  3 Devil’s Ego: Caster gains 1d4+1 Cha and become an 
  outsider.
  4 Hellfire: Explosion of brimstone deals 3d6 damage in 5-ft. 
  radius.
  5 Lesser Planar Binding: Traps outsider until it performs a 
  task.
  6 Planar Binding: As lesser planar binding, but up to 16 HD.
  7 Hellfire Storm: Explosion of brimstone deals 5d6 damage 
  in 20-ft. radius.
  8 Demand: As sending, plus caster can send suggestion.
  9 Gate: Connects two planes for travel or summoning.
  GREED
  Deities: Mammon.
  Granted Power: Character gains a +2 competence bonus 
  on
  Appraise, Open Lock, and Pick Pocket checks.
  Greed Domain Spells
  1 Cheat: Caster rerolls when determining the success of a 
  game of chance.
  2 Entice Gift: Creature gives caster what it’s holding.
  3 Knock: Opens locked or magically sealed door.
  4 Emotion: Arouses strong emotion in subject.
  5 Fabricate: Transforms raw materials into finished items.
  6 Guards and Wards: Array of magical effects protects area.
  7 Vanish: As teleport, but affects a touched object.
  8 Phantasmal Thief: Creates an unseen force that steals from 
  others.
  9 Sympathy: Object or location attracts certain creatures.
  PAIN
  Deities: Rallaster, Scahrossar.
  Granted Power: Character converts damage that he 
  deals in one blow per day into healing for himself, up to 1 
  point of damage per level.
  Pain Domain Spells
  1 Angry Ache: Subject takes –2 penalty on attack rolls.
  2 Sadism: For every 10 hp damage caster deals, he gains +1 
  on attacks, saves, and checks.
  3 Wrack: Blinds subject and renders it helpless for 1 
  round/level, then –2 on attacks, saves, and checks for
  3d10 minutes.
  4 Liquid Pain: Extracts one dose of liquid pain from tortured 
  victim.
  5 Thousand Needles: Piercing needles deal 2d6 damage, and 
  target takes –4 penalty on attacks, saves, and checks.
  6 Pox: One creature/level takes 1d4 Con drain.
  7 Wave of Pain: Stuns all within cone for 1 round/2 levels.
  8 Symbol (pain only): Triggered rune causes pain.
  9 Eternity of Torture: Target is rendered helpless, ageless, and 
  has all ability scores except for Con drop to 0.
  COMPLETE DIVINE (3.5)
  
  4
  CELERITY
  Core Deities: Ehlonna, Fharlanghn, Olidammara.
  Other Deities: Xan Yae, Zuoken.
  Granted Power: Your land speed is faster than the 
  normal for your race by +10 feet.
  This benefit is lost if you are wearing medium or heavy 
  armor or carrying a medium or heavy load.
  Celerity Domain Spells
  1 Expeditious Retreat: Your speed increases by 30 ft.
  2 Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  3 Blur: Attacks miss subject 20% of the time.
  4 Haste: One creature/level moves faster, +1 on attack rolls, 
  AC, and Reflex saves.
  5 Tree Stride: Step from one tree to another far away.
  6 Wind Walk: You and your allies turn vaporous and travel 
  fast.
  7 Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
  8 Blink, Improved: As blink, but safer and with more control.
  9 Time Stop: You act freely for 1d4+1 rounds.
  COLD
  Core Deities: Bahamut.
  Other Deities: Telchor.
  Granted Power: You can turn or destroy fire creatures as 
  a good cleric turns undead.
  You can also rebuke or command cold 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.
  Cold Domain Spells
  1 Chill Touch: One touch/level deals 1d6 damage and 
  possibly 1 Str damage.
  2 Chill Metal: Cold metal damages those who touch it.
  3 Sleet Storm: Hampers vision and movement.
  4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or 
  hemisphere can trap creatures inside.
  6 Cone of Cold: 1d6/level cold damage.
  7 Control Weather: Changes weather in local area.
  8 Polar Ray: Ranged touch attack deals 1d6/level cold 
  damage.
  9 Obedient Avalanche: Snowy avalanche crushes and buries 
  your foes.
  COMMUNITY
  Core Deities: Corellon Larethian, Garl Glittergold, Pelor, 
  Yondalla.
  Other Deities: Bralm, Rao.
  Granted Power: Use calm emotions as a spell-like ability 
  once per day.
  Gain +2 bonus on Diplomacy checks.
  Community Domain Spells
  1 Bless: Allies gain +1 attack and +1 on saves against fear.
  2 Status: Monitors condition, position of allies.
  3 Prayer: Allies gain +1 on most rolls, and enemies suffer –1.
  4 Tongues: Speak any language.
  5 Rary’s Telepathic Bond: Link lets allies communicate.
  6 Heroes’ Feast: Food for 1 creature/level, cures and blesses.
  7 Refuge: Alters item to transport its possessor to you.
  8 Mordenkainen’s Magnificent Mansion: Door leads to 
  extradimensional mansion.
  9 Heal, Mass: As heal, but with several subjects.
  COMPETITION
  Core Deities: Kord.
  Other Deities: Joramy, Llerg.
  Granted Power: You relish the chance to prove yourself 
  against your foes.
  As an extraordinary ability, you gain a +1 bonus on all 
  opposed checks you make.
  Competition Domain Spells
  1 Remove Fear: Suppresses fear or gives +4 on saves against 
  fear for one subject + one per four levels.
  2 Zeal: You move through foes to attack the enemy you 
  want.
  3 Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  4 Divine Power: You gain attack bonus, +6 to Str, and 1 
  hp/level.
  5 Righteous Might: Your size increases, and you gain combat 
  bonuses.
  6 Zealot Pact: You automatically gain combat bonuses when 
  you attack someone of opposite alignment.
  7 Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  8 Moment of Prescience: You gain insight bonus on single 
  attack roll, check, or save.
  9 Visage of the Deity, Greater: As lesser visage of the deity, but 
  you become half-celestial or half-fiendish.
  CREATION
  Core Deities: Garl Glittergold, Moradin, Yondalla.
  Other Deities: None.
  Granted Power: You cast Conjuration (creation) spells at 
  +1 caster level.
  Creation Domain Spells
  1 Create Water: Creates 2 gallons/level of pure water.
  2 Minor Image: Creates audial and visual illusion of your 
  design.
  3 Create Food and Water: Feeds three humans (or one 
  horse)/level.
  4 Minor Creation: Creates one cloth or wood object.
  5 Major Creation: As minor creation, plus stone and metal.
  6 Heroes’ Feast: Food for 1 creature/level, cures and blesses.
  7 Permanent Image: Includes sight, sound, and smell.
  8 True Creation: As major creation, but permanent.
  
  5
  9 Pavilion of Grandeur: A feast and a great pavilion are 
  created.
  DOMINATION
  Core Deities: Gruumsh, Hextor, St. Cuthbert, Wee Jas.
  Other Deities: None.
  Granted Power: You gain the Spell Focus 
  (Enchantment) feat.
  Domination Domain Spells
  1 Command: One subject obeys one-word command for 1 
  round.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Suggestion: Compels subject to follow stated course of 
  action.
  4 Dominate Person: Controls humanoid telepathically.
  5 Greater Command: As command, but affects one 
  subject/level.
  6 Geas/Quest: As lesser geas, but affects any creature.
  7 Suggestion, Mass: As suggestion, plus one/level subjects.
  8 True Domination: As dominate person, but save at –4.
  9 Monstrous Thrall: As true domination, but permanent and 
  affects any creature.
  DREAM
  Core Deities: None.
  Other Deities: Diirinka.
  Granted Power: Because you have long delved into 
  dreams and nightmares, you are immune to fear effects.
  Dream Domain Spells
  1 Sleep: Puts 4 HD of creatures into magical slumber.
  2 Augury: Learns whether an action will be good or bad.
  3 Deep Slumber: Puts 10 HD of creatures to sleep.
  4 Phantasmal Killer: Fearsome illusion kills subject or deals 
  3d6 damage.
  5 Nightmare: Sends vision dealing 1d10 damage, fatigue.
  6 Dream Sight: Your spirit can hear and see at a distance for
  1 min./level.
  7 Scrying, Greater: As scrying, but faster and longer.
  8 Power Word Stun: Stuns creature with 150 hp or less.
  9 Weird: As phantasmal killer, but affects all within 30 ft.
  FORCE
  Core Deities: None.
  Other Deities: Tharizdun.
  Granted Power: By manipulating cosmic forces of 
  inertia and force, once per day the cleric can reroll any 
  damage roll (for a weapon, a spell, or an ability) and take the 
  better of the two rolls.
  This granted power is considered a supernatural ability.
  Force Domain Spells
  1 Mage Armor: Gives subject +4 armor bonus.
  2 Magic Missile: 1d4+1 damage; +1 missile per two levels 
  above 1st (max 5).
  3 Blast of Force: Ray deals 1d6 damage/two caster levels (max 
  5d6).
  4 Otiluke’s Resilient Sphere: Force globe protects but traps 
  one subject.
  5 Wall of Force: Wall is immune to damage.
  6 Repulsion: Creatures can’t approach you.
  7 Forcecage: Cube or cage of force imprisons all inside.
  8 Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but 
  you move sphere telekinetically.
  9 Bigby’s Crushing Hand: Large hand provides cover, pushes, 
  or crushes your foes.
  GLORY
  Core Deities: Heironeous, Pelor.
  Other Deities: None.
  Granted Power: Turn undead with a +2 bonus on the 
  turning check and +1d6 on the turning damage roll.
  Glory Domain Spells
  1 Disrupt Undead: Deals 1d6 damage to one undead.
  2 Bless Weapon: Weapon strikes true against evil foes.
  3 Searing Light: Ray deals 1d8/two levels damage, more 
  against undead.
  4 Holy Smite: Damages and blinds evil creatures.
  5 Holy Sword: Weapon becomes +5, deals +2d6 damage 
  against evil.
  6 Bolt of Glory: Positive energy ray deals extra damage to evil 
  outsiders and undead.
  7 Sunbeam: Blinds and deals 4d6 damage.
  8 Crown of Glory: You gain +4 Charisma and enthrall those 
  who hear you.
  9 Gate: Connects two planes for travel or summoning.
  INQUISITION
  Core Deities: Heironeous.
  Other Deities: Pholtus.
  Granted Power: Gain a +4 bonus on all dispel checks.
  Inquisition Domain Spells
  1 Detect Chaos: Reveals chaotic creatures, spells, or objects.
  2 Zone of Truth: Subjects within range can’t lie.
  3 Detect Thoughts: Allows “listening” to surface thoughts.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 True Seeing: See all things as they really are.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Dictum: Kills, paralyzes, weakens, or dazes nonlawful 
  subjects.
  8 Shield of Law: +4 AC, +4 resistance, and SR 25 against 
  chaotic spells.
  9 Imprisonment: Entombs subject beneath the earth.
  LIBERATION
  Core Deities: None.
  Other Deities: Trithereon.
  Granted Power: If you are affected by a charm, 
  compulsion, or fear effect and fail your saving throw, you 
  can attempt it again 1 round later at the same DC.
  You get only this one extra chance to succeed on your 
  saving throw.
  This granted power is considered a supernatural ability.
  Liberation Domain Spells
  1 Omen of Peril: You know how dangerous the future will 
  be.
  2 Undetectable Alignment: Conceals alignment for 24 hours.
  3 Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 
  to AC.
  4 Freedom of Movement: Subject moves normally despite 
  impediments.
  
  6
  5 Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  6 Dispel Magic, Greater: As dispel magic, but up to +20
  on check.
  7 Refuge: Alters item to transport its possessor to you.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Unbinding: Frees everyone in range from spells that 
  constrain or bind.
  MADNESS
  Core Deities: Erythnul, Vecna.
  Other Deities: Tharizdun.
  Granted Power: Your insanity gives you insight.
  You subtract 1 from all Wisdom-based skill checks and all 
  Will saves.
  However, once per day, you can see and act with the clarity 
  of true madness: Add one-half your level to a single 
  Wisdom-based skill check or Will save.
  You must choose to use this benefit before the check or 
  save is rolled.
  Madness Domain Spells
  1 Confusion, Lesser: One creature acts randomly for one 
  round.
  2 Touch of Madness: Dazes one creature for 1 round/level.
  3 Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 
  to AC.
  4 Confusion: Makes subject behave oddly for 1 round/level.
  5 Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
  6 Phantasmal Killer: Fearsome illusion kills one creature or 
  deals 3d6 damage.
  7 Insanity: Subject suffers continuous confusion.
  8 Maddening Scream: Subject has –4 AC, no shield, Reflex 
  save on 20 only.
  9 Weird: As phantasmal killer, but affects all within 30 ft.
  MIND
  Core Deities: Boccob, Olidammara, Wee Jas.
  Other Deities: None.
  Granted Power: Gain a +2 bonus on Bluff, Diplomacy, 
  and
  Sense Motive checks.
  Mind Domain Spells
  1 Comprehend Languages: Understands all spoken and 
  written languages.
  2 Detect Thoughts: Allows “listening” to surface thoughts.
  3 Lesser Telepathic Bond: Link with subject within 30 ft. for 
  10 min./level.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Rary’s Telepathic Bond: Link lets allies communicate.
  6 Probe Thoughts: Read subject’s memories, one 
  question/round.
  7 Brain Spider: Eavesdrop on thoughts of up to eight other 
  creatures.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Weird: As phantasmal killer, but affects all within 30 ft.
  MYSTICISM
  Core Deities: None.
  Other Deities: None.
  Neutral, Lawful Neutral, and Chaotic Neutral deities would 
  never have this domain.
  Granted Power: Once per day, you may use a free action 
  to channel your deity’s power to grant yourself a luck bonus 
  on your saving throws equal to your Charisma modifier 
  (minimum +1).
  This is a supernatural ability and its effects last for 1 round 
  per cleric level.
  Mysticism Domain Spells
  1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
  2 Spiritual Weapon: Magical weapon attacks on its own.
  3 Visage of the Deity, Lesser: Your form becomes more like 
  your deity’s.
  4 Weapon of the Deity: Your weapon gains enhancement 
  bonus and special ability..
  5 Righteous Might: Your size increases, and you gain +4 
  Strength.
  6 Visage of the Deity: As lesser visage of the deity, but you get 
  celestial or fiendish qualities.
  7 Blasphemy/Holy Word†: Kills, paralyzes, weakens, or dazes 
  nonevil/nongood subjects.
  8 Holy Aura/Unholy Aura†: +4 AC, +4 resistance, and SR 25 
  against evil/good spells.
  9 Visage of the Deity, Greater†: As lesser visage of the deity, but 
  you become half-celestial or half-fiendish.
  † Choose one spell of those given, based on your alignment, 
  that is always your domain spell for this level.
  ORACLE
  Core Deities: Boccob.
  Other Deities: Celestian, Cyndor, Istus.
  Granted Power: You cast divination spells at +2 caster 
  levels.
  Oracle Domain Spells
  1 Identify: Determines single feature of magic item.
  2 Augury: Learns whether an action will be good or bad.
  3 Divination: Provides useful advice for specific, proposed 
  action.
  4 Scrying: Spies on subject from a distance.
  5 Commune: Deity answers one yes-or-no question/level.
  6 Legend Lore: Learn tales about a person, place, or thing.
  7 Scrying, Greater: As scrying, but faster and longer.
  8 Discern Location: Exact location of creature or object.
  9 Foresight: “Sixth sense” warns of impending danger.
  PACT
  Core Deities: None.
  Other Deities: Bralm, Mouqol.
  Granted Power: Add Appraise, Intimidate, and Sense 
  Motive to your list of cleric class skills.
  Pact Domain Spells
  1 Command: One subject obeys selected command for 1 
  round.
  2 Shield Other: You take half of subject’s damage.
  3 Speak With Dead: Corpse answers one question/two levels.
  4 Divination: Provides useful advice for specific proposed 
  actions.
  5 Stalwart Pact: You gain combat bonuses automatically 
  when reduced to half hit points or lower.
  
  7
  6 Zealot Pact: You automatically gain combat bonuses when 
  you attack someone of opposite alignment.
  7 Renewal Pact: Creature is automatically healed if adverse 
  condition affects it.
  8 Death Pact: Deity brings you back from the dead 
  automatically.
  9 Gate: Connects two planes for travel or summoning.
  PESTILENCE
  Core Deities: Nerull.
  Other Deities: Incabulos.
  Granted Power: Immunity to the effects of all diseases, 
  though clerics with this power can still carry infectious 
  diseases.
  Pestilence Domain Spells
  1 Doom: One subject suffers –2 on attacks, damage, saves, 
  and checks.
  2 Summon Swarm: Summons swarm of bats, rats, or spiders.
  3 Contagion: Infects subject with chosen disease.
  4 Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  5 Plague of Rats: Summons horde of diseased rats.
  6 Curse of Lycanthropy: Causes temporary lycanthropy in 
  subject.
  7 Scourge: Inflicts a disease that must be magically cured, 
  one subject/level.
  8 Create Greater Undead†: Create shadows, wraiths, spectres, 
  or devourers.
  9 Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge 
  otyughs.
  † May only be used to create mummies.
  PURIFICATION
  Core Deities: None.
  Other Deities: Rao, Wastri.
  Granted Power: You cast abjuration spells at +1 caster 
  level.
  Purification Domain Spells
  1 Nimbus of Light: Sunlight illuminates you until released as 
  an attack for 1d8 +1/level damage.
  2 Deific Vengeance: Deity’s punishment deals 1d6 
  damage/two caster levels (max 5d6).
  3 Recitation: Your allies get bonus on attacks and saves, and 
  your foes get penalties.
  4 Castigate: Verbal rebuke deafens all who hear and damages 
  those whose alignment differs from yours.
  5 Dance of the Unicorn: Purifying mist washes the air clean of 
  smoke, dust, and poisons.
  6 Fires of Purity: Target bursts into magical flame, becoming 
  a dangerous weapon.
  7 Righteous Wrath of the Faithful: Your allies get bonuses, 
  especially if they worship your deity.
  8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  9 Visage of the Deity, Greater: As lesser visage of the deity, but 
  you become half-celestial or half-fiendish.
  SUMMONER
  Core Deities: None.
  Other Deities: Trithereon.
  Granted Power: Add +2 to your caster level for all 
  Conjuration (summoning) or Conjuration (calling) spells.
  Summoner Domain Spells
  1 Summon Monster I: Calls outsider to fight for you.
  2 Summon Monster II: Calls outsider to fight for you.
  3 Summon Monster III: Calls outsider to fight for you.
  4 Lesser Planar Ally: Exchange services with an 8 HD 
  outsider.
  5 Summon Monster V: Calls outsider to fight for you.
  6 Planar Ally: As lesser planar ally, but up to 16 HD.
  7 Summon Monster VII: Calls outsider to fight for you.
  8 Greater Planar Ally: As lesser planar ally, but up to 24 HD.
  9 Gate: Connects two planes for travel or summoning.
  WEATHER
  Core Deities: Fharlanghn, Obad-Hai.
  Other Deities: Geshtai.
  Granted Power: Inclement weather has less of an effect 
  on you.
  Rain and snow don’t penalize your Spot and Search checks.
  You can move through snow-covered and icy terrain at your 
  normal movement.
  Wind effects, whether natural or magical, affect you as if 
  you were one size category larger.
  Weather Domain Spells
  1 Obscuring Mist: Fog surrounds you.
  2 Gust of Wind: Blows away or knocks down smaller 
  creatures.
  3 Call Lightning: Calls down lightning bolts (3d6 per bolt) 
  from sky.
  4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  5 Binding Winds: Air prevents target from moving, hinders 
  ranged attacks.
  6 Cloudwalkers: Targets can walk on clouds, flying at high 
  altitudes.
  7 Control Weather: Changes weather in local area.
  8 Whirlwind: Cyclone deals damage and can pick up 
  creatures.
  9 Whirlwind, Greater: As whirlwind, but larger and more 
  destructive.
  COMPLETE WARRIOR (3.5)
  COURAGE
  Deities: Valkar.
  At the DM’s option, this domain may also be available to 
  the following deities from the Player’s Handbook: 
  Heironeous, Yondalla.
  Granted Power: You radiate an aura of courage that 
  grants all allies within 10 feet (including yourself) a +4 
  morale bonus on saving throws against fear effects.
  This supernatural ability functions while you are conscious, 
  but not if you are unconscious or dead.
  Courage Domain Spells
  1 Remove Fear: Suppresses fear or gives +4 on saves against 
  fear for one subject + one per four levels.
  2 Aid: +1 on attack rolls and saves against fear, 1d8 
  temporary hp +1/level (max. +10).
  3 Cloak of Bravery*: You and your allies gain a bonus on 
  saves against fear.
  4 Heroism: Gives +2 bonus on attack rolls, saves, skill 
  checks.
  
  8
  5 Valiant Fury*: +4 Str, Con; +2 Will saves; extra attack; 
  cures 1d8 hp +1/level (max. +20).
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  7 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill 
  checks; immunity to fear; temporary hp.
  8 Lion’s Roar*: Deals 1d8 points of damage per two levels to 
  enemies; allies get +1 on attacks and saves against fear, plus 
  temporary hp.
  9 Cloak of Bravery, Greater*: You and your allies become 
  immune to fear and get +2 bonus on attacks.
  * New spell described later in this chapter.
  FATE
  Deities: Lyris.
  At the DM’s option, this domain may also be available to 
  the following deities from the Player’s Handbook: Nerull, 
  Obad-Hai.
  Granted Power: You gain the uncanny dodge ability, 
  allowing you to retain your Dexterity bonus to AC (if any) 
  even if caught flat-footed or struck by an invisible attacker.
  However, you still lose your Dexterity bonus to AC if 
  immobilized.
  If you have another class that gives you uncanny dodge, 
  your cleric levels add to that class’s level for determining 
  when you gain the improved uncanny dodge class feature 
  (see page 26 of the Player’s Handbook).
  Fate Domain Spells
  1 True Strike: +20 on your next attack roll.
  2 Augury: Learns whether an action will be good or bad.
  3 Bestow Curse: –6 to an ability score; –4 on attack rolls, 
  saves, and checks; or 50% chance of losing each action.
  4 Status: Monitors condition, position of allies.
  5 Mark of Justice: Designates action that will trigger curse on 
  subject.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Vision: As legend lore, but quicker and strenuous.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Foresight: “Sixth sense” warns of impending danger.
  NOBILITY
  Deities: Altua.
  At the DM’s option, this domain may also be available to 
  the following deities from the Player’s Handbook: 
  Heironeous, Pelor.
  Granted Power: You have the spell-like ability to inspire 
  allies, giving them a +2 morale bonus on saving throws, 
  attack and damage rolls, ability checks, and skill checks.
  Allies must be able to hear you speak for 1 round.
  Using this ability is a standard action.
  It lasts a number of rounds equal to your Charisma bonus 
  and can be used once per day.
  Nobility Domain Spells
  1 Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Magic Vestment: Armor or shield gains +1 enhancement 
  per four levels.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Command, Greater: As command, but affects one 
  subject/level.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Repulsion: Creatures can’t approach you.
  8 Demand: As sending, plus you can send suggestion.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  PLANNING
  Deities: Halmyr.
  At the DM’s option, this domain may also be available to 
  the following deities from the Player’s Handbook: Boccob, 
  Vecna, Wee Jas.
  Granted Power: You gain Extend Spell as a bonus feat.
  Planning Domain Spells
  1 Deathwatch: Reveals how near death subjects within 30 ft. 
  are.
  2 Augury: Learns whether an action will be good or bad.
  3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 
  min./level.
  4 Status: Monitors condition, position of allies.
  5 Detect Scrying: Alerts you to magical eavesdropping.
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  7 Scrying, Greater: As scrying, but faster and longer.
  8 Discern Location: Reveals exact location of creature or 
  object.
  9 Time Stop: You act freely for 1d4+1 rounds.
  TYRANNY
  Deities: Typhos.
  At the DM’s option, this domain may also be available to 
  the following deities from the Player’s Handbook: Hextor, 
  Vecna, Wee Jas.
  Granted Power: Add +1 to the save DC of any 
  compulsion spell you cast.
  Tyranny Domain Spells
  1 Command: One subject obeys selected command for 1 
  round.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Discern Lies: Reveals deliberate falsehoods.
  4 Fear: Subjects within cone flee for 1 round/level.
  5 Command, Greater: As command, but affects one 
  subject/level.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Bigby’s Grasping Hand: Hand provides cover, pushes, or 
  grapples.
  8 Charm Monster, Mass: As charm monster, but all within 30 ft.
  9 Dominate Monster: As dominate person, but any creature.
  DEFENDERS OF THE FAITH 
  (3.0)
  
  9
  BEASTMASTER
  Deities: Ehlonna, Obad-Hai.
  Granted Power: Speak with animals once per day per 
  level as the spell.
  This is a supernatural ability.
  Beastmaster Domain Spells
  1 Animal Friendship: Gains permanent animal companions.
  2 Beastmask: Animals and beasts think subject is one of 
  them.
  3 Animal Trance: Fascinates 2d6 HD of animals.
  4 Bear’s Heart: One ally/level +4 Strength and +1d4/level hit 
  points.
  5 Animal Growth: One animal/2 levels doubles in size.
  6 Summon Nature’s Ally III: Calls creatures to fight.
  7 Animal Shapes: One ally/level polymorphs into chosen 
  animal.
  8 Summon Nature’s Ally IV: Calls creatures to fight.
  9 Shapechange: Transforms you into any creature, and 
  change forms once per round.
  CELERITY
  Deities: Fharlanghn, Olidammara.
  Granted Power: +2 enhancement bonus to Dexterity, 
  speed increased +10 ft. when in light armor, +2 
  enhancement bonus on initiative.
  These are supernatural abilities.
  Celerity Domain Spells
  1 Blur: Attacks miss subject 20% of the time.
  2 Cat’s Grace: Subject gains 1d4+1 Dex for 1 hr./level.
  3 Air Walk: Subject treads on air as if solid (climb at 45-
  degree angle).
  4 Haste: Extra partial action and +4 AC.
  5 Tree Stride: Step from one tree to another far away.
  6 Wind Walk: You and your allies turn vaporous and travel 
  fast.
  7 Mass Haste: As haste, affects 1/level subjects.
  8 Blink: You randomly vanish and reappear for 1 
  round/level.
  9 Time Stop: You act freely for 1d4+1 rounds.
  COMMUNITY
  Deities: Corellon Larethian, Garl Glittergold, Pelor, St. 
  Cuthbert, Yondalla.
  Granted Power: Use calm emotions as a spell-like ability 
  once per day.
  Gain +2 bonus on Diplomacy checks.
  Community Domain Spells
  1 Bless: Allies gain +1 attack and +1 on saves against fear.
  2 Shield Other: You take half of subject’s damage.
  3 Prayer: Allies gain +1 on most rolls, and enemies suffer –1.
  4 Status: Monitors condition, position of allies.
  5 Rary’s Telepathic Bond: Link lets allies communicate.
  6 Heroes’ Feast: Food for 1 creature/level, cures and blesses.
  7 Refuge: Alters item to transport its possessor to you.
  8 Mass Heal: As heal, but with several subjects.
  9 Miracle: Requests a deity’s intercession.
  CREATION
  Deities: Corellon Larethian, Garl Glittergold, Moradin, 
  Obad-Hai, Pelor, Vecna, Yondalla.
  Granted Power: Cast Conjuration (creation) spells at +2 
  caster levels.
  Creation Domain Spells
  1 Create Water: Creates 2 gallons/level of pure water.
  2 Minor Image: Creates audial and visual illusion of your
  design.
  3 Create Food and Water: Feeds three humans (or one 
  horse)/level.
  4 Minor Creation: Creates one cloth or wood object.
  5 Major Creation: As minor creation, plus stone and metal.
  6 Heroes’ Feast: Food for 1 creature/level, cures and blesses.
  7 Permanent Image: Includes sight, sound, and smell.
  8 True Creation: As major creation, but permanent.
  9 Genesis: Creates a pocket demiplane.
  DIVINATION
  Deities: Boccob, Obad-Hai, Pelor, Vecna.
  Granted Power: You cast divination spells at +2 caster 
  levels.
  Divination Domain Spells
  1 Identify: Determines single feature of magic item.
  2 Augury: Learns whether an action will be good or bad.
  3 Divination: Provides useful advice for specific, proposed 
  action.
  4 Scrying: Spies on subject from a distance.
  5 Commune: Deity answers one yes-or-no question/level.
  
  10
  6 Legend Lore: Learn tales about a person, place, or thing.
  7 Greater Scrying: As scrying, but faster and longer.
  8 Discern Location: Exact location of creature or object.
  9 Foresight: “Sixth sense” warns of impending danger.
  DOMINATION
  Deities: Gruumsh, Hextor, St. Cuthbert, Wee Jas.
  Granted Power: You gain the Spell Focus 
  (Enchantment) feat.
  Domination Domain Spells
  1 Command: One subject obeys one-word command for 1 
  round.
  2 Enthrall: Captivates all within 100 ft. + 10 ft/level.
  3 Suggestion: Compels subject to follow stated course of 
  action.
  4 Dominate Person: Controls humanoid telepathically.
  5 Greater Command: As command, but affects one 
  subject/level.
  6 Geas/Quest: As lesser geas, but affects any creature.
  7 Mass Suggestion: As suggestion, plus one/level subjects.
  8 True Domination: As dominate person, but save at –4.
  9 Monstrous Thrall: As dominate person, but permanent and 
  affects any creature.
  EXORCISM
  Deities: Corellon Larethian, Heironeous, Kord, Moradin, 
  Pelor.
  Granted Power: You have the supernatural ability to 
  force possessing spirits out of the bodies they inhabit.
  You make a Charisma check (1d20 + your Charisma 
  modifier) and consult Table 8–16, page 140 of the Player’s 
  Handbook, using your prestige class level plus your cleric 
  level, if any, plus your paladin level –2, if any.
  If the result from the table is at least equal to the HD of the 
  possessing creature, you force it out of the body.
  If the spirit belongs to a spellcaster using magic jar, the 
  spirit returns to the receptacle.
  If it is a ghost, it becomes ethereal and free-floating again.
  In any case, the spirit cannot attempt to possess the same 
  victim again for one day.
  Exorcism Domain Spells
  1 Protection from Evil: +2 AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Magic Circle against Evil: As protection from evil, but 10-ft. 
  radius and 10 min./level.
  3 Remove Curse: Frees object or person from curse.
  4 Dismissal: Forces a creature to return to native plane.
  5 Dispel Evil: +4 bonus against attacks.
  6 Banishment: Banishes 2 HD/level extraplanar creatures.
  7 Holy Word: Kills, paralyzes, weakens, or dazes nongood 
  subjects.
  8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil 
  spells.
  9 Unbinding: Destroys binding spells within 180 ft.
  GLORY
  Deities: Heironeous, Pelor.
  Granted Power: Turn undead with a +2 bonus on the 
  turning check and +1d6 on the turning damage roll.
  Glory Domain Spells
  1 Disrupt Undead: Deals 1d6 damage to one undead.
  2 Bless Weapon: Weapon gains +1 bonus.
  3 Searing Light: Ray deals 1d8/2 levels, more against undead.
  4 Holy Smite: Damages and blinds evil creatures.
  5 Holy Sword: Weapon becomes +5, deals double damage 
  against evil.
  6 Bolt of Glory: Ray deals positive energy damage, more 
  against undead and evil outsiders.
  7 Sunbeam: Blinds and deals 3d6 damage.
  8 Crown of Glory: Gain +4 Cha and enthralls subjects.
  9 Gate: Connects two planes for travel or summoning.
  INQUISITION
  Deities: Heironeous, Moradin, St. Cuthbert.
  Granted Power: Gain a +4 bonus on all dispel checks.
  Inquisition Domain Spells
  1 Detect Evil: Reveals creatures, spells, or objects.
  2 Zone of Truth: Subjects within range can’t lie.
  3 Detect Thoughts: Allows “listening” to surface thoughts.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 True Seeing: See all things as they really are.
  6 Forbiddance: Denies area to creatures of another 
  alignment.
  7 Dictum: Kills, paralyzes, weakens, or dazes nonlawful 
  subjects.
  8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil 
  spells.
  9 Trap the Soul: Imprisons subject within gem.
  MADNESS
  Deity: Boccob, Erythnul, Vecna.
  Granted Power: You gain an “Insanity score” equal to 
  half your class level (add cleric levels to prestige class levels 
  for this purpose).
  For spellcasting (determining bonus spells and DCs), add 
  this score to your Wisdom score and use the result in place 
  of Wisdom alone.
  For all other purposes, such as skill checks and saving 
  throws, subtract this score from your Wisdom score and 
  use the result in place of Wisdom alone.
  This means that your spells are very difficult to resist, but 
  you are in general unaware of your surroundings and act 
  imprudently—often erratically.
  Once per day, you can see and act with the clarity of true 
  madness.
  Use your Insanity score as a bonus on a single roll 
  involving Wisdom, such as a Listen check or a Will saving 
  throw.
  Choose to use this power before the roll is made.
  Madness Domain Spells
  1 Random Action: One creature acts randomly for one round.
  2 Touch of Madness: Dazes one creature for 1 round/level.
  3 Rage: Gives +4 Str, +4 Con, +2 morale bonus on Will saves.
  4 Confusion: Makes subject behave oddly for 1 round/level.
  5 Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
  6 Phantasmal Killer: Fearsome illusion kills one creature or 
  deals 3d6 damage.
  7 Insanity: Subject suffers continuous confusion.
  8 Maddening Scream: Subject has –4 AC, no shield, Reflex 
  save on 20 only.
  9 Weird: As phantasmal killer, but affects all within 30 ft.
  
  11
  MIND
  Deities: Boccob, Vecna, Wee Jas.
  Granted Power: Gain a +2 bonus on Bluff, Diplomacy, 
  Innuendo, Read Lips, and Sense Motive checks.
  Gain a +2 bonus on Will saves against enchantment spells 
  and effects.
  Mind Domain Spells
  1 Comprehend Languages: Understands all spoken and 
  written languages.
  2 Detect Thoughts: Allows “listening” to surface thoughts.
  3 Lesser Telepathic Bond: Link with subject within 30 ft. for 
  10 min./level.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Rary’s Telepathic Bond: Link lets allies communicate.
  6 Probe Thoughts: Read subject’s memories, one 
  question/round.
  7 Brain Spider: Eavesdrop on thoughts of up to eight other 
  creatures.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Weird: Fearful illusion, affects all within 30 ft., either 
  killing or dealing 3d6 damage.
  MYSTICISM
  Deities: Any good or evil deity.
  Granted Power: You apply your Charisma modifier (if 
  positive) as a bonus on all saving throws.
  If you already have this ability (for example, because you 
  are a paladin), you add +1 to the bonus.
  Mysticism Domain Spells
  1 Divine Favor: You gain attack, damage bonus, +1/3 levels.
  2 Spiritual Weapon: Magical weapon attacks on its own.
  3 Lesser Aspect of the Deity: Your form becomes more like 
  your deity’s.
  4 Weapon of the Deity: +1 to your weapon’s attack and 
  damage, plus a special ability.
  5 Righteous Might: Your size increases, and you gain +4 
  Strength.
  6 Aspect of the Deity: As lesser aspect, but you get celestial or 
  fiendish qualities.
  7 Blasphemy/Holy Word*: Kills, paralyzes, weakens, or dazes 
  nonevil/nongood subjects.
  8 Holy Aura/Unholy Aura*: +4 AC, +4 resistance, and SR 25 
  against evil/good spells.
  9 Greater Aspect of the Deity: As lesser aspect, but gain wings, 
  enhanced ability scores, and various resistances and 
  immunities.
  * Choose one spell of those given, based on alignment, that 
  is always your domain spell for this level.
  PESTILENCE
  Deities: Erythnul, Hextor, Nerull, Wee Jas.
  Granted Power: Immunity to the effects of all diseases, 
  though clerics with this power can still carry infectious 
  diseases.
  Pestilence Domain Spells
  1 Doom: One subject suffers –2 on attacks, damage, saves, 
  and checks.
  2 Summon Monster II: Calls 1d3 fiendish dire rats to fight for 
  you.
  3 Contagion: Infects subject with chosen disease.
  4 Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  5 Plague of Rats: Summons horde of diseased rats.
  6 Curse of Lycanthropy: Causes temporary lycanthropy in 
  subject.
  7 Scourge: Inflicts a disease that must be magically cured, 
  one subject/level.
  8 Create Greater Undead: Creates one mummy from a corpse.
  9 Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge 
  otyughs.
  SUMMONING
  Deities: Any.
  Granted Power: You cast any summon monster spell at 
  twice your caster level, increasing the range and duration of 
  the spell.
  Summoning Domain Spells
  1 Summon Monster I: Calls outsider to fight for you.
  2 Summon Monster II: Calls outsider to fight for you.
  3 Summon Monster III: Calls outsider to fight for you.
  4 Lesser Planar Ally: Exchange services with an 8 HD 
  outsider.
  5 Summon Monster V: Calls outsider to fight for you.
  6 Planar Ally: As lesser planar ally, but up to 16 HD.
  7 Summon Monster VII: Calls outsider to fight for you.
  8 Greater Planar Ally: As lesser planar ally, but up to 24 HD.
  9 Gate: Connects two planes for travel or summoning.
  DEITIES AND DEMIGODS
  (3.0)
  ARTIFICE
  Deities: (Olympian) Athena, Hephaestus; (Pharaonic) 
  Imhotep
  Granted Power: Gain +4 bonus on Craft checks.
  You cast conjuration (creation) spells at +1 caster level.
  (Those with access to both the Artifice and Creation 
  domains cast conjuration [creation] spells at +3 caster level).
  Artifice Domain Spells
  1 Animate rope
  2 Wood shape
  3 Stone shape
  4 Minor creation
  5 Fabricate
  6 Major creation
  7 Hardening
  8 True creation
  9 Prismatic sphere
  CHARM
  Deities: (Olympian) Aphrodite, (Asgardian) Freya
  Granted Power: You can boost your Charisma by 4 
  points once per day.
  Activating this power is a free action.
  The Charisma increase lasts 1 minute.
  Charm Domain Spells
  1 Charm person
  2 Calm emotions
  
  12
  3 Suggestion
  4 Emotion
  5 Charm monster
  6 Geas/quest
  7 Insanity
  8 Demand
  9 Dominate monster
  COMMUNITY
  Deities: (Olympian) Athena, Hephaestus, Hera, Hestia; 
  (Pharaonic) Hathor, (Asgardian) Frigga
  Granted Power: Use calm emotions as a spell-like ability 
  once per day.
  Gain a +2 competence bonus on Diplomacy checks.
  Community Domain Spells
  1 Bless
  2 Shield other
  3 Prayer
  4 Status
  5 Rary’s telepathic bond
  6 Heroes’ feast
  7 Refuge
  8 Mass heal
  9 Miracle
  CREATION
  Deities: (Olympian) Hecate; (Pharaonic) Ptah
  Granted Power: Cast conjuration (creation) spells at +2 
  caster level.
  (Those with access to both the Artifice and Creation 
  domains cast conjuration [creation] spells at +3 caster level).
  Creation Domain Spells
  1 Create water
  2 Minor image
  3 Create food and water
  4 Minor creation
  5 Major creation
  6 Heroes’ feast
  7 Permanent image
  8 True creation
  9 Genesis
  DARKNESS
  Deities: (Pharaonic) Set
  Granted Power: Free Blind-Fight feat.
  Darkness Domain Spells
  1 Obscuring mist
  2 Blindness
  3 Blacklight
  4 Armor of darkness
  5 Summon monster V (only summons 1d3 shadows)
  6 Prying eyes
  7 Nightmare
  8 Power word, blind
  9 Power word, kill
  GLORY
  Deities: (Pharaonic) Re-Horakhty
  Granted Power: Turn undead with a +2 bonus on the 
  turning check and +1d6 to the turning damage roll.
  Glory Domain Spells
  1 Disrupt undead
  2 Bless weapon
  3 Searing light
  4 Holy smite
  5 Holy sword
  6 Bolt of glory
  7 Sunbeam
  8 Crown of glory
  9 Gate
  LIBERATION
  Deities: (other) Dennari
  Granted Power: You gain a +2 morale bonus on all 
  saving throws against enchantment spells or effects.
  Liberation Domain Spells
  1 Remove fear
  2 Remove paralysis
  3 Remove curse
  4 Freedom of movement
  5 Break enchantment
  6 Greater dispelling
  7 Refuge
  8 Mind blank
  9 Unbinding
  MADNESS
  Deities: (Olympian) Dionysus
  Granted Power: You gain an Insanity score equal to half 
  your class level (add cleric levels to prestige class levels for 
  this purpose).
  For spellcasting (determining bonus spells and DCs), you 
  use your Wisdom score plus your Insanity score in place of 
  Wisdom alone.
  For all other purposes, such as skills and saves, use Wisdom 
  minus Insanity in place of Wisdom.
  This means that your spells are very difficult to resist, but 
  you are in general unaware of your surroundings and act 
  imprudently—often erratically.
  Once per day, you can see and act with the clarity of true 
  madness.
  Use your Insanity score as a positive rather than a negative 
  modifier on a single roll involving Wisdom, such as a 
  Listen check or a Will saving throw.
  Choose to use this power before the roll is made.
  Madness Domain Spells
  1 Random action
  2 Touch of madness
  3 Rage
  4 Confusion
  5 Bolts of bedevilment
  6 Phantasmal killer
  7 Insanity
  8 Maddening scream
  9 Weird
  
  13
  NOBILITY
  Deities: (Olympian) Zeus, Hera, Nike; (Pharaonic) Re-
  Horakhty
  Granted Power: You have the spell-like ability to inspire 
  allies, giving them a +2 morale bonus on saving throws, 
  attack rolls, ability checks, skill checks, and weapon 
  damage rolls.
  Allies must be able to hear you speak for 1 round.
  Using this ability is a standard action.
  It lasts a number of rounds equal to your Charisma bonus 
  and can be used once per day.
  Nobility Domain Spells
  1 Divine favor
  2 Enthrall
  3 Magic vestment
  4 Discern lies
  5 Greater command
  6 Geas/quest
  7 Repulsion
  8 Demand
  9 Storm of vengeance
  REPOSE
  The Repose is similar to the Death in the Player’s Handbook, 
  but is granted by good-aligned deities whose clerics are
  barred from casting evil spells.
  Deities: (Pharaonic) Anubis, Nephthys, Osiris
  Granted Power: You may use a death touch once per day.
  Your death touch is a spell-like ability that is a death effect.
  You must succeed at a melee touch attack against a living 
  creature (using the rules for touch spells).
  When you touch, roll 1d6 per your cleric level.
  If the total at least equals the creature’s current hit points, it 
  dies.
  Repose Domain Spells
  1 Deathwatch
  2 Gentle repose
  3 Speak with dead
  4 Death ward
  5 Slay living
  6 Undeath to death
  7 Destruction
  8 Surelife
  9 Wail of the banshee
  RUNE
  Deities: (Pharaonic) Thoth.
  Granted Power: Free Scribe Scroll feat.
  Rune Domain Spells
  1 Erase
  2 Secret page
  3 Glyph of warding
  4 Explosive runes
  5 Lesser planar binding
  6 Greater glyph of warding
  7 Drawmij’s instant summons
  8 Symbol
  9 Teleportation circle
  SCALYKIND
  Deity: (Pharaonic) Apep.
  Granted Power: Rebuke or command animals (reptilian 
  creatures and snakes only) as an evil cleric rebukes or 
  commands undead.
  Use this ability a total number of times per day equal to 3 + 
  your Charisma modifier.
  Scalykind Domain Spells
  1 Magic fang
  2 Animal trance†
  3 Greater magic fang
  4 Poison
  5 Animal growth†
  6 Eyebite
  7 Creeping doom (composed of tiny snakes)
  8 Animal shapes†
  9 Shapechange
  † Affects ophidian or reptilian creatures only.
  WEATHER
  Deities: (Olympian) Zeus; (Asgardian) Thor
  Granted Power: Intuit Direction and Wilderness Lore 
  are class skills.
  Weather Domain Spells
  1 Obscuring mist
  2 Fog cloud
  3 Call lightning
  4 Sleet storm
  5 Ice storm
  6 Control winds
  7 Control weather
  8 Whirlwind
  9 Storm of vengeance
  DRACONOMICON (3.5)
  DOMINATION
  Deities: None (see the dracolyte prestige class, page 122).
  Granted Power: You gain Spell Focus (enchantment) as 
  a bonus feat.
  Domination Domain Spells
  1 Command: One subject obeys selected command for 1 
  round.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Suggestion: Compels subject to follow stated course of 
  action.
  4 Dominate Person: Controls humanoid telepathically.
  5 Command, Greater: As command, but affects one 
  subject/level.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Suggestion, Mass: As suggestion, plus one/level subjects.
  8 True Domination: As dominate person, but later saving 
  throws at –4.
  9 Monstrous Thrall: As true domination, but permanent and 
  affects any creature.
  
  14
  DRAGON
  Deities: Aasterinian, Astilabor, Bahamut, Chronepsis, 
  Falazure, Garyx, Hlal, Io, Lendys, Tamara, Tiamat.
  Granted Power: Add Bluff and Intimidate to your list of 
  cleric class skills.
  Dragon Domain Spells
  1 Magic Fang: One natural weapon of subject creature gets 
  +1 on attack and damage rolls.
  2 Resist Energy: Ignores 10 (or more) points of 
  damage/attack from specified energy type.
  3 Magic Fang, Greater: One natural weapon of subject 
  creature gets +1/three levels on attack and damage rolls 
  (max +5).
  4 Voice of the Dragon: +10 on Bluff, Diplomacy, and 
  Intimidate checks; can use one suggestion.
  5 True Seeing: Lets you see all things as they actually are.
  6 Stoneskin: Ignore 10 points of damage per attack.
  7 Dragon Ally: As lesser dragon ally, but up to 18 HD.
  8 Suggestion, Mass: As suggestion, plus one/level subjects.
  9 Dominate Monster: As dominate person, but any creature.
  GLORY
  Deities: None (see the dracolyte prestige class, page 122).
  Granted Power: You can turn undead with a +2 bonus 
  on the turning check and +1d6 on the turning damage roll.
  Glory Domain Spells
  1 Disrupt Undead: Deals 1d6 damage to one undead.
  2 Bless Weapon: Weapon strikes true against evil foes.
  3 Searing Light: Ray deals 1d8/two levels damage, more 
  against undead.
  4 Holy Smite: Damages and blinds evil creatures.
  5 Holy Sword: Weapon becomes +5, deals +2d6 damage 
  against evil.
  6 Bolt of Glory: Ray deals 1d6/two levels damage, more 
  against undead and evil outsiders.
  7 Sunbeam: Beam blinds and deals 4d6 damage.
  8 Crown of Glory: Gain +4 Cha and enthrall subjects.
  9 Gate: Connects two planes for travel or summoning.
  GREED
  Deity: Tiamat.
  Granted Power: You gain a +2 competence bonus on 
  Appraise, Open Lock, and Slight of Hand checks.
  Greed Domain Spells
  1 Cheat: Caster rerolls when determining the success of a 
  game of chance.
  2 Entice Gift: Subject gives caster what it’s holding.
  3 Knock: Opens locked or magically sealed door.
  4 Fire Trap: Opened object deals 1d4 damage +1/level.
  5 Fabricate: Transforms raw materials into finished items.
  6 Guards and Wards: Array of magic effects protects area.
  7 Teleport Object: As teleport, but affects a touched object.
  8 Phantasmal Thief: Creates an unseen force that steals from 
  others.
  9 Sympathy: Object or location attracts certain creatures.
  WEALTH
  Deities: Astilabor, Io.
  Granted Powers: Add Appraise to your list of cleric class 
  skills.
  You gain Skill Focus (Appraise) as a bonus feat.
  Wealth Domain Spells
  1 Alarm: Wards an area for 2 hours/level.
  2 Obscure Object: Masks object against scrying.
  3 Glyph of Warding: Inscription harms those who pass it.
  4 Detect Scrying: Alerts you of magical eavesdropping.
  5 Leomund’s Secret Chest: Hides expensive chest on Ethereal 
  Plane; you retrieve it at will.
  6 Forbiddance: Blocks planar travel, damages creatures of 
  different alignment.
  7 Sequester: Subject is invisible to sight and scrying; renders 
  creature comatose.
  8 Discern Location: Reveals exact location of creature or 
  object.
  9 Antipathy: Object or location affected by spell repels 
  certain creatures.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  MIND
  Deities: Zuoken, Ilsensine.
  Granted Power: Gain a +2 bonus on Bluff, Diplomacy, 
  and Sense Motive checks.
  Gain a +2 bonus on Will saves against enchantment spells 
  and effects.
  Mind Domain Spells
  1 Comprehend Languages: You understand all spoken and 
  written languages.
  2 Detect Thoughts: Allows “listening” to surface thoughts.
  3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 
  10 min./level.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Rary’s Telepathic Bond: Link lets allies communicate.
  6 Probe Thoughts: Read subject’s memories, one 
  question/round.
  7 Brain Spider: Eavesdrop on thoughts of up to eight other 
  creatures.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Weird: Fearful illusion affects all within 30 ft., either 
  killing or dealing 3d6 damage.
  FAITHS AND PANTHEONS
  (3.0)
  REPOSE
  The Repose is very similar to the Death in the Player’s 
  Handbook, but is granted by good-aligned deities whose 
  clerics are barred from casting Evil spells.
  The deities Jergal, Kelemvor, Osiris, and Urogalan in the 
  FORGOTTEN REALMS Campaign Setting should have the 
  Repose instead of the Death.
  Deities: Jergal, Kelemvor, Osiris, Urogalan
  
  15
  Granted Power: You may use a death touch once per 
  day.
  Your death touch is a spell-like ability that is a death effect.
  You must succeed at a melee touch attack against a living 
  creature (using the rules for touch spells).
  When you touch, roll 1d6 per your cleric level.
  If the total at least equals the creature’s current hit points, it 
  dies.
  Repose Domain Spells
  1 Deathwatch: Sees how wounded subjects within 30 ft. are.
  2 Gentle Repose: Preserves one corpse.
  3 Speak with Dead: Corpse answers one question/two levels.
  4 Death Ward: Grants immunity to death spells and effects.
  5 Slay Living: Touch attack kills subject.
  6 Undeath to Death: Destroys 1d4 HD/level of undead (see 
  below).
  7 Destruction: Kills subject and destroys remains.
  8 Surelife: Protects you from one kind of certain death (see 
  below).
  9 Wail of the Banshee: Kills one creature/level.
  FIENDISH CODEX 1 (3.5)
  CORRUPTION
  Demon Lords: Demogorgon, Juiblex, Pale Night.
  Granted Power: Once per day, you can attack an object 
  and ignore its hardness.
  Corruption Domain Spells
  1 Doom: One subject takes a –2 penalty on attack rolls, 
  damage rolls, saves, and checks.
  2 Blindness/Deafness: Makes subject blinded or deafened.
  3 Contagion: Infects subject with chosen disease.
  4 Morality Undone: Subject becomes evil.
  5 Feeblemind: Subject’s Int and Cha drop to 1.
  6 Pox: Deals 1d4 Con drain to one creature/level.
  7 Insanity: Subject affected by continuous confusion.
  8 Befoul: Turns large amount of water poisonous.
  9 Despoil: Kills plants and damages objects in 100-ft./level
  radius.
  DEMONIC
  Demon Lords: Demogorgon, Fraz-Urb’luu, Graz’zt, 
  Orcus, Yeenoghu.
  Granted Power: You gain a +1 profane bonus on attack 
  and damage rolls for unarmed strikes and attacks with 
  natural weapons.
  Demonic Domain Spells
  1 Demonflesh: Grants +1 natural armor/5 caster levels.
  2 Demoncall: Grants +10 profane bonus on one Knowledge 
  (arcana), Knowledge (the planes), or Knowledge (religion) 
  check.
  3 Demon Wings: You can fly at your land speed.
  4 Dimensional Anchor: Bars extradimensional movement.
  5 Planar Binding, Lesser: Traps extraplanar creature of 6 or 
  fewer HD until it performs a task.
  6 Planar Binding: As lesser planar binding, but traps 
  extraplanar creature with up to 12 HD.
  7 Fiendish Clarity: Grants you darkvision 60 ft., allows you to 
  see in magical darkness, see invisibility out to 60 ft., and
  detect good.
  8 Planar Binding, Greater: As lesser planar binding, but traps 
  extraplanar creatures with up to 18 HD.
  9 Gate: Connects two planes for travel or summoning.
  ENTROPY
  Demon Lords: Dagon, Obox-ob.
  Granted Power: Once per day as a standard action, you 
  can channel a bolt of Abyssal entropy as a ranged touch 
  attack, dealing 1d8 points of damage per cleric level you 
  possess.
  Half the damage is sonic damage, and half is unholy 
  damage that cannot be reduced by sonic resistance or 
  immunity.
  Entropy Domain Spells
  1 Cause Fear: Causes one creature with 5 or fewer HD to flee 
  for 1d4 rounds.
  2 Vision of Entropy: Confronts target with a vision of the 
  Abyss that causes increasing fear.
  3 Ray of Exhaustion: Creates a ray that renders subject 
  exhausted.
  4 Fear: Subjects within cone flee for 1 round/level.
  5 Waves of Fatigue: Causes several targets to become 
  fatigued.
  6 Disintegrate: Causes one creature or object to vanish.
  7 Insanity: Afflicts subject with continuous confusion effect.
  8 Scintillating Pattern: Creates twisting colors that confuse, 
  stun, or render subjects unconscious.
  9 Abyssal Rift: Opens a rift in the ground, damaging 
  creatures and structures.
  FURY
  Demon Lords: Baphomet, Kostchtchie, Yeenoghu.
  Granted Power: Once per day as a free action, you can 
  designate a single creature or object as the target of your 
  fury.
  You gain a +2 profane bonus on attack rolls against the 
  designated creature or object and deal an extra 2 points of 
  damage with each successful strike upon it.
  These bonuses persist until you select a new target for your 
  attacks.
  Fury Domain Spells
  1 True Strike: Grants you a +20 bonus on your next attack 
  roll.
  2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  3 Rage: Grants +2 to Str and Con, +1 on Will saves, –2 to AC.
  4 Divine Power: You gain attack bonus, +6 to Str, and 1 
  hp/level.
  5 Shout: Deafens all within cone and deals 5d6 sonic 
  damage.
  6 Song of Discord: Forces targets to attack each other.
  7 Abyssal Frenzy: Regresses target to brutish, demonic 
  version of itself.
  8 Shout, Greater: Lets subject produce a devastating yell that 
  deals 10d6 sonic damage, stuns creatures, and damages 
  objects.
  9 Abyssal Frenzy, Mass: As abyssal frenzy, but 1 creature/level.
  OOZE
  Demon Lords: Juiblex, Zuggtmoy.
  
  16
  Granted Power: You can rebuke or command oozes as 
  an evil cleric rebukes or commands undead.
  This ability is usable a number of times per day equal to 3 + 
  your Charisma modifier.
  Ooze Domain Spells
  1 Grease: Makes a 10-ft. square or one object slippery.
  2 Web: Fills a 20-ft.-radius spread with sticky spider webs.
  3 Poison: Your touch deals 1d10 Con damage, repeats in 1 
  min.
  4 Rusting Grasp: Your touch corrodes iron and alloys.
  5 Oozepuppet: You can telekinetically control target ooze.
  6 Transmute Rock to Mud: Transforms two 10-ft. cubes per 
  level.
  7 Slime Wave: Creates a 15-ft. spread of green slime.
  8 Befoul: Turns large amount of water poisonous.
  9 Implosion: Kills one creature/round.
  TEMPTATION
  Demon Lords: Graz’zt, Malcanthet, Pazuzu.
  Granted Power: Select a gender.
  As long as you wear no armor, you gain a +2 competence 
  bonus on Charisma-based checks opposed by creatures of 
  this gender.
  Furthermore, each save DC for any mind-affecting spells or 
  abilities you use against this gender increases by 1.
  Temptation Domain Spells
  1 Charm Person: Makes one person your friend.
  2 Beckoning Call: Lures target creature closer to you.
  3 Suggestion: Compels subject to follow stated course of 
  action.
  4 Charm Monster: Makes monster believe it is your ally.
  5 Dominate Person: Controls humanoid telepathically.
  6 Mass Suggestion: As suggestion, plus one subject/level.
  7 Soul Link: Grants target a boon, allows monitoring, and 
  establishes a telepathic link that enhances enchantments.
  8 Sympathy: Causes object or location to attract certain 
  creatures.
  9 Dominate Monster: As dominate person, but any creature.
  FIENDISH CODEX 2 (3.5)
  DIABOLIC
  Deities: Asmodeus, Baalzebul, Mammon, 
  Mephistopheles.
  Granted Power: Once per day, as an immediate action, 
  add your class level as a bonus on a single Bluff, Diplomacy, 
  Intimidate, or Sense Motive check.
  Diabolic Domain Spells
  1 Protection from Good: +2 to AC and saves, counter mind 
  control, hedge out good elementals and outsiders.
  2 Devil’s Eye: See through magical darkness up to 30 ft.
  3 Devil’s Ego: Gain +4 to Cha and change type to outsider for 
  1 min./level
  4 Hellfire: Explosion of infernal fire deals 1d8 damage/
  2 levels in 10-ft. radius.
  5 Planar Binding, Lesser: Traps extraplanar creature of
  6 HD or less until it performs a task.
  6 Planar Binding: As lesser planar binding, but up to 12 HD.
  7 Hellfire Storm: Explosion of infernal fire deals 1d8 
  damage/level in 20-ft. radius
  8 Demand: As sending, plus you can send suggestion.
  9 Investiture of the Pit Fiend: Target gains powerful claw 
  attacks, ability to inflict disease, or ability to inflict terror.
  FORGOTTEN REALMS 
  CAMPAIGN SETTING (3.0)
  CAVERN
  Deities: Callarduran Smoothhands, Dumathoin, Geb, 
  Ghaunadaur, Grumbar, Gruumsh, Luthic, Segojan 
  Earthcaller, Shar.
  Granted Power: You gain the dwarven ability of 
  stonecunning.
  If you already have stonecunning, your racial bonus for 
  stonecunning increases from +2 to +4 on checks to notice 
  unusual stonework.
  Cavern Domain Spells
  1 Detect secret doors
  2 Darkness
  3 Meld into stone
  4 Leomund’s secure shelter
  5 Passwall
  6 Find the path
  7 Maw of stone
  8 Earthquake
  9 Imprisonment
  CHARM
  Deities: Eilistraee, Finder Wyvernspur, Gargauth, Hanali 
  Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela 
  Peryroyl, Sune.
  Granted Power: You can boost your Charisma by 4 
  points once per day.
  Activating this power is a free action.
  The Charisma increase lasts 1 minute.
  Charm Domain Spells
  1 Charm person
  2 Calm emotions
  3 Suggestion
  4 Emotion
  5 Charm monster
  6 Geas/quest
  7 Insanity
  8 Demand
  9 Dominate monster
  CRAFT
  Deities: Callarduran Smoothhands, Dugmaren 
  Brightmantle, Dumathoin, Flandal Steelskin, Garl 
  Glittergold, Geb, Gond, Laduguer, Moradin, Thoth.
  Granted Power: You cast creation spells at +1 caster 
  level and gain Skill Focus (a +2 bonus) in the Craft skill of 
  your choice.
  Craft Domain Spells
  1 Animate rope
  2 Wood shape
  3 Stone shape
  4 Minor creation
  
  17
  5 Wall of stone
  6 Fantastic machine
  7 Major creation
  8 Forcecage
  9 Greater fantastic machine
  DARKNESS
  Deities: Lolth, Mask, Set, Shar, Shargaas
  Granted Power: Free Blind-Fight feat.
  Darkness Domain Spells
  1 Obscuring mist
  2 Blindness/deafness
  3 Blacklight
  4 Armor of darkness
  5 Darkbolt
  6 Prying eyes
  7 Nightmare
  8 Power word, blind
  9 Power word, kill
  DROW
  Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, 
  Selvetarm, Vhaeraun.
  Granted Power: Free Lightning Reflexes feat.
  Drow Domain Spells
  1 Cloak of dark power
  2 Clairaudience/clairvoyance
  3 Suggestion
  4 Discern lies
  5 Spiderform
  6 Greater dispelling
  7 Word of chaos
  8 Greater planar ally
  9 Gate
  DWARF
  Deities: Abbathor, Berronar Truesilver, Clangeddin, 
  Deep Duerra, Dugmaren Brightmantle, Dumathoin, Gorm 
  Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, 
  Moradin, Sharindlar, Thard Harr, Vergadain.
  Granted Power: Free Great Fortitude feat.
  Dwarf Domain Spells
  1 Magic weapon
  2 Endurance
  3 Glyph of warding
  4 Greater magic weapon
  5 Fabricate
  6 Stone tell
  7 Dictum
  8 Protection from spells
  9 Elemental swarm (earth spell only)
  ELF
  Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, 
  Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel 
  Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane 
  Rallathil, Sehanine Moonbow, Shevarash, Solonor 
  Thelandira.
  Granted Power: Free Point Blank Shot feat.
  Elf Domain Spells
  1 True strike
  2 Cat’s grace
  3 Snare
  4 Tree stride
  5 Commune with nature
  6 Find the path
  7 Liveoak
  8 Sunburst
  9 Antipathy
  FAMILY
  Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, 
  Isis, Lliira, Luthic, Yondalla.
  Granted Power: Once per day as a free action, you may 
  protect a number of creatures equal to your Charisma 
  modifier, (minimum one creature) with a +4 dodge bonus 
  to AC.
  This supernatural ability lasts 1 round per level.
  An affected creature loses this protection if it moves more 
  than 10 feet from you.
  You may affect yourself with this ability.
  Family Domain Spells
  1 Bless
  2 Shield other
  3 Helping hand
  4 Imbue with spell ability
  5 Rary’s telepathic bond
  6 Heroes’ feast
  7 Refuge
  8 Protection from spells
  9 Prismatic sphere
  FATE
  Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras.
  Granted Power: You gain the uncanny dodge ability of a 
  3rd-level rogue.
  If you have another class that grants the uncanny dodge 
  ability, treat your level in that class as three higher for 
  determining your uncanny dodge ability.
  Fate Domain Spells
  1 True strike
  2 Augury
  3 Bestow curse
  4 Status
  5 Mark of justice
  6 Geas/quest
  7 Vision
  8 Mind blank
  9 Foresight
  GNOME
  Deities: Baervan Wildwanderer, Baravar Cloakshadow, 
  Callarduran Smoothhands, Flandal Steelskin, Gaerdal 
  Ironhand, Garl Glittergold, Segojan Earthcaller, Urdlen.
  Granted Power: You cast all illusion spells at +1 caster 
  level.
  Gnome Domain Spells
  1 Silent image
  2 Gembomb
  
  18
  3 Minor image
  4 Minor creation
  5 Hallucinatory terrain
  6 Fantastic machine
  7 Screen
  8 Otto’s irresistible dance
  9 Summon nature’s ally (earth elementals or animals only)
  HALFLING
  Deities: Arvoreen, Brandobaris, Cyrrollalee, Sheela 
  Peryroyl, Urogalan, Yondalla.
  Granted Power: You gain the ability to add your 
  Charisma modifier to your Climb, Jump, Move Silently, 
  and Hide checks.
  This extraordinary ability is a free action that lasts 10 
  minutes.
  It can be used once a day.
  Halfling Domain Spells
  1 Magic stone
  2 Cat’s grace
  3 Magic vestment
  4 Freedom of movement
  5 Mordenkainen s faithful hound
  6 Move earth
  7 Shadow walk
  8 Word of recall
  9 Foresight
  HATRED
  Deities: Bane, Ghaunadaur, Gruumsh, Set, Urdlen.
  Granted Power: Once per day, as a free action, choose 
  one opponent.
  Against that opponent you gain a +1 profane bonus on 
  attack rolls, saving throws, and Armor Class.
  This supernatural ability lasts 1 minute.
  Hatred Domain Spells
  1 Doom
  2 Scare
  3 Bestow curse
  4 Emotion (hate effect only)
  5 Righteous might
  6 Forbiddance
  7 Blasphemy
  8 Antipathy
  9 Wail of the banshee
  ILLUSION
  Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, 
  Mystra, Sehanine Moonbow.
  Granted Power: You cast all illusion spells at +1 caster 
  level
  Illusion Domain Spells
  1 Silent image
  2 Minor image
  3 Displacement
  4 Phantasmal killer
  5 Persistent image
  6 Mislead
  7 Project image
  8 Screen
  9 Weird
  MENTALISM
  Deity: Deep Duerra.
  Granted Power: You can generate a mental ward, a spell-
  like ability to grant someone you touch a resistance bonus 
  on her next Will saving throw equal to your level +2.
  Activating this power is a standard action.
  The mental ward is air abjuration effect with a duration of 1 
  hour that is usable once per day.
  Mentalism Domain Spells
  1 Random action
  2 Detect thoughts
  3 Clairaudience/clairvoyance
  4 Modify memory
  5 Mind fog
  6 Rary’s telepathic bond
  7 Antipathy
  8 Mind blank
  9 Astral projection
  METAL
  Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, 
  Laduguer.
  Granted Power: Free Martial or Exotic Weapon 
  Proficiency and Weapon Focus with your choice of 
  hammer.
  Metal Domain Spells
  1 Magic weapon
  2 Heat metal
  5 Keen edge
  4 Rusting grasp
  5 Wall of iron
  6 Blade barrier
  7 Transmute metal to wood
  8 Iron body
  9 Repel metal or stone
  MOON
  Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, 
  Selûne, Sharindlar.
  Granted Power: Turn or destroy lycanthropes as a good 
  cleric turns or destroys undead.
  You can use this ability a total number of times per day 
  equal to three + your Charisma modifier.
  Moon Domain Spells
  1 Faerie fire
  2 Moon beam
  3 Moon blade
  4 Emotion
  5 Moon path
  6 Permanent image
  7 Insanity
  8 Animal shapes
  9 Moonfire
  NOBILITY
  Deities: Horus-Re, Lathander, Milil, Nobanion, Red 
  Knight, Siamorphe.
  
  19
  Granted Power: You have the spell-like ability to inspire 
  allies, giving them a +2 morale bonus on saving throws, 
  attack rolls, ability checks, skill checks, and weapon 
  damage rolls.
  Allies must be able to hear you speak for 1 round.
  Using this ability is a standard action.
  It lasts a number of rounds equal to your Charisma bonus 
  and can be used once per day.
  Nobility Domain Spells
  1 Divine favor
  2 Enthrall
  3 Magic vestment
  4 Discern lies
  5 Greater command
  6 Geas/quest
  7 Repulsion
  8 Demand
  9 Storm of vengeance
  OCEAN
  Deities: Deep Sashelas, Istishia, Ulutiu, Umberlee, 
  Valkur.
  Granted Power: You have the supernatural ability to 
  breathe water as if under the effect of a water breathing spell, 
  for up to 10 rounds per level.
  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).
  Ocean Domain Spells
  1 Endure elements
  2 Sound burst
  3 Water breathing
  4 Freedom of movement
  5 Wall of ice
  6 Otiluke’s freezing sphere
  7 Waterspout
  8 Maelstrom
  9 Elemental swarm (cast as a water spell only)
  ORC
  Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, 
  Yurtrus,
  Granted Power: You gain the smite power, the 
  supernatural ability to make a single melee attack with a 
  damage bonus equal to your cleric level (if you hit).
  You must declare the smite before making the attack.
  It is usable once per day.
  If used against a dwarf or an elf, you get a +4 bonus on the 
  smite attack roll.
  Orc Domain Spells
  1 Cause fear
  2 Produce flame
  3 Prayer
  4 Divine power
  5 Prying eyes
  6 Eyebite
  7 Blasphemy
  8 Cloak of chaos
  9 Power word, kill
  PLANNING
  Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, 
  Ubtao,
  Granted Power: Free Extend Spell feat.
  Planning Domain Spells
  1 Deathwatch
  2 Augury
  3 Clairaudience/clairvoyance
  4 Status
  5 Detect scrying
  6 Heroes’ feast
  7 Greater scrying
  8 Discern location
  9 Time stop
  PORTAL
  Deities: Eilistraee, Shaundakul.
  Granted Power: You can detect an active or inactive 
  portal as if it were a normal secret door (DC 20).
  Portal Domain Spells
  1 Summon monster I
  2 Analyze portal
  3 Dimensional anchor
  4 Dimension door
  5 Teleport
  6 Banishment
  7 Etherealness
  8 Maze
  9 Gate
  RENEWAL
  Deities: Angharradh, Chauntea, Finder Wyvernspur, 
  Kossuth, Lathander, Shiallia, Silvanus.
  Granted Power: If you fall below 0 hit points, you regain 
  a number of hit points equal to 1d8 + your Charisma 
  modifier.
  This supernatural ability functions once per day.
  If an attack brings you to –10 hit points or less, you die 
  before this power takes effect.
  Renewal Domain Spells
  1 Charm person
  2 Lesser restoration
  3 Remove disease
  4 Reincarnate
  5 Atonement
  6 Heroes’ feast
  7 Greater restoration
  8 Polymorph any object
  9 Freedom
  RETRIBUTION
  Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, 
  Shevarash, Tyr, Uthgar.
  Granted Power: If you have been harmed by someone 
  in combat, you may make a strike of vengeance with a 
  melee or ranged weapon against that individual on your 
  next action.
  If this attack hits, you deal maximum damage. You may use 
  this supernatural ability once per day.
  
  20
  Retribution Domain Spells
  1 Shield of faith
  2 Endurance
  3 Speak with dead
  4 Fire shield
  5 Mark of justice
  6 Banishment
  7 Spell turning
  8 Discern location
  9 Storm of vengeance
  RUNE
  Deities: Deneir, Dugmaren Brightmantle, Jergal, Mystra, 
  Thoth.
  Granted Power: Free Scribe Scroll feat.
  Rune Domain Spells
  1 Erase
  2 Secret page
  3 Glyph of warding
  4 Explosive runes
  5 Lesser planar binding
  6 Greater glyph of warding
  7 Drawmij’s instant summons
  8 Symbol
  9 Teleportation circle
  SCALYKIND
  Deities: Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao.
  Granted Power: Rebuke or command animals (reptilian 
  creatures and snakes only) as an evil cleric rebukes or 
  commands undead.
  Use this ability a total number of times per day equal to 
  three + your Charisma modifier.
  Scalykind Domain Spells
  1 Magic fang
  2 Animal trance*
  3 Greater magic fang
  4 Poison
  5 Animal growth*
  6 Eyebite
  7 Creeping doom (composed of tiny snakes)
  8 Animal shapes*
  9 Shape/change
  * Affects ophidian and reptilian creatures only.
  SLIME
  Deity: Ghaunadaur.
  Granted Power: Rebuke or command oozes as an evil 
  cleric rebukes or commands undead.
  Use this ability a total number of times per day equal to 
  three + your Charisma modifier.
  Slime Domain Spells
  1 Grease
  2 Melf’s acid arrow
  3 Poison
  4 Rusting grasp
  5 Evard’s black tentacles
  6 Transmute rock to mud
  7 Destruction
  8 Power word, blind
  9 Implosion
  SPELL
  Deities: Azuth, Mystra, Savras, Thoth.
  Granted Power: You get a +2 bonus on Concentration 
  and Spellcraft checks.
  Spell Domain Spells
  1 Mage armor
  2 Silence
  3 Anyspell
  4 Rary’s mnemonic enhancer
  5 Break enchantment
  6 Greater anyspell
  7 Limited wish
  8 Antimagic field
  9 Mordenkainen’s disjunction
  SPIDER
  Deities: Lolth, Selvetarm.
  Granted Power: Rebuke or command spiders as an evil 
  cleric rebukes or commands undead.
  Use this ability a total number of times per day equal to 
  three + your Charisma modifier.
  Spider Domain Spells
  1 Spider climb
  2 Summon swarm
  3 Phantom steed (has a vermin shape)
  4 Giant vermin
  5 Insect plague
  6 Spider curse
  7 Stone spiders
  8 Creeping doom
  9 Spider shapes
  STORM
  Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, 
  Umberlee.
  Granted Power: You gain electricity resistance 5.
  Storm Domain Spells
  1 Entropic shield
  2 Gust of wind
  3 Call lightning
  4 Sleet storm
  5 Ice storm
  6 Summon monster VI (air spell only)
  7 Control weather
  8 Whirlwind
  9 Storm of vengeance
  SUFFERING
  Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, 
  Yurtrus.
  Granted Power: You may use a pain touch once per day.
  Make a melee touch attack against a living creature, which 
  bestows on that creature a –2 enhancement penalty to 
  Strength and Dexterity for 1 minute on a successful attack.
  This spell-like ability does not affect creatures immune to 
  critical hits.
  Suffering Domain Spells
  
  21
  1 Bane
  2 Endurance
  3 Bestow curse
  4 Enervation
  5 Feeblemind
  6 Harm
  7 Eyebite (sicken effect only)
  8 Symbol (pain effect only)
  9 Horrid wilting
  TIME
  Deities: Grumbar, Labelas Enoreth.
  Granted Power: Free Improved Initiative feat.
  Time Domain Spells
  1 True strike
  2 Gentle repose
  3 Haste
  4 Freedom of movement
  5 Permanency
  6 Contingency
  7 Mass haste
  8 Foresight
  9 Time stop
  TRADE
  Deities: Abbathor, Nephthys, Shaundakul, Vergadain, 
  Waukeen.
  Granted Power: You may use detect thoughts once per day 
  as a spell-like ability, affecting one target and lasting a 
  number of minutes equal to your Charisma bonus.
  Activating this power is a free action.
  Trade Domain Spells
  1 Message
  2 Gembomb
  3 Eagle’s splendor
  4 Sending
  5 Fabricate
  6 True seeing
  7 Mordenkainen’s magnificent mansion
  8 Mind blank
  9 Discern location
  TYRANNY
  Deities: Bane, Tiamat.
  Granted Power: Add +2 to the saving throw DC of any 
  compulsion spell you cast.
  Tyranny Domain Spells
  1 Command
  2 Enthrall
  3 Discern lies
  4 Fear
  5 Greater command
  6 Geas/quest
  7 Bigby’s grasping hand
  8 Mass charm
  9 Dominate monster
  UNDEATH
  Deities: Kiaransalee, Velsharoon.
  Granted Power: Free Extra Turning feat.
  Undeath Domain Spells
  1 Detect undead
  2 Desecrate
  3 Animate dead
  4 Death ward
  5 Circle of doom
  6 Create undead
  7 Control undead
  8 Create greater undead
  9 Energy drain
  FROSTBURN (3.5)
  COLD
  Deities: Auril, Iborighu, Levistus, Telchur, Thrym, 
  Ulutiu.
  Granted Power: You can turn or destroy fire creatures as 
  a good cleric turns undead.
  You can also rebuke or command cold creatures as an evil 
  cleric rebukes undead.
  Cold Domain Spells
  1 Chill Touch: One touch/level deals 1d6 damage and 
  possibly 1 Str damage.
  2 Chill Metal: Cold metal damages those who touch it.
  3 Sleet Storm: Hampers vision and movement.
  4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or 
  hemisphere can trap creatures inside.
  6 Cone of Cold: 1d6/level cold damage.
  7 Control Weather: Changes weather in local area.
  8 Polar Ray: Ranged touch attack deals 1d6/level cold 
  damage.
  9 Obedient Avalanche*: Snowy avalanche crushes and buries 
  your foes.
  * New spell described in this chapter.
  WINTER
  Deities: Aengrist, Auril, Hleid, Telchur.
  Granted Power: During the winter season, you gain a +2 
  sacred bonus on all Wisdom-based skill checks.
  Winter Domain Spells
  1 Snowsight*: Normal vision in winter weather conditions.
  2 Snow Walk*: Increase your speed and walk effortlessly on 
  top of snow without leaving tracks or scent.
  3 Winter’s Embrace*: Subject takes 1d8 damage/round; can 
  cause fatigue.
  4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  5 Blizzard*: Temperature drops and powerful blizzard 
  reduces visibility to zero.
  6 Death Hail*: Summons a storm of death hail.
  7 Control Weather: Changes weather in local area.
  8 Summon Giants (Frost Giants Only)*: Summons outsider 
  giants to fight for you.
  9 Fimbulwinter*: Creates winter weather for miles around 
  you that lasts for months.
  * New spell described in this chapter.
  
  22
  GHOSTWALK (3.0)
  GHOST
  Deities: Aluvan.
  Granted Power: Cast ectomancy spells at +1 caster level.
  Ghost Domain Spells
  1 Protection from Possession: Warded creature cannot be 
  possessed or mentally controlled.
  2 Hold Person or Ghost: As hold person, but also affecting 
  ghosts.
  3 Undead Bane Weapon: Weapon gains the undead bane 
  property and is considered blessed.
  4 Proper State: Transforms willing incorporeal undead into a 
  ghost.
  5 Contingent Spell Lock: You store prepared spells or slots to 
  use immediately if you become a ghost.
  6 Undeath to Death: As circle of death, but affecting only 
  undead.
  7 Repel Ectoplasm: As repel wood, but affecting only 
  ectoplasm.
  8 Trap the Soul: Imprisons subject within gem (works on 
  ghosts only).
  9 Forcecage: Cube of force imprisons all inside.
  REPOSE
  Deities: Aluvan, Dracanish.
  Granted Power: You may use a death touch once per day 
  as a spell-like ability that is 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 for each of your cleric levels.
  If the total at least equals the creature’s current hit points, it 
  dies.
  This domain first appeared in Oriental Adventures.
  Repose Domain Spells
  1 Deathwatch: See how near death subjects within 30 ft. are.
  2 Gentle Repose: Preserves one corpse or keeps ectoplasm 
  from dissolving.
  3 Speak with Dead: Corpse answers one question/two levels.
  4 Death Ward: Grants immunity to death spells and effects.
  5 Slay Living: Touch attack kills subject.
  6 Undeath to Death: As circle of death, but affecting only 
  undead.
  7 Destruction: Kills subject and destroys remains.
  8 Surelife: Protects you from a deadly condition.
  9 Wail of the Banshee: Kills one creature/level.
  SCALYKIND
  Deities: Yuan-ti only (regardless of deity worshiped).
  Granted Power: Rebuke or command animals (reptilian 
  creatures and snakes only) 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 domain first appeared in the FORGOTTEN REALMS
  Campaign Setting.
  Scalykind Domain Spells
  1 Magic Fang: One natural weapon of subject creature gets
  +1 bonus on attacks and damage.
  2 Animal Trance*: Fascinates 2d6 HD of animals.
  3 Greater Magic Fang: One natural weapon of subject 
  creature gets +1 bonus on attacks and damage per three 
  caster levels (max +5).
  4 Poison: Touch deals 1d10 Con damage, repeats in 1 
  minute.
  5 Animal Growth*: One animal/two levels doubles in size, 
  HD.
  6 Eyebite: Charm, fear, sicken, or sleep one subject.
  7 Creeping Doom: Carpet of tiny snakes attacks at your 
  command.
  8 Animal Shapes*: One ally/level polymorphs into chosen 
  animal.
  9 Shapechange: Transforms you into any creature, and 
  change forms once per round.
  * Affects ophidian and reptilian creatures only.
  UNDEATH
  Deities: Orcus.
  Granted Power: Free Extra Turning feat.
  This domain first appeared in the FORGOTTEN REALMS 
  Campaign Setting.
  Undeath Domain Spells
  1 Detect Undead: Reveals undead within 60 ft.
  2 Desecrate: Fills area with negative energy, making undead 
  stronger.
  3 Animate Dead: Creates undead skeletons and zombies.
  4 Death Ward: Grants immunity to death spells and effects.
  5 Circle of Doom: Deals 1d8 +1/level damage in all directions.
  6 Create Undead: Ghouls, shadows, ghasts, wights, or 
  wraiths.
  7 Control Undead: Undead don’t attack you while under 
  your command.
  8 Create Greater Undead: Mummies, spectres, or vampires 
  (but not ghosts).
  9 Energy Drain: Subject gains 2d4 negative levels.
  HEROES OF HORROR (3.5)
  DREAM
  Deities: A few deities include dreams in their portfolios.
  The following domain is available to clerics of such deities, 
  who often take the Dreamtelling and Oneiromancy feats.
  Granted Power: Because you have long delved into 
  dreams and nightmares, you are immune to fear effects.
  Dream Domain Spells
  1 Sleep: Puts 4 HD of creatures into magical slumber.
  2 Augury: Learns whether an action will be good or bad.
  3 Deep Slumber: Puts 10 HD of creatures to sleep.
  4 Phantasmal Killer: Fearsome illusion kills subject or deals 
  3d6 damage.
  5 Nightmare: Sends vision dealing 1d10 damage, fatigue.
  6 Dream Sight*: Your spirit can leave your body and explore 
  for 1 min./level.
  7 Scrying, Greater: As scrying, but faster and longer.
  8 Power Word Stun: Stuns creature with 150 hp or less.
  9 Weird: As phantasmal killer, but affects all within 30 ft.
  * New spell described in this chapter.
  
  23
  SPITE
  Deities: Cas
  Granted Power: Sympathetic strike.
  You can force opponents to take damage they have dealt 
  you.
  Once per day, you can make a melee touch attack on the 
  target, and deal damage equal to the damage the target dealt 
  to you in the last round, to a maximum of 5 hp per divine 
  caster level you possess.
  Spite Domain Spells
  1 Bestow Wound*: Transfer 1 hp/level of wounds to another.
  2 Rage: Gain +2 to Str and Con, +1 on Will saves, –2 to AC.
  3 Vampiric Touch: Touch deals 1d6/two levels in damage; 
  you gain damage as hp.
  4 Pronouncement of Fate*: Impose a –4 penalty on an 
  offender’s attacks, damage, saves, and checks; target loses 
  actions.
  5 Fire in the Blood*: Your blood becomes a potent corrosive 
  that burns attackers.
  6 Cloak of Hate*: Target provokes hostile reactions, takes –10 
  penalty to Diplomacy checks.
  7 Pact of Return*: If you die as you predict, you are resurrected 
  instantly.
  8 Mantle of Pure Spite*: Gain a cumulative DR 1/– and a 
  cumulative +1 bonus on attacks, damage, and AC each time 
  a foe strikes you.
  9 Imprison Soul*: Traps soul in a small object; target takes 
  1d4 Con damage/day.
  * New spell described in this chapter.
  LIBRIS MORTIS (3.5)
  DEATHBOUND
  Deity: Afflux.
  Granted Power: Your limit for controlling undead 
  animated with spells increases to three times your caster 
  level instead of the normal two times caster level.
  Deathbound Domain Spells
  1 Chill of the Grave: Ray causes cold damage.
  2 Blade of Pain and Fear: Creates blade of gnashing teeth.
  3 Fangs of the Vampire King: Grow vampire fangs.
  4 Wither Limb: Cause enemy’s limbs to wither.
  5 Revive Undead: Restores undeath to undead that was 
  destroyed up to 1 day/level ago.
  6 Awaken Undead: Grant sentience to otherwise mindless 
  undead.
  7 Avasculate: Reduce foe to 0 hp and stun foe for 1 round by 
  purging blood vessels.
  8 Avascular Mass: Reduce foe to 0 hp and stun foe for 1 
  round by purging blood vessels, which can trap creatures in 
  20-ft. radius from victim.
  9 Wail of the Banshee*: Kills one creature/level.
  * See the Player’s Handbook.
  HUNGER
  Deity: Doresain.
  Granted Power: You gain a bite attack.
  If you are Small, your bite attack deals 1d4 points of 
  damage; Medium, 1d6; or Large, 1d8.
  You are proficient with your bite, and considered armed.
  If you already have a natural bite attack, use the higher of 
  the two damage values.
  This is considered a secondary natural attack.
  Hunger Domain Spells
  1 Ghoul Light: Light provides turn resistance.
  2 Ghoul Glyph: Glyph wards area, paralyzes victims.
  3 Ghoul Gesture: Ray paralyzes target.
  4 Enervation*: Subject gains 1d4 negative levels.
  5 Ghoul Gauntlet: Convert victim to a ghoul under your 
  control.
  6 Eyes of the King: Summon fiendish dire bats.
  7 Field of Ghouls: Transform dying creatures into ghouls.
  8 Bite of the King: Swallow enemies whole.
  9 Energy Drain*: Subject gains 2d4 negative levels.
  * See the Player’s Handbook.
  UNDEATH
  Deity: Afflux.
  Granted Power: You gain Extra Turning as a bonus feat.
  Undeath Domain Spells
  1 Detect Undead*: Reveals undead within 60 ft.
  2 Desecrate*: Fills area with negative energy, making undead 
  stronger.
  3 Animate Dead*: Creates undead skeletons and zombies.
  4 Death Ward*: Grants immunity to death spells and 
  negative energy effects.
  5 Circle of Death*: Kills 1d4/level HD of creatures.
  6 Create Undead*: Creates ghouls, ghasts, mummies, or 
  mohrgs.
  7 Control Undead*: Undead don’t attack you while under 
  your command.
  8 Create Greater Undead*: Create shadows, wraiths, specters, 
  or devourers.
  9 Energy Drain*: Subject gains 2d4 negative levels.
  * See the Player’s Handbook.
  LORDS OF MADNESS (3.5)
  CORRUPTION
  Deities: Ghaunadaur, the Patient One.
  Granted Power: Once per day, as a standard action, you 
  can use corrupting touch by making a melee touch attack.
  Corrupting touch deals 1d6 points of damage per two levels 
  and causes the target to become sickened for 1 round.
  Corrupting touch works only on living creatures.
  Corruption Domain Spells
  1 Doom: One subject takes –2 penalty on attacks, damage, 
  saves, and checks.
  2 Blindness/Deafness: Makes subject blind or deaf.
  3 Contagion: Infects subject with chosen disease.
  4 Morality Undone: Subject becomes evil.
  5 Feeblemind: Subject’s Int drops to 1.
  6 Pox: One creature/level takes 1d4 Con drain.
  7 Insanity: Subject suffers from continuous confusion.
  8 Befoul: Large amount of water becomes poisonous.
  9 Despoil: Kills plants, damages objects in 100-ft. 
  radius/level.
  
  24
  FORCE
  Deity: Tharizdun.
  Granted Power: By manipulating cosmic forces of 
  inertia and force, once per day you can reroll any damage 
  roll (for a weapon, a spell, or an ability) and take the better 
  of the two rolls.
  This granted power is considered a supernatural ability.
  Force Domain Spells
  1 Mage Armor: Gives subject +4 armor bonus.
  2 Magic Missile: 1d4+1 damage; +1 missile per two levels 
  above 1st (max 5).
  3 Blast of Force: Ray deals 1d6 damage/2 caster levels (max 
  5d6).
  4 Otiluke’s Resilient Sphere: Force globe protects but traps 
  one subject.
  5 Wall of Force: Wall is immune to damage.
  6 Repulsion: Creatures can’t approach you.
  7 Forcecage: Cube or cage of force imprisons all inside.
  8 Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but 
  you move sphere telekinetically.
  9 Bigby’s Crushing Hand: Large hand provides cover, pushes, 
  or crushes your foes.
  HATRED
  Deities: Ghaunadaur, the Great Mother.
  Granted Power: Choose one opponent.
  Against that opponent you gain a +2 profane bonus on 
  attack rolls, saving throws, and Armor Class for 1 minute.
  This supernatural ability is usable once per day as a free 
  action.
  Hatred Domain Spells
  1 Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  2 Scare: Panics creatures of less than 6 HD.
  3 Bestow Curse: Subject takes –6 penalty to an ability score; –
  4 penalty on attack rolls, saves and checks; or 50% chance of 
  losing each action.
  4 Song of Discord: Forces targets to attack each other.
  5 Righteous Might: Your size increases, and you gain combat 
  bonuses.
  6 Forbiddance: Blocks planar travel, damages creatures of 
  different alignment.
  7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil 
  subjects.
  8 Antipathy: Object or location affected by spell repels 
  certain creatures.
  9 Wail of the Banshee: Kills one creature/level.
  MADNESS
  Deities: Erythnul, Mak Thuum Ngatha, Tharizdun, 
  Vecna.
  Granted Power: You are slowly going insane.
  Subtract 1 from all Wisdom-based skill checks (such as 
  Listen checks) and all Will saves.
  Once per day, you can act with the clarity of true madness.
  Add half your level to a single Wisdom-based skill check or 
  Will save.
  Choose to use this power before the roll is made.
  Madness Domain Spells
  1 Confusion, Lesser: One creature acts randomly for 1 round.
  2 Touch of Madness: Dazes one creature for 1 round/level.
  3 Rage: Subject gains +2 to Str and Con, +1 on Will saves, –2 
  to AC.
  4 Confusion: Makes subject behave oddly for 1 round/level.
  5 Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
  6 Phantasmal Killer: Fearsome illusion kills one creature or 
  deals 3d6 damage.
  7 Insanity: Subject suffers from continuous confusion.
  8 Maddening Scream: Subject has –4 AC, no shield, Reflex 
  save on 20 only.
  9 Weird: As phantasmal killer, but affects all within 30 feet.
  MIND
  Deities: Boccob, Ilsensine, Olidammara, Wee Jas.
  Granted Power: You gain a +2 bonus on Bluff, 
  Diplomacy, and Sense Motive checks.
  Mind Domain Spells
  1 Comprehend Languages: Understand all spoken and written 
  languages.
  2 Detect Thoughts: Allows “listening” to surface thoughts.
  3 Lesser Telepathic Bond: Link with subject within 30 ft. for 
  10 min./level.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Rary’s Telepathic Bond: Lets all allies communicate.
  6 Probe Thoughts: Read subject’s memories, one 
  question/round.
  7 Brain Spider: Eavesdrop on thoughts of up to eight other 
  creatures.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Weird: As phantasmal killer, but affects all within 30 feet.
  VILE DARKNESS
  Deity: The Patient One.
  Granted Power: You gain the Blind-fight feat.
  Note: This domain description is a revision of the Darkness 
  domain presented in Book of Vile Darkness.
  Vile Darkness Domain Spells
  1 Darkvision: See 60 ft. in total darkness.
  2 Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.
  3 Deeper Darkness: Object sheds absolute darkness in a 60-ft. 
  radius.
  4 Damning Darkness: Darkness deals either 2d6 or 1d6 
  damage per round.
  5 Evard’s Black Tentacles: 1d4+1/level tentacles grapple 
  randomly within 15 ft.
  6 Wall of Force: Wall manifests as an opaque black wall, is 
  immune to damage.
  7 Shadow Walk: Step into shadow to travel rapidly.
  8 Utterdark: 100-ft./level radius of darkness that evil 
  creatures can see through.
  9 Screen: Illusion hides area from vision, scrying.
  MAGIC OF INCARNUM 
  (3.5)
  INCARNUM
  Deities: None.
  
  25
  Clerics of any deity can select this domain, as well as clerics 
  who venerate a pantheon or no deity at all.
  Granted Power: You gain Incarnum Spellshaping (see 
  page 38) as a bonus feat.
  Special: Neutral clerics—those without an alignment 
  component of chaotic, evil, good, or lawful—may not 
  choose this domain.
  Incarnum Domain Spells
  1 Detect Incarnum: Detect soulmelds and essentia within 60 
  ft.
  2 Soul Boon: Grant 1 point of essentia per three caster levels 
  to subject.
  3 Wall of Incarnum: Creates wall of incarnum that deals 
  essentia or Wis damage to those attempting to pass 
  through.
  4 Essentia Lock: Target can’t reallocate essentia.
  5 Incarnum Weapon: Weapon shaped of incarnum attacks 
  foe.
  6 Incarnum Vigor: Subject gains fast healing; his healing 
  spells cure extra damage.
  7 Incarnum Bladestorm: Storm of blades deals Wisdom 
  damage to living creatures within.
  8 Incarnum Apotheosis: Target’s incarnum receptacles are 
  treated as if invested with maximum essentia; target is 
  immune to effects that reduce his essentia pool or unshape 
  his soulmelds.
  9 Soulmeld Disjunction: One or more of target’s soulmelds are 
  destroyed.
  ORIENTAL ADVENTURES 
  (3.0)
  ANCESTOR
  Granted Power: A number of times per day equal to 
  your Charisma bonus (minimum once, even with a 
  Charisma penalty), you can summon an ancestor and 
  channel some of the ancestor’s karmic power into yourself.
  This guidance grants you a +4 insight bonus on any skill 
  check.
  Ancestor Domain Spells
  1 Detect Undead: Reveals undead within 60 ft.
  2 Ancestral Vengeance: Ancestral spirit deals 1d6/two levels 
  damage (maximum 5d6), 1d6/level (maximum 10d6) to 
  undead.
  3 Speak with Dead: Corpse answers one question/two levels.
  4 Divination: Provides useful advice for specific proposed 
  actions.
  5 Atonement: Removes burden of misdeeds from subject.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Legend Lore: Learn tales about a person, place, or thing.
  8 Compel: Changes the alignment of one creature.
  9 Foresight: “Sixth sense” warns of impending danger.
  CELESTIAL
  Granted Power: Rebuke or command spirits as an evil 
  cleric rebukes undead.
  Use this ability a number of times per day equal to 3 + your 
  Charisma modifier.
  Celestial Domain Spells
  1 Bless: Allies gain +1 attack and +1 on saves against fear.
  2 Commune with Lesser Spirit: Lesser spirit answers one 
  question/two levels.
  3 Substitution: Half the damage you take is transferred to a 
  figure of a spirit or deity.
  4 Lesser Spirit Ally: Exchange services with an 8 HD spirit.
  5 Commune with Greater Spirit: Ask any spirit 1 
  question/level.
  6 Spirit Ally: As lesser spirit ally, but up to 16 HD.
  7 Dictum: Kills, paralyzes, weakens, or dazes nonlawful 
  subjects.
  8 Greater Spirit Ally: As lesser spirit ally, but up to 24 HD.
  9 Gate: Connects two planes for travel or summoning.
  COMMUNITY
  Granted Power: Use calm emotions as a spell-like ability 
  once per day.
  Gain +2 competence bonus on Diplomacy checks.
  Community Domain Spells
  1 Bless: Allies gain +1 attack and +1 on saves against fear.
  2 Shield Other: You take half of subject’s damage.
  3 Prayer: Allies gain +1 on most rolls, and enemies suffer –1.
  4 Status: Monitors condition, position of allies.
  5 Rary’s Telepathic Bond: Link lets allies communicate.
  6 Heroes’ Feast: Food for one creature/level cures and blesses.
  7 Refuge: Alters item to transport its possessor to you.
  8 Mass Heal: As heal, but with several subjects.
  9 Miracle: Request a deity’s intercession.
  DIVINATION
  Granted Power: You cast divination spells at +2 caster 
  levels.
  Divination Domain Spells
  1 Identify: Determines single feature of magic item.
  2 Augury: Learns whether an action will be good or bad.
  3 Divination: Provides useful advice for specific proposed 
  actions.
  4 Scrying: Spies on subject from a distance.
  5 Commune with Greater Spirit: Ask any spirit 1 
  question/level.
  6 Legend Lore: Learn tales about a person, place, or thing.
  7 Greater Scrying: As scrying, but faster and longer.
  8 Discern Location: Exact location of creature or object.
  9 Foresight: “Sixth sense” warns of impending danger.
  FLAME
  Granted Power: You can generate a flame ward, a spell-
  like ability to grant yourself or someone you touch a 
  resistance bonus equal to your shaman level on all saving 
  throws against fire spells and effects.
  Activating this power is a standard action.
  The flame ward is an abjuration effect with a duration of 1 
  minute + 1 minute/level that is usable once per day.
  Flame Domain Spells
  1 Burning Hands: 1d4 fire damage/level (max 5d4).
  2 Produce Flame: 1d4 +1/two levels damage, touch or 
  thrown.
  3 Animate Fire: Turn a Small or smaller quantity of fire into 
  an animated object.
  
  26
  4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 
  out to 20 ft.
  Passing through wall deals 2d6 +1/level.
  5 Fire Breath: You can breathe fire once/round; flame deals 
  1d8/two levels (maximum 10d8) damage to one target 
  within 15 ft.
  6 Fire Seeds: Acorns and berries become grenades and 
  bombs.
  7 Fire Storm: Deals 1d6 fire damage/level.
  8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  9 Internal Fire: Subjects burst into flame from the inside out.
  FORTUNE
  Granted Power: You gain the power of good fortune, 
  which is usable once per day.
  This extraordinary ability allows you to reroll one roll that 
  you have just made.
  You must take the result of the reroll, even if it’s worse than 
  the original roll.
  Fortune Domain Spells
  1 Entropic Shield: Ranged attacks against you suffer 20% miss 
  chance.
  2 Aid: +1 attack, +1 on saves against fear, 1d8 temporary hit 
  points.
  3 Substitution: Half the damage you take is transferred to a 
  figure of a spirit or deity.
  4 Freedom of Movement: Subject moves normally despite 
  impediments.
  5 Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  6 Mislead: Turns you invisible and creates illusory double.
  7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8 Surelife: Protects you from one kind of certain death.
  9 Miracle: Requests a deity’s intercession.
  FURY
  Granted Power: You gain the smite power, the 
  supernatural ability to make a single melee attack with a +4 
  attack bonus and a damage bonus equal to your shaman 
  level (if you hit).
  You must declare the smite before making the attack.
  It is usable once per day.
  Fury Domain Spells
  1 Weapon Bless: Prepare one weapon for combat against a 
  particular foe.
  2 Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  3 Castigate: Creatures of different alignment take 2d6 or 5d6 
  damage and are deafened for 1d4 rounds.
  4 Shout: Deafens all within cone and deals 2d6 damage.
  5 Circle of Doom: Deals 1d8 +1/level damage in all directions.
  6 Harm: Subject loses all but 1d4 hp.
  7 Destruction: Kills subject and destroys remains.
  8 Earthquake: Intense tremor shakes 5-ft./level radius.
  9 Implosion: Kills one creature/round.
  GRAVE
  Granted Power: You may use a death touch once per 
  day.
  Your death touch is a spell-like ability that is a death effect.
  You must succeed at a melee touch attack against a living 
  creature (using the rules for touch spells).
  When you touch, roll 1d6 per your shaman level.
  If the total at least equals the creature’s current hit points, it 
  dies.
  Grave Domain Spells
  1 Ghost Light: Ghostly green radiance causes fear.
  2 Death Knell: Kill dying creature and gain 1d8 temporary 
  hp, +2 Str, and +1 caster level.
  3 Animate Dead: Creates undead skeletons and zombies.
  4 Wall of Bones: Creates a bone wall that can be shaped.
  5 Slay Living: Touch attack kills subject.
  6 Create Undead: Ghouls, shadows, ghasts, wights, or 
  wraiths.
  7 Destruction: Kills subject and destroys remains.
  8 Create Greater Undead: Mummies, spectres, vampires, or 
  ghosts.
  9 Wail of the Banshee: Kills one creature/level.
  GUARDIAN
  Granted Power: Once per day, you can add your shaman 
  level to a single saving throw you make.
  Guardian Domain Spells
  1 Shield of Faith: Aura grants +2 or higher deflection bonus.
  2 Warning: Subject gets +4 to Listen and Spot and retains 
  Dex bonus to AC when flat-footed.
  3 Substitution: Half the damage you take is transferred to a 
  figure of a spirit or deity.
  4 Snake Barrier: Keeps reptiles at bay.
  5 Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
  6 Stoneskin: Stops blows, cuts, stabs, and slashes.
  7 Repulsion: Creatures can’t approach you.
  8 Surelife: Protects you from one kind of certain death.
  9 Antipathy: Object or location affected by spell repels 
  certain creatures.
  HEALING
  Granted Power: You cast healing spells at +1 caster level.
  Healing Domain Spells
  1 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
  2 Cure Moderate Wounds: Cures 2d8 +1/level damage (max 
  +10).
  3 Cure Serious Wounds: Cures 3d8 +1/level damage (max 
  +15).
  4 Cure Critical Wounds: Cures 4d8 +1/level damage (max 
  +20).
  5 Healing Circle: Cures 1d8 +1/level damage in all 
  directions.
  6 Heal: Cures all damage, diseases, and mental conditions.
  7 Regenerate: Subject’s severed limbs grow back.
  8 Mass Heal: As heal, but with several subjects.
  9 True Resurrection: As resurrection, plus remains aren’t 
  needed.
  HERO
  Granted Power: Once per day, you can add your shaman 
  level to a single attack roll.
  Hero Domain Spells
  1 Divine Favor: You gain attack, damage bonus, +1/three 
  levels.
  
  27
  2 Bull’s Strength: Subject gains 1d4+1 Str for 1 hr./level.
  3 Protection from Elements: Absorb 12 damage/level from one 
  kind of energy.
  4 Divine Power: You gain attack bonus, 18 Str, and 1 
  hp/level.
  5 Righteous Might: Your size increases, and you gain +4 Str.
  6 Stoneskin: Stops blows, cuts, stabs, and slashes.
  7 Tenser’s Transformation: You gain combat bonuses.
  8 Giant Size: You become Huge or larger.
  9 Shapechange: Transforms you into any creature, and 
  change forms once per round.
  KNOWLEDGE
  Granted Power: All Knowledge skills are class skills.
  You cast divinations at +1 caster level.
  Knowledge Domain Spells
  1 Detect Secret Doors: Reveals hidden doors within 60 ft.
  2 Detect Thoughts: Allows “listening” to surface thoughts.
  3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 
  min./level.
  4 Divination: Provides useful advice for specific proposed 
  actions.
  5 True Seeing: See all things as they really are.
  6 Find the Path: Shows most direct way to a location.
  7 Legend Lore: Learn tales about a person, place, or thing.
  8 Discern Location: Exact location of creature or object.
  9 Foresight: “Sixth sense” warns of impending danger.
  MEDITATION
  Granted Power: Each day, you can prepare one spell as 
  though it had the Empower Spell feat applied to it.
  However, this spell is at its normal level, not at two levels 
  higher (as with the regular metamagic feat).
  You need not know the Empower Spell feat to use this 
  ability.
  Meditation Domain Spells
  1 Trance
  2 Protection from charm
  3 That art thou (see below)
  4 Dream sight
  5 Aiming at the target
  6 True seeing
  7 Greater scrying
  8 Finding the center
  9 Astral projection
  METAL
  Granted Power: You can generate a metal ward, a spell-
  like ability to grant yourself or someone you touch damage 
  reduction 1/– against attacks from metal weapons or spell 
  effects.
  This reduces the damage taken from such attacks by 1 each 
  time damage is dealt.
  Activating this power is a standard action.
  The metal ward is an abjuration effect with a duration of 1 
  minute +1 minute/level that is usable once per day.
  Metal Domain Spells
  1 Iron Scarf: Silk scarf becomes ranged weapon dealing 
  1d8+1/level damage.
  2 Heat Metal: Hot metal damages those who touch it.
  3 Magnetism: Draw iron or steel objects to yourself.
  4 Rusting Grasp: Your touch corrodes iron and alloys.
  5 Wall of Iron: 30 hp/four levels; can topple onto foes.
  6 Blade Barrier: Blades encircling you deal 1d6 
  damage/level.
  7 Move Earth: Digs trenches and builds hills.
  8 Repel Metal or Stone: Pushes away metal and stone.
  9 Iron Body: Your body becomes living iron.
  NATURE
  Granted Power: Rebuke or command normal animals or 
  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.
  Nature Domain Spells
  1 Trance: Meditate to learn about nearby spirits.
  2 Commune with Lesser Spirit: Lesser spirit answers one 
  question/2 levels.
  3 Possess Animal: Your soul inhabits and controls an animal’s 
  body.
  4 Elemental Ward: Drive elementals away.
  5 Commune with Greater Spirit: Ask any spirit 1 
  question/level.
  6 Transport via Plants: Move instantly from one plant to 
  another of the same species.
  7 Control Weather: Changes weather in local area.
  8 Animal Shapes: One ally/level polymorphs into chosen 
  animal.
  9 Shapechange: Transforms you into any creature, and 
  change forms once per round.
  RIVER
  Granted Power: You can swim with great skill (though 
  you cannot breathe water without further magical 
  assistance).
  You have a base swimming speed of 30 feet.
  You do not need to make Swim checks to swim normally.
  You gain a +8 bonus on any Swim check to perform some 
  special action or avoid a hazard, and you can always choose 
  to take 10 on these checks, even if rushed or threatened 
  when swimming.
  You can use the run action while swimming, provided you 
  swim in a straight line.
  River Domain Spells
  1 Obscuring Mist: Fog surrounds you.
  2 Animate Water: Turn a Small or smaller quantity of water 
  into an animated object.
  3 Water Breathing: Subjects can breathe underwater.
  4 Control Water: Raises or lowers bodies of water.
  5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  6 Master of the Rolling River: Wave of water deals 1d8/two 
  levels damage and bull rush.
  7 Acid Fog: Fog deals acid damage.
  8 Horrid Wilting: Deals 1d8 damage/level within 30 ft.
  9 Elemental Swarm†: Summons multiple elementals.
  † Cast as a water spell only.
  
  28
  SERPENT
  Granted Power: Rebuke or command snakes as an evil 
  cleric rebukes or commands undead.
  Use this ability a total number of times per day equal to 3 + 
  your Charisma modifier.
  Serpent Domain Spells
  1 Cobra’s breath*
  2 Chameleon*
  3 Greater magic fang
  4 Snake barrier*
  5 Animal growth
  6 Eyebite
  7 Creeping doom (composed of tiny snakes)
  8 Animal shapes
  9 Shapechange
  * These spells affect snakes only.
  STONE
  Granted Power: You can generate a stone ward, a spell-
  like ability to grant yourself or someone you touch damage 
  reduction 5/– against attacks from stone weapons, creatures 
  (such as earth elementals, gargoyles, clay golems, and stone 
  golems), or spell effects, or against damage from falling 
  onto earth or stone.
  This reduces the damage taken from such attacks by 5 each 
  time damage is dealt.
  Activating this power is a standard action.
  The stone ward is an abjuration effect with a duration of 1 
  minute + 1 minute/level that is usable once per day.
  Stone Domain Spells
  1 Magic Stone: Three stones become +1 projectiles, 1d6+1 
  damage.
  2 Hail of Stone: Rain of stone makes ranged attack dealing 
  1d3/level.
  3 Stone Shape: Sculpts stone into any shape.
  4 Spike Stones: Creatures in area take 1d8 damage, may be 
  slowed.
  5 Wall of Stone: Creates a stone wall that can be shaped.
  6 Stoneskin: Stops blows, cuts, stabs, and slashes.
  7 Statue: Subject can become a statue at will.
  8 Earthquake: Intense tremor shakes 5-ft./level radius.
  9 Elemental Swarm†: Summons multiple elementals.
  † Cast as an earth spell only.
  TRAVEL
  Granted Powers: For a total time per day of 1 round per 
  your shaman level, you can act normally regardless of 
  magical effects that impede movement (similar to the effect 
  of 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 is a supernatural ability.
  Wilderness Lore is a class skill.
  Travel Domain Spells
  1 Expeditious Retreat: Doubles your speed.
  2 Locate Object: Senses direction toward object (specific or 
  type).
  3 Fly: Subject flies at speed of 90 ft.
  4 Dimension Door: Teleports you and up to 500 lb.
  5 Teleport: Instantly transports you anywhere.
  6 Find the Path: Shows most direct way to a location.
  7 Teleport without Error: As teleport, but no off-target arrival.
  8 Phase Door: Invisible passage through wood or stone.
  9 Astral Projection: Projects you and companions into Astral 
  Plane or Spirit World.
  TRICKERY
  Granted Power: Bluff, Disguise, and Hide are class 
  skills.
  Trickery Domain Spells
  1 Change Self: Change own appearance.
  2 Invisibility: Subject invisible 10 min./level or until it 
  attacks.
  3 Nondetection: Hides subject from divination, scrying.
  4 Confusion: Makes subjects behave oddly for 1 round/level.
  5 False Vision: Fools scrying with an illusion.
  6 Mislead: Turns you invisible and creates illusory double.
  7 Screen: Illusion hides area from vision, scrying.
  8 Polymorph Any Object: Changes any subject into anything 
  else.
  9 Time Stop: You act freely for 1d4+1 rounds.
  WAR
  Granted Power: Free Martial Weapon Proficiency (if 
  necessary) and Weapon Focus with a Small or Medium-size 
  simple or martial melee weapon of your choice.
  War Domain Spells
  1 Magic Weapon: Weapon gains +1 bonus.
  2 Spiritual Weapon: Magical weapon attacks on its own.
  3 Magic Vestment: Armor or shield gains +1 
  enhancement/three levels.
  4 Divine Power: You gain attack bonus, 18 Str, and 1 
  hp/level.
  5 Flame Strike: Smite foes with divine fire (1d6 
  damage/level).
  6 Blade Barrier: Blades encircling you deal 1d6 
  damage/level.
  7 Power Word, Stun: Stuns creature with up to 150 hp.
  8 Power Word, Blind: Blinds 200 hp worth of creatures.
  9 Power Word, Kill: Kills one tough subject or many weak 
  ones.
  WOOD
  Granted Power: Move through natural thorns, briars, 
  overgrown areas, and similar terrain at your normal speed 
  and without taking damage or other impairment.
  Any such terrain that is magically manipulated to impede 
  motion still impedes anyone with this granted power.
  Wood Domain Spells
  1 Animate Wood: As animate objects, but Small or smaller 
  wooden object.
  2 Tree Shape: You look exactly like a tree for 1 hour/level.
  3 Speak with Plants: You can talk to normal plants and plant 
  creatures.
  4 Control Plants: Talk to and control plants and fungi.
  5 Tree Stride: Step from one tree to another far away.
  6 Repel Wood: Pushes away wooden objects.
  7 Ironwood: Magical wood is as strong as steel.
  8 Changestaff: Your staff becomes a treant on command.
  
  29
  9 Command Plants: Plants animate and vegetation entangles.
  PLANAR HANDBOOK (3.5)
  ARBOREA
  Requirement: Must be chaotic good.
  Deities: Corellon Larethian.
  Granted Power: Once per day as a free action, you can 
  channel the glory of the eladrin to grant yourself a morale 
  bonus on weapon damage rolls and saves against charm and 
  fear effects.
  This bonus is equal to your Charisma bonus (if any) and 
  lasts for 1 minute.
  This is a supernatural ability.
  Add Survival to your list of cleric class skills.
  Arborea Domain Spells
  1 Endure Elements: Exist comfortably in hot or cold 
  environments.
  Longstrider: Increases your speed.
  2 Aid: +1 on attack rolls and saves against fear, 1d8 
  temporary hp +1/level (max. +10).
  Eagle’s Splendor: Subject gains +4 to Charisma for 1 
  min./level.
  3 Heroism: Gives +2 on attack rolls, saves, and skill checks.
  Summon Monster III: Calls extraplanar creature to fight for 
  you (CG creatures only).
  4 Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Opalescent Glare: Kill evil creatures with a look, or make 
  them very afraid.
  5 Break Enchantment: Frees subjects from enchantments, 
  alternations, curses, and petrification.
  Summon Monster V: Calls extraplanar creature to fight for 
  you (CG creatures only).
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  Eagle’s Splendor, Mass: As eagle’s splendor, affects one 
  subject/level.
  7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
  Summon Monster VII: Calls extraplanar creature to fight for 
  you (CG creatures only).
  8 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill 
  checks; immunity to fear; temporary hp.
  Mind Blank: Subject is immune to mental/emotional magic 
  and scrying.
  9 Freedom: Frees one creature from spells/effects that 
  restrict movement.
  Summon Monster IX: Calls extraplanar creature to fight for 
  you (CG creatures only).
  BAATOR
  Requirement: Must be lawful evil.
  Deities: Kurtulmak (kobolds), Sekolah (sahuagin), Tiamat 
  (evil dragons).
  Granted Power: You have the supernatural ability to see 
  perfectly in darkness of any kind, even that created by a 
  deeper darkness spell.
  Add Bluff to your list of cleric class skills.
  Baator Domain Spells
  1 Bane: Enemies take –1 on attack rolls and saves against 
  fear.
  Disguise Self: Changes your appearance.
  2 Darkness: 20-ft. radius of supernatural shadow.
  Fox’s Cunning: Subject gains +4 to Intelligence for 1 
  min./level.
  3 Detect Thoughts: Allows “listening” to surface thoughts.
  Summon Monster III: Calls extraplanar creature to fight for 
  you (LE creatures only).
  4 Deeper Darkness: Object sheds supernatural shadow in 60-
  ft. radius.
  Suggestion: Compels subject to follow stated course of 
  action.
  5 Spell Resistance: Subject gains SR 12 + level.
  Summon Monster V: Calls extraplanar creature to fight for 
  you (LE creatures only).
  6 Dominate Person: Controls humanoid telepathically.
  Fox’s Cunning, Mass: As fox’s cunning, but affects one 
  subject/level.
  7 Repulsion: Creatures can’t approach you.
  Summon Monster VII: Calls extraplanar creature to fight for 
  you (LE creatures only).
  8 Demand: As sending, plus you can send suggestion.
  Spell Turning: Reflect 1d4+6 spell levels back at caster.
  9 Imprisonment: Entombs subject beneath the earth.
  Summon Monster IX: Calls extraplanar creature to fight for 
  you (LE creatures only).
  CELESTIA
  Requirement: Must be lawful good.
  Deities: Bahamut (good dragons), Heironeous, Moradin, 
  Yondalla.
  Granted Power: Once per day, as a free action, you can 
  generate an aura of menace similar to that of the archons.
  The aura lasts for 1 minute.
  Any hostile enemy within a 20-foot radius of you must 
  succeed on a Will save (DC 10 + 1/2 your cleric level + your 
  Cha modifier) to resist its effects.
  Those who fail take a –2 penalty on attack rolls, Armor 
  Class, and saves for 24 hours or until they successfully hit 
  you.
  A creature that has resisted or broken the effect cannot be 
  affected again by your aura for 24 hours.
  This is a supernatural ability.
  Add Sense Motive to your list of cleric class skills.
  Celestia Domain Spells
  1 Light of Lunia: You radiate silvery light, which you can 
  expend as two bolts that deal 1d6 damage.
  Shield of Faith: Aura grants +2 or higher deflection bonus.
  2 Bear’s Endurance: Subject gains +4 to Constitution for 1 
  min./level.
  Shield Other: You take half of subject’s damage.
  3 Magic Vestment: Armor or shield gains +1 enhancement 
  per four levels.
  Summon Monster III: Calls extraplanar creature to fight for 
  you (LG creatures only).
  4 Divine Power: You gain attack bonus, +6 to Strength, and 1 
  hp/level.
  Magic Weapon, Greater: +1 bonus/four levels (max +5).
  5 Righteous Might: Your size increases, and you gain combat 
  bonuses.
  Summon Monster V: Calls extraplanar creature to fight for 
  you (LG creatures only).
  
  30
  6 Blade Barrier: Wall of blades deals 1d6/level damage.
  Bear’s Endurance, Mass: As bear’s endurance, affects one 
  subject/level.
  7 Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  Summon Monster VII: Calls extraplanar creature to fight for 
  you (LG creatures only).
  8 Power Word Stun: Stuns creatures with 150 or fewer hp.
  Shield of Law: +4 to AC, +4 resistance, and SR 25 against 
  chaotic spells.
  9 Foresight: “Sixth sense” warns of impending danger.
  Summon Monster IX: Calls extraplanar creature to fight for 
  you (LG creatures only).
  ELYSIUM
  Requirement: Must be neutral good.
  Deities: Pelor.
  Granted Power: You gain the supernatural ability to 
  smite evil with a single melee attack once per day.
  You add your Charisma bonus (if any) to your attack roll 
  and deal an extra 1 point of damage per class level.
  This smite attack is treated as good-aligned for the purpose 
  of overcoming damage reduction.
  At 5th level, and every five levels thereafter, you can use 
  this smite attack one additional time per day.
  Elysium Domain Spells
  1 Charm Person: Makes one person your friend.
  Protection from Evil: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  Planar Tolerance: Provides long-term protection against 
  overtly damaging planar traits.
  3 Magic Circle against Evil: As protection spell, but 10-ft. radius 
  and 10 min./level.
  Mantle of Good: You gain SR 12 + caster level against spells 
  with the evil descriptor.
  4 Charm Monster: Makes monster believe it is your ally.
  Holy Smite: Damages and blinds evil creatures.
  5 Dispel Evil: +4 bonus against attacks.
  Cure Light Wounds, Mass: Cures 1d8 damage +1/level for 
  many creatures.
  6 Find the Path: Shows most direct way to a location.
  Mind Fog: Subjects in fog get –10 to Wisdom and Will 
  checks.
  7 Control Weather: Changes weather in local area.
  Holy Word: Kills, paralyzes, blinds, or deafens nongood 
  subjects.
  8 Holy Aura: +4 to AC, +4 resistance and SR 25 against 
  chaotic spells.
  Sunburst: Blinds all within 80 ft., deals 6d6 damage.
  9 Heal, Mass: As heal, but with several subjects.
  Moment of Prescience: You gain insight bonus on single attack 
  roll, check, or save.
  HADES
  Requirement: Must be neutral evil.
  Deities: None.
  Granted Power: You gain the supernatural ability to 
  smite good with a single melee attack once per day.
  You add your Charisma bonus (if any) to your attack roll 
  and deal an extra 1 point of damage per class level.
  This smite attack is treated as evil-aligned for the purpose of 
  overcoming damage reduction.
  At 5th level, and every five levels thereafter, you can use 
  this smite attack one additional time per day.
  Hades Domain Spells
  1 Doom: Subject is shaken by feeling of horrible dread.
  Protection from Good: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Resist Planar Alignment: Subject can resist penalties for 
  being of an opposed alignment on an aligned
  Outer Plane.
  3 Magic Circle against Good: As protection spell, but 10-ft. 
  radius and 10 min./level.
  Mantle of Evil: You gain SR 12 + caster level against spells 
  with the good descriptor.
  4 Contagion: Infects subject with chosen disease.
  Unholy Blight: Damages and sickens good creatures.
  5 Crushing Despair: Subject take –2 on attack rolls, damage 
  rolls, saves, and checks.
  Dispel Good: +4 bonus against attacks by good creatures.
  6 Mind Fog: Subjects in fog get –10 to Wisdom and Will 
  checks.
  Waves of Fatigue: Several targets become fatigued.
  7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil 
  subject.
  Plane Shift: As many as eight subjects travel to another 
  plane.
  8 Unholy Aura: +4 to AC, +4 resistance and SR 25 against 
  good spells.
  Waves of Exhaustion: Several targets become exhausted.
  9 Energy Drain: Subject gains 2d4 negative levels.
  Gate: Connects two planes for travel or summoning.
  LIMBO
  Requirement: Must be chaotic neutral.
  Deities: None.
  Granted Power: You gain the supernatural ability to 
  smite law with a single melee attack once per day.
  You add your Charisma bonus (if any) to your attack roll 
  and deal an extra 1 point of damage per class level.
  This smite attack is treated as chaotic-aligned for the 
  purpose of overcoming damage reduction.
  At 5th level, and every five levels thereafter, you can use 
  this smite attack one additional time per day.
  Limbo Domain Spells
  1 Lesser Confusion: One creature is confused for 1 round.
  Protection from Law: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Entropic Shield: Ranged attacks against you have 20% miss 
  chance.
  Resist Planar Alignment: Subject can resist penalties for 
  being of an opposed alignment on an aligned
  Outer Plane.
  3 Magic Circle against Law: As protection spell, but 10-ft. 
  radius and 10 min./level.
  Mantle of Chaos: You gain SR 12 + caster level against spells 
  with the lawful descriptor.
  4 Chaos Hammer: Damage and slow lawful creatures.
  Perinarch: Gain greater control over Limbo’s morphic 
  essence.
  5 Baleful Polymorph: Transforms subject into harmless 
  animal.
  Dispel Law: +4 bonus against attacks by lawful creatures.
  
  31
  6 Animate Objects: Objects attack your foes.
  Insanity: Subject suffers continuous confusion effect.
  7 Song of Discord: Forces targets to attack each other.
  Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic 
  subject.
  8 Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against 
  lawful spells.
  Otto’s Irresistible Dance: Forces subject to dance.
  9 Perinarch, Planar: Gain control over a small area of any 
  divinely morphic plane.
  Shapechange: Transforms you into any creature; change 
  forms once per round.
  MECHANUS
  Requirement: Must be lawful neutral.
  Deities: None.
  Granted Power: You gain the supernatural ability to 
  smite chaos with a single melee attack once per day.
  You add your Charisma bonus (if any) to your attack roll 
  and deal an extra 1 point of damage per class level.
  This smite attack is treated as lawful-aligned for the 
  purpose of overcoming damage reduction.
  At 5th level, and every five levels thereafter, you can use 
  this smite attack one additional time per day.
  Mechanus Domain Spells
  1 Command: One subject obeys selected command for 1 
  round.
  Protection from Chaos: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Calm Emotions: Calms creatures, negating emotion effects.
  Mechanus Mind: Reformat subject’s mind to be coldly 
  calculating.
  3 Magic Circle against Chaos: As protection spell, but 10-ft. 
  radius and 10 min./level.
  Mantle of Law: You gain SR 12 + caster level against spells 
  with the chaotic descriptor.
  4 Discern Lies: Reveals deliberate falsehoods.
  Order’s Wrath: Damages and dazes chaotic creatures.
  5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  Mark of Justice: Designates action that will trigger curse on 
  subject.
  6 Hold Monster: As hold person, but any creature.
  Wall of Gears: Creates wall of moving gears that deals 1d6 
  damage/2 levels to creatures within 10 ft.
  7 Dictum: Kills, paralyzes, slows, or deafens nonlawful 
  subject.
  Hold Person, Mass: As hold person, but all within 30 ft.
  8 Iron Body: Your body becomes living iron.
  Shield of Law: +4 to AC, +4 resistance, and SR 25 against 
  chaotic spells.
  9 Call Marut: A marut aids you in pursuing one seeking to 
  cheat time.
  Mordenkainen’s Disjunction: Dispels magic, disenchants 
  magic items.
  THE ABYSS
  Requirement: Must be chaotic evil.
  Deities: Blibdoolpoolp (kuo-toa), Diirinka (derro), Great 
  Mother (beholders), Hruggek (bugbears), Lolth (drow), 
  Merrshaulk (yuan-ti).
  Granted Power: Once per day as a free action, you may 
  channel the furious power of the demons.
  This power grants you a +4 bonus to Strength but also gives 
  you a –2 penalty to Armor Class.
  The effect lasts for 5 rounds and cannot be ended 
  prematurely.
  This is a supernatural ability.
  Add Intimidate to your list of cleric class skills.
  Abyss Domain Spells
  1 Align Weapon: Weapon becomes evil or chaotic.
  Cause Fear: One creature of 5 HD or fewer flees for 1d4 
  rounds.
  2 Bull’s Strength: Subject gains +4 to Strength for 1 
  min./level.
  Death Knell: Kills dying creature; you gain 1d8 temporary 
  hp, +2 to Strength, and +1 level.
  3 Babau Slime: Secrete a body-covering acid that damages 
  foes’ weapons.
  Summon Monster III: Calls extraplanar creature to fight for 
  you (CE creatures only).
  4 Balor Nimbus: Subject’s flaming body damages foes in 
  grapple.
  Poison: Touch deals 1d10 Constitution damage, repeats in 1 
  min.
  5 Slay Living: Touch attack kills subject.
  Summon Monster V: Calls extraplanar creature to fight for 
  you (CE creatures only).
  6 Bull’s Strength, Mass: As bull’s strength, affects one 
  subject/level.
  Harm: Deals 10 points/level damage to target.
  7 Destruction: Kills subject and destroys remains.
  Summon Monster VII: Calls extraplanar creature to
  fight for you (CE creatures only).
  8 Finger of Death: Kills one subject.
  Bodak’s Glare: You slay a creature, which turns into a bodak 
  24 hours later.
  9 Implosion: Kills one creature/round.
  Summon Monster IX: Calls extraplanar creature to fight for 
  you (CE creatures only).
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  BALANCE
  Deities: Grumbar, Oghma, Ubtao, Waukeen.
  Granted Power: Once per day, as a free action, you may 
  add your Wisdom modifier to your Armor Class.
  This bonus lasts for 1 round per cleric level.
  Balance Domain Spells
  1 Make Whole: Repairs an object.
  2 Calm Emotions: Calms creatures, negating emotion effects.
  3 Clarity of Mind: Grants +4 bonus on saves involving 
  charm, compulsion, and glamer spells; reduces glamer miss 
  chance by 10%.
  4 Dismissal: Forces a creature to return to native plane.
  5 Sanctuary, Mass: One touched creature/two levels can’t be 
  attacked, and can’t attack.
  6 Banishment: Banishes 2 HD/level of extraplanar creatures.
  7 Word of Balance: Kills, paralyzes, weakens, or nauseates 
  nonneutral creatures.
  
  32
  8 Protection from Spells: Confers +8 resistance bonus.
  9 Weighed in the Balance: Harms or heals creatures within 30 
  feet of you.
  CAVERN
  Deities: Callarduran Smoothhands, Dumathoin, Geb, 
  Ghaunadaur, Grumbar, Gruumsh, Luthic, Segojan 
  Earthcaller, Shar.
  Granted Power: You gain the dwarf ability of 
  stonecunning.
  If you already have stonecunning, your racial bonus 
  increases from +2 to +4 on checks to notice unusual 
  stonework.
  Cavern Domain Spells
  1 Detect Secret Doors: Reveals hidden doors within 60 ft.
  2 Darkness: Creates supernatural shadow in a 20-ft. radius.
  3 Meld into Stone: You and your gear merge with stone.
  4 Leomund’s Secure Shelter: Creates sturdy cottage.
  5 Passwall: Creates passage through wood or stone wall.
  6 Find the Path: Shows most direct way to a location.
  7 Maw of Stone: Animates natural chamber to attack 
  enemies.
  8 Earthquake: Intense tremor shakes 5-ft./level radius.
  9 Imprisonment: Entombs subject beneath the earth.
  CHARM
  Deities: Eilistraee, Finder Wyvernspur, Gargauth, Hanali 
  Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela 
  Peryroyl, Sune.
  Granted Power: You can boost your Charisma by 4 
  points once per day.
  Activating this power is a free action.
  The Charisma increase lasts for 1 minute.
  Charm Domain Spells
  1 Charm Person: Makes one person your friend.
  2 Calm Emotions: Calms creatures, negating emotion effects.
  3 Suggestion: Compels subject to follow stated course of 
  action.
  4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, 
  saves, and checks.
  5 Charm Monster: Makes monster believe it is your ally.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Insanity: Subject suffers continuous confusion.
  8 Demand: As sending, plus you can send suggestion.
  9 Dominate Monster: As dominate person, but any creature.
  COLD
  Deities: Auril, Ulutiu.
  Granted Power: You can turn or destroy fire creatures as 
  a good cleric turns undead and rebuke or command cold 
  creatures as an evil cleric rebukes undead.
  Each use of this ability uses up one of your turn uses per 
  day of your turn ability.
  Cold Domain Spells
  1 Chill Touch: One touch/level deals 1d6 damage and 
  possibly 1 Str damage.
  2 Chill Metal: Cold metal damages those who touch it.
  3 Sleet Storm: Hampers vision and movement.
  4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or 
  hemisphere that can trap creatures inside.
  6 Cone of Cold: Deals 1d6/level cold damage.
  7 Control Weather: Changes weather in local area.
  8 Polar Ray: Ranged touch attack deals 1d6/level cold 
  damage.
  9 Obedient Avalanche: Creates avalanche to bury or bull rush 
  foes, deals varying cold damage.
  CRAFT
  Deities: Callarduran Smoothhands, Dugmaren 
  Brightmantle, Dumathoin, Flandal Steelskin, Garl 
  Glittergold, Geb, Gond, Laduguer, Moradin, Thoth.
  Granted Power: You cast creation spells at +1 caster 
  level and gain Skill Focus (a +3 bonus) in the Craft skill of 
  your choice as a bonus feat.
  Craft Domain Spells
  1 Animate Rope: Makes a rope move at your command.
  2 Wood Shape: Rearranges wooden objects to suit you.
  3 Stone Shape: Sculpts stone into any shape.
  4 Minor Creation: Creates one cloth or wood object.
  5 Wall of Stone: Creates a stone wall that can be shaped.
  6 Fantastic Machine: Creates illusory many-armed machine 
  that functions as Large animated object.
  7 Major Creation: As minor creation, plus stone and metal.
  8 Forcecage: Cube or cage of force imprisons all inside.
  9 Fantastic Machine, Greater: As fantastic machine, but creates 
  a more powerful illusory construct.
  DARKNESS
  Deities: Lolth, Mask, Set, Shar, Shargaas.
  Granted Power: You gain Blind-Fight as a bonus feat.
  Darkness Domain Spells
  1 Obscuring Mist: Fog surrounds you.
  2 Blindness/Deafness: Makes subject blinded or deafened.
  3 Blacklight: Creates a 20-ft. radius of supernatural darkness 
  you can see through.
  4 Armor of Darkness: Shadowy shroud provides +3 deflection 
  bonus +1/four levels (max +8) to AC and +2 bonus on saves 
  against holy, good, or light effects.
  5 Darkbolt: You hurl one/two levels beams of darkness 
  dealing 2d8 damage/round and may daze target for 1 round.
  6 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for 
  you.
  7 Nightmare: Sends vision dealing 1d10 damage, fatigue.
  8 Power Word Blind: Blinds creature with 200 or fewer hp.
  9 Power Word Kill: Kills one creature with 100 or fewer hp.
  DROW
  Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, 
  Selvetarm, Vhaeraun.
  Granted Power: You gain Lightning Reflexes as a bonus 
  feat.
  Drow Domain Spells
  1 Cloak of Dark Power: Protects subject from effects of 
  sunlight, grants +4 resistance bonus on saves against light 
  or darkness effects.
  2 Clairaudience/Clairvoyance: You can hear or see at a 
  distance for 1 min./level.
  3 Suggestion: As suggestion, plus one subject/level.
  
  33
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Spiderform: You assume spider or d rider form.
  6 Dispel Magic, Greater: As dispel magic, but up to +20 on 
  check.
  7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic 
  subjects.
  8 Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
  9 Gate: Connects two planes for travel or summoning.
  DWARF
  Deities: Abbathor, Berronar Truesilver, Clangeddin, 
  Deep Duerra, Dugmaren Brightmantle, Dumathoin, Gorm 
  Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, 
  Moradin, Sharindlar, Thard Harr, Vergadain.
  Granted Power: You gain Great Fortitude as a bonus 
  feat.
  Dwarf Domain Spells
  1 Magic Weapon: Weapon gains +1 bonus.
  2 Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  3 Glyph of Warding: Inscription harms those who pass it.
  4 Magic Weapon, Greater: Weapon gains +1 bonus/four levels 
  (max +5).
  5 Fabricate: Transforms raw materials into finished items.
  6 Stone Tell: You talk to natural or worked stone.
  7 Dictum: Kills, paralyzes, slows, or deafens nonlawful 
  subjects.
  8 Protection from Spells: Confers +8 resistance bonus.
  9 Elemental Swarm: Summons multiple elementals (earth 
  only).
  ELF
  Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, 
  Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel 
  Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane 
  Rallathil, Sehanine Moonbow, Shevarash, Solonor 
  Thelandira.
  Granted Power: You gain Point Blank Shot as a bonus 
  feat.
  Elf Domain Spells
  1 True Strike: You gain +20 on your next attack roll.
  2 Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  3 Snare: Creates a magic booby trap.
  4 Tree Stride: You can step from one tree to another far away.
  5 Commune with Nature: You learn about terrain for 1 
  mile/level.
  6 Find the Path: Shows most direct way to a location.
  7 Liveoak: Oak becomes treant guardian.
  8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  9 Antipathy: Object or location affected by spell repels 
  certain creatures.
  FAMILY
  Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, 
  Isis,
  Lliira, Luthic, Yondalla.
  Granted Power: As a free action, you may protect a 
  number of creatures equal to your Charisma modifier 
  (minimum one creature) with a +2 dodge bonus to AC.
  This is a supernatural ability, and the effect lasts for 1 round 
  per level.
  An affected creature loses this protection if it moves more 
  than 10 feet from you.
  You may also affect yourself with this ability.
  Family Domain Spells
  1 Bless: Allies gain +1 on attack rolls and +1 on saves against 
  fear.
  2 Shield Other: You take half of subject’s damage.
  3 Helping Hand: Ghostly hand leads subject to you.
  4 Imbue with Spell Ability: Transfers spells to subject.
  5 Rary’s Telepathic Bond: Link lets allies communicate.
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  7 Refuge: Alters item to transport its possessor to you.
  8 Protection from Spells: Confers +8 resistance bonus.
  9 Prismatic Sphere: As prismatic wall, but surrounds on all 
  sides.
  FATE
  Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras.
  Granted Power: You gain the uncanny dodge ability.
  If you already have it, you gain improved uncanny dodge 
  instead.
  These abilities are identical to those described in the 
  barbarian and rogue class descriptions in the Player’s 
  Handbook.
  Fate Domain Spells
  1 True Strike: You gain +20 on your next attack roll.
  2 Augury: You learn whether an action will be good or bad.
  3 Bestow Curse: Subject takes a –6 penalty to an ability score; 
  –4 penalty on attack rolls, saves, and checks; or 50% chance 
  of losing each action.
  4 Divination: Provides useful advice for specific proposed 
  actions.
  5 Mark of Justice: Designates action that will trigger curse on 
  subject.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Vision: As legend lore, but quicker and strenuous.
  8 Moment of Prescience: You gain insight bonus on single 
  attack roll, check, or save.
  9 Foresight: “Sixth sense” warns of impending danger.
  GNOME
  Deities: Baervan Wildwanderer, Baravar Cloakshadow, 
  Callarduran Smoothhands, Flandal Steelskin, Gaerdal 
  Ironhand, Garl Glittergold, Segojan Earthcaller, Urdlen.
  Granted Power: You cast all illusion spells at +1 caster 
  level.
  Gnome Domain Spells
  1 Silent Image: Creates minor illusion of your design.
  2 Gembomb: Converts five gems into bombs that deal 1d8 
  force damage/two levels.
  3 Minor Image: As silent image, plus some sound.
  4 Minor Creation: Creates one cloth or wood object.
  5 Hallucinatory Terrain: Makes one type of terrain appear 
  like another (field into forest, or the like).
  6 Fantastic Machine: Creates illusory many-armed machine 
  that functions as Large animated object.
  7 Screen: Illusion hides area from vision, scrying.
  8 Otto’s Irresistible Dance: Forces subject to dance.
  9 Summon Nature’s Ally IX: Calls earth elemental or animal 
  to fight.
  
  34
  HALFLING
  Deities: Arvoreen, Brandobaris, Cyrrollalee, Sheela
  Peryroyl, Urogalan, Yondalla.
  Granted Power: Once per day, you can add your 
  Charisma modifier to your Climb, Jump, Move Silently, 
  and Hide checks.
  Using this extraordinary ability is a free action, and the 
  effect lasts for 10 minutes.
  Halfling Domain Spells
  1 Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 
  damage.
  2 Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  3 Magic Vestment: Armor or shield gains +1 enhancement 
  per four levels.
  4 Freedom of Movement: Subject moves normally despite 
  impediments.
  5 Mordenkainen’s Faithful Hound: Phantom dog can guard, 
  attack.
  6 Move Earth: Digs trenches and builds hills.
  7 Shadow Walk: Step into shadow to travel rapidly.
  8 Word of Recall: Teleports you back to designated place.
  9 Foresight: “Sixth sense” warns of impending danger.
  HATRED
  Deities: Bane, Ghaunadaur, Gruumsh, Set, Urdlen.
  Granted Power: Choose one opponent.
  Against that opponent, you gain a +2 profane bonus on 
  attack rolls, saving throws, and Armor Class for 1 minute.
  This supernatural ability is usable once per day as a free 
  action.
  Hatred Domain Spells
  1 Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  2 Scare: Panics creatures of less than 6 HD.
  3 Bestow Curse: Subject takes a –6 penalty to an ability score; 
  –4 penalty on attack rolls, saves, and checks; or 50% chance 
  of losing each action.
  4 Song of Discord: Forces targets to attack each other.
  5 Righteous Might: Your size increases, and you gain combat 
  bonuses.
  6 Forbiddance: Blocks planar travel, damages creatures of 
  different alignment.
  7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil 
  subjects.
  8 Antipathy: Object or location affected by spell repels 
  certain creatures.
  9 Wail of the Banshee: Kills one creature/level.
  ILLUSION
  Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, 
  Mystra, Sehanine Moonbow.
  Granted Power: You cast all illusion spells at +1 caster 
  level.
  Fate Domain Spells
  1 True Strike: You gain +20 on your next attack roll.
  2 Augury: You learn whether an action will be good or bad.
  3 Bestow Curse: Subject takes a –6 penalty to an ability score; 
  –4 penalty on attack rolls, saves, and checks; or 50% chance 
  of losing each action.
  4 Divination: Provides useful advice for specific proposed 
  actions.
  5 Mark of Justice: Designates action that will trigger curse on 
  subject.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Vision: As legend lore, but quicker and strenuous.
  8 Moment of Prescience: You gain insight bonus on single 
  attack roll, check, or save.
  9 Foresight: “Sixth sense” warns of impending danger.
  MENTALISM
  Deity: Deep Duerra.
  Granted Power: Once per day, you can generate a 
  mental ward that grants any creature you touch a resistance 
  bonus on its next Will saving throw equal to your level +2.
  Activating this power is a standard action, and the effect 
  lasts for 1 hour.
  The mental ward is a spell-like ability and an abjuration 
  effect.
  Mentalism Domain Spells
  1 Confusion, Lesser: One creature is confused for 1 round.
  2 Detect Thoughts: Allows “listening” to surface thoughts.
  3 Clairaudience/Clairvoyance: You can hear or see at a 
  distance for 1 min./level.
  4 Modify Memory: Changes 5 minutes of subject’s memories.
  5 Mind Fog: Subjects in fog get –10 to Wis and Will checks.
  6 Rary’s Telepathic Bond: Link lets allies communicate.
  7 Antipathy: Object or location affected by spell repels 
  certain creatures.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Astral Projection: Projects you and companions onto Astral 
  Plane.
  METAL
  Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, 
  Laduguer.
  Granted Power: You gain Martial Weapon Proficiency 
  or Exotic Weapon Proficiency (as appropriate) and Weapon 
  Focus with your choice of hammer as bonus feats.
  You need not meet the prerequisites for these feats.
  Metal Domain Spells
  1 Magic Weapon: Weapon gains +1 bonus.
  2 Heat Metal: Make metal so hot it damages those who 
  touch it.
  3 Keen Edge: Doubles normal weapon’s threat range.
  4 Rusting Grasp: Your touch corrodes iron and alloys.
  5 Wall of Iron: Creates an iron wall with 30 hp/four levels; 
  can topple onto foes.
  6 Blade Barrier: Wall of blades deals 1d6/level damage.
  7 Transmute Metal to Wood: Metal within 40 ft. becomes 
  wood.
  8 Iron Body: Your body becomes living iron.
  9 Repel Metal or Stone: Pushes away metal and stone.
  MOON
  Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, 
  Selûne, Sharindlar.
  Granted Power: You can turn or destroy lycanthropes as 
  a good cleric turns or destroys undead.
  
  35
  This ability is usable a number of times per day equal to 3 + 
  your Charisma modifier.
  Moon Domain Spells
  1 Faerie Fire: Outlines subjects with light, canceling blur, 
  concealment, and the like.
  2 Moonbeam: Creates a cone of moonlight that causes 
  lycanthropes to assume animal form, penetrates darkness 
  spells of equal or lower level.
  3 Moon Blade: Touch attack deals 1d8 damage +1/two levels, 
  more to undead, plus scrambles spellcasting.
  4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, 
  saves, and checks.
  5 Moon Path: Grants sanctuary to 1 creature/level.
  6 Permanent Image: Includes sight, sound, and smell.
  7 Insanity: Subject suffers continuous confusion.
  8 Animal Shapes: One ally/level polymorphs into chosen 
  animal.
  9 Moonfire: Cone of moonlight deals 1d8 damage/two levels 
  (max 10d8, magical auras glow blue for 1 round/level, 
  illuminates as full moon, negates electricity for 1 
  round/level.
  NOBILITY
  Deities: Horus-Re, Lathander, Milil, Nobanion, Red 
  Knight, Siamorphe.
  Granted Power: Once per day, you can inspire allies that 
  hear you speak for 1 round.
  Each such ally gains a +1 morale bonus on saving throws, 
  attack rolls, ability checks, skill checks, and weapon 
  damage rolls.
  Using this spell-like ability is a standard action, and the 
  effect lasts for a number of rounds equal to your Charisma 
  bonus (minimum 1 round).
  Nobility Domain Spells
  1 Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Magic Vestment: Armor or shield gains +1 enhancement 
  per four levels.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Command, Greater: As command, but affects one 
  subject/level.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Repulsion: Creatures can’t approach you.
  8 Demand: As sending, plus you can send suggestion.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  OCEAN
  Deities: Deep Sashelas, Istishia, Ulutiu, Umberlee, 
  Valkur.
  Granted Power: You have the supernatural ability t o 
  breathe water as if under the effect of a water breathing spell 
  for up to 10 rounds per cleric level.
  This effect occurs automatically as soon as it becomes 
  applicable and lasts until the duration expires or the effect 
  is no longer needed.
  This duration need not be consecutive—it can be used in 
  increments as small as 1 round.
  Ocean Domain Spells
  1 Endure Elements: Exist comfortably in hot or cold 
  environments.
  2 Sound Burst: Deals 1d8 sonic damage to subjects; may stun 
  them.
  3 Water Breathing: Subjects can breathe underwater.
  4 Freedom of Movement: Subject moves normally despite 
  impediments.
  5 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or 
  hemisphere can trap creatures inside.
  6 Otiluke’s Freezing Sphere: Freezes water or deals cold 
  damage.
  7 Waterspout: Creates waterspout that moves, damages 
  creatures, sucks creatures upward.
  8 Maelstrom: Waterspout sucks in and damages creatures.
  9 Elemental Swarm: Summons multiple water elementals.
  ORC
  Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, 
  Yurtrus.
  Granted Power: You gain the smite ability.
  Once per day, you may attempt to smite an opponent with 
  one normal melee attack.
  If you hit, you gain a bonus equal to your cleric level on 
  your damage roll.
  For example, a 4th-level cleric of Bahgtru armed with a 
  longsword would deal 1d8+4 points of damage, plus any 
  additional bonuses from high strength or magical effects 
  that normally apply.
  If you use this ability against a dwarf or an elf, you also gain 
  a +4 bonus on the smite attack roll.
  Smite is a supernatural ability.
  Orc Domain Spells
  1 Cause Fear: One creature of 5 or fewer HD or less flees for 
  1d4 rounds.
  2 Produce Flame: Deals 1d6 fire damage +1/level, touch or 
  thrown.
  3 Prayer: Allies gain +1 bonus on most rolls, enemies –1 
  penalty.
  4 Divine Power: You gain attack bonus, +6 to Str, and 1 
  hp/level.
  5 Prying Eyes: Creates 1d4 +1/level floating eyes to scout for 
  you.
  6 Eyebite: Target becomes panicked, sickened, and 
  comatose.
  7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil 
  subjects.
  8 Cloak of Chaos: Grants +4 to AC, +4 resistance, and SR 25 
  against lawful spells.
  9 Power Word Kill: Kills creature with 100 hp or less.
  PLANNING
  Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, 
  Ubtao.
  Granted Power: You gain Extend Spell as a bonus feat.
  Planning Domain Spells
  1 Deathwatch: Reveals how near death subjects within 30 ft. 
  are.
  2 Augury: You learn whether an action will be good or bad.
  3 Clairaudience/Clairvoyance: You can hear or see at a 
  distance for 1 min./level.
  4 Imbue with Spell Ability: Transfers spells to subject.
  5 Detect Scrying: Alerts you to magical eavesdropping.
  
  36
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  7 Scrying, Greater: As scrying, but faster and longer.
  8 Discern Location: Reveals exact location of creature or 
  object.
  9 Time Stop: You act freely for 1d4+1 rounds.
  PORTAL
  Deities: Eilistraee, Shaundakul.
  Granted Power: You can detect an active or inactive 
  portal as if it were a normal secret door (DC 20).
  Portal Domain Spells
  1 Summon Monster I: Calls extraplanar creature to fight for 
  you.
  2 Analyze Portal: Detects magic portals.
  3 Dimensional Anchor: Bars extradimensional movement.
  4 Dimension Door: Teleports you short distance.
  5 Teleport: Instantly transports you as far as 100 miles/level.
  6 Banishment: Banishes 2 HD/level of extraplanar creatures.
  7 Etherealness: Travel to Ethereal Plane with companions.
  8 Dimensional Lock: Teleportation and interplanar travel 
  blocked for one day/level.
  9 Gate: Connects two planes for travel or summoning.
  RENEWAL
  Deities: Angharradh, Chauntea, Finder Wyvernspur, 
  Kossuth, Lathander, Shiallia, Silvanus.
  Granted Power: If you fall below 0 hit points, you regain 
  a number of hit points equal to 1d8 + your Charisma 
  modifier.
  This supernatural ability functions once per day.
  If an attack brings you to –10 or fewer hit points, you die 
  before this power takes effect.
  Renewal Domain Spells
  1 Charm Person: Makes one person your friend.
  2 Restoration, Lesser: Dispels magical ability penalty or 
  repairs 1d4 ability damage.
  3 Remove Disease: Cures all diseases affecting subject.
  4 Reincarnate: Brings dead subject back in a random body.
  5 Atonement: Removes burden of misdeeds from subject.
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  7 Restoration, Greater: As restoration, plus restores all levels 
  and ability scores.
  8 Polymorph Any Object: Changes any subject into anything 
  else.
  9 Freedom: Releases creature from imprisonment.
  REPOSE
  Deities: Jergal, Kelemvor, Osiris, Urogalan.
  Granted Power: You may use death touch once per day.
  To deliver a death touch, 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 result equals or exceeds the creature’s current hit 
  points, it dies (no save).
  Death touch is a supernatural ability and a death effect.
  Repose Domain Spells
  1 Hide from Undead: Undead can’t perceive one 
  subject/level.
  2 Gentle Repose: Preserves one corpse.
  3 Speak with Dead: Corpse answers one question per two 
  levels.
  4 Death Ward: Grants immunity to death spells and negative 
  energy effects.
  5 Slay Living: Touch attack kills subject.
  6 Undeath to Death: Destroys 1d4/level HD of undead (max 
  20d4).
  7 Destruction: Kills subject and destroys remains.
  8 Surelife: Protects you from one kind of certain death.
  9 Wail of the Banshee: Kills one creature/level.
  RETRIBUTION
  Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, 
  Shevarash, Tyr, Uthgar.
  Granted Power: If you have been harmed by someone 
  in combat, you may make a strike of vengeance with a 
  melee or ranged weapon against that individual on your 
  next action.
  If this attack hits, you deal maximum damage.
  You can use this supernatural ability once per day.
  Retribution Domain Spells
  1 Shield of Faith: Aura grants +2 or higher deflection bonus.
  2 Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  3 Speak with Dead: Corpse answers one question/two levels.
  4 Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold.
  5 Mark of Justice: Designates action that will trigger curse on 
  subject.
  6 Banishment: Banishes 2 HD/level of extraplanar creatures.
  7 Spell Turning: Reflects 1d4+6 spell levels back at caster.
  8 Discern Location: Reveals exact location of creature or 
  object.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  RUNE
  Deities: Deneir, Dugmaren Brightmantle, Jergal, Mystra, 
  Thoth.
  Granted Power: You gain Scribe Scroll as a bonus feat.
  Rune Domain Spells
  1 Erase: Mundane or magical writing vanishes.
  2 Secret Page: Changes one page to hide its real content.
  3 Glyph of Warding: Inscription harms those who pass it.
  4 Explosive Runes: Deals 6d6 damage when read.
  5 Planar Binding, Lesser: Traps extraplanar creature of 6 or 
  fewer HD until it performs a task.
  6 Glyph of Warding, Greater: As glyph of warding, but up to 
  10d8 damage or 6th-level spell.
  7 Drawmij’s Instant Summons: Prepared object appears in 
  your hand.
  8 Transcribe Symbol: Safely moves an untriggered magical 
  symbol to another location.
  9 Teleportation Circle: Circle teleports any creature inside to 
  designated spot.
  SCALYKIND
  Deities: Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao.
  
  37
  Granted Power: You can rebuke or command animals 
  (reptilian creatures and snakes only) as an evil cleric 
  rebukes or commands undead.
  This ability is usable a number of times per day equal to 3 + 
  your Charisma modifier.
  Scalykind Domain Spells
  1 Magic Fang: One natural weapon of subject creature gets 
  +1 on attack and damage rolls.
  2 Animal Trance*: Fascinates 2d6 HD of animals.
  3 Magic Fang, Greater: One natural weapon of subject 
  creature gets +1/three levels on attack and damage rolls 
  (max +5).
  4 Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  5 Animal Growth*: One animal/two levels doubles in size.
  6 Eyebite: Target becomes panicked, sickened, and 
  comatose.
  7 Vipergout: You spit forth celestial or fiendish vipers that 
  attack your foes.
  8 Animal Shapes*: One ally/level polymorphs into chosen 
  animal.
  9 Shapechange: Transforms you into any creature, and 
  change forms once per round.
  * Affects ophidian and reptilian creatures only.
  SLIME
  Deity: Ghaunadaur.
  Granted Power: You can rebuke or command oozes as 
  an evil cleric rebukes or commands undead.
  This ability is usable a number of times per day equal to 3 + 
  your Charisma modifier.
  Slime Domain Spells
  1 Grease: Makes 10-ft. square or one object slippery.
  2 Melf’s Acid Arrow: Ranged touch attack deals 2d4 damage 
  for 1 round +1 round/three levels.
  3 Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  4 Rusting Grasp: Your touch corrodes iron and alloys.
  5 Evard’s Black Tentacles: Tentacles grapple all within 15 ft. 
  spread.
  6 Transmute Rock to Mud: Transforms two 10-ft. cubes per 
  level.
  7 Destruction: Kills subject and destroys remains.
  8 Power Word Blind: Blinds creature with 200 or fewer hp.
  9 Implosion: Kills one creature/round.
  SPELL
  Deities: Azuth, Mystra, Savras, Thoth.
  Granted Power: You gain a +2 bonus on Concentration 
  and Spellcraft checks.
  Spell Domain Spells
  1 Mage Armor: Gives subject +4 armor bonus.
  2 Silence: Negates sound in 15-ft. radius.
  3 Anyspell: You can read and prepare up to a 2nd-level 
  arcane spell from a scroll or spellbook in a 3rd-level domain 
  spell slot.
  4 Rary’s Mnemonic Enhancer: Prepares extra spells or retains 
  one just cast.
  5 Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  6 Anyspell, Greater: As anyspell, but you can read and prepare 
  any arcane spell up to 5th level in a 6th-level domain spell 
  slot.
  7 Limited Wish: Alters reality—within spell limits.
  8 Antimagic Field: Negates magic within 10 ft.
  9 Mordenkainen’s Disjunction: Dispels magic, disenchants 
  magic items.
  SPIDER
  Deities: Lolth, Selvetarm.
  Granted Power: You can rebuke or command spiders a s 
  an evil cleric rebukes or commands undead.
  This ability is usable a number of times per day equal to 3 + 
  your Charisma modifier.
  Spider Domain Spells
  1 Spider Climb: Grants ability to walk on walls and ceilings.
  2 Summon Swarm: Summons swarm of vermin (spiders 
  only).
  3 Phantom Steed: Magic spider mount appears for 1 
  hour/level.
  4 Giant Vermin: Turns centipedes, scorpions, or spiders into 
  giant vermin.
  5 Insect Plague: Spider swarms attack creatures.
  6 Spider Curse: You turn a humanoid into a driderlike 
  creature that obeys you.
  7 Stone Spiders: Transforms 1d3 pebbles into stone 
  constructs that resemble spiders.
  8 Creeping Doom: Swarms of spiders attack at your 
  command.
  9 Spider Shapes: As polymorph, except you change up to one 
  willing creature/level into a Tiny to Huge monstrous 
  spider.
  STORM
  Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, 
  Umberlee.
  Granted Power: You gain resistance to electricity 5.
  Storm Domain Spells
  1 Entropic Shield: Ranged attacks against you have 20% miss 
  chance.
  2 Gust of Wind: Blows away or knocks down smaller 
  creatures.
  3 Call Lightning: Calls down lightning bolts (3d6 per bolt) 
  from sky.
  4 Sleet Storm: Hampers vision and movement.
  5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  6 Call Lightning Storm: As call lightning, but 5d6 damage per 
  bolt.
  7 Control Weather: Changes weather in local area.
  8 Whirlwind: Cyclone deals damage and can pick up 
  creatures.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  SUFFERING
  Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, 
  Yurtrus.
  Granted Power: You may use pain touch as a spell-like 
  ability once per day.
  To deliver a pain touch, you must succeed on a melee touch 
  attack against a living creature (using the rules for touch 
  spells).
  If you hit, your touch bestows a –2 penalty to Strength and 
  Dexterity on the target for 1 minute.
  
  38
  Creatures that are immune to critical hits are also immune 
  to this effect.
  Suffering Domain Spells
  1 Bane: Enemies take –1 on attack rolls and saves against 
  fear.
  2 Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  3 Bestow Curse: Subject takes a –6 penalty to an ability score; 
  –4 penalty on attack rolls, saves, and checks; or 50% chance 
  of losing each action.
  4 Enervation: Subject gains 1d4 negative levels.
  5 Symbol of Pain: Triggered rune wracks nearby creatures 
  with pain.
  6 Harm: Deals 10 points/level damage to target.
  7 Waves of Exhaustion: Several targets become exhausted.
  8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
  9 Energy Drain: Subject gains 2d4 negative levels.
  TIME
  Deities: Grumbar, Labelas Enoreth.
  Granted Power: You gain Improved Initiative as a bonus 
  feat.
  Time Domain Spells
  1 True Strike: You gain +20 on your next attack roll.
  2 Gentle Repose: Preserves one corpse.
  3 Haste: One creature/level moves faster, +1 on attack rolls, 
  AC, and Reflex saves.
  4 Freedom of Movement: Subject moves normally despite 
  impediments.
  5 Permanency: Makes certain spells permanent.
  6 Contingency: Sets trigger condition for another spell.
  7 Moment of Prescience: You gain insight bonus on single 
  attack roll, check, or save.
  8 Foresight: “Sixth sense” warns of impending danger.
  9 Time Stop: You act freely for 1d4+1 rounds.
  TRADE
  Deities: Abbathor, Nephthys, Shaundakul, Vergadain, 
  Waukeen.
  Granted Power: You may u se detect thoughts once per 
  day as a spell-like ability.
  Activating this ability is a free action, and it affects one 
  target.
  The effect lasts a number of minutes equal to your 
  Charisma bonus (minimum 1 round).
  Trade Domain Spells
  1 Message: Whispered conversation is audible at distance.
  2 Gembomb: Converts five gems into bombs that deal 1d8 
  force damage/two levels.
  3 Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  4 Sending: Delivers short message anywhere, instantly.
  5 Fabricate: Transforms raw materials into finished items.
  6 True Seeing: Lets you see all things as they really are.
  7 Mordenkainen’s Magnificent Mansion: Door leads to 
  extradimensional mansion.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Discern Location: Reveals exact location of creature or 
  object.
  TYRANNY
  Deities: Bane, Tiamat.
  Granted Power: The saving throw DC of any 
  compulsion spell you cast increases by 2.
  Tyranny Domain Spells
  1 Command: One subject obeys selected command for 1 
  round.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Discern Lies: Reveals deliberate falsehoods.
  4 Fear: Subjects within cone flee for 1 round/level.
  5 Command, Greater: As command, but affects one 
  subject/level.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Bigby’s Grasping Hand: Large hand provides cover, pushes, 
  or grapples.
  8 Charm Monster, Mass: As charm monster, but all within 30 ft.
  9 Dominate Monster: As dominate person, but any creature.
  UNDEATH
  Deities: Kiaransalee, Velsharoon.
  Granted Power: You gain Extra Turning as a bonus feat.
  Undeath Domain Spells
  1 Detect Undead: Reveals undead within 60 ft.
  2 Desecrate: Fills area with negative energy, making undead 
  stronger.
  3 Animate Dead: Creates undead skeletons and zombies.
  4 Death Ward: Grants immunity to death spells and negative 
  energy effects.
  5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to 
  many creatures.
  6 Create Undead: Creates ghouls, ghasts, mummies, or 
  mohrgs.
  7 Control Undead: Undead don’t attack you while under 
  your command.
  8 Create Greater Undead: Creates shadows, wraiths, spectres, 
  or devourers.
  9 Energy Drain: Subject gains 2d4 negative levels.
  WATERY DEATH
  Deities: Blibdoolpoolp, Umberlee.
  Granted Power: You gain the ability to smite any 
  nonaquatic creature once per day with one normal melee 
  attack.
  You add your Wisdom bonus to your attack roll and deal 1 
  extra point of damage per divine spellcaster level.
  Watery Death Domain Spells
  1 Entangle: Plants entangle everyone in 40-ft. radius.
  2 Mark of the Outcast: Subject takes –5 penalty on Bluff and 
  Diplomacy checks and –2 penalty to AC.
  3 Control Water: Raises or lowers bodies of water.
  4 Rushing Waters: Wave makes bull rush attack.
  5 Dehydrate: Deals Con damage to subject.
  6 Drown: Subject immediately begins to drown.
  7 Contagious Fog: 30-ft.-radius cloud of fog inflicts disease.
  8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
  9 Drown, Mass: As drown, but affects 1/level subjects.
  
  39
  PLAYER’S HANDBOOK 3.0 
  (3.0)
  AIR
  Deities: Obad-Hai.
  Granted Powers: Turn or destroy earth creatures as a 
  good cleric turns undead.
  Rebuke or command air creatures as an evil cleric rebukes 
  undead.
  Use these abilities a total number of times per day equal to 
  3 + your Charisma modifier.
  Air Domain Spells
  1 Obscuring Mist: Fog surrounds you.
  2 Wind Wall: Deflects arrows, smaller creatures, and gases.
  3 Gaseous Form: Subject becomes insubstantial and can fly 
  slowly.
  4 Air Walk: Subject treads on air as if solid (climb at 45-
  degree angle).
  5 Control Winds: Change wind direction and speed.
  6 Chain Lightning: 1d6 damage/level; secondary bolts.
  7 Control Weather: Changes weather in local area.
  8 Whirlwind: Cyclone inflicts damage and can pick up 
  creatures.
  9 Elemental Swarm*: Summons multiple elementals.
  * Cast as an air spell only.
  ANIMAL
  Deities: Ehlonna, Obad-Hai.
  Granted Powers: You cast animal friendship once per 
  day.
  Knowledge (nature) is a class skill.
  Animal Domain Spells
  1 Calm Animals: Calms 2d4 +1/level HD of animals, beasts, 
  and magical beasts.
  2 Hold Animal: Hold one animal helpless; 1 round/level.
  3 Dominate Animal: Subject animal obeys silent mental 
  commands.
  4 Repel Vermin: Insects stay 10 ft. away.
  5 Commune with Nature: Learn about terrain for one 
  mile/level.
  6 Antilife Shell: 10-ft. field hedges out living creatures.
  7 Animal Shapes: One ally/level polymorphs into chosen 
  animal.
  8 Creeping Doom: Carpet of insects attacks at your command.
  9 Shapechange: Transforms you into any creature, and 
  change forms once per round.
  CHAOS
  Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, 
  Olidammara.
  Granted Power: You cast chaos spells at +1 caster level.
  Chaos Domain Spells
  1 Protection from Law: +2 AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  3 Magic Circle against Law: As protection spells, but 10-ft. 
  radius and 10 min./level.
  4 Chaos Hammer: Damages and staggers lawful creatures.
  5 Dispel Law: +4 bonus against attacks by lawful creatures.
  6 Animate Objects: Objects attack your foes.
  7 Word of Chaos: Kills, confuses, stuns, or deafens 
  nonchaotic subjects.
  8 Cloak of Chaos: +4 AC, +4 resistance, SR 25 against lawful 
  spells.
  9 Summon Monster IX*: Calls outsider to fight for you.
  * Cast as a chaos spell only.
  DEATH
  Deities: Nerull, Wee Jas.
  Granted Power: You may use a death touch once per 
  day.
  Your death touch is a spell-like ability that is a death effect.
  You must succeed at a melee touch attack against a living 
  creature (using the rules for touch spells).
  When you touch, roll 1d6 per your cleric level.
  If the total at least equals the creature’s current hit points, it 
  dies.
  Death Domain Spells
  1 Cause Fear: One creature flees for 1d4 rounds.
  2 Death Knell: Kill dying creature and gain 1d8 temp. hp, +2 
  Str, and +1 caster level.
  3 Animate Dead: Creates undead skeletons and zombies.
  4 Death Ward: Grants immunity to death spells and effects.
  5 Slay Living: Touch attack kills subject.
  6 Create Undead: Ghouls, shadows, ghasts, wights, or 
  wraiths.
  7 Destruction: Kills subject and destroys remains.
  8 Create Greater Undead: Mummies, spectres, vampires, or 
  ghosts.
  9 Wail of the Banshee: Kills one creature/level.
  DESTRUCTION
  Deities: St. Cuthbert, Hextor.
  Granted Power: You gain the smite power, the 
  supernatural ability to make a single melee attack with a +4 
  attack bonus and a damage bonus equal to your cleric level 
  (if you hit).
  You must declare the smite before making the attack.
  It is usable once per day.
  Destruction Domain Spells
  1 Inflict Light Wounds: Touch attack, 1d8 +1/level damage 
  (max +5).
  2 Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  3 Contagion: Infects subject with chosen disease.
  4 Inflict Critical Wounds: Touch attack, 4d8 +1/level damage 
  (max +20).
  5 Circle of Doom: Deals 1d8 +1/level damage in all directions.
  6 Harm: Subject loses all but 1d4 hp.
  7 Disintegrate: Makes one creature or object vanish.
  8 Earthquake: Intense tremor shakes 5-ft./level radius.
  9 Implosion: Kills one creature/round.
  EARTH
  Deities: Moradin, Obad-Hai.
  Granted Power: Turn or destroy air creatures as a good 
  cleric turns undead.
  
  40
  Rebuke or command earth creatures as an evil cleric 
  rebukes undead.
  Use these abilities a total number of times per day equal to 
  3 + your Charisma modifier.
  Earth Domain Spells
  1 Magic Stone: Three stones become +1 projectiles, 1d6+1 
  damage.
  2 Soften Earth and Stone: Turns stone to clay or dirt to sand 
  or mud.
  3 Stone Shape: Sculpts stone into any shape.
  4 Spike Stones: Creatures in area take 1d8 damage, may be 
  slowed.
  5 Wall of Stone: Creates a stone wall that can be shaped.
  6 Stoneskin: Stops blows, cuts, stabs, and slashes.
  7 Earthquake: Intense tremor shakes 5-ft./level radius.
  8 Iron Body: Your body becomes living iron.
  9 Elemental Swarm*: Summons multiple elementals.
  * Cast as an earth spell only.
  EVIL
  Deities: Erythnul, Gruumsh, Hextor, Nerull, Vecna.
  Granted Power: You cast evil spells at +1 caster level.
  Evil Domain Spells
  1 Protection from Good: +2 AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Desecrate: Fills area with negative energy, making undead 
  stronger.
  3 Magic Circle against Good: As protection spells, but 10-ft. 
  radius and 10 min./level.
  4 Unholy Blight: Damages and sickens good creatures.
  5 Dispel Good: +4 bonus against attacks by good creatures.
  6 Create Undead: Ghouls, shadows, ghasts, wights, or 
  wraiths.
  7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil 
  subjects.
  8 Unholy Aura: +4 AC, +4 resistance, SR 25 against good 
  spells.
  9 Summon Monster IX*: Calls outsider to fight for you.
  * Cast as an evil spell only.
  FIRE
  Deity: Obad-Hai.
  Granted Power: Turn or destroy water creatures as a 
  good cleric turns undead.
  Rebuke or command fire creatures as an evil cleric rebukes 
  undead.
  Use these abilities a total number of times per day equal to 
  3 + your Charisma modifier.
  Fire Domain Spells
  1 Burning Hands: 1d4 fire damage/level (max 5d4).
  2 Produce Flame: 1d4 +1/two levels damage, touch or 
  thrown.
  3 Resist Elements*: Ignore first 12 damage from one energy 
  type each round.
  4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 
  out to 20 ft.
  Passing through wall deals 2d6 +1/level.
  5 Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold.
  6 Fire Seeds: Acorns and berries become grenades and 
  bombs.
  7 Fire Storm: Deals 1d6 fire damage/level.
  8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  9 Elemental Swarm**: Summons multiple elementals.
  * Resist cold or fire only.
  ** Cast as a fire spell only.
  GOOD
  Deities: Corellon Larethian, Ehlonna, Garl Glittergold, 
  Heironeous, Kord, Moradin, Pelor, Yondalla.
  Granted Power: You cast good spells at +1 caster level.
  Good Domain Spells
  1 Protection from Evil: +2 AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Aid: +1 attack, +1 on saves against fear, 1d8 temporary hit 
  points.
  3 Magic Circle against Evil: As protection spells, but 10-ft. 
  radius and 10 min./level.
  4 Holy Smite: Damages and blinds evil creatures.
  5 Dispel Evil: +4 bonus against attacks by evil creatures.
  6 Blade Barrier: Blades encircling you deal 1d6 
  damage/level.
  7 Holy Word: Kills, paralyzes, weakens, or dazes nongood 
  subjects.
  8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil 
  spells.
  9 Summon Monster IX*: Calls outsider to fight for you.
  * Cast as a good spell only.
  HEALING
  Deity: Pelor.
  Granted Power: You cast healing spells at +1 caster level.
  Healing Domain Spells
  1 Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
  2 Cure Moderate Wounds: Cures 2d8 +1/level damage (max 
  +10).
  3 Cure Serious Wounds: Cures 3d8 +1/level damage (max 
  +15).
  4 Cure Critical Wounds: Cures 4d8 +1/level damage (max 
  +20).
  5 Healing Circle: Cures 1d8 +1/level damage in all 
  directions.
  6 Heal: Cures all damage, diseases, and mental conditions.
  7 Regenerate: Subject’s severed limbs grow back.
  8 Mass Heal: As heal, but with several subjects.
  9 True Resurrection: As resurrection, plus remains aren’t 
  needed.
  KNOWLEDGE
  Deities: Boccob, Vecna.
  Granted Power: All Knowledge skills are class skills.
  You cast divinations at +1 caster level.
  Knowledge Domain Spells
  1 Detect Secret Doors: Reveals hidden doors within 60 ft.
  2 Detect Thoughts: Allows “listening” to surface thoughts.
  3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 
  min./level.
  4 Divination: Provides useful advice for specific proposed 
  actions.
  5 True Seeing: See all things as they really are.
  6 Find the Path: Shows most direct way to a location.
  
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  7 Legend Lore: Learn tales about a person, place, or thing.
  8 Discern Location: Exact location of creature or object.
  9 Foresight: “Sixth sense” warns of impending danger.
  LAW
  Deities: St. Cuthbert, Heironeous, Hextor, Moradin, Wee 
  Jas, Yondalla.
  Granted Power: You cast law spells at +1 caster level.
  Law Domain Spells
  1 Protection from Chaos: +2 AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Calm Emotions: Calms 1d6 creatures/level, negating 
  emotion effects.
  3 Magic Circle against Chaos: As protection spells, but 10-ft. 
  radius and 10 min./level.
  4 Order’s Wrath: Damages and dazes chaotic creatures.
  5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  6 Hold Monster: As hold person, but any creature.
  7 Dictum: Kills, paralyzes, weakens, or dazes nonlawful 
  subjects.
  8 Shield of Law: +4 AC, +4 resistance, and SR 25 against 
  chaotic spells.
  9 Summon Monster IX*: Calls outsider to fight for you.
  * Cast as a law spell only.
  LUCK
  Deities: Fharlanghn, Kord, Olidammara.
  Granted Power: You gain the power of good fortune, 
  which is usable once per day.
  This extraordinary ability allows you to reroll one roll that 
  you have just made.
  You must take the result of the reroll, even if it’s worse than 
  the original roll.
  Luck Domain Spells
  1 Entropic Shield: Ranged attacks against you suffer 20% miss 
  chance.
  2 Aid: +1 attack, +1 against fear, 1d8 temporary hit points.
  3 Protection from Elements: Absorb 12 damage/level from one 
  kind of energy.
  4 Freedom of Movement: Subject moves normally despite 
  impediments.
  5 Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  6 Mislead: Turns you invisible and creates illusory double.
  7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8 Holy Aura: +4 AC, +4 resistance, and SR 25 against evil 
  spells.
  9 Miracle: Requests a deity’s intercession.
  MAGIC
  Deities: Boccob, Vecna, Wee Jas.
  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 Nystul’s Undetectable Aura: Masks magic item’s aura.
  2 Identify: Determines single feature of magic item.
  3 Dispel Magic: Cancels magical spells and effects.
  4 Imbue with Spell Ability: Transfer spells to subject.
  5 Spell Resistance: Subject gains 12 +1/level SR.
  6 Antimagic Field: Negates magic within 10 ft.
  7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8 Protection from Spells: Confers +8 resistance bonus.
  9 Mordenkainen’s Disjunction: Dispels magic, disenchants 
  magic items.
  PLANT
  Deities: Ehlonna, Obad-Hai.
  Granted Powers: Rebuke or command plant creatures 
  as an evil cleric rebukes or commands undead.
  Use these abilities a total number of times per day equal to
  3 + your Charisma modifier.
  Knowledge (nature) is a class skill.
  Plant Domain Spells
  1 Entangle: Plants entangle everyone in 40-ft.-radius circle.
  2 Barkskin: Grants +3 natural armor bonus (or higher).
  3 Plant Growth: Grows vegetation, improves crops.
  4 Control Plants: Talk to and control plants & fungi.
  5 Wall of Thorns: Thorns damage anyone who tries to pass.
  6 Repel Wood: Pushes away wooden objects.
  7 Changestaff: Your staff becomes a treant on command.
  8 Command Plants: Plants animate and vegetation entangles.
  9 Shambler: Summons 1d4+2 shambling mounds to fight for 
  you.
  PROTECTION
  Deities: Corellon Larethian, St. Cuthbert, Fharlanghn, 
  Garl Glittergold, Moradin, Yondalla.
  Granted Power: You can generate a protective ward, a 
  spell-like ability to grant someone you touch a resistance 
  bonus equal to your level on 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: Opponents can’t attack you, and you can’t 
  attack.
  2 Shield Other: You take half of subject’s damage.
  3 Protection from Elements: Absorb 12 damage/level from one 
  kind of energy.
  4 Spell Immunity: Subject is immune to one spell/four 
  levels.
  5 Spell Resistance: Subject gains 12 +1/level SR.
  6 Antimagic Field: Negates magic within 10 ft.
  7 Repulsion: Creatures can’t approach you.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Prismatic Sphere: As prismatic wall, but surrounds on all 
  sides.
  STRENGTH
  Deities: St. Cuthbert, Gruumsh, Kord, Pelor.
  Granted Power: You can perform a feat of strength, 
  which is the supernatural ability to gain an enhancement 
  bonus to Strength equal to your level.
  Activating the power is a free action, the power lasts 1 
  round, and it’s usable once per day.
  
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  Strength Domain Spells
  1 Endure Elements: Ignores 5 damage/round from one 
  energy type.
  2 Bull’s Strength: Subject gains 1d4+1 Str for 1 hr./level.
  3 Magic Vestment: Armor or shield gains +1 enhancement 
  three level.
  4 Spell Immunity: Subject is immune to one spell/four 
  levels.
  5 Righteous Might: Your size increases, and you gain +4 Str.
  6 Stoneskin: Stops blows, cuts, stabs, and slashes.
  7 Bigby’s Grasping Hand: Hand provides cover, pushes, or 
  grapples.
  8 Bigby’s Clenched Fist: Large hand attacks your foes.
  9 Bigby’s Crushing Hand: As Bigby’s grasping hand, but 
  stronger.
  SUN
  Deities: Ehlonna, Pelor.
  Granted Power: Once per day, you can perform a greater 
  turning against undead in place of a regular turning (or 
  rebuking) attempt.
  The greater turning is like a normal turning (or rebuking) 
  attempt except that the undead creatures that would be 
  turned (or rebuked or commanded) are destroyed instead.
  Sun Domain Spells
  1 Endure Elements*: Ignores 5 damage/round from one 
  energy type.
  2 Heat Metal: Make metal so hot it damages those that touch 
  it.
  3 Searing Light: Ray deals 1d8/two levels, more against 
  undead.
  4 Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold.
  5 Flame Strike: Smite foes with divine fire (1d8/level).
  6 Fire Seeds: Acorns and berries become grenades and 
  bombs.
  7 Sunbeam: Beam blinds and deals 3d6 damage.
  8 Sunburst: Blinds all within 10 ft., deals 3d6 damage.
  9 Prismatic Sphere: As prismatic wall, but surrounds on all 
  sides.
  * Endure cold or fire only.
  TRAVEL
  Deities: Fharlanghn.
  Granted Powers: For a total time per day of 1 round per 
  your cleric level, you can act normally regardless of magical 
  effects that impede movement (similar to the effect of 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 is a supernatural ability.
  Wilderness Lore is a class skill.
  Travel Domain Spells
  1 Expeditious Retreat: Doubles your speed.
  2 Locate Object: Senses direction toward object (specific or 
  type).
  3 Fly: Subject flies at speed of 90.
  4 Dimension Door: Teleports you and up to 500 lb.
  5 Teleport: Instantly transports you anywhere.
  6 Find the Path: Shows most direct way to a location.
  7 Teleport without Error: As teleport, but no off-target arrival.
  8 Phase Door: Invisible passage through wood or stone.
  9 Astral Projection: Projects you and companions into Astral 
  Plane.
  TRICKERY
  Deities: Boccob, Erythnul, Garl Glittergold, Olidammara, 
  Nerull.
  Granted Power: Bluff, Disguise, and Hide are class 
  skills.
  Trickery Domain Spells
  1 Change Self: Change own appearance.
  2 Invisibility: Subject invisible 10 min./level or until it 
  attacks.
  3 Nondetection: Hides subject from divination, scrying.
  4 Confusion: Makes subjects behave oddly for 1 round/level.
  5 False Vision: Fools scrying with an illusion.
  6 Mislead: Turns you invisible and creates illusory double.
  7 Screen: Illusion hides area from vision, scrying.
  8 Polymorph Any Object: Changes any subject into anything 
  else.
  9 Time Stop: You act freely for 1d4+1 rounds.
  WAR
  Deities: Corellon Larethian, Erythnul, Gruumsh, 
  Heironeous, Hextor.
  Granted Power: Free Martial Weapon Proficiency (if 
  necessary) and Weapon Focus with the deity’s favored 
  weapon.
  War Domain Spells
  1 Magic Weapon: Weapon gains +1 bonus.
  2 Spiritual Weapon: Magical weapon attacks on its own.
  3 Magic Vestment: Armor or shield gains +1 
  enhancement/three levels.
  4 Divine Power: You gain attack bonus, 18 Str, and 1 
  hp/level.
  5 Flame Strike: Smite foes with divine fire (1d6 
  damage/level).
  6 Blade Barrier: Blades encircling you deal 1d6 
  damage/level.
  7 Power Word, Stun: Stuns creature with up to 150 hp.
  8 Power Word, Blind: Blinds 200 hp worth of creatures.
  9 Power Word, Kill: Kills one tough subject or many weak 
  ones.
  WATER
  Deity: Obad-Hai.
  Granted Power: Turn or destroy fire creatures as a good 
  cleric turns undead.
  Rebuke or command water creatures as an evil cleric
  rebukes undead.
  
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  Use these abilities a total number of times per day equal to 
  3 + your Charisma modifier.
  Water Domain Spells
  1 Obscuring Mist: Fog surrounds you.
  2 Fog Cloud: Fog obscures vision.
  3 Water Breathing: Subjects can breathe underwater.
  4 Control Water: Raises or lowers bodies of water.
  5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  6 Cone of Cold: 1d6 cold damage/level.
  7 Acid Fog: Fog deals acid damage.
  8 Horrid Wilting: Deals 1d8 damage/level within 30 ft.
  9 Elemental Swarm*: Summons multiple elementals.
  * Cast as a water spell only.
  PLAYER’S HANDBOOK 1 3.5 
  (3.5)
  AIR
  Deity: Obad-Hai.
  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.
  Air Domain Spells
  1 Obscuring Mist: Fog surrounds you.
  2 Wind Wall: Deflects arrows, smaller creatures, and gases.
  3 Gaseous Form: Subject becomes insubstantial and can fly 
  slowly.
  4 Air Walk: Subject treads on air as if solid (climb at 45-
  degree angle).
  5 Control Winds: Change wind direction and speed.
  6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level 
  each deals half damage.
  7 Control Weather: Changes weather in local area.
  8 Whirlwind: Cyclone deals damage and can pick up 
  creatures.
  9 Elemental Swarm*: Summons multiple elementals.
  * Cast as an air spell only.
  ANIMAL
  Deities: Ehlonna, Obad-Hai.
  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: Calms (2d4 + level) HD of animals.
  2 Hold Animal: Paralyzes one animal for 1 round/level.
  3 Dominate Animal: Subject animal obeys silent mental 
  commands.
  4 Summon Nature’s Ally IV*: Calls creature to fight.
  5 Commune with Nature: Learn about terrain for 1 
  mile/level.
  6 Antilife Shell: 10-ft. field hedges out living creatures.
  7 Animal Shapes: One ally/level polymorphs into chosen 
  animal.
  8 Summon Nature’s Ally VIII*: Calls creature to fight.
  9 Shapechange: Transforms you into any creature, and 
  change forms once per round.
  * Can only summon animals.
  CHAOS
  Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, 
  Olidammara.
  Granted Power: You cast chaos spells at +1 caster level.
  Chaos Domain Spells
  1 Protection from Law: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  3 Magic Circle against Law: As protection spells, but 10-ft. 
  radius and 10 min./level.
  4 Chaos Hammer: Damages and staggers lawful creatures.
  5 Dispel Law: +4 bonus against attacks by lawful creatures.
  6 Animate Objects: Objects attack your foes.
  7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic 
  subjects.
  8 Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against 
  lawful spells.
  9 Summon Monster IX*: Calls extraplanar creature to fight 
  for you.
  * Cast as a chaos spell only.
  DEATH
  Deities: Nerull, Wee Jas.
  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: One creature of 5 HD or less flees for 1d4 
  rounds.
  2 Death Knell: Kill dying creature and gain 1d8 temporary 
  hp, +2 to Str, and +1 caster level.
  3 Animate Dead: Creates undead skeletons and zombies.
  4 Death Ward: Grants immunity to death spells and negative 
  energy effects.
  5 Slay Living: Touch attack kills subject.
  6 Create Undead: Create ghouls, ghasts, mummies, or 
  mohrgs.
  7 Destruction: Kills subject and destroys remains.
  8 Create Greater Undead: Create shadows, wraiths, spectres, 
  or devourers.
  9 Wail of the Banshee: Kills one creature/level.
  DESTRUCTION
  Deities: St. Cuthbert, Hextor.
  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.
  
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  This ability is usable once per day.
  Destruction Domain Spells
  1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level 
  (max +5).
  2 Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  3 Contagion: Infects subject with chosen disease.
  4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level 
  (max +20).
  5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to 
  any creatures.
  6 Harm: Deals 10 points/level damage to target.
  7 Disintegrate: Makes one creature or object vanish.
  8 Earthquake: Intense tremor shakes 5-ft./level radius.
  9 Implosion: Kills one creature/round.
  EARTH
  Deities: Moradin, Obad-Hai.
  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.
  Earth Domain Spells
  1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 
  damage.
  2 Soften Earth and Stone: Turns stone to clay or dirt to sand 
  or mud.
  3 Stone Shape: Sculpts stone into any shape.
  4 Spike Stones: Creatures in area take 1d8 damage, may be 
  lowed.
  5 Wall of Stone: Creates a stone wall that can be shaped.
  6 Stoneskin: Ignore 10 points of damage per attack.
  7 Earthquake: Intense tremor shakes 5-ft./level radius.
  8 Iron Body: Your body becomes living iron.
  9 Elemental Swarm*: Summons multiple elementals.
  * Cast as an earth spell only.
  EVIL
  Deities: Erythnul, Gruumsh, Hextor, Nerull, Vecna.
  Granted Power: You cast evil spells at +1 caster level.
  Evil Domain Spells
  1 Protection from Good: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Desecrate: Fills area with negative energy, making undead 
  stronger.
  3 Magic Circle against Good: As protection spells, but 10-ft. 
  radius and 10 min./level.
  4 Unholy Blight: Damages and sickens good creatures.
  5 Dispel Good: +4 bonus against attacks by good creatures.
  6 Create Undead: Create ghouls, ghasts, mummies, or 
  mohrgs.
  7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil 
  subjects.
  8 Unholy Aura: +4 to AC, +4 resistance, SR 25 against good 
  spells.
  9 Summon Monster IX*: Calls extraplanar creature to fight 
  for you.
  * Cast as an evil spell only.
  FIRE
  Deity: Obad-Hai.
  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.
  Fire Domain Spells
  1 Burning Hands: 1d4/level fire damage (max 5d4).
  2 Produce Flame: 1d6 damage +1/level, touch or thrown.
  3 Resist Energy*: Ignores 10 (or more) points of 
  damage/attack from specified energy type.
  4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 
  out to 20 ft. Passing through wall deals 2d6 damage 
  +1/level.
  5 Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold.
  6 Fire Seeds: Acorns and berries become grenades and 
  bombs.
  7 Fire Storm: Deals 1d6/level fire damage.
  8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  9 Elemental Swarm**: Summons multiple elementals.
  * Resist cold or fire only.
  ** Cast as a fire spell only.
  GOOD
  Deities: Corellon Larethian, Ehlonna, Garl Glittergold, 
  Heironeous, Kord, Moradin, Pelor, Yondalla.
  Granted Power: You cast good spells at +1 caster level.
  Good Domain Spells
  1 Protection from Evil: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 
  temporary hp +1/level (max +10).
  3 Magic Circle against Evil: As protection spells, but 10-ft. 
  radius and 10 min./level.
  4 Holy Smite: Damages and blinds evil creatures.
  5 Dispel Evil: +4 bonus against attacks by evil creatures.
  6 Blade Barrier: Wall of blades deals 1d6/level damage.
  7 Holy Word: Kills, paralyzes, slows, or deafens nongood 
  subjects.
  8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil 
  spells.
  9 Summon Monster IX*: Calls extraplanar creature to fight 
  for you.
  * Cast as a good spell only.
  HEALING
  Deity: Pelor.
  Granted Power: You cast healing spells at +1 caster level.
  Healing Domain Spells
  1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max 
  +10).
  3 Cure Serious Wounds: Cures 3d8 damage +1/level (max 
  +15).
  4 Cure Critical Wounds: Cures 4d8 damage +1/level (max 
  +20).
  
  45
  5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max 
  +25) for many creatures.
  6 Heal: Cures 10 points/level of damage, all diseases and 
  mental conditions.
  7 Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level 
  (max +40) for many creatures.
  9 Heal, Mass: As heal, but with several subjects.
  KNOWLEDGE
  Deities: Boccob, Vecna.
  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: Reveals hidden doors within 60 ft.
  2 Detect Thoughts: Allows “listening” to surface thoughts.
  3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 
  min./level.
  4 Divination: Provides useful advice for specific proposed 
  actions.
  5 True Seeing: Lets you see all things as they really are.
  6 Find the Path: Shows most direct way to a location.
  7 Legend Lore: Lets you learn tales about a person, place, or 
  thing.
  8 Discern Location: Reveals exact location of creature or 
  object.
  9 Foresight: “Sixth sense” warns of impending danger.
  LAW
  Deities: St. Cuthbert, Heironeous, Hextor, Moradin, Wee 
  Jas, Yondalla.
  Granted Power: You cast law spells at +1 caster level.
  Law Domain Spells
  1 Protection from Chaos: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  2 Calm Emotions: Calms creatures, negating emotion effects.
  3 Magic Circle against Chaos: As protection spells, but 10-ft. 
  radius and 10 min./level.
  4 Order’s Wrath: Damages and dazes chaotic creatures.
  5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  6 Hold Monster: As hold person, but any creature.
  7 Dictum: Kills, paralyzes, slows, or deafens nonlawful 
  subjects.
  8 Shield of Law: +4 to AC, +4 resistance, and SR 25 against 
  chaotic spells.
  9 Summon Monster IX*: Calls extraplanar creature to fight 
  for you.
  * Cast as a law spell only.
  LUCK
  Deities: Fharlanghn, Kord, Olidammara.
  Granted Power: You gain the power of good fortune, 
  which is usable once per day.
  This extraordinary ability allows you to reroll one roll that 
  you have just made before the DM declares whether the 
  roll results in success or failure.
  You must take the result of the reroll, even if it’s worse than 
  the original roll.
  Luck Domain Spells
  1 Entropic Shield: Ranged attacks against you have 20% miss 
  chance.
  2 Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp 
  +1/level (max +10).
  3 Protection from Energy: Absorb 12 points/level of damage 
  from one kind of energy.
  4 Freedom of Movement: Subject moves normally despite 
  impediments.
  5 Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  6 Mislead: Turns you invisible and creates illusory double.
  7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8 Moment of Prescience: You gain insight bonus on single 
  attack roll, check, or save.
  9 Miracle: Requests a deity’s intercession.
  MAGIC
  Deities: Boccob, Vecna, Wee Jas.
  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 Nystul’s Magic Aura: Alters object’s magic aura.
  2 Identify: Determines properties of magic item.
  3 Dispel Magic: Cancels magical spells and effects.
  4 Imbue with Spell Ability: Transfer spells to subject.
  5 Spell Resistance: Subject gains SR 12 + level.
  6 Antimagic Field: Negates magic within 10 ft.
  7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8 Protection from Spells: Confers +8 resistance bonus.
  9 Mordenkainen’s Disjunction: Dispels magic, disenchants 
  magic items.
  PLANT
  Deities: Ehlonna, Obad-Hai.
  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: Plants entangle everyone in 40-ft.-radius.
  2 Barkskin: Grants +2 (or higher) enhancement to natural 
  armor.
  3 Plant Growth: Grows vegetation, improves crops.
  4 Command Plants: Sway the actions of one or more plant 
  creatures.
  5 Wall of Thorns: Thorns damage anyone who tries to pass.
  6 Repel Wood: Pushes away wooden objects.
  7 Animate Plants: One or more trees animate and fight for 
  you.
  8 Control Plants: Control actions of one or more plant 
  creatures.
  9 Shambler: Summons 1d4+2 shambling mounds to fight for 
  you.
  
  46
  PROTECTION
  Deities: Corellon Larethian, St. Cuthbert, Fharlanghn, 
  Garl Glittergold, Moradin, Yondalla.
  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: Opponents can’t attack you, and you can’t 
  attack.
  2 Shield Other: You take half of subject’s damage.
  3 Protection from Energy: Absorb 12 points/level of damage 
  from one kind of energy.
  4 Spell Immunity: Subject is immune to one spell per four 
  levels.
  5 Spell Resistance: Subject gains SR 12 + level.
  6 Antimagic Field: Negates magic within 10 ft.
  7 Repulsion: Creatures can’t approach you.
  8 Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9 Prismatic Sphere: As prismatic wall, but surrounds on all 
  sides.
  STRENGTH
  Deities: St. Cuthbert, Gruumsh, Kord, Pelor.
  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: Humanoid creature doubles in size.
  2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  3 Magic Vestment: Armor or shield gains +1 enhancement 
  per four levels.
  4 Spell Immunity: Subject is immune to one spell per four 
  levels.
  5 Righteous Might: Your size increases, and you gain combat 
  bonuses.
  6 Stoneskin: Ignore 10 points of damage per attack.
  7 Bigby’s Grasping Hand: Large hand provides cover, pushes, 
  or grapples.
  8 Bigby’s Clenched Fist: Large hand provides cover, pushes, or 
  attacks your foes.
  9 Bigby’s Crushing Hand: Large hand provides cover, pushes, 
  or crushes your foes.
  SUN
  Deities: Ehlonna, Pelor.
  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: Exist comfortably in hot or cold 
  environments.
  2 Heat Metal: Make metal so hot it damages those who 
  touch it.
  3 Searing Light: Ray deals 1d8/two levels, more against 
  undead.
  4 Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold.
  5 Flame Strike: Smite foes with divine fire (1d6/level 
  damage).
  6 Fire Seeds: Acorns and berries become grenades and 
  bombs.
  7 Sunbeam: Beam blinds and deals 4d6 damage.
  8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  9 Prismatic Sphere: As prismatic wall, but surrounds on all 
  sides.
  TRAVEL
  Deity: Fharlanghn.
  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: Increases your speed.
  2 Locate Object: Senses direction toward object (specific or 
  type).
  3 Fly: Subject flies at speed of 60 ft.
  4 Dimension Door: Teleports you short distance.
  5 Teleport: Instantly transports you as far as 100 miles/level.
  6 Find the Path: Shows most direct way to a location.
  7 Teleport, Greater: As teleport, but no range limit and no off-
  target arrival.
  8 Phase Door: Creates an invisible passage through wood or 
  stone.
  9 Astral Projection: Projects you and companions onto Astral 
  Plane.
  TRICKERY
  Deities: Boccob, Erythnul, Garl Glittergold, Olidammara, 
  Nerull.
  Granted Power: Add Bluff, Disguise, and Hide to your 
  list of cleric class skills.
  Trickery Domain Spells
  1 Disguise Self: Disguise own appearance.
  2 Invisibility: Subject invisible 1 min./level or until it 
  attacks.
  3 Nondetection: Hides subject from divination, scrying.
  4 Confusion: Subjects behave oddly for 1 round/level.
  5 False Vision: Fools scrying with an illusion.
  6 Mislead: Turns you invisible and creates illusory double.
  7 Screen: Illusion hides area from vision, scrying.
  8 Polymorph Any Object: Changes any subject into anything 
  else.
  9 Time Stop: You act freely for 1d4+1 rounds.
  
  47
  WAR
  Deities: Corellon Larethian, Erythnul, Gruumsh, 
  Heironeous, Hextor.
  Granted Power: Free Martial Weapon Proficiency with 
  deity’s favored weapon (if necessary) and Weapon Focus 
  with the deity’s favored weapon.
  The favored weapons of the war deities are as follows; 
  Corellon, longsword; Erythnul, morningstar; Gruumsh, 
  spear (or longspear); Heironeous, longsword; Hextor, flail 
  (light or heavy).
  War Domain Spells
  1 Magic Weapon: Weapon gains +1 bonus.
  2 Spiritual Weapon: Magical weapon attacks on its own.
  3 Magic Vestment: Armor or shield gains +1 enhancement 
  per four levels.
  4 Divine Power: You gain attack bonus, +6 to Str, and 1 
  hp/level.
  5 Flame Strike: Smite foes with divine fire (1d6/level 
  damage).
  6 Blade Barrier: Wall of blades deals 1d6/level damage.
  7 Power Word Blind: Blinds creature with 200 hp or less.
  8 Power Word Stun: Stuns creature with 150 hp or less.
  9 Power Word Kill: Kills creature with 100 hp or less.
  WATER
  Deity: Obad-Hai.
  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.
  Water Domain Spells
  1 Obscuring Mist: Fog surrounds you.
  2 Fog Cloud: Fog obscures vision.
  3 Water Breathing: Subjects can breathe underwater.
  4 Control Water: Raises or lowers bodies of water.
  5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  6 Cone of Cold: 1d6/level cold damage.
  7 Acid Fog: Fog deals acid damage.
  8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
  9 Elemental Swarm*: Summons multiple elementals.
  * Cast as a water spell only.
  RACES OF DESTINY (3.5)
  CITY
  Deities: Olidammara, Urbanus (see page 18).
  Granted Power: Add Gather Information and 
  Knowledge (local) to your list of cleric class skills.
  City Domain Spells
  1 Rooftop Strider: Move across uneven surfaces with ease.
  2 City Lights: Absorb nearby light to release as blinding 
  flare.
  3 Winding Alleys: Trap foe in phantasmal maze.
  4 Commune with City: Learn about city.
  5 Skyline Runner: You can walk normally on any city 
  surface.
  6 City Stride: Teleport between two cities.
  7 Urban Shield: City grants cover to you, not to enemies.
  8 City’s Might: Gain enhancement to Str and Con, damage 
  reduction, while in city.
  9 Animate City: City structures attack, slow down enemies.
  DESTINY
  Deities: Heironeous, Glautru (see page 75), Istus (see 
  Complete Divine), Lyris (see Complete Warrior), Vecna, Zarus 
  (see page 19).
  Granted Power: Once per day as an immediate action, 
  you can grant a willing creature within 30 feet the ability to 
  reroll an attack, save, ability check, or skill check.
  You must be able to see the creature to be affected.
  You cannot use this power on yourself.
  This is a supernatural ability.
  Destiny Domain Spells
  1 Omen of Peril: You know how dangerous the future will 
  be.
  2 Augury: Learns whether an action will be good or bad.
  3 Delay Death: Losing hit points doesn’t kill subject.
  4 Bestow Curse: –6 to an ability score; –4 to attack rolls, saves, 
  and checks; or 50% chance of losing each action.
  5 Stalwart Pact: Target gains combat bonuses automatically 
  when reduced to half hit points or lower.
  6 Warp Destiny: Reverse failed save or hit in combat.
  7 Bestow Curse, Greater: As bestow curse, but more severe 
  penalties.
  8 Moment of Prescience: You gain insight bonus on single 
  attack roll, check, or save.
  9 Choose Destiny: Gain two chances for success on every 
  action.
  RACES OF THE WILD (3.5)
  SKY
  Deities: Duthila, Lliendil, Tuilviel Glithien.
  Granted Power: Your fly speed (or glide speed) 
  improves by 5 feet.
  Add Spot to your list of cleric class skills.
  Sky Domain Spells
  1 Raptor’s Sight: Gain +5 on Spot checks; range increment 
  penalty halved.
  2 Summon Dire Hawk: Summons dire hawk to serve you.
  3 Enduring Flight: Carry medium loads at full fly speed; 
  flight duration is doubled.
  4 Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves 
  while flying, maneuverability improves by one category.
  5 Control Winds: Change wind direction and speed.
  6 Wind Walk: You and your allies turn vaporous and travel 
  fast.
  7 Reverse Gravity: Objects and creatures fall upward.
  8 Mastery of the Sky: Gain +2 on attack rolls and damage rolls 
  while airborne; maneuverability becomes perfect; foes 
  incur penalties against you.
  9 Summon Devoted Roc: Summons powerful roc to serve you.
  
  48
  SANDSTORM (3.5)
  NOBILITY
  Deity: Tem-Et-Nu.
  Granted Power: Once per day, you can inspire allies that 
  hear you speak for 1 round.
  Each such ally gains a +1 morale bonus on saving throws, 
  attack rolls, ability checks, skill checks, and damage rolls.
  Using this spell-like ability is a standard action, and the 
  effect lasts for a number of rounds equal to your Charisma 
  modifier (minimum 1 round).
  Nobility Domain Spells
  1 Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Magic Vestment: Armor or shield gains +1 enhancement 
  per four levels.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Command, Greater: As command, but affects one 
  subject/level.
  6 Geas/Quest: As lesser geas, plus it affects any creature.
  7 Repulsion: Creatures can’t approach you.
  8 Demand: As sending, plus you can send suggestion.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  REPOSE
  Deity: Anubis, Osiris.
  Granted Power: You may use a death touch once per 
  day.
  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).
  The death touch is a supernatural ability that produces a 
  death effect.
  Repose Domain Spells
  1 Deathwatch: Reveals how near death subjects within 30 ft. 
  are.
  2 Gentle Repose: Preserves one corpse.
  3 Speak with Dead: Corpse answers one question/two levels.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Command, Greater: As command, but affects one 
  subject/level.
  6 Undeath to Death: Destroys 1d4 HD/level undead (max 
  20d4).
  7 Destruction: Kills subject and destroys remains.
  8 Surelife: Protects you from death due to hazards.
  9 Wail of the Banshee: Kills one creature/level.
  RUNE
  Deities: Imhotep, Thoth.
  Granted Power: Gain Scribe Scroll as a bonus feat.
  Rune Domain Spells
  1 Erase: Mundane or magical writing vanishes.
  2 Secret Page: Changes one page to hide its real content.
  3 Glyph of Warding: Inscription harms those who pass it.
  4 Explosive Runes: Deals 6d6 damage when read.
  5 Planar Binding, Lesser: Traps extraplanar creature of
  6 HD or fewer until it performs a task.
  6 Glyph of Warding, Greater: As glyph of warding, but up to 
  10d8 damage or 6th-level spell.
  7 Drawmij’s Instant Summons: Prepared object appears in 
  your hand.
  8 Transcribe Symbol: Safely moves an untriggered magical 
  symbol to another location.
  9 Teleportation Circle: Circle teleports any creature inside to 
  designated spot.
  SAND
  Deity: Zoser.
  Granted Power: Once per day, you can shape a small 
  amount of sand into any solid object you can imagine, up to 
  8 cubic feet in volume.
  You can shape one object or several, up to a number equal 
  to your Wisdom bonus, as long as the total volume does not 
  exceed 8 cubic feet.
  You must make a special Wisdom check (d20 + your Wis 
  modifier + 1/2 your cleric level) against a DC determined 
  by the size and complexity of the item.
  The item to be created has a base DC of 5, plus the 
  modifiers on the table below.
  Each attempt to create an item requires a number of 
  minutes equal to its DC.
  You can take 10 or take 20 on this check.
  Created items persist for 1 minute per cleric level, and can 
  only be solid objects.
  The objects created have no magical properties, though 
  they radiate faint transmutation magic.
  All items created in this fashion have hardness 5 and hit 
  points as follows: Fine 1, Diminutive 2, Tiny 3, Small 5, 
  Medium 8, Large 10.
  Sand Domain Spells
  1 Waste Strider: Move through waste without penalties.
  2 Black Sand: Creates a 20-ft.-radius area of black sand.
  3 Haboob: Swirling grit obscures vision, blows smaller 
  creatures over, and deals nonlethal damage.
  4 Blast of Sand: Cone deals 1d6 damage/level.
  5 Flaywind Burst: Blows away and knocks down smaller 
  creatures and deals 1d6 damage/level.
  6 Awaken Sand: A region of sand forms into a Huge, 
  sentient creature.
  7 Vitrify: Melts sand into glass.
  8 Desert Binding: Imprisons creature as sand in an hourglass 
  or wind in the waste.
  9 Summon Desert Ally IX: Calls dustform creature to fight.
  SUMMER
  Deities: Aurifar, Ishtar, Kikanuti, Solanil, Zoser.
  
  49
  Granted Power: You are considered a native of the waste 
  for purposes of heat resistance (you have 1 level of 
  protection).
  During the summer season, you gain a +2 bonus on all 
  Wisdom-based skill checks.
  Summer Domain Spells
  1 Impede Sun’s Brilliance: Diminishes the heat and light of 
  the sun in an area.
  2 Sunstroke: Target takes 2d6 nonlethal damage and is 
  fatigued.
  3 Protection from Dessication: Absorb 10 points/level of 
  dessication damage.
  4 Skin of the Cactus: Grants natural armor, thorns, and 
  resistance to dehydration.
  5 Unearthly Heat: Target is subjected to unearthly heat for 1 
  round/level.
  6 Sunbeam: Beam blinds and deals 4d6 damage.
  7 Control Weather: Changes weather in local area.
  8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  THIRST
  Deity: Azul.
  Granted Power: Rebuke or command oozes as an evil 
  cleric rebukes or commands undead.
  Use this ability a total number of times per day equal to 3 + 
  your Charisma modifier.
  You also gain a +2 bonus on Constitution checks to resist 
  dehydration.
  Thirst Domain Spells
  1 Parching Touch: One touch/level deals 1d6 damage and 
  possibly 1 Con damage.
  2 Desiccate: Deals 1d6/2 levels dessication damage and 
  dehydrates living creature.
  3 Tormenting Thirst: Subject is overwhelmed by thirst.
  4 Dispel Water: Cancels water spells and effects or dismisses 
  water creatures.
  5 Desiccate, Mass: Desiccates several creatures.
  6 Symbol of Thirst: Triggered rune overwhelms nearby 
  creatures with thirst.
  7 Mephit Mob*: Summons multiple mephits.
  8 Horrid Wilting: Deals 1d6 damage/level within 30 ft.
  9 Energy Drain: Subject gains 2d4 negative levels.
  * Dust, salt, or sulfur mephits only.
  SAVAGE SPECIES (3.0)
  SUFFERING
  Granted Power: You can use a pain touch once per day.
  Make a melee touch attack against a living creature, which 
  bestows on that creature a –2 enhancement penalty to 
  Strength and Dexterity for 1 minute on a successful attack.
  This spell-like ability does not affect creatures immune to 
  critical hits.
  Suffering Domain Spells
  1 Bane
  2 Endurance
  3 Bestow curse
  4 Enervation
  5 Feeblemind
  6 Harm
  7 Eyebite (sicken effect only)
  8 Symbol (pain effect only)
  9 Horrid wilting
  STORMWRACK (3.5)
  BLACKWATER
  Deities: Blibdoolpoolp, Sekolah, Yeathan
  Granted Power: You are immune to pressure damage 
  from descending into even the greatest of oceanic depths.
  Blackwater Domain Spells
  1 Cause Fear: One creature of 5 HD or less flees for 1d4 
  rounds.
  2 Pressure Sphere*: Water pressure deals 4d6 damage to 
  submerged targets.
  3 Evard’s Black Tentacles: Tentacles grapple all within 20-ft. 
  spread.
  4 Transformation of the Deeps*: Grant water breathing, 
  darkvision, and pressure immunity to one creature/3 levels.
  5 Blackwater Tentacle*: Create blackwater tentacle that 
  attacks your foe.
  6 Blackwater Taint*: Desecrate water, deal 1d6/2 levels 
  negative energy damage, bestow a negative level.
  7 Dark Tide*: Infuse water over a large area with negative 
  energy, causing weakness and 1d6 damage/hour.
  8 Maelstrom*: Conjures a deadly whirlpool to suck in and 
  batter foes.
  9 Doom of the Seas*: Summons a fiendish kraken under your 
  command.
  * New spell described in this chapter.
  OCEAN
  Deities: Aventernus, Deep Sashelas, Ishtishia, Umberlee, 
  Valkur, Whale Mother
  Granted Power: You have the supernatural ability to 
  breathe water as if under the effect of a water breathing spell, 
  for up to 10 rounds per level.
  This effect occurs automatically as soon as it becomes 
  applicable and lasts until the duration expires or the effect 
  is no longer needed.
  This duration need not be consecutive; it can be used in 
  increments as small as 1 round.
  Ocean Domain Spells
  1 Endure Elements: Exist comfortably in hot or cold 
  environments.
  2 Sound Burst: Deals 1d8 sonic damage to subjects; might 
  stun them.
  3 Water Breathing: Subjects can breathe underwater.
  4 Freedom of Movement: Subject moves normally despite 
  impediments.
  5 Wall of Ice: Creates wall with 15 hp +1/level, or 
  hemisphere can trap creatures inside.
  6 Otiluke’s Freezing Sphere: Freezes water or deals cold 
  damage.
  7 Waterspout*: Water rises up into a whirling vortex that 
  deals 3d8 damage and sucks creatures in.
  8 Maelstrom*: Conjures a deadly whirlpool to suck in and 
  batter foes.
  9 Elemental Swarm*: Summons multiple water elementals.
  
  50
  * New spell described in this chapter.
  SEAFOLK
  Deities: Aventernus, Eadro, Whale Mother
  Granted Power: You gain Expert Swimmer or Rapid 
  Swimming (your choice) as a bonus feat.
  Seafolk Domain Spells
  1 Quickswim*: Your swim speed increases by 10 ft.
  2 Fins to Feet*: Transforms tails, tentacles, or finned 
  extremities into humanoid legs and feet.
  3 Scales of the Sealord*: Add 10 ft. to swim speed or gain swim 
  speed of 15 ft.; add natural armor bonus +1/3 levels.
  4 Siren’s Call*: Compel one creature/2 levels to submerse 
  itself.
  5 Commune with Nature: Learn about terrain for 1 
  mile/level.
  6 Airy Water*: Turn normal water into a breathable 
  substance; negate underwater movement and melee attack 
  penalties.
  7 Megalodon Empowerment*: Gain scent, water breathing, 
  swim speed for 1 hour/level.
  8 Depthsurge*: Water slam deals 2d6 + caster level damage to 
  all within 20-ft. radius, pushes targets back, sinks ships.
  9 Foresight: Sixth sense warns of impending danger.
  * New spell described in this chapter.
  STORM
  Deities: Ishtishia, The Mockery, Procan, Umberlee
  Granted Power: You gain resistance to electricity 5.
  Storm Domain Spells
  1 Entropic Shield: Ranged attacks against you have 20% miss 
  chance.
  2 Gust of Wind: Blows away or knocks down smaller 
  creatures.
  3 Call Lightning: Calls down lightning bolts (3d6 per bolt) 
  from sky.
  4 Sleet Storm: Hampers vision and movement.
  5 Ice Storm: Hail deals 5d6 damage in cylinder 40 feet across.
  6 Call Lightning Storm: As call lightning, but 5d6 damage per 
  bolt.
  7 Control Weather: Changes weather in local area.
  8 Whirlwind: Cyclone deals damage and can pick up 
  creatures.
  9 Storm of Vengeance: Storm rains acid, lightning and hail.
  UNAPPROACHABLE EAST 
  (3.5)
  BLIGHTBRINGER
  Deity: Talona.
  Granted Power: Rebuke or command blightspawned 
  creatures and evil-aligned animals or plants as an evil cleric 
  rebukes undead.
  You may use this ability a number of times per day equal to 
  3 + your Charisma modifier.
  This is a supernatural ability.
  Blightbringer Prestige Domain Spells
  1 Hold animal
  2 Snilloc’s snowball swarm
  3 Contagion
  4 Fear
  5 Cone of cold
  6 Finger of death
  7 Command plants
  8 Horrid wilting
  9 Energy drain
  UNDERDARK (3.5)
  BALANCE
  Deities: Grumbar, Oghma, Ubtao, Waukeen.
  Granted Power: Once per day, as a free action, you may 
  add your Wisdom modifier to your Armor Class.
  This bonus lasts for 1 round per cleric level.
  Balance Domain Spells
  1 Make Whole: Repairs an object.
  2 Calm Emotions: Calms creatures, negating emotion effects.
  3 Clarity of Mind: Grants +4 bonus on saves against charm, 
  compulsion, and glamer spells; reduces glamer miss chance 
  by 10%.
  4 Dismissal: Forces a creature to return to native plane.
  5 Sanctuary, Mass: One touched creature/2 levels can’t be 
  attacked, and can’t attack.
  6 Banishment: Banishes 2 HD/level of extraplanar creatures.
  7 Word of Balance: Kills, paralyzes, weakens, or nauseates 
  nonneutral creatures.
  8 Protection from Spells: Confers +8 resistance bonus.
  9 Weighed in the Balance: Harms or heals creatures within 30 
  feet of you.
  PORTAL (ALTERNATIVE)
  Deities: Eilistraee, Shaundakul.
  Granted Power: You gain Portal Sensitive as a bonus 
  feat.
  Portal Domain (Alternative) Spells
  1 Portal Stabilization: Stabilize malfunctioning portal for 1 
  min./level.
  2 Analyze Portal: Find and study portals in your area.
  3 Portal View: Turns target portal transparent.
  4 Dimension Door: Teleports you short distance.
  5 Portal Barricade: Closes portal and prevents it from 
  functioning for 1 hour/level.
  6 Portal-to-Portal Redirect: Changes destination of portal for 1 
  hour/level.
  7 Etherealness: Travel to Ethereal Plane with companions.
  8 Portal Reformat: Removes or adds one or more keys to 
  portal.
  9 Gate: Connects two planes for travel or summoning.
  WATERY DEATH
  Deities: Blibdoolpoolp, Umberlee.
  Granted Power: You gain the ability to smite any 
  nonaquatic creature once per day with one normal melee 
  attack.
  You add your Wisdom bonus to your attack roll and deal 1 
  extra point of damage per divine spellcaster level.
  Watery Death Domain Spells
  
  51
  1 Entangle: Plants entangle everyone in 40-ft. radius.
  2 Mark of the Outcast: Subject takes –5 penalty on Bluff and 
  Diplomacy checks and –2 penalty to AC.
  3 Control Water: Raises or lowers bodies of water.
  4 Rushing Waters: Wave makes bull rush attack.
  5 Dehydrate: Deals Con damage to target.
  6 Drown: Target immediately begins to drown.
  7 Contagious Fog: 30-ft.-radius cloud of fog inflicts disease.
  8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
  9 Drown, Mass: As drown, but affects 1/level subjects.
  
  52
  DRACONIC 
  INVOCATIONS
  DRAGON MAGIC (3.5)
  LEAST
  AQUATIC ADAPTATION
  Least; 2nd
  When you use this invocation, you gain the ability to 
  breathe underwater.
  You also gain a swim speed equal to your base land speed.
  Your breath weapon functions normally underwater 
  regardless of its effect.
  The invocation’s effect lasts 24 hours.
  BEGUILING INFLUENCE
  Least; 2nd
  You can invoke this ability to beguile and bewitch your 
  foes.
  You gain a +6 bonus on Bluff, Diplomacy, and Intimidate 
  checks for 24 hours.
  BREATH OF THE NIGHT
  Least; 1st
  A misty cloud of fog spreads in a 20-foot radius around you, 
  as the spell fog cloud (PH 232).
  The fog does not block line of sight, but all creatures in the 
  fog have concealment.
  A moderate wind or any fire larger than a torch 
  immediately disperses the fog.
  Otherwise, the fog disperses on its own after 1 minute.
  DARKNESS
  Least; 2nd
  You can create magical darkness, as the darkness spell (PH
  216).
  DEAFENING ROAR
  Least; 2nd
  You utter a loud roar that fills a 30-foot cone.
  All creatures within this area that fail a Fortitude save 
  become deafened for 1 hour.
  DRACONIC KNOWLEDGE
  Least; 2nd This invocation gives you access to the great 
  ancestral memories of dragonkind.
  You gain a +6 bonus on Knowledge and Spellcraft checks 
  for a period of 24 hours, and such checks are treated as 
  though you are trained even if you have no ranks in the 
  skill.
  ENDURE EXPOSURE
  Least; 3rd
  With a touch, you grant a creature (or yourself) the ability 
  to withstand hot or cold environments as if affected by the 
  endure elements spell (PH 226).
  In addition, the target is immune to any effects of your 
  breath weapon.
  This invocation’s effect lasts for 24 hours.
  MAGIC INSIGHT
  Least; 2nd
  You can use detect magic as the spell (PH 219).
  While the invocation is active, you can end the effect as a 
  full-round action to determine all properties of a single 
  touched item (as the identify spell, PH 243, but with no 
  components required).
  SCALDING GUST
  Least; 2nd
  You create a strong blast of wind (as the gust of wind spell, 
  PH 238, except that the duration is instantaneous).
  Any creature within the effect takes 1 point of fire damage 
  per caster level, regardless of whether it succeeds on the 
  Fortitude save to avoid the gust.
  SEE THE UNSEEN
  Least; 2nd
  You grant yourself great powers of vision, allowing you to 
  see invisible creatures and objects, as the see invisibility spell 
  (PH 275).
  You also gain darkvision out to 60 feet for 24 hours.
  LESSER
  CHARM
  Lesser; 4th
  You can beguile a creature within 60 feet.
  The creature must succeed on a Will save or instantly 
  regard you as its comrade.
  This is a language-dependent ability.
  Other than these differences, this ability works as the charm 
  monster spell (PH 209).
  You can never have more than one target charmed at a time 
  with this ability.
  If a second creature is charmed, you lose your hold on the 
  first creature.
  DRACONIC FLIGHT
  Lesser; 3rd
  When you use this invocation, you sprout spectral wings 
  resembling those of a dragon.
  You can fly at a speed equal to your land speed with good 
  maneuverability for 24 hours.
  Your wings allow you to cover overland distances with 
  great endurance; you gain a +4 bonus on Constitution 
  checks made to avoid nonlethal damage from a forced 
  march.
  
  53
  ENERGY RESISTANCE
  Lesser; 3rd
  You gain resistance 10 to acid, cold, electricity, fire, or sonic 
  damage for 24 hours.
  Choose the energy type when you use the invocation.
  If you use this invocation again while the first duration is 
  still active, the new resistance replaces the old one.
  ENTHRALLING VOICE
  Lesser; 6th
  Your speech causes all enemies within a 40-foot radius of 
  you who fail a Will save to become fascinated.
  To be affected, targets must have Hit Dice equal to or less 
  than your caster level and must be able to hear you, but you 
  need not share a common language.
  Affected targets remain fascinated for as long as you 
  continue to speak and concentrate on the effect (up to a 
  maximum of 1 round per level), plus 5 rounds thereafter.
  Even after the effect ends, any creature that failed its Will 
  save regards you in a better light than it did previously.
  Its attitude to you is adjusted one step toward friendly (see 
  Influencing NPC Attitudes, PH 72) for the next 24 hours.
  Multiple uses of this invocation do not further adjust the 
  attitude.
  This is a mind-affecting effect.
  FRIGHTFUL PRESENCE
  Lesser; 3rd
  In any round in which you attack or use your breath 
  weapon, you can use this invocation as a swift action.
  Any enemies within 30 feet of you who fail a Will save 
  become shaken for 10 minutes.
  This is a mind-affecting fear effect.
  Dragons and other creatures immune to the frightful 
  presence of dragons are likewise immune to this 
  invocation.
  HUMANOID SHAPE
  Lesser; 3rd
  You can assume any humanoid form, as the change shape 
  special ability (MM 306).
  You can remain in the form for up to 24 hours or until you 
  take a standard action to assume a new form or return to 
  your natural form.
  VOIDSENSE
  Lesser; 4th
  You sharpen your hearing and sight, gaining blindsense out 
  to 30 feet for 24 hours.
  VORACIOUS DISPELLING
  Lesser; 4th
  You can use dispel magic as the spell (PH 223).
  Any creature with an active spell effect dispelled by this 
  invocation takes 1 point of damage per level of the spell 
  effect (no save).
  WALK UNSEEN
  Lesser; 2nd
  You gain the ability to fade from view.
  You can use invisibility (self only) as the spell (PH 245), 
  except that the duration is 24 hours.
  GREATER
  AURA OF FLAME
  Greater; 6th
  You become wreathed in an aura of orange fire, which gives 
  off light equivalent to a torch.
  Any creature striking you with a natural weapon or a 
  nonreach melee weapon takes a number of points of fire 
  damage equal to your caster level.
  If the attacker has spell resistance, it applies to this effect.
  BALEFUL GEAS
  Greater; 6th
  You place a magical command on a living creature to carry 
  out a service or to refrain from an action or course of 
  activity, as you desire.
  The creature’s Hit Dice must be no more than your class 
  level.
  Twenty-four hours after the target becomes affected by this 
  invocation, it takes 1d4 points of Strength damage; this 
  damage repeats every 24 hours thereafter.
  If the target’s Strength is reduced to 0, the invocation 
  immediately ends.
  Creatures immune to Strength damage instead take 2d4 
  points of damage every 24 hours.
  This invocation otherwise functions as the geas/quest spell 
  (PH 234).
  CHILLING FOG
  Greater; 6th
  You create a cold magical fog, as the solid fog spell (PH 281).
  Each creature within the area takes 2d6 points of cold 
  damage at the start of its turn.
  You can have only one chilling fog in place at a time; creating 
  a second chilling fog automatically dismisses any chilling fog
  you previously created.
  DEVOUR MAGIC
  Greater; 6th
  You can deliver a targeted greater dispel magic (PH 223) with 
  your touch, gaining 5 temporary hit points for each spell 
  level dispelled.
  For example, if you successfully dispel a wall of ice, you gain 
  20 temporary hit points.
  These temporary hit points fade after 1 minute and do not 
  stack with other temporary hit points.
  If you devour a new spell, you can replace the old 
  temporary hit points with the hit points gained from the 
  more recent spell, thus resetting the duration.
  You cannot devour your own invocations.
  DRACONIC TOUGHNESS
  Greater; 5th
  You gain temporary hit points equal to your caster level.
  
  54
  These hit points last for 24 hours or until you use the 
  invocation again (in which case any remaining temporary 
  hit points are replaced by the new value).
  TERRIFYING ROAR
  Greater; 5th
  You utter a powerful roar that fills a 30-foot cone.
  All creatures within the area whose Hit Dice are equal to or 
  less than your caster level become panicked for 1 round.
  Any creature that succeeds on a Will save is shaken for 1 
  round instead, during which time it cannot make a melee 
  or ranged attack against you, nor target you with a spell or 
  other effect.
  This is a mind-affecting fear effect.
  WINGSTORM
  Greater; 5th
  You must have either draconic flight or greater draconic flight 
  active in order to use this invocation.
  Your spectral wings create a storm of winds around you, 
  pushing away and knocking down nearby creatures.
  All creatures within 20 feet of you are pushed away until 
  they are at least 25 feet away and then knocked prone.
  A successful Fortitude save negates the effect; creatures 
  more than one size category larger than you are immune.
  If an affected creature encounters an obstacle (such as a 
  wall or another creature), both it and the obstacle each take 
  2d6 points of damage (as if they had fallen 20 feet).
  DARK
  DRACONIC FLIGHT, GREATER
  Dark; 7th
  As draconic flight, except that your fly speed is 30 feet faster 
  than your land speed, and your maneuverability is perfect.
  ENERGY IMMUNITY
  Dark; 8th
  You gain immunity to acid, cold, electricity, fire, or sonic 
  damage for 24 hours.
  Choose the energy type when you use the invocation.
  If you use this invocation again while the first duration is 
  still active, the new immunity replaces the old one.
  INSTILL VULNERABILITY
  Dark; 7th
  You imbue a single creature within 30 feet with 
  vulnerability to a particular type of energy (acid, cold, 
  electricity, fire, or sonic).
  A successful Fortitude save negates the effect; creatures 
  that have immunity to the chosen energy type 
  automatically succeed on the saving throw to resist this 
  effect.
  The vulnerability lasts for 24 hours or until you use the 
  invocation on the creature a second time, in which case the 
  first effect ends and the new vulnerability and duration 
  take effect.
  PERILOUS VEIL
  Dark; 7th
  You instantly change the appearance of one or more 
  subjects, as the veil spell (PH 298).
  Any creature that succeeds on a Will save to disbelieve (and 
  thus see through) the glamer takes 5d6 points of damage.
  Spell resistance applies against this secondary effect.
  
  55
  EPIC SPELLS
  BOOK OF EXALTED DEEDS 
  (3.5)
  TRANSMUTATION
  CHANNEL CELESTIAL PARAGON
  Transmutation [Good]
  Spellcraft DC: 28 (see text)
  Components: V, S, F, Abstinence, Sacrifice
  Casting Time: 10 minutes
  Range: Touch
  Target: You and 3–5 willing creatures and 1 willing 
  celestial paragon
  Duration: 20 rounds (D)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes (see text)
  To Develop: 252,000 gp; 6 days; 10,080 XP (see text).
  Seeds: Summon (DC 14, +36 DC for minimum CR 20, +60 
  DC for unique individual), Transform (DC 21, +5 DC for 
  transformation into outsider, +25 DC for transformation 
  into specific creature, +22 DC for minimum 26 HD).
  Factors: Dismissible by caster (+2 DC), up to five additional 
  targets (+50 DC).
  Mitigating factors: Increase casting time by 9 minutes (–18 
  DC), abstinence component (–15 DC), sacrifice component 
  (–120 DC), one additional caster contributing a 9th-level 
  spell slot (–17 DC), channeling rather than summoning (ad 
  hoc –20 DC), major artifact required as focus (ad hoc –20 
  DC).
  By means of this mighty epic spell, you channel the power 
  of a celestial paragon through you body and at least 3 (but 
  no more than 5) of your allies.
  The spell effect is similar to that of the channel greater 
  celestial sanctified spell.
  However, one mortal form cannot easily contain the power 
  of a celestial paragon without the aid of a deity.
  Instead, the paragon’s power is divided up among the 
  participants in the spell.
  Each willing mortal participant in the spell gains certain 
  attributes of the paragon, while other abilities of the 
  paragon are divided up among the participants.
  • Each participant gains the ability scores listed on Table 7–
  1 or retains his own ability scores, whichever are higher.
  An increase in Intelligence does not grant extra skill points.
  • Each participant gains a natural armor bonus, deflection 
  bonus, and insight bonus to AC, as shown on Table 7–1.
  • Each participant gains damage reduction and spell 
  resistance, as shown on Table 7–1.
  • Each participant gains a singular spell-like ability, usable 
  at will unless otherwise indicated on Table 7–1.
  • Participants channeling a paragon of the Celestial 
  Hebdomad (Barachiel, Domiel, Erathaol, Pistis Sophia, 
  Raziel, Sealtiel, or Zaphkiel) gain the archon subtype.
  • Participants channeling a paragon of the Five 
  Companions (Bharrai, Kharash, Manath, Sathia, Talisid, or 
  Vhara) gain the guardinal subtype.
  • Participants channeling a paragon of the Court of Stars 
  (Faerinaal, Gwynharwyf, or Morwel) gain the eladrin 
  subtype.
  • As a move action, each participant can use greater teleport at 
  will (caster level 14th), except that it can transport only 
  himself and up to 100 pounds of objects.
  • Each participant can speak with any creature that has a 
  language, as though using a tongues spell cast by a 20th-level 
  cleric.
  This ability is always active.
  Each participant in the spell must be willing, must meet the 
  abstinence components detailed below, and must have the 
  same alignment as the paragon.
  The Spellcraft DC and cost to develop specified above are 
  for the simplest version of the spell, which summons 
  Manath, one of the five guardinal Companions.
  Channeling a more powerful celestial paragon entails a 
  higher DC and a higher cost, as shown on Table 7–2.
  
  56
  This ritual spell requires one other spellcaster, who must 
  contribute an unused 9th-level spell slot to the casting and 
  who must be one of the targets of the spell.
  You can add additional spellcaster participants, each 
  contributing a 9th-level spell slot and reducing the spell DC 
  by 17, to a minimum DC of 28.
  Focus: You must have a major artifact of good alignment, 
  such as the Regalia of Good (see Chapter 6 for a description 
  of this item).
  Abstinence Component: You and each willing participant 
  must abstain from intoxicants and stimulants for one week 
  before casting this spell.
  You and each willing participant must not be the subject of 
  any other spell at the time you cast this spell.
  You and each willing participant must not be suffering 
  from any ability damage, ability drain, or energy drain at 
  the time you cast this spell, including the effects of any 
  previously cast sanctified spell.
  Sacrifice: You and each willing participant in the spell each 
  lose one experience level.
  CHAMPIONS OF RUIN (3.5)
  EVOCATION
  CATARACT OF FIRE
  Evocation [Fire]
  Spellcraft DC: 204
  Components: V, S, M
  Casting Time: 1 minute
  Range: 0 ft.
  Area: 300-ft.-radius cylinder, 2,000 ft. tall; see text
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Development: 1,836,000 gp, 37 days, 73,440 XP; Seeds: 
  energy (DC 19), destroy (DC 29); Factors: increased damage 
  die (+40), increased damage (+70), cylinder (+2), increase 
  area (+18), maximized (+28); Mitigating factor: personal (–2)
  This spell is similar to the flame strike spell, in that a pillar of 
  magical fire descends upon the target.
  The difference is the size and destructive power of the spell, 
  and its magical source.
  A cataract of fire delivers 500 points of damage, equally 
  divided between elemental fire and raw magical energy, to 
  everything within a 300-foot radius centered on the 
  spellcaster, 250 points of damage to everything outside the 
  300-foot radius but within a 600-foot radius, and 100 points 
  of damage to everything else out to a quarter-mile.
  
  57
  The pillar reaches well into the clouds and can be used to 
  harm flying creatures.
  The nature of the spell grants the spellcaster immunity to 
  the magical damage but not the fire damage.
  A successful Reflex saving throw halves the damage.
  The magical energy affects even magical matter, energy 
  fields, and force effects that are normally only affected by a 
  disintegrate spell, such as Bigby’s forceful hand, wall of force, 
  globe of invulnerability, and antimagic field.
  Such effects are automatically destroyed.
  Material Component: A bronze gong, which is struck when 
  the spell is complete.
  The gong is consumed in the resulting conflagration.
  DILUVIAL TORRENT
  Evocation [Water]
  Spellcraft DC: 204
  Components: V, S, M
  Casting Time: 1 minute
  Range: 0 ft.
  Area: 20-ft.-radius cylinder of water, 100 ft. tall, drops from 
  a height of 200 ft.; see text
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Development: 1,836,000 gp, 37 days, 73,440 XP; Seeds: 
  energy (DC 19), destroy (DC 29), Factors: increased damage 
  die (+40), increased damage (+70), cylinder (+2), increase 
  area (+18), maximized (+28); Mitigating factor: personal (–2)
  This spell is similar to the cataract of fire spell, except that a 
  cylinder of magical water drops upon the target area.
  A diluvial torrent delivers 500 points of damage, equally 
  divided between physical damage and damage from raw 
  magical energy, to everything within a 100-foot radius 
  centered on the spellcaster, 250 points of damage to 
  everything outside the 100-foot radius but within a 300-foot 
  radius, and 100 points of damage to everything else out to 
  750 feet.
  The nature of the spell grants the spellcaster immunity to 
  the magical damage but not the physical damage.
  A successful Reflex saving throw halves the damage.
  At the DM’s discretion, creatures surviving the initial 
  impact of 628,000 cubic feet of water might also be subject 
  to drowning and/or being swept away by the resulting 
  flood.
  Material Component: A silver gong, which is struck when the 
  spell is complete.
  The gong is consumed in the resulting torrent.
  NECROMANCY
  AUMVOR’S SOULSHATTER
  Necromancy
  Spellcraft DC: 51
  Components: V, S
  Casting Time: 1 minute
  Range: 300 ft.
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  To Develop: 357,000 gp; 8 days; 14,280 XP.
  Seeds: slay (DC 25), animate dead (DC 23).
  Factors: creating a ghost (+8).
  Mitigating factors: seed within specialist school (–5).
  For any one living creature within range, you separate soul 
  from its body.
  The target is entitled to a DC 51 Fortitude save to survive 
  the attack.
  If the save is successful, the creature instead takes 3d6+20 
  points of damage.
  If the save is failed, the subject’s soul is dead and passes on 
  to the afterlife, but the body remains alive.
  After the successful casting of this spell, the body of the 
  creature can then be possessed (as by a magic jar spell) or 
  dominated (as by a dominate person spell) without resistance 
  (automatic saving throw failure).
  The body retains the physical characteristics (Strength, 
  Dexterity, Constitution, skills based on those abilities, and 
  extraordinary abilities) of the departed soul but otherwise 
  reflects the abilities and skills of the possessor or 
  dominator.
  If not possessed or dominated, the body lies dormant—
  alive, but lacking an animating force.
  The soul can be returned to the body by means of a raise 
  dead or resurrection spell at any time.
  The passage of time has no effect on the success of either 
  spell, assuming the body is still alive.
  BONFIRE OF INSANITY (RITUAL)
  Necromancy [Chaotic, Evil, Vile]
  Spellcraft DC: 217
  Components: V, S, M
  Casting Time: 10 minutes
  Range: 1-mile radius
  Duration: Instantaneous
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  Development: 1,953,000 gp, 39 days, 78,120 XP; Seeds: 
  animate dead (DC 23), slay (DC 25); Factors: area effect (+15) 
  to 20-ft. radius (+2) increased 800% (+32), additional 160 
  HD (+160); Mitigating factors: increase casting time (–20), 
  ghouls (–10), uncontrolled undead (–10)
  A bonfire is built of human bones and burned during a 
  rainstorm while this spell is cast.
  The smoke from the fire rises up and mingles with the rain 
  clouds, filling them with vile power.
  As the tainted water rains down and soaks the ground, up 
  to sixty corpses within range rise up as ghouls.
  Even skeletal remains are affected.
  The corpses receive no saving throw against the spell’s 
  effects, not even if they are buried in consecrated ground.
  Humanoids (including the spellcasters) of up to 80 HD that 
  are touched by the vile rain must make a Fortitude saving 
  throw or be afflicted with a magical disease that turns them 
  into flesh-starved ghouls within 24 hours.
  The disease is resistant to all forms of magical healing less 
  powerful than a heal spell.
  The total Hit Dice worth of undead created from this spell, 
  both from corpses and living creatures, is 180.
  The spell does not grant the spellcaster any ability to 
  control the undead created by the spell.
  These undead can be commanded, rebuked, or turned 
  normally.
  
  58
  Material Component: A bonfire, at least 10 feet in diameter, 
  made out of the remains of at least twenty humanoids.
  These remains are destroyed by the fire and are unaffected 
  by the vile rain.
  HORRENDOUS DESSICATION
  Necromancy
  Spellcraft DC: 118
  Components: V, S, M
  Casting Time: 1 minute
  Range: Personal
  Area: 300-ft.-radius/level centered on the spellcaster
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  Development: 1,062,000 gp, 22 days, 42,480 XP; Seeds: 
  transport (DC 27); Factors: interplanar (+4), unwilling target 
  (+4), area effect (+2), increase area (+16), area level 
  dependent (+25), damage/volume level dependent (+25), 
  augment minor magic item ×10 (+40); Mitigating factor: 
  loss of limb (–25)
  This spell causes everything within the area to become 
  desiccated—withering plants, mummifying flesh, drying 
  up pools and ponds, and turning lush land to dust.
  Any living thing, not including the spellcaster, within the 
  area takes 40 points of dessication damage per spellcaster 
  level.
  The spell also absorbs 1,000 pounds (120 gallons) of water 
  per caster level from any standing or moving body of water.
  Casting this spell permanently withers one of the 
  spellcaster’s limbs.
  Material Component: One application of dust of dryness.
  NECROMANTIC SINGULARITY
  Necromancy [Death]
  Spellcraft DC: 119
  Components: V, S, M
  Casting Time: 1 minute
  Range: 300 ft.
  Area: 1-mile radius
  Duration: Instantaneous
  Saving Throw: No
  Spell Resistance: Yes
  Development: 1,071,000 gp, 22 days, 42,840 XP; Seeds: 
  slay (DC 25); Factors: increase HD (+96), target to area (+10), 
  area radius (+2), increase area (+36); Mitigating factor: 
  destroy minor artifact (–50)
  This powerful spell brings into being a short-lived conduit 
  between the Material Plane, the magical Weave, and the 
  Negative Energy Plane, allowing undiluted negative energy 
  to spew into the world.
  The energy instantly slays up to 1,000 HD worth of living 
  creatures.
  The spell kills creatures one at a time, in order of proximity 
  to the singularity, until all 1,000 HD are accounted for.
  Material Components: A sphere of annihilation.
  The sphere is destroyed by the spell.
  TRANSMUTATION
  AUMVOR’S FRAGMENTED PHYLACTERY
  Transmutation
  Spellcraft DC: 30
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: One or more objects, including the caster’s 
  phylactery
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  To Develop: 210,000 gp; 5 days; 8,400 XP.
  Seeds: transform (DC 21), ward (DC 14).
  Mitigating factors: field specialization (–5).
  This spell can only be cast by a lich.
  It either separates the lich’s phylactery into multiple 
  objects or expands the phylactery to include multiple 
  objects, as determined by the spellcaster.
  The number of such objects can be no greater than the 
  caster’s modifier for its spellcasting ability (Charisma for a 
  sorcerer, Intelligence for a wizard).
  Thereafter, destroying the lich’s phylactery requires the 
  destruction of the whole set of objects that comprise the 
  phylactery.
  As long as at least one such object of the set exists, the 
  caster cannot be permanently killed.
  This spell can be cast repeatedly on a phylactery or part 
  thereof.
  Each time it is cast, the number of objects that comprise the 
  lich’s phylactery can be increased by an amount equal to 
  the caster’s modifier for its spellcasting ability.
  DRAGONS OF FAERÛN 
  (3.5)
  ENCHANTMENT
  DRACORAGE MYTHAL
  Enchantment (Compulsion) [Mind-Affecting]
  Spellcraft DC: 59
  Components: V, S, Ritual, XP
  Casting Time: 10 days, 20 min.
  Range: 30 ft.
  Area: All Faerûn
  Duration: Permanent (see text)
  Saving Throw: Special (see text)
  Spell Resistance: No
  To Develop: 531,000 gp; 11 days; 41,240 XP, Seed: mythal 
  (DC 25).
  Component cost: wisdom damage, medium prevalent 
  power keyed to dragons (+40 DC); hostility, major prevalent 
  power keyed to dragons (+100 DC); rage, medium prevalent 
  power keyed to dragons (+40 DC); arointed fear effects 
  during rage, keyed to dragons (+15 DC); arointed charm 
  effects during rage, keyed to dragons (+15 DC).
  Factors: contingent on.
  
  59
  appearance of King-Killer Star (+25 DC), change area to all 
  Faerûn with intermittent frequency (+925 DC).
  Mitigating factors: capstone (–20), increase casting time by 
  10 minutes (–20 DC), increase casting time by 10 days (–20 
  DC), burn 20,000 XP (–200 DC), 6 additional casters 
  contributing epic-level spell slots (–114 DC), 6 additional 
  casters contributing 9th-level slots (–102), 13 casters die 
  with no resurrection possible (–650 DC).
  The Rage of Dragons is the result of an elven high magic effect cast 
  millennia ago in the far northern reaches of Faerûn in an ancient 
  observatory built to track the wanderings of the King-Killer Star.
  The Fair Folk created the mythal to undermine the rule of 
  dragons, but mitigated its effects by binding it to the King-Killer 
  Star, thereby preventing the Dracorage from completely 
  overwhelming the other kingdoms of Faerûn.
  When the King-Killer Star becomes visible in the Realms 
  (which happens in localized areas of roughly 250,000 
  square miles every several decades and across all of Faerûn 
  about every 300 years), it causes all the dragons (including 
  creatures with the dragonblood subtype) in the affected 
  areas to gradually become more reckless and agitated and 
  eventually devolve into rampaging monsters, called the 
  Dracorage.
  The star usually remains visible in Faerûn’s sky for 10d6 
  days before once again disappearing.
  Effect: All dragons and dragonblood creatures in the area 
  must make successful DC 10 Will saves when the 
  Dracorage begins (or immediately upon entering the 
  affected area), and they must make subsequent Will saves 
  for every day spent in dragon form within the area, every 
  five days spent in a nondragon form within the area 
  (regardless of whether the effect changes the creature’s 
  type or subtype), and every ten days spent asleep within the 
  area (regardless of form).
  Each failure causes the creature to take one point of 
  Wisdom damage.
  The DC for each successive Will save increases by 1, with 
  each increase stacking on the previous DC.
  Due to their greater aversion to the Dracorage, lawful 
  dragons gain a +4 bonus on their saving throws, and good 
  dragons a +2 bonus.
  Contrariwise, evil dragons take a –2 penalty, and chaotic 
  dragons a –4 penalty.
  (These alignment bonuses and penalties also stack).
  The Wisdom damage and attitude shift gradually change 
  the dragon’s opinions about acceptable behavior, 
  diminishing its higher cerebral functions while 
  simultaneously intensifying its baser instincts.
  Moreover, the dragon slowly loses the ability to see 
  nondragons as allies, mentally transforming them into 
  threats or even mere food.
  For every 5 points of Wisdom damage, the dragon becomes 
  more aggressive, and its attitude toward nondragons shifts 
  one step toward hostile.
  This persists until the dragon’s Wisdom score reaches 1.
  After that, assuming the dragon is not already hostile to all 
  nondragons, it must make a successful save every day or 
  continue its attitude shift.
  (Attitudes toward other dragons and dragonblood creatures 
  remain unaffected).
  When the dragon’s Wisdom falls below 10, the dragon 
  develops the rage ability (including, as appropriate, the 
  greater rage or mighty rage ability) of a barbarian of equal 
  level to the dragon’s Hit Dice, except the dragon has no 
  limit on the number of times per day it can rage and does 
  not become fatigued at the end of its rages.
  While raging, the dragon adds a bonus equal to its rage-
  based Will save bonus to the DC of its frightful presence 
  ability, and it also gains immunity to charm effects (but not 
  compulsion effects), fear effects, and morale effects.
  The dragon can use any of its extraordinary or supernatural 
  abilities while enraged, but not spell-like or spellcasting 
  abilities (though as soon as its rage abates, or is broken, it 
  can again use those abilities, as well as any other abilities 
  requiring concentration).
  While under the influence of the Dracorage, if a dragon 
  takes damage in combat, it must make a successful Will 
  save or fly into a rage on its next turn, clawing and biting 
  madly until either it or its opponent is dead.
  (The Will save DC, taking into account the lapse of time, is 
  determined as noted above).
  Once enraged, the dragon can try to break out of its rage by 
  making another more difficult Will save against the 
  Dracorage (DC equals the appropriate Dracorage Will save 
  DC as noted above +5).
  Reversal/Healing: During the period of the Dracorage, the 
  dragon’s Wisdom damage cannot be healed naturally or 
  through most magical means.
  Break enchantment, heal, and greater restoration are completely 
  ineffective, and even a miracle or wish spell heals only 1 
  point of Wisdom damage per spell.
  The most effective magical reprieve is the extremely rare 
  abate Dracorage spell.
  Wisdom damage heals naturally at the conclusion of the 
  Dracorage.
  The attitude shift can likewise be reversed by one step with 
  an abate Dracorage, miracle, or wish spell, but reverses 
  instantly at the conclusion of the Dracorage.
  Dragons who leave the affected area of the Dracorage (by 
  leaving the Prime Material Plane, for example) are no 
  longer subject to the effects of the Dracorage and begin to 
  heal as noted above.
  Duration: Like all mythals, a Dracorage mythal is a 
  persistent magical field that cannot be dispelled, disjoined, 
  or suppressed by any nonepic spell.
  A character attempting to dispel a Dracorage mythal with an 
  epic spell (such as superb dispelling) must make a DC 81 
  caster level check to succeed.
  An antimagic field suppresses the portion of the mythal that 
  it overlaps but otherwise has no effect.
  The antimagic field does not restore Dracorage-induced 
  Wisdom damage or attitude shifts, but it does prevent a 
  dragon wholly within the antimagic field from making 
  further saves against the Dracorage.
  Dragon Flights: Dragons affected by the Dracorage are drawn 
  toward the violent impulses of one another and a desire to 
  share in the destruction of everything else.
  This usually causes dragons within a couple hundred miles 
  of one another to group into relatively large “flights” of 
  2d6+4 dragons.
  Most flights are made up of a mix of species, including 
  chromatic dragons (and other evil true dragons), wyverns, 
  elemental drakes, and landwyrms, though all types of 
  dragons can be found in Dracorage-induced flights.
  However, most members of the flight will not have an 
  alignment more than two steps away from the most 
  powerful dragon in the flight.
  
  60
  Metallic dragons and other good dragons (as well as gem 
  dragons) are relatively rare participants in these flights as 
  they take pains to avoid the Dracorage to the best of their 
  ability—whether through sleep or by fleeing to the 
  Elemental Planes.
  Similarly, planar dragons are even more rare, since they 
  don’t often come to Faerûn.
  EVOCATION
  AHGHAIRON’S DRAGONWARD
  Evocation
  Spellcraft DC: 46
  Components: V, S
  Casting Time: 10 min.
  Area: 12,800-ft.-radius dome
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  To Develop: 414,000 gp; 9 days; 16,560 XP.
  Seed: mythal (DC 25).
  Component cost:, keyed prevalent antipathy spell (+24 DC).
  Factors: increase area by 700% (+28 DC), +29 to Will save 
  DC (+58 DC), +16 caster level check to overcome spell 
  resistance (+32 DC).
  Mitigating factors: change sphere to a dome (×0.5), 
  anchorable (×0.75), corruptible (×0.75).
  Just over three centuries ago, the noted adventurer Ranressa 
  Shiard flew over the Palace of Waterdeep and alighted from 
  dragonback atop Mount Waterdeep to a hero’s welcome.
  However, her dramatic flourish caused much consternation 
  among the Waterdhavian populace, leading Ahghairon to craft a 
  magical ward preventing most wyrms from doing such today.
  This spell wards the enveloped area against all creatures of 
  the dragon type or the dragonblood subtype, except for 
  those specifically permitted by the mythal’s key, as the spell 
  antipathy.
  A successful DC 51 Will save is required to resist the full 
  force of the antipathy effect.
  The bonus on the caster level check of the antipathy effect 
  against spell resistance is +32.
  Keyed Power: A dragon can temporarily ignore the 
  antipathy effect of this mythal after physically touching the 
  dragonstaff of Ahghairon (a unique staff of power), currently in 
  the possession of Maaril the Dragon Mage.
  This immunity lasts for a number of days specified by the 
  bearer of the dragonstaff at the time of the contact.
  If not specified, the immunity lasts for 24 hours.
  KING-KILLER SHIELD
  Evocation
  Spellcraft DC: 29
  Components: V, S
  Casting Time: 10 min.
  Area: 12,800-ft.-radius dome
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  To Develop: 261,000 gp; 6 days; 10,440 XP.
  Seed: mythal (DC 25).
  Component cost: prevalent spell (+28 DC).
  Factors: increase area by 700% (+28 DC).
  Mitigating factors: change sphere to a dome (×1/2), 
  anchorable (×3/4).
  Elf high mages crafted this spell during the Crown Wars to shield 
  their draconic cohorts from the ravages of the Dracorage.
  Examples of this spell are known to shield the city of Waterdeep 
  (built atop the ruins of Aelinthaldaar), the ruins of Mhiilamniir 
  in the High Forest, the druid-ruled settlement of Tall Trees (once 
  the Eaerlanni capital city known as Teuveamanthaar), and the 
  Serpent Hills.
  This spell wards the enveloped area against the effects of a 
  Dracorage mythal.
  Dragons (both.
  creatures with the dragon type as well as creatures with the 
  dragonblood subtype) are immune to the effects of the 
  Dracorage for as long as they remain within the King-Killer 
  shield.
  EPIC LEVEL HANDBOOK 
  (3.0)
  ABJURATION
  EPIC COUNTERSPELL
  Abjuration
  Spellcraft DC: 69
  Components: V, S
  Casting Time: 1 action
  Range: 300 ft.
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  To Develop: 621,000 gp; 13 days; 24,840 XP.
  Seed: dispel (DC 19).
  Factors: +30 to dispel check (+30 DC), 1-action casting time 
  (+20 DC).
  You can cancel another caster’s epic spell or standard spell.
  To use epic counterspell, select an opponent as the target.
  You do this by readying an action, electing to wait to 
  complete your action until your opponent tries to cast a 
  spell (you may still move your speed, because readying a 
  counterspell is a standard action).
  If the target tries to cast a spell, make a dispel check: Roll 
  d20+40 against a DC of 11 + the foe’s caster level.
  If the check is successful, your spell negates your foe’s spell.
  EPIC REPULSION
  Abjuration
  Spellcraft DC: 52
  Components: V, S
  Casting Time: 10 minutes
  Range: Touch
  Target: Object or creature touched
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes
  To Develop: 468,000 gp; 10 days; 18,720 XP.
  
  61
  Seed: ward (DC 14).
  Factor: permanent (×5 DC).
  Mitigating factor: increase casting time by 9 minutes (–18 
  DC).
  You can create a permanent ward against a specific type of 
  creature (choose from among those in the Monster Manual).
  Any creature of the specified type cannot attack or touch 
  the warded creature or object.
  The protection ends if the warded creature makes an attack 
  against or intentionally moves to within 5 feet of a specified 
  creature.
  Spell resistance can allow a creature to overcome this 
  protection and touch the warded creature.
  EPIC SPELL REFLECTION (RITUAL)
  Abjuration
  Spellcraft DC: 68
  Components: V, S, Ritual, XP
  Casting Time: 41 days, 11 minutes
  Range: Touch
  Target: Object or creature touched
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes
  To Develop: 630,000 gp; 13 days; 25,200 XP.
  Seed: reflect (DC 27).
  Factors: reflect up to 9th-level spells (+160 DC), change 
  range to touch (+2 DC), permanent (×5 DC).
  Mitigating factors: increase casting time by 10 minutes (–20 
  DC), increase casting time by 41 days (–82 DC), 20d6 
  backlash (–20 DC), six additional casters contributing one 
  8th-level spell slot (–90 DC), burn 9,500 XP per caster (–665 
  DC).
  You can create a permanent ward against all spells of 1st 
  through 9th level that target the subject.
  These spells are reflected back on the caster.
  Spells that affect an area are not affected by this spell.
  XP Cost: 7,500 XP.
  ETERNAL FREEDOM (RITUAL)
  Abjuration
  Spellcraft DC: 150
  Components: V, S, Ritual, XP
  Casting Time: 1 minute
  Range: Touch
  Target: Touched creature or object of 2,000 lb. or less
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  To Develop: 1,350,000 gp; 27 days; 54,000 XP.
  Seed: ward (DC 14).
  Factors: specific protections entangle (+0 DC), hold monster 
  (+8 DC), hold person (+4 DC), imprisonment (+16 DC), 
  paralysis (ad hoc +6 DC), petrification (ad hoc +6 DC), sleep 
  (+0 DC), slow (+4 DC), stunning (ad hoc +6 DC), temporal 
  stasis (+16 DC), and web (+4 DC); permanent (×5 DC).
  Mitigating factors: ten additional casters contributing 9th-
  level spell slots (–170 DC), burn 10,000 XP (–100 DC).
  The subject goes boldly where others fear to tread, 
  becoming permanently immune to the following specific 
  spells, effects, and spell-like abilities: entangle, hold,
  imprisonment, paralysis, petrification, sleep, slow, stunning, 
  temporal stasis, and web.
  This is a ritual spell requiring ten other spellcasters, each of 
  whom must contribute an unused 9th-level spell slot to the 
  casting.
  XP Cost: 10,000 XP.
  KINETIC CONTROL
  Abjuration
  Spellcraft DC: 103
  Components: V, S
  Casting Time: 1 minute
  Range: Personal; touch
  Target: You; creature or object touched
  Duration: 12 hours or until discharged
  To Develop: 927,000 gp; 19 days; 37,080 XP.
  Seeds: ward (5 points against bludgeoning and piercing) 
  (DC 14), reflect (DC 27).
  Factors: also against slashing (+4 DC), additional 15 points 
  of protection (+30 DC), contingent reflection of damage on 
  creature touched (+28 DC).
  Once you’ve cast this spell, you can absorb, store, and 
  redirect the energy contained in the swing of a club, the 
  slash of a sword, or the piercing flight of an arrow.
  You absorb 20 points of each separate slashing, 
  bludgeoning, and piercing attack made against you, saving 
  it for later.
  You can absorb up to 150 points of damage in this fashion; 
  however, if the stored damage is not discharged prior to 
  reaching the 150-point limit, the spell automatically 
  discharges, dealing the 150 points of damage to you.
  You keep track of the number of points of damage you’ve 
  absorbed (you don’t have to keep track of the type of 
  damage).
  At any time during the spell’s duration, you can make a
  touch attack against another creature or object.
  If successful, you deal the target some or all (your choice) of 
  the points of damage you’ve stored.
  The damage delivered is considered bludgeoning damage.
  You can absorb and discharge damage any number of times 
  during the spell’s duration, so long as you don’t absorb 
  more than 150 points at a time.
  When the spell expires, any stored damage you have not 
  redirected is discharged into you.
  PERIPETY
  Abjuration
  Spellcraft DC: 27
  Components: V, S
  Casting Time: 1 minute
  Range: Personal
  Target: You
  Duration: 12 hours
  To Develop: 243,000 gp; 5 days; 9,720 XP.
  Seed: reflect (DC 27).
  Ranged attacks targeted against you rebound on the 
  original attacker.
  Any time during the duration, five attacks are automatically 
  reflected back on the original attacker; you decide which 
  attacks before damage is rolled.
  The reflected attack rebounds on the attacker using the 
  same attack roll.
  
  62
  Once five attacks are so reflected, the spell ends.
  SUPERB DISPELLING
  Abjuration
  Spellcraft DC: 59
  Components: V, S
  Casting Time: 1 action
  Range: 300 ft.
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  To Develop: 531,000 gp; 11 days; 21,240 XP.
  Seed: dispel (DC 19).
  Factors: additional +30 to dispel check (+30 DC), 1-action 
  casting time (+20 DC).
  Mitigating factor: 10d6 backlash (–10 DC).
  As greater dispelling (see Chapter 11: Spells in the Player’s 
  Handbook), except that the maximum bonus on the dispel 
  check is +40, and you take 10d6 points of backlash damage.
  CONJURATION
  CONTINGENT RESURRECTION
  Conjuration (Healing)
  Spellcraft DC: 52
  Components: V, S, DF
  Casting Time: 1 minute
  Range: Touch
  Target: You or creature touched
  Duration: Contingent until expended, then 
  instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  To Develop: 468,000 gp; 10 days; 18,720 XP.
  Seed: life (DC 27).
  Factor: activates when subject is slain (+25 DC).
  Contingent resurrection returns the subject to life if she is 
  slain.
  Once cast, the spell remains quiescent and does not activate 
  until the trigger conditions have been met (but each day it 
  remains untriggered, it uses up an epic spell slot, even if 
  you cast it on another creature).
  Once triggered, the spell is expended.
  If the subject is killed (the trigger), she is restored to life 
  and complete health 1 minute later, so long as even a tiny 
  bit of dust remains for contingent resurrection to act upon.
  A golden shaft of light shines down from the heavens, 
  illuminating the subject and everything within 20 feet, as 
  the target’s life is visibly restored.
  The creature is restored to full hit points, vigor, and health, 
  with no loss of prepared spells.
  However, the subject loses one level (or 1 point of 
  Constitution if the subject was 1st level).
  Contingent resurrection does not work on a creature that has 
  died of old age.
  CREATE LIVING VAULT (RITUAL)
  Conjuration (Creation)
  Spellcraft DC: 58
  Components: Ritual, V, S, XP
  Casting Time: 100 days, 11 minutes
  Range: 0 ft.
  Effect: One living vault, 50 ft. by 50 ft. by 10 ft.
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: None
  To Develop: 540,000 gp; 11 days; 21,600 XP.
  Seeds: animate (DC 25) large chunk of stone, fortify (DC 27).
  Factors: allow vault to “grow” to proper size in 4d4 days (ad 
  hoc +20 DC), increase HD of object by 92 (+184 DC), grant 
  magical immunity (ad hoc +105 DC), increase damage 
  reduction to 30 (+29 DC) and to /+7 (+18 DC), make 
  permanent (×5 DC).
  Mitigating factors: increase casting time by 10 minutes (–20 
  DC), increase casting time by 100 days (–200 DC), 16d6 
  backlash (–16 DC), seven additional casters contributing 
  one epic spell slot (–133 DC), four additional casters 
  contributing one 2nd-level spell slot (–12 DC), one 
  additional casters contributing one 1st-level spell slot (–1 
  DC), burn 20,000 XP per epic caster (–1,600 DC).
  You can create a construct known as a living vault (see 
  Chapter 5: Monsters) to protect and hide your treasures.
  Upon completion, the vault initially measures only 5 feet 
  on a side, but it gradually increases to its proper size over 
  the following 4d4 days.
  The vault is attuned to you and you only, allowing you 
  entrance and egress in a manner similar to a dimension door 
  spell.
  When you desire the vault to hide itself, you give it a 
  simple command.
  To summon the vault, you may cast a sending spell or 
  arrange some other manner to contact it.
  XP Cost: 20,000 XP.
  CROWN OF VERMIN
  Conjuration (Summoning)
  Spellcraft DC: 56
  Components: V, S
  Casting Time: 1 minute
  Range: Personal
  Effect: Aura of one thousand insects that surrounds you 
  in a 10-ft.-radius spread
  Duration: 20 rounds (D)
  Saving Throw: None (see text)
  Spell Resistance: No
  To Develop: 504,000 gp; 11 days; 20,160 XP.
  Seeds: summon (DC 14), fortify (DC 17).
  Factors: summon vermin mass instead of one creature (ad 
  hoc +8 DC), grant damage reduction 1/+6 (+15 DC), allow 
  mass to move at your speed (ad hoc +2 DC), perfect control 
  of vermin (ad hoc +2 DC).
  Mitigating factor: change range to personal (–2 DC).
  When you “don” a crown of vermin, one thousand venomous, 
  biting and stinging spiders, scorpions, beetles, and 
  centipedes apparently erupt from the very air around you.
  This swarm forms a living aura around you to a radius of 10 
  feet.
  You are immune to your own crown of vermin.
  The swarm goes where you go at your speed, even if you 
  take to the air or water (though water drowns the vermin 
  after 1 full round of immersion, unless the spell is cast 
  
  63
  underwater, in which case aquatic or marine vermin answer 
  the call and cannot leave the water).
  Each vermin in the crown of vermin bites a creature who 
  enters the area occupied by the effect (or you force the 
  effect into an area occupied by another creature) for 1 point 
  of damage, and then dies.
  Each victim takes enough points of damage to kill it, 
  destroying that number of vermin in the process.
  Victims get a Reflex saving throw each round to avoid the 
  full press, and if successful, take only 10d10 bites (and 
  10d10 points of damage).
  A total of 1,000 points of damage can be dealt to those who 
  fall prey to the crown of vermin.
  The vermin have damage reduction 1/+6, allowing them to 
  affect creatures with high damage reduction.
  Likewise, the vermin are slightly more resistant to normal 
  damage.
  If there aren’t enough vermin to kill all the creatures in the 
  spell’s effect, the creature with the fewest hit points is 
  affected first, then the creature with the second fewest hit 
  points, and so on.
  After all creatures that can be killed have been killed, any 
  remaining damage is distributed among the survivors 
  equally.
  You can force them into areas that would normally deter 
  common vermin.
  You can completely suppress your vermin aura as a free 
  action so that no vermin are visible at all.
  The time that vermin are suppressed does not count toward 
  the spell’s duration.
  Alternatively, you can roughly shape and move the vermin 
  in any fashion you desire within the limits of the 10-foot-
  radius spread as a move-equivalent action.
  For example, you could leave a corridor within the area free 
  of vermin, or give a functional or fanciful shape to the mass.
  The vermin cannot be wrested from your control through 
  any means.
  The vermin make all saving throws to avoid damaging 
  effects using your base saving throw bonuses.
  They gain your spell resistance, if any, and they get saving 
  throws against spells that would otherwise automatically 
  slay vermin.
  You can see through your crown of vermin without 
  difficulty, but you gain one-half concealment against 
  enemy attacks launched both outside and within your 
  crown of vermin.
  DRAGON KNIGHT (RITUAL)
  Conjuration (Summoning) [Fire]
  Spellcraft DC: 38
  Components: V, S, Ritual
  Casting Time: 1 action
  Range: 75 ft.
  Effect: One summoned adult red dragon
  Duration: 20 rounds (D)
  Saving Throw: None (see text)
  Spell Resistance: No
  To Develop: 342,000 gp; 7 days; 13,680 XP.
  Seed: summon (DC 14).
  Factors: summon creature other than outsider (+10 DC), 
  summon CR 14 creature (+24 DC), 1-action casting time 
  (+20 DC).
  Mitigating factor: two additional casters contributing 8th-
  level spell slots (–30 DC).
  This spell summons an adult red dragon.
  It appears where you designate and acts immediately.
  It attacks your opponents to the best of its abilities (on the 
  first round, it prefers to breathe fire on an enemy, if 
  possible).
  You can direct the dragon not to attack, to attack particular 
  enemies, or to perform other actions.
  This is a ritual spell requiring two other spellcasters, each of 
  which must contribute an unused 8th-level spell slot to the 
  casting.
  DRAGON STRIKE (RITUAL)
  Conjuration (Summoning) [Fire]
  Spellcraft DC: 50
  Components: V, S, Ritual, XP
  Casting Time: 1 action
  Range: 75 ft.
  Effect: Ten summoned adult red dragons
  Duration: 20 rounds (D)
  Saving Throw: None (see text)
  Spell Resistance: No
  To Develop: 450,000 gp; 9 days; 18,000 XP.
  Seed: summon (DC 14).
  Factors: summon creature other than outsider (+10 DC), 
  summon CR 14 creature (+24 DC), summon ten creatures 
  (×10 DC).
  Mitigating factors: eleven additional casters contributing 
  9th-level spell slots (–187 DC), burn 2,000 XP per caster (–
  280 DC), 3d6 backlash (–3 DC).
  As dragon knight, except the spell summons ten adult red 
  dragons.
  On the first round, they all prefer to simultaneously 
  breathe fire on an enemy, if possible.
  XP Cost: 2,000 XP (per caster).
  ECLIPSE
  Conjuration (Creation)
  Spellcraft DC: 42
  Components: V, S, XP
  Casting Time: 10 minutes
  Range: 200 miles
  Area: 5-mile radius, centered on you
  Duration: Up to 8 hours (D)
  Saving Throw: None
  Spell Resistance: No
  To Develop: 378,000 gp; 8 days; 15,1200 XP.
  Seeds: conjure (DC 21), transport (to move disk into position 
  100 miles up) (DC 27).
  Factors: increase mass by 1,000% (+40 DC), spread mass into 
  paper-thin disk (ad hoc +2 DC), keep disk in place for 8 
  hours (ad hoc +10 DC).
  Mitigating factors: increase casting time by 9 minutes (–18 
  DC), burn 4,000 XP (–40 DC).
  With this spell, you can create a limited eclipse, as though a 
  heavenly body moves between the sun and the earth.
  The landscape within a five-mile radius of your location 
  experiences the dimming of the sun as a disk you create 
  passes in front of it, culminating in a complete blackout 
  and accompanying coronal ring.
  
  64
  The eclipse follows you across the landscape for up to 8 
  hours, or until the sun goes down, or until you dismiss the 
  eclipse.
  You do not need to concentrate on the eclipse while it lasts.
  XP Cost: 4,000 XP.
  EIDOLON
  Conjuration (Creation)
  Spellcraft DC: 79
  Components: V, S, XP
  Casting Time: 1 minute
  Range: 5 ft.
  Effect: One duplicate of caster
  Duration: 8 hours
  Saving Throw: None
  Spell Resistance: No
  To Develop: 711,000 gp; 15 days; 28,440 XP.
  Seed: conjure (to make base substance) (DC 21), transform 
  (DC 21) transport (to move part of caster’s soul into 
  duplicate) (DC 27).
  Factors: nonliving substance to humanoid (+10 DC), 
  transform into specific individual (+25 DC).
  Mitigating factor: burn 2,500 XP (–50 DC).
  You split off a portion of your essence, creating a duplicate 
  of yourself with a fragment of your soul.
  Upon casting eidolon, you create a duplicate version of 
  yourself as you were when you were a 21st-level character, 
  and you gain one negative level while your duplicate 
  persists.
  For each additional negative level you bestow upon 
  yourself at the time of casting, the eidolon has one 
  additional character level.
  No matter how many negative levels you bestow on 
  yourself, your eidolon can never have more character levels 
  than you have (taking your negative levels into account).
  For example, a 30th-level wizard could cast eidolon, then 
  bestow four negative levels upon herself to make her 
  eidolon a 25th-level duplicate (and herself a character with 
  an effective level of 26th).
  She could not give the eidolon even one more level, 
  because then the eidolon would have more character levels 
  than she does.
  Treat the duplicate as yourself with a number of negative 
  levels conferred that would lower you to the character level 
  of the eidolon.
  Your eidolon is considered fresh and rested when created.
  It may cast any spell you have access to, including an epic 
  spell.
  Use the eidolon’s Spellcraft modifier as the basis for the 
  number of epic spells it can cast in a day, and its effective 
  character level as a basis for its skills, feats, and other 
  abilities.
  Your eidolon is effectively lower level than you and 
  probably can’t cast all the spells you know.
  A powerful enough eidolon might conceivably cast the 
  eidolon spell itself.
  Your eidolon appears in whatever mundane clothing you 
  desire when initially conjured, but it has no other 
  possessions.
  It shares part of your soul, so it is you for all intents and 
  purposes.
  You and your eidolon communicate with each other 
  normally.
  Usually, your eidolon does not begrudge its brief existence, 
  because it is still part of you.
  If your eidolon is killed prior to the expiration of the spell’s 
  duration, you immediately regain the lost levels.
  Normally, the eidolon does not last long enough to 
  threaten you with permanent level drain.
  XP Cost: 2,500 XP.
  EPIC MAGE ARMOR
  Conjuration (Creation) [Force]
  Spellcraft DC: 46
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: Creature touched
  Duration: 24 hours (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  To Develop: 414,000 gp; 9 days; 16,560 XP.
  Seed: armor (DC 14).
  Factor: +16 additional armor bonus (+32 DC).
  An invisible but tangible field of force surrounds the 
  subject of epic mage armor, providing a +20 armor bonus to 
  Armor Class.
  Unlike mundane armor, epic mage armor entails no armor 
  check penalty, arcane spell failure chance, or speed 
  reduction.
  Because epic mage armor is made of force, incorporeal 
  creatures can’t bypass it the way they do normal armor.
  GATHERING OF MAGGOTS
  Conjuration (Healing)
  Spellcraft DC: 49
  Components: V, S, DF
  Casting Time: 7 days
  Target: Dead creature touched
  Duration: Permanent
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  To Develop: 441,000 gp; 9 days; 17,640 XP.
  Seeds: life (DC 27), transform (DC 21).
  Factors: change creature type to aberration (+5 DC); add 
  worm that walks’ spell-like, extraordinary, and supernatural 
  abilities (+40 DC).
  Mitigating factors: increase casting time by 10 minutes (–20 
  DC); increase casting time by 7 days (–14 DC).
  When this spell is cast, worms or maggots slither and crawl 
  their way inexorably toward the corpse touched.
  Over the course of the next week, they consume the flesh 
  of the corpse, and when the last bit of the corpse is 
  devoured, the creature is returned to a semblance of life as a 
  worm that walks.
  LORD OF NIGHTMARES
  Conjuration (Summoning)
  Spellcraft DC: 50
  Components: V, S, XP
  Casting Time: 1 action
  Range: 75 ft.
  Effect: One summoned creature
  Duration: 20 rounds
  
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  Saving Throw: None
  Spell Resistance: No
  To Develop: 450,000 gp; 9 days; 18,000 XP.
  Seed: summon (DC 14).
  Factors: summon CR 31 creature (+58 DC), allow creature 
  to possess body and act at its own discretion (ad hoc –20 
  DC), 1-action casting time (+20 DC).
  Mitigating factors: 12d6 backlash (–12 DC), burn 1,000 XP 
  (–10 DC).
  You are possessed by a creature of nightmare—a dream 
  larva (see Chapter 5: Monsters).
  For 20 rounds, the dream larva’s body physically replaces 
  yours, though the dream larva has your equipment.
  The dream larva is free to call on all its own powers and 
  abilities, or use your equipment.
  Your consciousness and physical form are suppressed for 
  the duration of the possession.
  You have no way to dismiss the spell, communicate, or 
  otherwise maintain awareness once possession has 
  commenced.
  The dream larva, temporarily freed from its imprisonment 
  in some distant nightmare, will attempt to slay and 
  incapacitate any creature it can see or find, whether it is a 
  friend or foe of the caster.
  Casting lord of nightmares entails some risk for the caster, 
  since it’s unknown what terrible mischief a dream larva 
  might get up to over the course of 20 rounds.
  The larva will dispatch all enemies it can find before 
  turning to its own concerns.
  Sometimes a dream larva will attempt to place itself in a 
  dangerous or precarious situation prior to the end of the 
  spell, leaving the caster to extricate himself.
  If the dream larva is slain during the duration of the spell, 
  your consciousness is instantly restored to aware ness 
  within your own body.
  Your condition remains what it was when you completed 
  casting lord of nightmare, regardless of what damage the 
  dream larva received.
  However, magic item charges used, potions consumed, and 
  other physical resources used up by the dream larva are 
  permanent.
  XP Cost: 1,000 XP.
  ORIGIN OF SPECIES: ACHAIERAI (RITUAL)
  Conjuration (Creation, Healing)
  Spellcraft DC: 38
  Components: V, S, DF, Ritual, XP
  Casting Time: 100 days, 11 minutes
  Range: 0 ft.
  Effect: One constructed creature up to Medium-size (20 
  cu. ft.)
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  To Develop: 360,000 gp; 8 days; 14,400 XP.
  Seeds: conjure (DC 21), life (DC 27), fortify (DC 17).
  Factors: +4 HD (5 hp per HD) (+20 DC), +6 to natural AC 
  (+12 DC), add three more natural attacks (ad hoc +6 DC), 
  add black cloud spell-like ability (+33 DC), add SR 19 (+15 
  DC), permanent (×5 DC).
  Mitigating factors: 50d6 backlash (–50 DC), increase casting 
  time by 10 minutes (–20 DC), increase casting time by 100 
  days (–200 DC), burn 10,000 XP (–105 DC), eleven 
  additional casters contributing 9th-level spell slots (–187 
  DC), ten additional casters contributing 8th-level spell slots 
  (–150 DC), ten additional casters contributing 1st-level 
  spell slots (–10 DC).
  Copied from the repertoire of a fiendish epic caster from 
  Acheron, this spell literally creates a new creature: an 
  achaierai, as it appears in the Monster Manual.
  When first created, the achaierai is Medium-size, but it 
  grows to Large size in 1d4 days.
  A created achaierai does not possess the treasure, culture, or 
  specific knowledge of a normal achaierai.
  If released to be among its own kind, it quickly picks up 
  achaierai traits and alignment.
  XP Cost: 10,000 XP.
  PESTILENCE (RITUAL)
  Conjuration, Necromancy
  Spellcraft DC: 104
  Components: V, S, Ritual, XP
  Casting Time: 10 minutes
  Range: 0 ft.
  Area: 1,000-ft.-radius hemisphere
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  To Develop: 936,000 gp; 19 days; 37,440 XP.
  Seed: afflict (DC 19).
  Factors: change target to area (+10 DC), change 20-ft. radius 
  to 1,000-ft. radius (+200 DC), disease effects (as per contagion 
  spell) (ad hoc +21 DC), additional target type (plants) (+10 
  DC).
  Mitigating factors: casting time increased by 9 minutes (–
  18 DC), two additional casters contributing epic spell slots 
  (–38 DC), burn 10,000 XP (–100 DC).
  When pestilence is successfully cast, a wave of illness radiates 
  outward from the site of the ritual, instantly infecting every 
  living thing in the area with the debilitating disease known 
  as slimy doom.
  Within 24 hours, everything in the area begins to show 
  signs of rot and decay, plants liquefy and yellow, drooping 
  to the ground as they begin to dissolve.
  Animals and people are consumed from within by the 
  disease, initially bleeding from the gums, eyes, nose, and 
  other soft tissue, and eventually exhibiting ghastly, purple 
  blotches.
  The disease culminates in open, scabrous wounds over the 
  entirety of the victims’ bodies.
  The entire region afflicted by this horrid disease is quickly 
  engulfed in fetid stenches and overrun by flies and 
  maggots, adding further discomfort to the victims.
  Each day that a victim fails a Fortitude save, it takes 1d4 
  points of temporary Constitution damage.
  If the victim then fails a second save, 1 point of that damage 
  is permanent drain.
  If the victim succeeds at the first saving throw of the day on 
  consecutive days, he has recovered from the disease.
  This magical form of the disease is not contagious and will 
  not spread beyond those initially infected.
  This potent and terrible ritual might be perpetrated upon a 
  small rural farming community, spreading in every 
  direction and afflicting crops, orchards, farm animals and 
  residents alike in devastating fashion.
  
  66
  Or it could be cast in the middle of a bustling metropolis, 
  infecting commoners and nobility alike.
  Fruits and vegetables infected with slimy doom are unfit 
  for consumption, as are disease-ridden livestock.
  This is a ritual spell requiring two other spellcasters, each of 
  whom must expend an unused epic spell slot for the 
  casting.
  The primary caster must also burn 10,000 XP.
  XP Cost: 10,000 XP.
  RAISE ISLAND (RITUAL)
  Conjuration (Creation)
  Spellcraft DC: 38
  Components: V, S, Ritual, XP
  Casting Time: 65 days, 11 minutes
  Range: 0 ft.
  Area: 100-ft.-radius hemispherical island
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  To Develop: 360,000 gp; 8 days; 14,400 XP.
  Seed: conjure (DC 21).
  Factors: change area to 10-ft. radius, 30-ft. high cylinder (+2 
  DC), change radius to 100 ft. (+40 DC), change height to 
  1,000 feet (+133 DC), permanent (×5 DC).
  Mitigating factors: increase casting time by 10 minutes (–20 
  DC), increase casting time by 65 days (–130 DC), nineteen 
  additional casters contributing epic spell slots (–361 DC), 
  one additional caster contributing 6th-level spell slots (–11 
  DC), burn 2,000 XP per epic caster (–400 DC), spell only 
  works on liquid (ad hoc –20 DC).
  You can literally raise a new island from out of the sea, 
  bringing to the surface a sandy or rocky but otherwise 
  barren protrusion that is solid, stable, and permanently
  established.
  The island is roughly circular and about 200 feet in 
  diameter.
  Raise island only works if the ocean is less 1,000 feet deep 
  where the spell is cast.
  Rumors exist of extremely powerful rituals involving epic 
  spellcasters and dozens or even hundreds of other 
  contributors, summoning forth great masses of land from 
  the middle of the ocean or, in acts of terrible devastation, 
  sinking small continents and the civilizations that dwelt on 
  them.
  A variant reversal of the spell could be developed 
  separately, causing small islands and sandbars to sink 
  (perhaps to help clear shipping channels).
  XP Cost: 2,000 XP.
  SUMMON BEHEMOTH
  Conjuration (Summoning)
  Spellcraft DC: 72
  Components: V, S
  Casting Time: 1 action
  Range: 75 ft.
  Effect: Summoned creature
  Saving Throw: None
  Spell Resistance: No
  To Develop: 648,000 gp; 13 days; 25,920 XP.
  Seed: summon (DC 14).
  Factors: summon CR 21 creature (DC +38), 1-action casting 
  time (+20 DC).
  You can summon a behemoth (see Chapter 5: Monsters) to 
  attack your enemies.
  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.
  Summoned creatures act normally on the last round of the 
  spell and disappear at the end of their turn.
  DIVINATION
  SOUL DOMINION
  Divination, Enchantment (Compulsion) [Mind-Affecting]
  Spellcraft DC: 72
  Components: V, S
  Casting Time: 10 minutes
  Range: See text
  Target: One other living creature
  Duration: 20 minutes (D)
  Saving Throw: Will negates (see text)
  Spell Resistance: No
  To Develop: 648,000 gp; 13 days; 25,920 XP.
  Seeds: contact (DC 23), reveal (DC 19), compel (DC 19).
  Factors: apply to all five senses (+8 DC), total compulsory 
  control (+10 DC), stricter compulsion of any creature (ad 
  hoc +11 DC).
  Mitigating factor: increase casting time by 9 minutes (–18 
  DC).
  As soul scry, except you can also take total control of the 
  target’s body.
  The target receives a Will saving throw, and if successful, 
  prevents you from making the telepathic connection.
  The target is aware of the attempted takeover as a strange, 
  momentary tingling.
  If the Will save fails, you are able to control the subject’s 
  body as if it were your own, hearing, seeing, feeling, 
  smelling, and tasting everything the target senses.
  Once you dismiss the spell or its duration ends, the target 
  resumes control of its body, fully aware of all events that 
  occurred, having been a helpless witness trapped inside its 
  own body.
  The target knows the name and general nature of its 
  possessor if it succeeds at an additional Will saving throw.
  You cannot control undead or incorporeal creatures with 
  soul dominion.
  SOUL SCRY
  Divination
  Spellcraft DC: 55
  Components: V, S
  Casting Time: 10 minutes
  Range: See text
  Target: One other living creature
  Duration: 20 minutes (D)
  Saving Throw: Will negates
  Spell Resistance: No
  To Develop: 495,000 gp; 10 days; 19,800 XP.
  
  67
  Seeds: contact (DC 23), reveal (DC 19), conceal (DC 17).
  Factors: apply to all five senses (+8 DC), conceal detection 
  (ad hoc +6 DC).
  Mitigating factor: increase casting time by 9 minutes (–18 
  DC).
  When you cast this spell, you are temporarily able to tap the 
  consciousness of another sentient creature with whom you 
  are familiar (by meeting, observing, or successfully scrying 
  the subject), experiencing everything she does with all five 
  senses.
  The target receives a Will save, and if successful, prevents 
  you from making the telepathic connection.
  Whether the saving throw is successful or not, the target is 
  unaware of the attempted intrusion.
  Once the subject is tapped, you are able to hear, see, fell, 
  smell, and taste everything the subject senses.
  You cannot control the subject, however.
  You can only see what the subject chooses to look at, and 
  you taste something only if the subject eats or drinks it 
  during the spell’s duration.
  During this time, your own body remains in a trancelike 
  state.
  If the subject takes damage, you sense the injuries, 
  although your own body does not actually suffer any ill 
  effects.
  If the subject is knocked unconscious or killed, the spell 
  immediately ends.
  ENCHANTMENT
  DAMNATION
  Enchantment (Compulsion) [Teleportation] [Mind-
  Affecting]
  Spellcraft DC: 97
  Components: V, S, XP
  Casting Time: 1 action
  Target: Creature touched
  Duration: Instantaneous (20 hours for compulsion)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  To Develop: 873,000 gp; 18 days; 34,920 XP.
  Seeds: foresee (to preview likely hellscape) (DC 17), transport 
  (DC 27), compel (to keep target in hell) (DC 19).
  Factors: unwilling target (+4 DC), 1-action casting time (+20 
  DC), +15 to DC of subject’s save (+30 DC).
  Mitigating factor: burn 2,000 XP (–20 DC).
  You send your foe to hell, if you succeed at a melee touch 
  attack, the target must succeed at a Will saving throw (DC = 
  the standard epic spell DC + 15).
  If he fails his saving throw, he is sent straight to a layer of 
  the Nine Hells (or the Abyss, at your option) swarming 
  with fiends.
  The subject will not willingly leave the Nine Hells for 20 
  hours, believing that his predicament is a just reward for an 
  ill-spent life.
  Even after the compulsion fades, he must devise his own 
  escape from the Nine Hells.
  Unless your DM devises a specific location and scenario in 
  the Nine Hells, the subject encounters a group of 1d4 pit 
  fiends (or balors, if in the Abyss) every hour he spends in 
  hell.
  See the Monster Manual for statistics for these creatures, as 
  well as Chapter 5 for statistics for infernals, a new kind of 
  creature.
  XP Cost: 2,000 XP.
  ENSLAVE (RITUAL)
  Enchantment (Compulsion) [Mind-Affecting]
  Spellcraft DC: 80
  Components: V, M, XP, Ritual
  Casting Time: 1 action
  Range: 75 ft.
  Target: One living creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  To Develop: 720,000 gp; 15 days; 28,800 XP.
  Seed: compel (DC 19).
  Factors: stricter compulsion of any creature (ad hoc +11 
  DC), 1-action casting time (+20 DC), permanent (×5 DC).
  Mitigating factor: 2d6 backlash (–2 DC), four additional 
  casters contributing one 9th-level spell slot (–68 DC), burn 
  2,000 XP per caster (–100 DC).
  You make a permanent thrall of any living creature.
  You establish a telepathic link with the subject’s mind.
  If the creature has a language, you can generally force the 
  subject to perform as you desire, within the limits of its 
  abilities.
  If the creature has no language, 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.
  A subject forced to take an action against its nature receives 
  a saving throw with a penalty of –10 to resist taking that 
  particular action, but if it succeeds, it still remains your 
  thrall despite its minor mutiny.
  Once a subject makes a successful saving throw to resist a 
  specific order, it makes all future saving throws to resist 
  taking that specific action without a penalty.
  Protection from evil or a similar spell can prevent you from 
  exercising control or using the telepathic link while the 
  subject is so protected, but it does not prevent the 
  establishment of enslave or dispel it.
  XP Cost: 2,000 XP.
  SPELL WORM
  Enchantment (Compulsion) [Mind-Affecting]
  Spellcraft DC: 45
  Components: V, M
  Casting Time: 1 minute
  Range: 75 ft.
  Target: One living creature
  Duration: 20 hours or until completed
  Saving Throw: Will negates
  Spell Resistance: Yes
  To Develop: 405,000 gp; 9 days; 16,200 XP.
  Seed: compel (DC 19).
  Factors: unobtrusive (ad hoc +6 DC), 1-action casting time 
  (+20 DC).
  You infect the subject with a compulsive urge that uses up 
  her spells for the day.
  
  68
  On a failed save, the subject must spend a standard action 
  each round abandoning her highest-level spell (or losing 
  her highest-level unused spell slot).
  Each round, the subject eliminates another spell or spell 
  slot, moving to lower-level spells once all the higher-level 
  spells are gone.
  In the case of prepared spells, the subject decides which 
  spells to abandon at each level.
  If the subject has more than one standard action allowed in 
  the round (from a haste spell or other magic), she may 
  spend those actions as she desires.
  The subject doesn’t realize the spells or spell slots are gone 
  until she tries to cast a spell and finds it unavailable.
  Abandoning a spell slot or losing a spell is standard action,
  but it does not draw an attack of opportunity.
  It is a purely mental exercise not obvious to observers.
  EVOCATION
  ANIMUS BLAST
  Evocation [Cold]
  Spellcraft DC: 50
  Components: V, S
  Casting Time: 1 action
  Range: 300 ft.
  Area: 20-ft.-radius hemisphere burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To Develop: 450,000 gp; 9 days; 18,000 XP.
  Seeds: energy (DC 19), animate dead (DC 23).
  Factors: set undead type to skeleton (–12 DC), 1-action 
  casting time (+20 DC).
  When this spell is cast, you can engulf your enemies in a 
  coldball that deals 10d6 points of cold damage.
  However, up to twenty of those victims that perish as a 
  result of this blast are then instantly animated as Medium-
  size skeletons.
  These skeletons serve you indefinitely.
  You cannot exceed the normal limit for controlling undead 
  through use of this spell, but other means that allow you to 
  exceed the normal limit for controlled undead work just as 
  well with undead created with animus blast.
  ANIMUS BLIZZARD
  Evocation [Cold]
  Spellcraft DC: 78
  Components: V S
  Casting Time: 1 minute
  Range: 300 ft.
  Area: 20-ft.-radius hemisphere burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To Develop: 702,000 gp; 15 days; 28,080 XP.
  Seeds: energy (DC 19), animate dead (DC 23).
  Factors: increase damage to 30d6 (+40 DC), set undead type 
  to wight (–4 DC).
  When this spell is cast, you can engulf your enemies in an 
  unusually powerful burst of cold that deals 30d6 points of 
  damage.
  However, up to five victims that perish as a result of this 
  blast are then instantly animated as wights.
  These five wights serve you indefinitely.
  You cannot exceed the normal limit for controlling undead 
  through use of this spell, but other means that allow you to 
  exceed the normal limit for controlled undead work just as 
  well with undead created with animus blizzard.
  COLD CLAWS
  Evocation [Cold]
  Spellcraft DC: 39
  Components: V, S
  Casting Time: 10 minutes
  Range: 20 miles
  Area: A 20-mile radius, centered on you
  Duration: 20 hours
  Saving Throw: None
  Spell Resistance: No
  To Develop: 351,000 gp; 8 days; 14,040 XP.
  Seed: energy (DC 25).
  Factor: increase range to 20 miles (+36 DC).
  Mitigating factor: increase casting time by 9 minutes (–18 
  DC), 4d6 backlash (–4 DC).
  This spell creates a blizzard within the area of the spell.
  The change in weather takes 10 minutes to complete once 
  the casting is complete, lasts for 20 hours, and takes another 
  full day to gradually return to normal.
  A blizzard combines high winds, heavy snow (1d3 feet), and 
  bitter cold; see the DUNGEON MASTER’s Guide for specific 
  effects.
  The caster takes 4d6 points of damage from the casting.
  DIRE WINTER
  Evocation [Cold]
  Spellcraft DC: 319
  Components: V S, XP
  Casting Time: 1 minute
  Range: 1,000 ft.
  Area: 1,000-ft.-radius emanation
  Duration: 20 hours
  Saving Throw: None
  Spell Resistance: None
  To Develop: 2,871,000 gp; 58 days; 114,840 XP.
  Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19).
  Factor: 100 times increase in base area (+400 DC).
  Mitigating factor: burn 10,000 XP (–100 DC).
  You summon winter.
  The creature or object you target emanates bitter cold to a 
  radius of 1,000 feet for 20 hours.
  The emanated cold deals 2d6 points of damage per round 
  against unprotected creatures (the target is susceptible if 
  not magically protected or otherwise resistant to the 
  energy).
  The intense cold freezes water out of the air, causing 
  constant snowfall and wind.
  The snow and wind produce a blizzard effect within the 
  area (see the Weather Hazards section in Chapter 3 of the 
  DUNGEON MASTER’s Guide).
  XP Cost: 10,000 XP.
  
  69
  HELLBALL
  Evocation [Acid, Fire, Electricity, Sonic]
  Spellcraft DC: 90
  Components: V, S, XP
  Casting Time: 1 action
  Range: 300 ft.
  Area: 40-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To Develop: 810,000 gp; 17 days; 32,400 XP.
  Seed: energy (deals 10d6 each of acid, fire, electricity, sonic) 
  (DC 76).
  Factors: change area from bolt to ball (+2 DC), double base 
  area (+6 DC), 1-action casting time (+20 DC).
  Mitigating factors: 10d6 backlash (–10 DC), burn 400 XP (–
  4 DC).
  A hellball is a massive blast of energy that detonates with a 
  thundering roar.
  It deals 10d6 points of acid damage, 10d6 points of fire 
  damage, 10d6 points of electricity damage, and 10d6 points 
  of sonic damage to all creatures within the area.
  Unattended objects also take this damage.
  The spell is barely controlled, and you take 10d6 points of 
  damage as you release it (in addition to burning 400 XP).
  You point your finger and determine the range (distance 
  and height) at which the hellball is to detonate.
  A sun-bright, fist-sized globe of strobing energy streaks 
  forth and, unless it impacts a material body or solid barrier 
  prior to attaining the indicated range, blossoms into an 
  effect described by the rare survivor as “hell on earth”.
  XP Cost: 400 XP.
  ICE FIST
  Evocation [Cold]
  Spellcraft DC: 40
  Components: V, S, XP
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 20 hours
  Saving Throw: Reflex partial (see text)
  Spell Resistance: Yes
  To Develop: 360,000 gp; 8 days; 14,400 XP.
  Seed: energy (DC 19).
  Factors: increase damage to 10d6+20 (+16 DC), 1-action 
  casting time (+20 DC), change area to touched target (+4 
  DC).
  Mitigating factors: burn 1,300 XP (–13 DC), 6d6 backlash (–
  6 DC).
  This spell encases the target, whom you must hit with a 
  melee touch attack, in a block of ice that radiates cold 
  energy.
  The imprisoned creature takes 10d6+20 points of cold 
  damage per round it remains trapped in the block.
  The ice is 5 feet thick on every side of the imprisoned 
  creature (so each wall around the creature has 180 hit 
  points).
  Any creature passing through the ice to free the 
  imprisoned creature takes the same cold damage.
  If the target makes a successful saving throw, it dodges the 
  forming ice, but still takes 10d6+20 points of cold damage 
  from your frigid touch.
  The caster takes 6d6 points of damage from the casting.
  XP Cost: 1,300 XP.
  ICERAZOR
  Evocation [Cold]
  Spellcraft DC: 40
  Components: V, S, XP
  Casting Time: 1 action
  Range: 300 ft.
  Effect: A bolt of cold 300 ft. long and 10 ft. wide
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To Develop: 360,000 gp; 8 days; 14,400 XP.
  Seeds: destroy (DC 29), energy (DC 19).
  Factors: 1-action casting time (+20 DC), change target to 
  area (+2 DC).
  Mitigating factors: burn 2,000 XP (–20 DC), 10d6 backlash 
  (–10 DC).
  This spell creates a slicing bolt of energy that deals 10d6 
  points of damage plus 20d6 points of cold damage to 
  creatures it strikes.
  If the target is killed or destroyed by the bolt, the remains 
  are utterly destroyed as if disintegrated.
  The caster takes 10d6 points of damage from the casting.
  XP Cost: 2,000 XP.
  LIVING LIGHTNING
  Evocation [Electricity]
  Spellcraft DC: 140
  Components: None
  Casting Time: 1 action
  Range: 300 ft. or 150 ft.
  Area: A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by 150 
  ft. long
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To Develop: 1,260,000 gp; 26 days; 50,400 XP.
  Seeds: life (DC 27), energy (DC 19).
  Factors: 1-action casting time (+20 DC), no verbal or 
  somatic components (+4 DC), giving life to a spell (ad hoc 
  ×2 DC).
  You develop a spell that you can cast; thereafter, the spell 
  can effectively “cast itself”.
  When you cast the spell, a stroke of energy deals 10d6 
  points of electricity damage to each creature within the 
  spell’s area.
  Living lightning follows all the standard rules for epic spell 
  casting when you cast it.
  Living lightning is sentient and generally friendly toward 
  you.
  It has your mental ability scores, but it has no physical 
  ability scores.
  It senses the world through your senses and communicates 
  with you by thought.
  As a self-triggering spell, it isn’t truly alive but is a fragment 
  of your personality.
  
  70
  It cares little for the world around it, but at your urging 
  (and sometimes at its own discretion) it casts itself at your 
  foes.
  Casters who prepare spells before casting must prepare 
  living lightning normally in order for it to cast itself.
  When the spell casts itself, it acts on your initiative but 
  does not count against your own actions in the round.
  Assuming you had enough epic spell slots for the day, you 
  could be simultaneously taking another action, including 
  casting another epic spell or nonepic spell.
  You cannot simultaneously cast living lightning while it is 
  casting its own effect, even if it has been prepared more 
  than once.
  Living lightning uses up one of your epic spell slots for the 
  day whenever it casts itself.
  When you’ve used up all your epic spell slots for the day (or 
  you’ve cast all your prepared living lightning spells, if you are 
  a caster who must prepare spells), living lightning becomes 
  quiescent.
  It remains so until you’ve rested to regain your epic spell 
  slots for the next day.
  RAIN OF FIRE
  Evocation [Fire]
  Spellcraft DC: 50
  Components: V, S
  Casting Time: 1 minute
  Range: 0 ft.
  Area: 2-mile-radius emanation
  Duration: 20 hours
  Saving Throw: Reflex negates (see text)
  Spell Resistance: Yes
  To Develop: 450,000 gp; 9 days; 18,000 XP.
  Seeds: energy (fire) (DC 19), energy (weather) (DC 19).
  Factor: change rain to wisps of flame (ad hoc +12 DC).
  This spell summons a swirling thunderstorm that rains fire 
  rather than raindrops down on you and everything within a 
  two-mile radius of you.
  Everything caught unprotected or unsheltered in the 
  flaming deluge takes 1 point of fire damage each round.
  A successful Reflex save results in no damage, but the save 
  must be repeated each round.
  Unless the ground is exceedingly damp, all vegetation is 
  eventually blackened and destroyed, leaving behind a 
  barren wasteland similar to the aftermath of a grass or 
  forest fire.
  The fiery storm is stationary and persists even if the caster 
  leaves.
  NECROMANCY
  DEMISE UNSEEN
  Necromancy (Death, Evil), Illusion (Figment)
  Spellcraft DC: 82
  Components: V, S
  Casting Time: 1 action
  Range: 300 ft.
  Target: One creature of up to 80 HD
  Duration: Instantaneous
  Saving Throw: Fort negates
  Spell Resistance: Yes
  To Develop: 738,000 gp; 15 days; 29,520 XP.
  Seeds: slay (DC 25), animate dead (DC 23), delude (DC 14).
  Factors: change undead type to ghoul (–10 DC), apply 
  figment element to all 5 senses (+10 DC), 1-action casting 
  time (+20 DC).
  You instantly slay a single target and at the same moment 
  animate the body so that it appears that nothing has 
  happened to the creature.
  The target’s companions (if any) do not immediately realize 
  what has transpired.
  The target receives a Fortitude saving throw to survive the 
  attack.
  If the save fails, the target remains in its exact position with 
  no apparent ill effects.
  In reality, it is now a ghoul under your control.
  The target’s companions notice nothing unusual about the 
  state of the target until they interact with it, at which time 
  each companion receives a Will saving throw to notice 
  discrepancies (“By Moradin’s beard, you move slowly 
  today!”).
  The ghoul serves you indefinitely.
  You cannot exceed the normal limit for controlling undead 
  through use of this spell, but other means that allow you to 
  exceed the normal limit for controlled undead work just as 
  well with undead created with demise unseen.
  MOMENTO MORI
  Necromancy [Death]
  Spellcraft DC: 86
  Components: None
  Casting Time: 1 quickened action
  Range: 300 ft.
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial (see text)
  Spell Resistance: Yes
  To Develop: 774,000 gp; 16 days; 30,960 XP.
  Seed: slay (DC 25).
  Factor: increase to 160 HD (+8 DC), quickened (+28 DC), 
  no verbal or somatic components (+4 DC), +10 to DC of 
  subject’s save (+20 DC).
  Your passing thought connotes death for the target.
  As a free action that counts as a quickened spell, you will 
  the target dead without a word or gesture.
  Your bloodthirsty wish snuffs out the life force of a living 
  creature of 160 or fewer HD, killing it instantly.
  The subject is entitled to a Fortitude saving throw (DC 30 + 
  relevant ability modifier) to have a chance of surviving the 
  attack.
  If the save is successful, the target instead takes 3d6+20 
  points of damage.
  MUMMY DUST
  Necromancy [Evil]
  Spellcraft DC: 35
  Components: V, S, M, XP
  Casting Time: 1 action
  Range: Touch
  Effect: Two 18-HD mummies
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  
  71
  To Develop: 315,000 gp; 7 days; 12,600 XP.
  Seed: animate (DC 23).
  Factors: 16-HD undead (+16 DC), 1-action casting time (+20 
  DC).
  Mitigating factors: burn 2,000 XP (–20 DC), expensive 
  material component (ad hoc –4 DC).
  When you sprinkle the dust of ground mummies in 
  conjunction with casting mummy dust, two Large 18-HD 
  mummies (see below) spring up from the dust in an area 
  adjacent to you.
  The mummies follow your every command according to 
  their abilities, until they are destroyed or you lose control 
  of them by attempting to control more Hit Dice of undead 
  than you have caster levels.
  Material Component: Specially prepared mummy dust 
  (10,000 gp).
  XP Cost: 2,000 XP.
  €Mummy, Advanced: CR 6; Large undead; HD 18d12+3; 
  hp 120; Init –2; Spd 30 ft.; AC 17, touch 7, flat-footed 17; 
  Atk +17 melee (1d8+8, slam); Face/Reach 5 ft. by 5 ft./10 ft.; 
  SA Despair, mummy rot; SQ Undead traits, resistant to 
  blows, DR 5/+1, fire vulnerability; AL LE; SV Fort +8, Ref 
  +4, Will +13; Str 25, Dex 6, Con —, Int 6, Wis 14, Cha 15.
  Skills and Feats: Hide +9, Listen +15, Move Silently +13, Spot 
  +15; Alertness, Blind-Fight, Great Fortitude, Power Attack, 
  Weapon Focus (slam).
  Despair (Su): At the sight of a mummy, the viewer must 
  succeed at a Will save (DC 21), or be paralyzed with fear for 
  1d4 rounds.
  Whether or not the save is successful, that creature cannot 
  be affected again by that mummy’s despair ability for one 
  day.
  Mummy Rot (Su): Supernatural disease—slam, Fortitude 
  save (DC 20), incubation period 1 day; damage 1d6 
  temporary Constitution.
  Unlike normal diseases, mummy rot continues until the 
  victim reaches Constitution 0 (and dies) or receives a 
  remove disease spell or similar magic (see Disease in 
  Chapter 3 of the DUNGEON MASTER’s Guide).
  An afflicted creature that dies shrivels away into sand and 
  dust that blow away into nothing at the first wind unless 
  both remove disease and raise dead are cast on the remains 
  within 6 rounds.
  Undead Traits: Immune to poison, sleep, paralysis, stunning, 
  disease, death, effects, necromantic effects, mind-affecting 
  effects, and any effect requiring a Fortitude save unless it 
  also works on objects.
  Not subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain.
  Negative energy heals.
  Not at risk of death from massive damage, but destroyed at 
  0 hit points or less.
  Darkvision 60 ft. Cannot be raised; resurrection works only 
  if creature is willing.
  Resistant to Blows (Ex): Physical attacks deal only half 
  damage to mummies.
  Apply this effect before damage reduction.
  Fire Vulnerability (Ex): A mummy takes double damage 
  from fire attacks unless a save is allowed for half damage.
  A successful save halves the damage and a failure doubles it.
  TRANSMUTATION
  DREAMSCAPE
  Transmutation [Teleportation]
  Spellcraft DC: 29
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: You and other touched willing creatures weighing 
  up to 1,000 lb.
  Duration: Instantaneous (D)
  Saving Throw: Yes (harmless) (see text)
  Spell Resistance: Yes (harmless)
  To Develop: 261,000 gp; 6 days; 10,400 XP.
  Seed: transport (DC 27).
  Factor: transport to region of dreams (+2 DC).
  You and any creatures you touch are drawn along a crystal 
  arc of reverie to the edge of conscious thought and into the 
  region of dreams.
  You can take more than one creature along with you 
  (subject to your weight limit), but all must be touching 
  each other.
  You physically enter the land of dreams, leaving nothing 
  behind.
  In the region of dreams, you move through a menagerie of 
  thoughts, desires, and phantoms created by the minds of 
  dreamers everywhere.
  For every minute you move through the dream landscape, 
  you can “wake” to find yourself five miles displaced in the 
  waking world.
  Thus, a character can use this power to travel rapidly by 
  physically entering where only dreams normally prowl, 
  moving for a certain length of time (at five miles per 
  minute) and then stepping back into the waking world.
  You do not know precisely where you will come out in the 
  waking world, nor the conditions of the waking world 
  through which you travel.
  You know approximately where you will end up based on 
  time spent traveling in dream.
  Dreamscape can also be used to travel to other planes that 
  contain creatures that dream, but doing this requires 
  crossing into the dreams of outsiders, where you are subject 
  to the dangers of alien dream realities.
  This is a potentially perilous proposition, at your DM’s 
  option.
  Transferring to another plane of existence requires 1d4 
  hours of uninterrupted journey.
  Any creatures touched by you when dreamscape is cast also 
  make the transition to the borders of unconscious thought.
  They may opt to follow you, wander off into the dreams of 
  others, or stumble back into the waking world (50% chance 
  for either of the latter results if they are lost or abandoned 
  by you).
  Creatures unwilling to accompany you into the region of 
  dreams receive a Will save, negating the effect if successful.
  GREATER RUIN
  Transmutation
  Spellcraft DC: 59
  Components: V, S, XP
  Casting Time: 1 round
  
  72
  Range: 12,000 ft.
  Target: One creature, or up to a 10-foot cube of nonliving 
  matter
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  To Develop: 531,000 gp; 11 days; 21,240 XP.
  Seed: destroy (DC 29).
  Factors: increase damage to 35d6 (+30 DC), 1-action casting 
  time (+20 DC).
  Mitigating factor: burn 2,000 XP (–20 DC).
  As ruin, except the target is dealt 35d6 points of damage.
  XP Cost: 2,000 XP.
  GREATER SPELL RESISTANCE
  Transmutation
  Spellcraft DC: 45
  Components: V, S, Ritual
  Casting Time: 1 minute
  Range: Touch
  Target: Creature touched
  Duration: 20 hours
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  To Develop: 405,000 gp; 9 days; 16,200 XP.
  Seed: fortify (DC 27).
  Factor: +10 additional SR (+40 DC).
  Mitigating factor: two additional casters contributing 6th-
  level spell slots (–22 DC).
  You grant the subject touched spell resistance 35 until the 
  duration expires.
  The spell resistance granted does not stack, but overlaps 
  with, any previous spell resistance.
  This is a ritual spell, requiring two other spellcasters, each 
  of whom must contribute an unused 6th-level spell slot to 
  the casting.
  LET GO OF ME
  Transmutation
  Spellcraft DC: 43
  Components: None
  Casting Time: 1 free action
  Range: Touch (see text)
  Target: One creature or force grappling you
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  To Develop: 387,000 gp; 8 days; 15,480 XP.
  Seed: destroy (DC 29).
  Factors: quickened (+28 DC), no verbal or somatic 
  components (+4 DC).
  Mitigating factors: limited circumstance (ad hoc –8 DC), 
  10d6 backlash (–10 DC).
  You radiate destruction, dealing 20d6 points of damage to 
  any creature grappling you.
  The damage dealt is of no particular type or energy—it is a 
  purely destructive impulse, if grappled by a magical force, 
  such as Bigby’s grasping hand or Bigby’s crushing hand, the 
  force is automatically destroyed.
  Being grappled is dangerous for most spellcasters, so few 
  mind taking 10d6 points of backlash damage.
  MASS FROG
  Transmutation
  Spellcraft DC: 55
  Components: V, S
  Casting Time: 1 action
  Range: 300 ft.
  Area: 40-ft.-radius hemisphere
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  To Develop: 495,000 gp; 10 days; 19,800 XP.
  Seed: transform (DC 21).
  Factors: change target to area of 20-ft. hemisphere (+10 DC), 
  increase area by 100% (+4 DC), 1-action casting time (+20 
  DC).
  Culled from the repertoire of the legendary wizard Miko, 
  this epic spell turns all Medium-size or smaller creatures in 
  the area into frogs.
  The transformed creatures retain their mental faculties, 
  including personality, Intelligence, Wisdom, and Charisma 
  scores, level and class, hit points (despite any change in 
  Constitution score), alignment, base attack bonus, base save 
  bonuses, extraordinary abilities, spells, and spell-like 
  abilities, but not supernatural abilities.
  They assume the physical characteristics of frogs, including 
  natural size and Strength, Dexterity, and Constitution 
  scores.
  (Use the statistics for the toad as given in the Monster 
  Manual).
  All the creatures’ equipment drops to the ground upon 
  transformation.
  NAILED TO THE SKY
  Transmutation [Teleportation]
  Spellcraft DC: 62
  Components: V, S, XP
  Casting Time: 1 action
  Range: 300 ft.
  Target: Creature or object weighing up to 1,000 lb.
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  To Develop: 558,000 gp; 12 days; 22,320 XP.
  Seeds: foresee (to preview endpoint of teleportation) (DC 
  17), transport (DC 27).
  Factors: unwilling target (+4 DC), increase range from
  touch (+4 DC), 1-action casting time (+20 DC).
  Mitigating factor: burn 1,000 XP (–10 DC).
  Your spell fixes the target to the heavens.
  Nailed to the sky actually places the target so far from the 
  surface of the world and at such a speed that it keeps 
  missing the surface as it falls back, so it enters an eternal 
  orbit.
  Unless the target can magically fly or has some other form 
  of non-physical propulsion available, the target is stuck 
  until someone else rescues it.
  Even if the target can fly, the surface is 2 to 4 hours away, 
  assuming a fly spell, which allows a maximum speed of 720 
  feet per round while descending.
  The target may not survive that long.
  Depending on the world where nailed to the sky is cast, 
  conditions so far from its surface may be deadly.
  
  73
  Deleterious effects include scorching heat, cold, and 
  vacuum.
  Targets subject to these conditions take 2d6 points of 
  damage each from heat or cold and 1d4 points of damage 
  from the vacuum each round.
  The target immediately begins to suffocate (see the 
  Suffocation sidebar in Chapter 3 of the DUNGEON 
  MASTER’s Guide).
  XP Cost: 1,000 XP.
  RUIN
  Transmutation
  Spellcraft DC: 27
  Components: V, S, XP
  Casting Time: 1 full round
  Range: 12,000 ft.
  Target: One creature, or up to a 10-foot cube of nonliving 
  matter
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  To Develop: 243,000 gp; 5 days; 9,720 XP.
  Seed: destroy (DC 29).
  Factor: reduce casting time by 9 rounds (+18 DC).
  Mitigating factor: burn 2,000 XP (–20 DC).
  You deal 20d6 points of damage to a single target within 
  range and line of sight.
  If the target is reduced to –10 hit points or less (or a 
  construct, object, or undead is reduced to 0 hit points), it is 
  utterly destroyed as if disintegrated.
  Only a trace of fine dust remains.
  XP Cost: 2,000 XP.
  SAFE TIME
  Transmutation [Teleportation]
  Spellcraft DC: 64
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: You or creature touched
  Duration: Contingent until expended, then 1 round of 
  safe time
  Saving Throw: None
  Spell Resistance: No
  To Develop: 576,000 gp; 12 days; 23,040 XP.
  Seed: transport (DC 27).
  Factors: move to time stream (+8 DC), reduce static time to 
  1 round (ad hoc +4 DC), activates when you would 
  otherwise take 50 or more points of damage (+25 DC).
  Safe time can move you (or the target) out of harm’s way by 
  shunting you into a static time stream.
  Once cast, the spell remains quiescent and does not activate 
  until the trigger conditions have been met.
  Each day it remains untriggered, it uses up an epic spell 
  slot, even if you cast it on another creature.
  Once triggered, the spell is expended normally.
  When you would otherwise be subject to any instantaneous 
  effect that would deal you 50 or more points of damage, you 
  are instead transported to a static time stream where time 
  ceases to flow for you.
  Your condition becomes fixed—no force or effect can harm 
  you until 1 round of real time has passed.
  Thus, you duck the damage you would otherwise receive, 
  but you also miss out on one round of activity.
  To you, no time passes at all, but to onlookers who are part 
  of real time, you stand frozen and fixed in space for 1 full 
  round.
  TIME DUPLICATE
  Transmutation [Teleportation]
  Spellcraft DC: 71
  Components: V, S
  Casting Time: 1 free action
  Effect: You
  Duration: 1 round (see text)
  Saving Throw: None (harmless)
  Spell Resistance: None (harmless)
  To Develop: 639,000 gp; 13 days; 25,560 XP.
  Seed: transport (to move future you back in time 1 round) 
  (DC 27).
  Factors: move to time stream (+8 DC), stretch the base 
  temporal effect (ad hoc +8 DC), quickened (+28 DC).
  You snatch yourself from 1 round in the future, depositing 
  your future self in an adjacent space as a free action that 
  counts as a quickened spell.
  Your future self is technically only a possible future self 
  (the time stream is a maelstrom of multiple probabilities), 
  but snatching that future self from 1 round in the future 
  collapses probability, and the possible future becomes the 
  definite future.
  You and your future self are both free to act normally this 
  round (you’ve already used up your limit of one quickened 
  spell per round, but your duplicate hasn’t).
  Your future self has all the resources you have at the 
  moment you finish casting time duplicate.
  Because your future self was previously only a possibility, 
  his or her resources are not depleted as a result of whatever 
  might occur this round (even if you die this round).
  Likewise, he or she doesn’t have any special knowledge of 
  what might occur during this round.
  Because your future self is still part of the time stream, the 
  round it spends with you is a round it misses in its own 
  future.
  Because your future duplicate is also you, you miss the next 
  round as well.
  You simply aren’t there.
  Tampering with the time stream is a tricky business.
  Here is a round-by-round summary.
  Round One: You cast time duplicate, your future self from 
  round two arrives, and you both act normally.
  Round Two: Your future self—you—gets snatched back in 
  time to help your past self.
  During this round, there are no versions of you present.
  Round Three: You rejoin the time stream.
  You arrive in the same location and condition that your 
  future self ended with at the end of the first round.
  Any resources (spells, damage, staff charges) your future 
  self used up in round one are gone for real.
  Record them now.
  Using this spell to snatch a single future self stretches time 
  and probability to its limit; more powerful versions of time 
  duplicate are not possible.
  You cannot bring more than a single future version of 
  yourself back to help you at one time, nor can you snatch a 
  version of you from farther in the future.
  
  74
  VENGEFUL GAZE OF GOD
  Transmutation
  Spellcraft DC: 419
  Components: V, S
  Casting Time: 1 action
  Range: 12,000 ft.
  Target: One creature, or up to a 10-foot cube of nonliving 
  matter in line of sight
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  To Develop: 3,771,000 gp; 76 days; 150,840 XP.
  Seed: destroy (DC 29).
  Factor: increase damage to 305d6 (+570 DC), 1-action 
  casting time (+20 DC).
  Mitigating factor: 200d6 backlash (–200 DC).
  The target of this spell is subject to a fury like unto 
  heavenly wrath that deals 305d6 points of damage (or half 
  of that if a Fortitude save succeeds).
  If the target is reduced to –10 hit points or less (or a 
  construct, object, or undead is reduced to 0 hit points), it is 
  utterly destroyed as if disintegrated, leaving behind only a 
  trace of fine dust.
  Channeling such terrific forces has its price, and the caster 
  is likewise dealt 200d6 points of damage as your eyes bleed 
  and your skin convulses when the power is released.
  This spell often kills the caster, but it’s often worth it.
  Note: Table 3–4: Average Damage Dice is useful if you don’t 
  want to roll hundreds of 6-sided dice.
  VERDIGRIS TSUNAMI
  Transmutation
  Spellcraft DC: 170
  Components: V, S, Ritual, XP
  Casting Time: 10 minutes
  Range: 1,500 ft.
  Area: 1,000-ft.-radius hemisphere
  Duration: Permanent
  Saving Throw: Reflex half
  Spell Resistance: No
  To Develop: 1,530,000 gp; 31 days; 61,200 XP.
  Seed: conjure (DC 21).
  Factor: change area to 20-ft.-radius hemisphere (+2 DC), 
  increase radius to 1,000 ft. (+196 DC), increase range to 
  1,500 ft. (+8 DC), deal 10d6 damage during growth (ad hoc 
  +19 DC), increase damage to 40d6 (+60 DC), permanent (×5 
  DC).
  Mitigating factors: increase casting time by 9 minutes (–18 
  DC), eleven additional casters contributing 6th-level spell 
  slots (–121 DC), three additional casters contributing 4th-
  level spell slots (–21 DC), burn 10,000 XP per 6th-level spell 
  contributor plus caster (–1,200 DC).
  As verdigris, except creatures in the area take 40d6 points of 
  damage (Reflex save for half), as do buildings, and the plant 
  growth is permanent.
  XP Cost: 10,000 XP.
  VERDIGRIS
  Transmutation
  Spellcraft DC: 58
  Components: V, S
  Casting Time: 1 minute
  Range: 300 ft.
  Area: 100-ft.-radius hemisphere
  Duration: 24 hours
  Saving Throw: Reflex half
  Spell Resistance: No
  To Develop: 522,000 gp; 11 days; 20,880 XP.
  Seed: conjure (DC 21).
  Factors: change area to 20-ft.-radius hemisphere (+2 DC), 
  increase radius to 100 ft. (+16 DC), deal 10d6 damage 
  during growth (ad hoc +19 DC).
  When you cast this spell, you create a tsunami of grass, 
  shrubs, and trees that overgrows the area like a tidal wave.
  The plant growth creeps and curls across everything in the 
  area, ensnaring it and coiling around it as if it had been 
  growing there for a century or more, like some ancient ruin 
  overrun by jungle.
  Creatures in the area must make a Reflex saving throw to 
  avoid the fast-moving growth, which otherwise deals 10d6 
  points of damage from the crushing press.
  Buildings are engulfed by tendrils of vines, creepers, thick 
  roots, and branches, and they likewise take 10d6 points of 
  damage.
  Those destroyed by the damage have their foundations 
  uprooted and walls crumbled.
  The plant growth remains for 24 hours, after which it 
  vanishes.
  EPIC INSIGHTS (3.0)
  CONJURATION
  GLORIOUS LIGHT OF RENEWAL
  Conjuration (Healing)
  Spellcraft DC: 80
  Components: V, S, DF
  Casting Time: 1 minute
  Range: 100 ft.
  Target: Up to 5 dead creatures
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  To Develop: 720,000 gp; 15 days; 28,800 XP.
  Seed: life (DC 27).
  Factors: change from touch to target (+4 DC), change from 
  target to area (+10 DC), increase range by 400% (+8 DC), add 
  4 extra targets (+40 DC).
  Mitigating Factor: backlash 9d6 (–9 DC) Up to five dead 
  creatures are restored to life and complete vigor so long as 
  any portion of the creatures’ bodies remain.
  The creature can have been dead for no longer than two 
  hundred years.
  The vast amount of positive energy channeled by this spell 
  deals 9d6 damage in backlash to the caster.
  GLORIOUS LIGHT OF RENEWAL
  Conjuration (Healing)
  Spellcraft DC: 80
  Components: V, S, DF
  Casting Time: 1 minute
  
  75
  Range: 100 ft.
  Target: Up to 5 dead creatures
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  To Develop: 720,000 gp; 15 days; 28,800 XP.
  Seed: life (DC 27).
  Factors: change from touch to target (+4 DC), change from 
  target to area (+10 DC), increase range by 400% (+8 DC), add 
  4 extra targets (+40 DC).
  Mitigating Factor: backlash 9d6 (–9 DC).
  Up to five dead creatures are restored to life and complete 
  vigor so long as any portion of the creatures’ bodies remain.
  The creature can have been dead for no longer than two 
  hundred years.
  The vast amount of positive energy channeled by this spell 
  deals 9d6 points of damage in backlash to the caster.
  NECROMANCY
  HORRIBLE ARMY OF THE DEAD
  Necromancy [Death, Evil]
  Spellcraft DC: 112
  Components: V, S
  Casting Time: 1 full round
  Range: 300 ft.
  Area: 300-ft. radius
  Target: One or more living creatures
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  To Develop: 1,008,000 gp; 21 days; 40,320 XP.
  Seeds: animate dead (DC 23), slay (DC 25).
  Factors: reduce casting time by 9 rounds (+18 DC), create 
  additional 60 HD of undead (+60 DC), create skeletons (–12 
  DC).
  Mitigating factor: burn 1,000 XP –10 DC).
  All living creatures within the area (to a maximum of 80 
  HD, no creature with more than 10 HD is affected) wither 
  and die, their flesh falling to dust in seconds.
  The next round, these creatures rise as skeletons.
  You can naturally control 1 HD of undead per caster level; 
  any undead beyond this number are uncontrolled (but 
  since you’re probably creating them out of the middle of 
  your enemy’s army, they’ll cause plenty of chaos on their 
  own).
  XP Cost: 1,000 XP.
  HORRIBLE ARMY OF THE DEAD
  Necromancy [Death, Evil]
  Spellcraft DC: 112
  Components: V, S
  Casting Time: 1 full round
  Range: 300 ft.
  Area: 300-ft. radius
  Target: One or more living creatures
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  To Develop: 1,008,000 gp; 21 days; 40,320 XP.
  Seeds: animate dead (DC 23), slay (DC 25).
  Factors: reduce casting time by 9 rounds (+18 DC), create 
  additional 60 HD of undead (+60 DC), create skeletons (–12 
  DC).
  Mitigating factor: burn 1,000 XP (–10 DC).
  All living creatures within the area (to a maximum of 80 
  HD, no creature with more than 10 HD is affected) wither 
  and die, their flesh falling to dust in seconds.
  The next round, these creatures rise as skeletons.
  You can naturally control 1 HD of undead per caster level; 
  any undead beyond this number are uncontrolled (but 
  since you’re probably creating them out of the middle of 
  your enemy’s army, they’ll cause plenty of chaos on their 
  own).
  XP Cost: 1,000 XP.
  FROSTBURN (3.5)
  EVOCATION
  ANIMUS BLAST
  Evocation [Cold]
  Spellcraft DC: 50
  Components: V, S
  Casting Time: 1 standard action
  Range: 300 ft.
  Area: 20-ft.-radius hemisphere burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To Develop: 450,000 gp; 9 days; 18,000 XP.
  Seeds: energy (DC 19), animate dead (DC 23).
  Factors: set undead type to skeleton (–12 DC), 1-action 
  casting time (+20 DC).
  When this spell is cast, you can engulf your enemies in a 
  coldball that deals 10d6 points of cold damage to each one.
  Up to twenty of those victims that perish as a result of the 
  blast are then instantly animated as Medium skeletons.
  These skeletons serve you indefinitely.
  You cannot exceed the normal limit for controlling undead 
  through use of this spell, but other means that allow you to 
  exceed the normal limit for controlled undead work just as 
  well with undead created with animus blast.
  ANIMUS BLIZZARD
  Evocation [Cold]
  Spellcraft DC: 78
  Components: V, S
  Casting Time: 1 minute
  Range: 300 ft.
  Area: 20-ft.-radius hemisphere burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To Develop: 702,000 gp; 15 days; 28,080 XP.
  Seeds: energy (DC 19), animate dead (DC 23).
  Factors: increase damage to 20d6 (+40 DC), set undead type 
  to wight (–4 DC).
  When this spell is cast, you can engulf your enemies in an 
  unusually powerful burst of cold that deals 20d6 points of 
  cold damage to each one.
  
  76
  Up to five victims that perish as a result of the blast are 
  then instantly animated as wights.
  These five wights serve you indefinitely.
  You cannot exceed the normal limit for controlling undead 
  through use of this spell, but other means that allow you to 
  exceed the normal limit for controlled undead work just as 
  well with undead created with animus blizzard.
  COLDFIRE BLAST
  Evocation [Cold]
  Spellcraft DC: 93
  Components: V, S, Coldfire
  Casting Time: 1 standard action
  Range: 300 ft.
  Area: 40-ft.-radius hemisphere burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To Develop: 837,000 gp; 17 days; 33,480 XP.
  Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19).
  Factor: 1-action casting time (+20 DC), increase area by 
  100% (+4 DC), increase damage to 40d6 (+60 DC), coldfire 
  component (–10 DC).
  You blast all creatures in the spell’s area with unusually 
  intense cold, dealing 40d6 points of frostburn damage to 
  each one.
  Material Component: 10 ounces of coldfire.
  DIRE WINTER
  Evocation [Cold]
  Spellcraft DC: 319
  Components: V, S, XP
  Casting Time: 1 minute
  Range: 1,000 ft.
  Area: 1,000-ft.-radius emanation
  Duration: 20 hours
  Saving Throw: None
  Spell Resistance: No
  To Develop: 2,871,000 gp; 58 days; 114,840 XP.
  Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19).
  Factor: 100 times increase in base area (+400 DC).
  Mitigating factor: burn 10,000 XP (–100 DC).
  You summon winter.
  The creature or object you target emanates bitter cold to a 
  radius of 1,000 feet for 20 hours.
  The emanated cold deals 2d6 points of cold damage per 
  round against unprotected creatures (the target is 
  susceptible if not magically protected or otherwise resistant 
  to the energy).
  The intense cold freezes water out of the air, causing 
  constant snowfall and wind.
  The snow and wind produce a blizzard effect within the 
  area.
  XP Cost: 10,000 XP.
  TRANSMUTATION
  ICE AGE
  Transmutation [Cold]
  Spellcraft DC: 323
  Components: V, S
  Casting Time: 1 minute
  Range: 0 ft.
  Area: 20-mile-radius emanation
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  To Develop: 2,907,000 gp; 59 days; 116,280 XP.
  Seed: transform (DC 21).
  Factor: change target to area (+2 DC), 100 times increase in 
  base area (+400 DC).
  Mitigating factor: burn 10,000 XP (–100 DC).
  You summon an ice age.
  A massive glacier fills a 20-mile-radius area, covering the 
  surface (land, water, and so forth).
  The temperature drops by 100 degrees (or to 0° F, 
  whichever results in the lower temperature).
  All water in the air instantly freezes, creating a blizzard that 
  lasts until ice age is dispelled.
  This can only be done with a superb dispelling spell (see page 
  87 of the Epic Level Handbook).
  XP Cost: 10,000 XP.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  TRANSMUTATION
  IOULAUM’S LONGEVITY
  Transmutation
  Spellcraft DC: 152
  Components: V, S
  Casting Time: 1 round
  Range: 12,000 ft.
  Area: 120-ft. radius
  Duration: Special
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  To Develop: 1,368,000 gp; 27 days; 54,720 XP.
  Seeds: destroy (DC 29), fortify (DC 17).
  Factors: change from target to area (+10), change area to 20-
  ft. radius (+2), increase area by 3,600% (+144).
  Mitigating factors: 1-d6 backlash (–10), burn 4,000 XP (–
  40).
  This spell deals 20d6 points of damage to every creature 
  within its area.
  A living target that is reduced to –10 or fewer hit points (or 
  a construct, object, or undead that is reduced to 0 hit 
  points) is utterly destroyed as if disintegrated, leaving 
  behind only a trace of fine dust.
  This spell also extends the caster’s current age category by 1 
  year for every living creature it slays.
  The spell’s duration is instantaneous, but the age extension 
  is permanent.
  
  77
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  CONJURATION
  GIFT OF ALLIANCE
  Conjuration (Summoning) (Elven High Magic)
  Spellcraft DC: 80
  Components: V, S, XP
  Casting Time: 10 minutes or more; see text
  Range: 75 ft.
  Effect: One or more summoned creatures; see text
  Duration: Permanent (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Development: 720,000 gp; 15 days; 28,800 XP.
  Seed: summon (DC 14).
  Factors: Make permanent (×5 DC), any creature type (ad 
  hoc +40 DC), CR 25 (+46 DC).
  Mitigating factors: Increase casting time by 9 minutes (–18 
  DC), burn 6,600 XP (–66 DC).
  You summon one or more creatures of any creature type to 
  your aid, usually in the defense of an elf realm.
  The creatures come from the surrounding area and are of a 
  kind appropriate to the terrain and specific location.
  For every 10 minutes you spend casting the spell, you can 
  summon creatures with up to a total of 12 Hit Dice.
  Thus, if you cast for 1 hour, you could summon six astral 
  devas (12-HD creatures) or two bronze wyrms (36-HD 
  creatures).
  No single creature can have a Challenge Rating higher than 
  25.
  XP Cost: 6,600 XP per 10 minutes of casting time.
  GLORIOUS LIGHT OF RENEWAL
  Conjuration (Healing)
  Spellcraft DC: 80
  Components: V, S, DF
  Casting Time: 1 minute
  Range: 100 ft.
  Target: Up to five dead creatures
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Development: 720,000 gp; 15 days; 28,800 XP.
  Seed: life (DC 27).
  Factors: Change from touch to target (+4 DC), change from 
  target to area (+10 DC), increase range by 400% (+8 DC), add 
  four extra targets (+40 DC).
  Mitigating factor: Backlash 9d6 (–9 DC).
  Up to five dead creatures are restored to life and complete 
  vigor so long as any portion of each creature’s body 
  remains.
  The targets can have been dead for no longer than two 
  hundred years.
  The vast amount of positive energy channeled by this spell 
  deals 9d6 points of damage in backlash to the caster.
  STARSHINE UPON THE PEOPLE
  Conjuration [Healing] (Elven High Magic)
  Spellcraft DC: 44
  Components: V, S
  Casting Time: 1 minute
  Range: 40 ft.
  Area: All creatures within a 40-ft.-radius spread, centered 
  on you
  Duration: Instantaneous and 20 hours; see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Development: 396,000 gp; 8 days; 15,840 XP.
  Seeds: heal (DC 25), fortify (DC 23).
  Factors: Change target to 20-ft.-radius area (+10 DC), 
  increase area by 100% (+4 DC).
  Mitigating factors: Increase casting time by 9 minutes (–18 
  DC).
  You lead a number of your allies in a ritual of chant and 
  dance that cleanses the participants both physically and 
  spiritually.
  A shower of glittering stardust descends over the area, 
  settling upon the participants and channeling positive 
  energy to heal and empower them.
  The starshine removes all dirt and grime from creatures 
  and equipment in the spell’s area.
  It also cures all diseases, blindness, deafness, hit point 
  damage, and temporary ability damage that afflicts the 
  subjects, and it offsets feeblemindedness and cures mental 
  disorders caused by spells or injuries to the brain.
  Furthermore, it neutralizes poisons in the subjects’ systems 
  so that they suffer no additional damage or ill effects from 
  those toxins.
  In addition, it dispels all magical effects penalizing the 
  subjects’ abilities—even effects caused by epic spells 
  developed with the afflict seed.
  Once the ritual is complete, a blessing settles upon all 
  participants, granting each a +1 morale bonus on attack 
  rolls for the next 20 hours.
  ENCHANTMENT
  SONG OF ENEVAHR
  Enchantment (Compulsion) [Mind-Affecting]
  Spellcraft DC: 39
  Components: V, S
  Casting Time: 1 standard action
  Range: 300 ft.
  Area: All creatures within 300 ft.
  Duration: 20 minutes
  Saving Throw: Will negates
  Spell Resistance: Yes
  Development: 351,000 gp; 8 days; 14,040 XP.
  Seeds: afflict enemies (DC 14), fortify allies (DC 23).
  Factors: Reduce casting time to 1 standard action (+20 DC), 
  change from target to 20-ft.-radius area (+10 DC), increase 
  area by 1500% (+60 DC), fortify allies with +3 morale bonus 
  (+12 DC).
  Mitigating factors: Burn 10,000 XP (–100 DC).
  By singing in the midst of battle, you inspire courage in 
  your allies and fear in your foes.
  
  78
  Every ally within the area of the spell gains a +3 morale 
  bonus on Will saving throws, and every enemy takes a –2 
  penalty on attack rolls, checks, and saving throws.
  EVOCATION
  TOLODINE’S KILLING WIND
  Evocation [Acid] (Netherese)
  Spellcraft DC: 70
  Components: V, XP
  Casting Time: 1 round
  Range: 1,000 ft.
  Effect: Cloud of acidic fog, up to 100 10-ft. cubes (S)
  Duration: 20 hours (D)
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Development: 630,000 gp; 13 days; 25,200 XP.
  Seed: energy (DC 19).
  Factors: Increase damage by 18d6 (+36 DC), range 400% (+8 
  DC), change area to cubes (+2 DC), increase area 2,500% 
  (+100 DC), dismissible (+2 DC), increase DC on the fly (ad 
  hoc +3).
  Mitigating factors: Burn 10,000 XP (–100 DC).
  You create a cloud of billowing acidic vapors that blow at 
  high speed from you through the area you designate.
  These vapors deal 20d6 points of acid damage to each 
  creature caught within them.
  You can reshape the area as a standard action each round 
  during the spell’s duration if you so desire.
  As a special feature of this spell, you can increase the saving 
  throw DC at the time of casting by sacrificing more XP.
  For every 1,000 XP you sacrifice beyond the 10,000 XP 
  required to cast the spell, the saving throw DC increases by
  5.
  XP Cost: 10,000 XP or more.
  NECROMANCY
  HORRIBLE ARMY OF THE DEAD
  Necromancy [Death, Evil]
  Spellcraft DC: 112
  Components: V, S, XP
  Casting Time: 1 full round
  Range: 300 ft.
  Area: 300-ft. radius
  Target: One or more living creatures
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Development: 1,008,000 gp; 21 days; 40,320 XP.
  Seeds: animate dead (DC 23), slay (DC 25).
  Factors: Reduce casting time by 9 rounds (+18 DC), create 
  additional 60 HD of undead (+60 DC), create skeletons (–12 
  DC).
  Mitigating factor: Burn 1,000 XP (–10 DC).
  All living creatures within the area (to a maximum of 80 
  HD) wither and die, their flesh falling to dust in seconds.
  The next round, these creatures rise as skeletons.
  You can control 1 HD of undead per caster level; any 
  undead beyond this number are uncontrolled.
  (Since you’re probably creating them out of the middle of 
  your enemy’s army, however, they’re likely to cause plenty 
  of chaos on their own).
  No single creature with more than 10 HD can be affected 
  by this spell.
  XP Cost: 1,000 XP.
  TRANSMUTATION
  PROCTIV’S MOVE MOUNTAIN
  Transmutation (Netherese)
  Spellcraft DC: 280
  Components: V, S, XP
  Casting Time: 1 day
  Range: 1 mile
  Target: Mountain (rough cone of earth 1 mile tall and 1 
  mile in radius at the base)
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  Development: 2,520,000 gp; 51 days; 100,800 XP.
  Seeds: transform (DC 21), transport (to move mountain into 
  the air, DC 27).
  Factors: Increase range (+34 DC), hardness of stone (+4 
  DC), make transport permanent (×5 DC), increase mass of 
  transport (ad hoc +40 DC).
  Mitigating factors: Increase casting time (–20 DC), burn 
  5,000 XP (–50 DC).
  You shear off the top of a mountain, levitate it into the air, 
  and invert it, creating a floating mass of earth with a 
  smooth surface suitable for construction.
  The ancient archwizards of Netheril used this spell to 
  create their famous floating enclaves.
  You control the movement, both vertical and horizontal, of 
  the floating mountain.
  XP Cost: 5,000 XP.
  POWER OF FAERÛN (3.5)
  EVOCATION
  AMAUNATOR’S ETERNAL SUN
  Evocation (Fire)
  Spellcraft DC: 36
  Components: V, S
  Casting Time: 11 minutes.
  Range: 12,000 ft.
  Area: 150-mile radius, centered on you
  Duration: Permanent
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To Develop: 603,000 gp; 13 days; 24,120 XP; Seeds: delude 
  (DC 14), energy (DC 19).
  Factors: increase mass by 600% (+24), increase range by 
  4000% (+80), thermal aspect (+2), permanent (×5).
  Mitigating Factors: increase casting time by 10 minutes (–20 
  DC), 176 additional participant 1st-level spell slots (–176 
  DC), 12 additional participant 2nd-level spell slots (–36 
  
  79
  DC), 4 additional participant 3rd-level spell slots (–20 DC), 
  1 additional participant 4th-level spell slots (–7 DC).
  When this spell is cast, it creates a miniature sun more than 
  2 miles above the point of casting and hides the true sun 
  from anyone able to see the false sun (anyone within 150 
  miles of the caster’s location at the time of the casting).
  The sun’s apparent size (the same as the real sun,
  subtending about 0.5 degrees in the sky) stays the same 
  regardless of a viewer’s distance from it.
  This has the effect of making it seem to be permanently as 
  bright as high noon within the spell’s area (although the 
  actual position of the false sun in the sky is gradually lower 
  in the sky as a viewer moves away from the point of casting, 
  eventually sinking below the horizon once the viewer is 
  more than 150 miles away).
  SANDSTORM (3.5)
  CONJURATION
  VOLCANO
  Conjuration (Creation) [Earth, Fire]
  Spellcraft DC: 56
  Components: V, S, XP
  Casting Time: 1 day, 11 minutes
  Range: 0 ft.
  Area: Volcanic cone (500 ft. tall and 500 ft. wide)
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: No
  To Develop: 504,000 gp; 11 days; 20,160 XP.
  Seed: conjure (21), energy (DC 25).
  Factors: change area to 40-ft. cone (+2 DC), increase area by 
  1250% (+50 DC).
  Mitigating factors: burn 2,000 XP (–20 DC), increase 
  casting time by 1 day and 10 minutes (–22 DC).
  You raise a small volcano.
  The new volcano is active, drawing magma from deep 
  within the ground, spewing lava and smoke into the air.
  Its base is roughly circular and about 500 feet across, and 
  the cone tapers to a crater about 500 feet up.
  XP Cost: 2,000 XP.
  EVOCATION
  BEAST OF A THOUSAND LEGS
  Evocation
  Spellcraft DC: 132
  Components: V, S, XP
  Casting Time: 10 minutes
  Range: 0 ft.
  Area: 2-mile-radius emanation
  Duration: 20 hours
  Saving Throw: None (see text)
  Spell Resistance: No
  To Develop: 1,152,000 gp; 24 days; 46,080 XP.
  Seed: energy (weather) (DC 25).
  Factors: produce multiple tornados (ad hoc ×10 DC).
  Mitigating factors: burn 10,000 XP (–100 DC), increase 
  casting time by 9 minutes (–18 DC).
  You manipulate the atmosphere to create a terrible, roiling 
  storm from which tornados sprout randomly and writhe 
  across the land.
  The storm forms over the course of 10 minutes after the 
  spell is cast.
  At any time, ten tornados are active in the storm, and each 
  tornado is 150 feet across.
  A particular tornado touches the ground for 1d6×10 
  minutes; when this duration expires, another tornado 
  appears at a random location elsewhere within the storm.
  See page 95 of the Dungeon Master’s Guide for details on the 
  effects of tornado-force winds.
  XP Cost: 10,000 XP.
  DIRE DROUGHT
  Evocation [Fire]
  Spellcraft DC: 319
  Components: V, S, XP
  Casting Time: 1 minute
  Range: 1,000 ft.
  Area: 1,000-foot-radius emanation
  Duration: 20 hours
  Saving Throw: None
  Spell Resistance: No
  To Develop: 2,871,000 gp; 58 days; 114,840 XP.
  Seed: energy (emanate 2d6 heat in 10-ft. radius) (DC 19).
  Factor: 100 times increase in base area (+400 DC).
  Mitigating factor: burn 10,000 XP (–100 DC).
  You call forth the heat and drought of the deep desert.
  The creature or object you target emanates heat to a radius 
  of 1,000 feet for 20 hours.
  The emanated heat deals 2d6 points of dessication damage 
  per round to unprotected creatures, or 2d8 points to plants 
  or elementals with the water subtype (the target is 
  susceptible if not magically protected or otherwise resistant 
  to energy).
  The intense heat evaporates water from the soil, killing 
  ordinary plant life.
  The difference in temperature from the surrounding area 
  causes a strong wind, which blows the soil away and 
  produces a duststorm within the area (see Sandstorms, page 
  16).
  Creatures damaged by this spell are dehydrated.
  Dire drought counters and dispels dire winter (dire drought is 
  also countered and dispelled by dire winter; see that spell 
  description on page 76 of the Epic Level Handbook).
  XP Cost: 10,000 XP.
  GLOBAL WARMING
  Evocation [Fire]
  Spellcraft DC: 100
  Components: V, S, Ritual, XP
  Casting Time: 10 minutes
  Range: 0 ft.
  Area: 100-mile-radius emanation
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  To Develop: 900,000 gp; 18 days; 36,000 XP.
  Seed: energy (weather) (DC 25).
  
  80
  Factors: 50 times increase in base area (+200 DC), 
  permanent duration (×5).
  Mitigating factors: increase casting time by 9 minutes (–18 
  DC), eleven additional casters contributing 9th-level spell 
  slots (–187 DC).
  You increase the temperature of the region, drying up 
  water and baking the soil within a 100-mile-radius area.
  10 minutes after the spell is cast, the temperature band 
  increases to warm or by one step (see page 12), whichever 
  produces the hotter result.
  Open water and moisture in soil and plants evaporates, 
  creating desert conditions that last until global warming is 
  dispelled.
  If the region was ice-covered, the snow and ice melt 
  rapidly, which might result in flooding.
  Global warming counters and dispels ice age (described in the 
  Frostburn supplement).
  This is a ritual spell requiring eleven other spellcasters, 
  each of whom must contribute an unused 9th-level spell 
  slot to the casting.
  XP Cost: 5,000 XP.
  STORMWRACK (3.5)
  ABJURATION
  PART THE WATERS
  Abjuration [Water]
  Spellcraft DC: 68
  Components: V, S, XP
  Casting Time: 10 minutes
  Range: Personal
  Area: Cylinder, up to 300 ft. radius and 30 ft. high (S); see 
  text
  Duration: 1 hour (D)
  To Develop: 612,000 gp; 13 days; 24,480 XP.
  Seed: ward (DC 14); Factors: Change from touch to personal 
  (–2 DC), change area from radius to 10-ft.-by-30-ft. cylinder 
  (+4 DC), increase area by 3000% (+120 DC), dismissible by 
  caster (+2 DC).
  Mitigating Factors: Increase casting time to 10 minutes (–
  20 DC), reduce duration (–48 DC).
  You cause a large body of water or a river to move away 
  from the area you designate, leaving a relatively dry path.
  The water is held away from the sides of the area like a wall.
  You can make as narrow or as wide a path as you desire 
  within the spell’s capacity.
  The default shape is a cylinder up to 300 feet wide and 30 
  feet high, but you can deform the area into a long, narrow 
  path through shallow water or a high but small cylinder in 
  deep water.
  The area of dry land moves with you and can be shaped as 
  often as you please during its duration.
  TRANSMUTATION
  RIVER DRAGON
  Transmutation [Water]
  Spellcraft DC: 78
  Components: V, S, XP
  Casting Time: 1 minute
  Range: 75 ft.
  Effect: One summoned creature
  Duration: 20 rounds
  Saving Throw: No
  Spell Resistance: Yes
  To Develop: 702,000 gp; 14 days; 28,080 XP.
  Seeds: summon (DC 14) and transform (DC 21); Factors: 
  transform inanimate object to creature (+10 DC), summon 
  different creature type (+10 DC, dragon), summon CR 23 
  creature (+42 DC), transform 36 HD creature (+42 DC).
  Mitigating Factors: Burn 4,000 XP (–40 DC), half cost to 
  summon from transformed creature (–21 DC).
  You transform part of a stream or river into a wyrm dragon 
  with the water subtype, either a black dragon (an evil spell) 
  or a bronze dragon (a good spell).
  The dragon appears where you designate within the river or 
  stream and acts immediately on your turn.
  It attacks your opponents to the best of its abilities 
  (preferring to use its breath weapon on the first round).
  You can direct the dragon not to attack, to attack particular 
  enemies, or to perform other actions.
  When the spell’s duration elapses, or when you dismiss the 
  dragon, it immediately transforms into an equal volume of 
  water.
  Treat this as rough water for any creatures caught in it (see 
  page 84 of the Player’s Handbook); if they fail their Swim 
  checks, they are knocked prone for 1 round.
  XP Cost: 4,000 XP.
  SEAS OF BLOOD
  Transmutation [Evil]
  Spellcraft DC: 64
  Components: V, S, Ritual, XP
  Casting Time: 10 minutes
  Range: 300 ft.
  Area: 200-ft.-radius emanation
  Duration: Permanent
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  To Develop: 576,000 gp; 12 days; 23,040 XP.
  Seeds: summon (DC 14) and transform (DC 21); Factors: 
  Change from target to area (+12 DC, 20-ft. radius), increase 
  area by 1000% (+40 DC, 200-ft. radius), summon CR 11 
  creature (+18 DC), multiply summon seed by 3 for extra 
  creatures (+64 DC).
  Mitigating Factors: Increase casting time to 10 minutes (–
  20 DC), five additional casters each contributing 9th-level 
  spell slots (–85 DC).
  You transform an area of water into a viscous, bloody soup.
  Non-evil, water-breathing creatures within the spell’s area 
  must succeed on a Fortitude save or take 1d4 points of 
  nonlethal damage per round they remain with in the seas of 
  blood.
  A creature who becomes disabled as a result of nonlethal 
  damage begins to take lethal damage at the same rate.
  Creatures who fail this save also become nauseated while 
  they remain in the bloody water and for 1d6 rounds after 
  leaving.
  
  81
  Those who make the save are instead sickened while they 
  remain in the bloody water and for 1d6 rounds after 
  leaving.
  Other non-evil living creatures in the spell’s area (whether 
  or not they are in the water) are sickened while they 
  remain and for 1d6 rounds after leaving.
  The bloody water does not diffuse into its surroundings.
  When you finish casting the spell, three fiendish dire 
  sharks appear where you designate within the spell’s area 
  and act immediately on your turn.
  The sharks depart after 20 rounds, but thenceforth 
  whenever a good-aligned creature enters the bloody area, 
  another group of fiendish dire sharks appear and attack.
  The bloody water provides concealment (20% miss chance) 
  to creatures up to 10 feet away and total concealment (50% 
  miss chance) beyond that distance.
  This is a ritual spell requiring five other spellcasters, each of 
  whom must contribute one 9th-level spell slot to the 
  casting.
  
  82
  INCANTATIONS
  UNEARTHED ARCANA (3.5)
  CONJURATION
  FIRES OF DIS
  Conjuration (Calling)
  Effective Level: 6th
  Skill Check: Knowledge (arcana) DC 23, 6 successes; 
  Knowledge (religion) DC 23, 2 successes; Knowledge (the 
  planes) DC 23, 1 success
  Failure: Death
  Components: V, S, M, XP, SC, B
  Casting Time: 90 minutes
  Range: Touch
  Effect: 80-ft.-radius burst centered on caster
  Duration: Instantaneous
  Saving Throw: Reflex half (DC 19 + caster’s Cha 
  modifier)
  Spell Resistance: Yes
  This incantation, dreamed up by insane cultists, opens a fell 
  rift between the Material Plane and Dis, the fiery second 
  layer of the Nine Hells.
  This rift brings about a massive conflagration that destroys 
  almost everything in the immediate area, then releases a 
  powerful devil who capers over the smoldering ruins and 
  begins to rampage across the countryside.
  The fires of Dis ignite everything they touch—except for the 
  caster, who is transported to Dis as the result of the 
  incantation’s backlash.
  When the incantation is complete, the fires of Dis fill an 80-
  foot-radius spread around the caster’s former location, 
  dealing 18d6 points of fire damage (Reflex half) to all 
  creatures and objects.
  Additionally, everything flammable in that radius is now 
  on fire (as described in Catching on Fire, page 303 of the 
  Dungeon Master’s Guide).
  In the following round, a pit fiend comes through the rift, 
  which then closes.
  The creature begins to destroy everything in sight.
  Failure: Death of the character who failed the second
  consecutive skill check.
  Material Component: Rare unguents and dark alchemical 
  concoctions worth 5,000 gp.
  XP Component: 1,000 XP.
  Backlash: The caster is knocked unconscious and 
  transported to Dis (no save).
  Extra Casters: Six required; they chant choruses and 
  supplications to various dark deities throughout the 
  incantation.
  Campaign Use: Obviously, the backlash component is 
  significant enough that most PCs will not seriously 
  consider casting this incantation.
  But even a low- to mid-level character has a decent chance 
  of making all the skill checks without failing twice in a row, 
  so the incantation could show up in a campaign in a 
  number of different circumstances.
  For instance, the PCs may be tipped off that suicidal cultists 
  are trying to bring the fires of Dis to their city, and they have 
  to disrupt the incantation.
  The fires of Dis might also have a place in a mystery 
  adventure, where the PCs must discover who stole rare 
  alchemical compounds.
  A routine investigation takes on new urgency when the 
  PCs find out that the missing vials can be the material 
  component for a fires of Dis incantation.
  HROTHGAR’S JOURNEY
  Conjuration (Teleportation)
  Effective Level: 6th
  Skill Check: Knowledge (arcana) DC 20, 2 successes; 
  Perform (oratory) DC 20, 4 successes
  Failure: 5d6 points of fire damage to caster
  Components: V, S, M, SC, B
  Casting Time: 60 minutes
  Range: Touch
  Target or Targets: Caster plus four to twelve other 
  creatures
  Duration: Instantaneous
  Saving Throw: Will negates (harmless) (DC 16 + caster’s 
  Cha modifier)
  Spell Resistance: Yes (harmless)
  Hrothgar’s journey is an incantation based on the tale of 
  Hrothgar, a powerful barbarian hero from ages past.
  When the poetic epic of Hrothgar is recited in the stifling 
  heat of a sweat lodge during the winter solstice, the orator 
  and his listeners receive the same final reward that 
  Hrothgar did: a one-way trip to Ysgard’s plain of Ida, where 
  they can drink and make merry with the greatest warriors 
  of myth.
  To cast the incantation, the caster must construct a small, 
  windowless hut in the middle of the forest, then build a 
  bonfire in the hut’s center.
  At least four and up to twelve others accompany the caster 
  into the hut.
  Then the flames are lit and the telling of the tale of 
  Hrothgar begins.
  Because the bonfire is large and the hut is small, the 
  atmosphere inside quickly gets stiflingly hot.
  This is the incantation’s backlash; unlike most backlash 
  components, it affects the incantation’s other targets as well 
  as the caster.
  Any creature inside the hut must make a Fortitude save 
  every 10 minutes or suffer the effects of severe heat (as 
  described in Heat Dangers, page 303 of the Dungeon Master’s 
  Guide).
  Just as the tale of Hrothgar approaches its conclusion (near 
  the end of the casting time), the bonfire’s flames light the 
  hut on fire, which creates a great deal of smoke but no 
  additional heat or damage.
  If the final skill check succeeds, the flames consume the 
  hut’s roof and walls, revealing the plain of Ida on the plane 
  of Ysgard (see page 158 of the Dungeon Master’s Guide).
  Material Component: A windowless, thatched hut in a forest.
  Backlash Component: Severe heat.
  Extra Casters: Four required; they provide the dialogue for 
  other characters in the epic of Hrothgar.
  Campaign Use: Hrothgar’s journey is well within the reach of 
  mid-level PCs, especially bards.
  
  83
  Of all the Outer Planes, Ysgard is perhaps the most 
  hospitable to PCs and the easiest to work into an ongoing 
  campaign, so the incantation may be a good way to whet 
  the players’ appetite for planar travel without opening up
  the entire cosmology.
  In the hands of NPCs, Hrothgar’s journey can be an escape 
  route for the barbarian raiders the characters have been 
  chasing for months.
  Or a mischievous NPC bard can beckon the PCs into a 
  warm hut on a cold winter’s night, promising them a 
  wondrous reward if they just listen to a tale....
  DIVINATION
  CALL FORTH THE DWELLER
  Divination
  Effective Level: 6th
  Skill Check: Knowledge (arcana) DC 20, 6 successes
  Failure: Falsehood
  Components: V, S, M, F, XP, B
  Casting Time: 60 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This incantation contacts the enigmatic, extradimensional 
  being known as the Dweller on the Threshold, an entity 
  that imparts knowledge about its specific obsession: doors 
  and other entrances.
  To cast call forth the Dweller, the caster must inscribe forty-
  two mystic symbols around an open doorway, then begin 
  the chants and supplications required for the incantation.
  If the incantation succeeds, an image of the Dweller—an 
  inky mass of tentacles and mouths—appears on the other 
  side of the doorway.
  The Dweller on the Threshold truthfully answers any 
  questions it is asked about a particular door.
  For example, the Dweller can provide a magical password 
  that unlocks a door, indicate how to disarm a trap on a door, 
  reveal the weaknesses of a door’s guardian, or describe the 
  room that lies beyond the door.
  Its answers are clear and fairly specific, if somewhat terse.
  The caster may well appreciate such concise answers, 
  because one of the forty-two symbols inscribed around the 
  doorway during the casting of the incantation fades away 
  with each word the Dweller on the Threshold speaks—and 
  when all the symbols are gone, the Dweller disappears.
  If the caster asks the Dweller on the Threshold a question 
  that doesn’t involve doors, the Dweller responds with a 
  cutting insult, often about something the caster thought 
  was secret.
  Each word of the insult likewise makes a symbol disappear 
  from the perimeter of the doorway.
  The exact nature of the Dweller on the Threshold is 
  shrouded in mystery.
  Some contend that it is somehow connected to Vecna, god 
  of secrets, although no one has ever found conclusive 
  evidence that the Dweller on the Threshold is evil.
  Option: If the doorway used as the focus is one that the 
  Dweller has been asked about in the past, the caster gains a 
  +4 bonus on the Knowledge (arcana) checks during the 
  incantation.
  For example, if Mialee uses call forth the Dweller to learn 
  about the Gateway to Despair, then when she reaches the 
  Gateway, she can use the Gateway as the focus and gain a +4 
  bonus when she uses the incantation to ask about the 
  Arches of Certain Doom.
  Failure: If the caster fails two consecutive Knowledge 
  (arcana) checks, the Dweller on the Threshold gleefully 
  lies, employing falsehoods that demonstrate its inclination 
  toward mischief and cruelty.
  Material Component: Forty-two mystic symbols inscribed 
  around the perimeter of the focus doorway (requiring 
  materials costing 500 gp).
  As described above, these symbols gradually disappear 
  during the time the incantation is in effect.
  Focus: An open doorway large enough to allow a Medium 
  creature to pass through it.
  XP Component: 400 XP.
  Backlash: After speaking with the Dweller on the 
  Threshold, the caster is exhausted.
  Campaign Use: This incantation is an obvious solution for 
  characters who are “stuck” by an especially impenetrable 
  door.
  The exhaustion backlash makes it less likely they 
  immediately try the door after casting the incantation, and 
  the XP cost ensures that they won’t try to use call forth the 
  Dweller on every door they face.
  If you introduce this incantation in your game, you’re 
  giving the PCs occasional access to a powerful divination.
  But because it’s rather specific, it doesn’t make the 
  characters more powerful.
  Typically, getting through a door lands PCs in trouble more 
  quickly than if they were unable to pass the portal.
  
  84
  INVOCATIONS
  CITYSCAPE (3.5)
  LEAST
  COCOON OF REFUSE
  Least; 1st
  You cause various bits of trash and detritus in an area—
  loose wood, rotting garbage, old clothes, discarded dishes, 
  scraps of parchment, even dead animals—to fly about and 
  latch onto a single target creature.
  If the target fails a Reflex save, he is entangled.
  The subject can escape with a successful DC 20 Strength or 
  Escape Artist check, which can be repeated in every round 
  as a standard action.
  The invocation ends when the target successfully escapes, 
  or after 1 round per caster level.
  This invocation requires that at least 50% of the refuse be 
  urban trash, so it does not function in the wilderness.
  Creatures of Huge or larger size are immune to this 
  invocation.
  LESSER
  THIEVES’ BANE
  Lesser; 3rd
  So named for the people who most commonly suffer its 
  effects, this invocation allows you to make a deadly trap of 
  an ordinary door.
  You can produce a hold portal effect, as the spell.
  In addition, should anyone other than you open the 
  ensorceled portal from the outside by any means (including 
  knock or dispel magic spells) before the spell’s duration 
  expires, the portal (or a large portion thereof) instantly 
  explodes outward, dealing 5d6 points of damage to all 
  within 20 feet of the door on that side.
  Creatures standing on the inside of the door are unaffected.
  Each creature but the one that triggered the effect 
  (assuming it was standing in front of the door) can attempt 
  a Reflex save for half damage.
  Spell resistance does not apply to the damage caused by this 
  effect.
  GREATER
  DEVIL’S WHISPERS
  Greater; 5th
  You can use a suggestion effect, as the spell.
  Additionally, when the duration ends or the task is 
  completed, the subject must attempt a second Will save 
  with a –5 penalty.
  If this second save fails, the subject completely forgets that 
  you were the one who suggested the course of action 
  mandated by the use of devil’s whispers, instead becoming 
  convinced that it was his own idea—even if he’s not certain 
  why he might have chosen to perform such an action.
  A successful break enchantment spell can rid him of this 
  delusion, but dispel magic and similar effects cannot.
  You can have a number of devil’s whispers active at any one 
  time equal to your Charisma modifier (minimum 1).
  Devil’s whispers is a mind-affecting compulsion effect.
  COMPLETE ARCANE (3.5)
  LEAST
  BALEFUL UTTERANCE
  Least; 2nd
  You speak a single syllable of the Dark Speech (described in 
  Book of Vile Darkness), affecting an object or area as if by a 
  shatter spell.
  If a creature is holding or wearing the target of the spell 
  and the target is destroyed, the creature must make a 
  Fortitude save or be dazed for 1 round and deafened for 1 
  minute by your terrible word.
  This is a sonic effect.
  BEGUILING INFLUENCE
  Least; 2nd
  You can invoke this ability to beguile and bewitch your 
  foes.
  You gain a +6 bonus on Bluff, Diplomacy, and Intimidate 
  checks for a period of 24 hours.
  BREATH OF THE NIGHT
  Least; 1st
  A misty cloud of fog spreads in a 20-foot radius around you 
  when you use this invocation, as the spell fog cloud.
  The fog does not block line of sight, but all creatures in the 
  fog have concealment.
  A moderate wind or any fire larger than a torch 
  immediately disperses the fog.
  The fog disperses on its own after 1 minute.
  DARK ONE’S OWN LUCK
  Least; 2nd
  You are favored by the dark powers if you have this 
  invocation.
  You gain a luck bonus equal to your Charisma bonus (if 
  any) on Fortitude saves, Reflex saves, or Will saves (your 
  choice each time you use this ability) for a period of 24 
  hours.
  You can’t apply this ability to two different save types at the 
  same time.
  This bonus can never exceed your class level.
  DARKNESS
  Least; 2nd
  You can use darkness as the spell.
  
  85
  DEVIL’S SIGHT
  Least; 2nd
  You gain the visual acuity of a devil for 24 hours.
  You can see normally in darkness and magical darkness out 
  to 30 feet.
  EARTHEN GRASP
  Least; 2nd
  You can use earthen grasp as the spell (see page 104).
  ELDRITCH SPEAR
  Least; 2nd; Blast Shape
  This blast shape invocation extends your eldritch blast 
  attacks to great distances.
  Eldritch spear increases the range of an eldritch blast attack to 
  250 feet with no range increment.
  ENTROPIC WARDING
  Least; 2nd
  When this invocation is activated, chaotic energies swirl 
  about you, deflecting incoming arrows, rays, and other 
  ranged attacks (as entropic shield).
  You leave no trail (as pass without trace) and cannot be 
  tracked by scent.
  (You can still be detected normally by scent, just not 
  tracked).
  FRIGHTFUL BLAST
  Least; 2nd; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a frightful blast.
  Any creature struck by a frightful blast must succeed on a 
  Will save or become shaken for 1 minute.
  A shaken creature struck by a frightful blast is not affected by 
  the shaken aspect of the blast but takes damage normally.
  Creatures with immunity to mind-affecting spells and 
  abilities or fear effects cannot be shaken by a frightful blast.
  HIDEOUS BLOW
  Least; 1st; Blast Shape
  As a standard action, you can make a single melee attack.
  If you hit, the target is affected as if struck by your eldritch 
  blast (including any eldritch essence applied to the blast).
  This damage is in addition to any weapon damage that you 
  deal with your attack, although you need not deal damage 
  with this attack to trigger the eldritch blast effect.
  LEAPS AND BOUNDS
  Least; 2nd
  You invoke this ability to gain amazing agility.
  You gain a +6 bonus on Balance, Jump, and Tumble checks 
  for 24 hours.
  MIASMIC CLOUD
  Least; 1st
  A misty cloud of fog spreads in a 10-foot radius from you 
  when you use this invocation.
  The fog does not block line of sight, but all creatures in the 
  fog have concealment.
  Any creature (other than you) that enters the fog must 
  make a Fortitude save or become fatigued.
  This effect lasts as long as the creature remains within the 
  cloud and for 1 round thereafter.
  A moderate wind, or any fire larger than a torch, 
  immediately disperses the fog.
  The fog otherwise lasts for 1 minute.
  SEE THE UNSEEN
  Least; 2nd
  When you use this invocation, you can activate great 
  powers of vision, allowing you to see invisible creatures and 
  objects (as see invisibility).
  You also gain darkvision out to 60 feet for a period of 24 
  hours.
  SICKENING BLAST
  Least; 2nd; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a sickening blast.
  Any living creature struck by a sickening blast must make a 
  Fortitude save or become sickened for 1 minute.
  A sickened creature struck by a second sickening blast is not 
  affected by the sickening aspect of the blast but still takes 
  damage normally.
  SPIDERWALK
  Least; 2nd
  You can grant yourself the ability to spider climb (as the 
  spell) with a duration of 24 hours.
  While this invocation is in effect, you are unaffected by 
  webs (either mundane or magical).
  SUMMON SWARM
  Least; 2nd
  You can use summon swarm as the spell with this 
  invocation.
  Unlike the spell, this invocation has a duration of 
  concentration instead of concentration + 2 rounds.
  LESSER
  BESHADOWED BLAST
  Lesser; 4th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a beshadowed blast.
  Any living creature struck by a beshadowed blast must 
  succeed on a Fortitude save or be blinded for 1 round.
  BRIMSTONE BLAST
  Lesser; 3rd; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a brimstone blast.
  A brimstone blast deals fire damage.
  Any creature struck by a brimstone blast must succeed on a 
  Reflex save or catch on fire, taking 2d6 points of fire 
  
  86
  damage per round until it takes a full-round action to 
  extinguish the flames or the duration expires.
  The fire damage persists for 1 round per five class levels you 
  have.
  For example, a 15th-level warlock deals 2d6 points of fire 
  damage for 3 rounds after the initial brimstone blast attack.
  A creature burning in this way never takes more than 2d6 
  points of fire damage in a round, even if it has been hit by 
  more than one brimstone blast.
  CHARM
  Lesser; 4th
  You can beguile a creature within 60 feet.
  The creature must succeed on a Will save or instantly come 
  to regard you as its comrade.
  This is a language-dependent ability.
  Other than these differences, this ability works as the charm 
  monster spell.
  You can never have more than one target charmed at a time 
  with this ability.
  If a second creature is charmed, you lose your hold on the 
  first creature.
  CURSE OF DESPAIR
  Lesser; 4th
  You can use this invocation to bestow a curse upon a 
  touched opponent (as bestow curse).
  Even if the save against this ability succeeds, the creature 
  takes a –1 penalty on attack rolls for 1 minute.
  ELDRITCH CHAIN
  Lesser; 4th; Blast Shape
  This blast shape invocation allows you to improve your 
  eldritch blast by turning it into an arc of energy that “jumps”
  from the first target to others.
  An eldritch chain can jump to one or more secondary targets 
  within 30 feet of the first target, allowing you to make 
  additional ranged touch attacks and deal damage to the 
  secondary targets if you hit.
  You can “jump” the chain to one secondary target per five 
  caster levels, so you can strike two additional targets at 10th 
  level, three additional targets at 15th level, and four 
  additional targets at 20th level.
  Each new target must be within 30 feet of the previous one, 
  and you can’t target the same creature more than once with 
  the eldritch chain.
  If you miss any target in the chain, the eldritch chain attack 
  ends there.
  Each target struck after the first takes half the damage dealt 
  to the first target.
  This reduction in damage to secondary targets applies to 
  any effect that increases the damage of your eldritch blast 
  (such as vitriolic blast).
  You must make a separate spell penetration check for each 
  target, if applicable.
  FELL FLIGHT
  Lesser; 3rd
  When you use this invocation, the powers of darkness bear 
  you aloft as you sprout a streaming, winglike cape of 
  shadows.
  You can fly at a speed equal to your land speed with good 
  maneuverability for 24 hours.
  FLEE THE SCENE
  Lesser; 4th
  You can use dimension door as a spell-like ability, although 
  the range is limited to short (25 ft. + 5 ft./2 levels).
  When you use this ability, you leave behind a major image 
  of yourself in your place that lasts for 1 round.
  The image reacts appropriately to attacks as if you were 
  concentrating on it.
  HELLRIME BLAST
  Lesser; 4th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a hellrime blast.
  A hellrime blast deals cold damage.
  Any creature struck by the attack must make a Fortitude 
  save or take a –4 penalty to Dexterity for 10 minutes.
  The Dexterity penalties from multiple hellrime blasts do not 
  stack.
  HUNGRY DARKNESS
  Lesser; 3rd
  You can create an area of shadow (as the darkness spell) that 
  is filled with bats (as the bat swarm, page 237 of the Monster 
  Manual, except the swarm fills every square occupied by 
  the darkness).
  The hungry darkness is stationary.
  You are immune to the attacks of your own hungry darkness,
  but you are still subject to the effect of the darkness.
  The hungry darkness remains as long as you concentrate on 
  it (like concentrating on a spell), plus 2 rounds thereafter.
  If the bat swarm is destroyed, the darkness disappears as 
  well.
  STONY GRASP
  Lesser; 3rd
  You can use stony grasp (see page 124) as the spell.
  THE DEAD WALK
  Lesser; 4th
  You can turn the bones or bodies of dead creatures into 
  undead skeletons or zombies (as the animate dead spell).
  Unless you include the normal material component for the 
  spell (an onyx gem worth 25 gp per Hit Die of the undead) 
  as part of the process, undead created by this ability 
  crumble into dust after 1 minute per caster level.
  VOIDSENSE
  Lesser; 4th
  You can sharpen your hearing and sight when you use this 
  invocation, gaining blindsense out to 30 feet for 24 hours.
  VORACIOUS DISPELLING
  Lesser; 4th
  You can use dispel magic as the spell.
  
  87
  Any creature with an active spell effect dispelled by this 
  invocation takes 1 point of damage per level of the spell 
  effect (no save).
  WALK UNSEEN
  Lesser; 2nd
  You gain the ability to fade from view.
  You can use invisibility (self only), except the duration is 24 
  hours.
  WALL OF GLOOM
  Lesser; 2nd
  You can use wall of gloom (see page 129) as the spell.
  GREATER
  BEWITCHING BLAST
  Greater; 4th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a bewitching blast.
  Any creature struck by a bewitching blast must succeed on a 
  Will save or be confused for 1 round in addition to the 
  normal damage from the blast.
  This is a mind-influencing effect.
  CHILLING TENTACLES
  Greater; 5th
  This invocation allows you to conjure forth a field of soul-
  chilling black tentacles that ooze from the ground, groping 
  for victims.
  This invocation functions identically to the Evard’s black 
  tentacles spell, except that each creature within the area of 
  the invocation takes 2d6 points of cold damage each round.
  Creatures in the area take this cold damage whether or not 
  they are grappled by the tentacles.
  DEVOUR MAGIC
  Greater; 6th
  This invocation allows you to deliver a targeted greater dispel 
  magic with your touch.
  You gain 5 temporary hit points for each spell level 
  dispelled by this touch.
  For example, if you successfully dispel a wall of ice, you gain 
  20 temporary hit points.
  These temporary hit points fade after 1 minute and do not 
  stack with other temporary hit points.
  If you devour a new spell, you can replace the old 
  temporary hit points with the ones gained from the more 
  recent spell, thus resetting the duration.
  You cannot devour your own invocations.
  ELDRITCH CONE
  Greater; 5th; Blast Shape
  This blast shape invocation allows you to invoke your 
  eldritch blast as a 30-foot cone.
  The eldritch cone deals the normal eldritch blast damage to all 
  targets within the area.
  This is not a ray attack, so it requires no ranged touch 
  attack.
  Any creature in the area of the cone can attempt a Reflex 
  save for half damage.
  ENERVATING SHADOW
  Greater; 5th
  The dark powers cloak you and shield you from harm while 
  draining vitality from nearby foes.
  This invocation grants you total concealment in any area 
  that isn’t brightly lit (it will not work in daylight or in the 
  radius of a spell with the light descriptor).
  In addition, any living creature adjacent to you with this 
  ability active must make a Fortitude save at the beginning 
  of its turn or take a –4 penalty to Strength for 5 rounds.
  Once a creature is affected by enervating shadow, it cannot 
  be affected again by your enervating shadow for 24 hours.
  The duration of this ability is 5 rounds, and it can be 
  countered or dispelled by any light spell or effect of equal 
  or higher level.
  NOXIOUS BLAST
  Greater; 6th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a noxious blast.
  Any creature struck by a noxious blast must make a Fortitude 
  save or be nauseated for 1 minute.
  REPELLING BLAST
  Greater; 6th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a repelling blast.
  Any Medium or smaller creature struck by a repelling blast 
  must make a Reflex save or be hurled 1d6×5 feet (1d6 
  squares) directly away from you and knocked prone by the 
  energy of the attack.
  If the creature strikes a solid object, it stops prematurely, 
  taking 1d6 points of damage per 10 feet hurled, and it is still 
  knocked prone.
  Movement from this blast does not provoke attacks of 
  opportunity.
  TENACIOUS PLAGUE
  Greater; 6th
  You can use this invocation to summon a swarm, as the 
  insect plague spell.
  You add your Charisma modifier to the Fortitude save DC 
  to resist the swarm’s distraction ability.
  The attacks of any locust swarm summoned by this ability 
  are treated as magic weapons for the purpose of 
  overcoming damage reduction.
  VITRIOLIC BLAST
  Greater; 6th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a vitriolic blast.
  A vitriolic blast deals acid damage, and it is formed from 
  conjured acid, making it different from other eldritch 
  essences because it ignores spell resistance.
  Creatures struck by a vitriolic blast automatically take an 
  extra 2d6 points of acid damage on following rounds.
  
  88
  This acid damage persists for 1 round per five class levels 
  you have.
  For example, a 15th-level warlock deals 2d6 points of acid 
  damage per round for 3 rounds after the initial vitriolic blast 
  attack.
  WALL OF PERILOUS FLAME
  Greater; 5th
  You can conjure a wall of fire as the spell with this 
  invocation.
  Half the wall’s fire damage results from supernatural power 
  and is therefore not subject to being reduced by resistance 
  to fire.
  If a creature is reduced to 0 hit points or lower by a wall of 
  perilous flame, its remains are completely consumed 1 round 
  later (as if by a destruction spell).
  WARLOCK’S CALL
  Greater; 5th
  You can use this invocation to send a message as the sending 
  spell.
  However, a creature unwilling to reply to you can attempt a 
  Will save to turn the sending back on you, dealing 1d10 
  points of damage to you.
  DARK
  DARK DISCORPORATION
  Dark; 8th
  One with the powers of darkness, you learn to abandon 
  your body.
  When you use this ability, you becomes a swarm of 
  Diminutive, batlike shadows that fills two 10-foot squares 
  (or eight contiguous 5-foot squares, shapeable as you 
  desire).
  The duration of this ability is 24 hours.
  In this swarmlike form, you gain the following 
  characteristics and traits.
  —Abilities: Your Strength score drops to 1, but your 
  Dexterity score increases by 6.
  —Armor Class: You lose any natural armor or armor 
  bonuses to Armor Class.
  You gain a +4 size bonus to AC, and a deflection bonus to 
  AC equal to your Charisma modifier.
  —Movement: You gain a fly speed of 40 feet with perfect 
  maneuverability.
  You can pass through openings a Diminutive creature 
  could pass through.
  —Swarm Traits: You are not subject to critical hits or 
  flanking, and you are immune to weapon damage.
  You cannot be tripped, grappled, or bull rushed, and you 
  cannot grapple an opponent.
  You are immune to any spell or effect that targets a specific 
  number of creatures, except for mind-affecting spells and 
  abilities.
  You take half again as much damage (+50%) from spells or 
  effects that affect an area.
  Unlike other swarms of Diminutive creatures, you are not 
  vulnerable to wind effects.
  If reduced to 0 hit points or less, or rendered unconscious 
  by nonlethal damage, you instantly return to your normal 
  form in a square of your choice that was formerly covered 
  by the swarm.
  —Swarm Attack: You gain a swarm attack that deals 4d6 
  points of damage to any creature whose space you occupy at 
  the end of your turn.
  Your swarm attack strikes as a magic weapon of your 
  alignment.
  —Distraction: Any living creature vulnerable to your 
  swarm attack that begins its turn in a square occupied by 
  your swarm must make a Fortitude save or be nauseated for 
  1 round.
  Spellcasting or concentrating on spells within the area of 
  your swarm requires a Concentration check (DC 20 + spell 
  level).
  —Possessions: All of your worn or carried equipment and 
  items become nonfunctional, absorbed into your new form.
  You can take only move actions (so you cannot use other 
  invocations) while under the effect of dark discorporation.
  DARK FORESIGHT
  Dark; 9th
  You can use foresight as the spell with this invocation.
  If you are within 100 feet of and have line of sight to the 
  target of the ability, you can communicate telepathically 
  with the target.
  ELDRITCH DOOM
  Dark; 8th; Blast Shape
  This blast shape invocation allows you to invoke your 
  eldritch blast as the dreaded eldritch doom.
  This causes bolts of mystical power to lash out and savage 
  nearby targets.
  An eldritch doom deals eldritch blast damage to any number of 
  targets designated by you and within 20 feet.
  This is not a ray attack, so it requires no ranged touch 
  attack.
  Each target can attempt a Reflex save for half damage.
  PATH OF SHADOW
  Dark; 6th
  This invocation allows you to use shadow walk as the spell.
  Each hour that you spend shadow walking with this ability, 
  you regain hit points as if you had rested for a full day.
  RETRIBUTIVE INVISIBILITY
  Dark; 6th
  You can use greater invisibility as the spell, but you can target 
  only yourself with the invocation.
  If your retributive invisibility is dispelled, a shock wave 
  releases from your body in a 20-footradius burst.
  This shock wave deals 4d6 points of sonic damage to all 
  creatures in the area and stuns them for 1 round (a 
  Fortitude save halves the damage and negates the stunning 
  effect).
  UTTERDARK BLAST
  Dark; 8th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into an utterdark blast.
  
  89
  An utterdark blast deals negative energy damage, which 
  heals undead creatures instead of damaging them (much 
  like inflict spells).
  Any creature struck by the attack must make a Fortitude 
  save or gain two negative levels.
  The negative levels fade after 1 hour.
  If a target ever has as many negative levels as Hit Dice, it 
  dies.
  WORD OF CHANGING
  Dark; 5th
  You utter a powerful word that transforms a creature into 
  an inoffensive form.
  This effect functions like the baleful polymorph spell, except 
  that 24 hours after being transformed, the subject is 
  entitled to a second saving throw (at its original save bonus) 
  to spontaneously resume its normal form.
  If this second save fails, it remains in its new form 
  permanently or until restored by some other means.
  COMPLETE MAGE (3.5)
  LEAST
  ALL-SEEING EYES
  Least; 2nd
  You gain a supernaturally precise vision of the world 
  around you.
  You gain the benefits of comprehend languages, albeit for 
  written words only.
  Additionally, you gain a +6 bonus on Search and Spot 
  checks.
  All-seeing eyes lasts for 24 hours.
  CALL OF THE BEAST
  Least; 2nd
  You gain a rapport with the beasts of the world.
  You gain the wild empathy ability as a druid of your 
  warlock level and can communicate with animals as if 
  under the effect of speak with animals.
  This invocation lasts for 24 hours.
  HAMMER BLAST
  Least; 2nd; Eldritch Essence
  You transform your eldritch blast into a hammer blast.
  The blast deals normal damage to objects, rather than half.
  OTHERWORLDLY WHISPERS
  Least; 2nd
  You hear whispers in your ears, revealing secrets of the 
  multiverse.
  You gain a +6 bonus on Knowledge (arcana), Knowledge 
  (religion), and Knowledge (the planes) checks for 24 hours.
  SERPENT’S TONGUE
  Least; 2nd
  Your tongue transforms into that of a serpent, and you gain 
  the scent ability (MM 314).
  Additionally, you gain a +5 bonus on saves against poison.
  This invocation lasts for 24 hours.
  SOULREAVING AURA
  Least; 2nd
  You can use reaving aura as the spell (see page 114).
  In addition to the normal effect, if any creature within 10 
  feet of you dies, you gain temporary hit points equal to its 
  HD (maximum 10) for 1 round.
  SWIMMING THE STYX
  Least; 2nd
  By channeling the fiendish and infamous river, you 
  become an aquatic creature.
  Your hands and feet become slightly webbed, granting you 
  a swim speed equal to your base land speed (and all other 
  benefits derived from a swim speed, including a +8 racial 
  bonus on Swim checks; see MM 311).
  You gain the ability to breathe water as well as air.
  This invocation lasts for 24 hours.
  LESSER
  BANEFUL BLAST
  Lesser; 3rd; Eldritch Essence
  You transform your eldritch blast into a baneful blast.
  This blast deals an extra 2d6 points of damage against 
  creatures of a specific type.
  You must select the creature type when you first gain this 
  invocation, and you can’t later change your mind (though 
  you can take this invocation more than once, choosing a 
  new creature type each time).
  You choose your creature type from the categories offered 
  for a ranger’s favored enemy (PH 47), including a subtype if 
  you choose humanoid or outsider.
  COLD COMFORT
  Lesser; 2nd
  Your unnatural aura renders you partly immune to the 
  ravages of the environment.
  You remain cool in hot weather and warm in cold weather, 
  as the spell endure elements.
  Additionally, you radiate a small aura of warmth or cold; 
  allies within 30 feet of you also benefit from this effect.
  This invocation lasts for 24 hours.
  CRAWLING EYE
  Lesser; 3rd
  One of your eyes leaves your head and sprouts spidery legs.
  You can see through the eye no matter where it goes, so you 
  can use it to scout or spy.
  The eye can’t crawl of its own volition, but you can direct it 
  to move or climb up to 20 feet as a move action.
  Its Climb modifier is equal to your warlock level +8.
  You can direct a crawling eye in your space to climb back 
  into your eye socket as a move action.
  
  90
  When you use this invocation, your current and full normal 
  hit point totals are reduced by 2 for as long as the eye is 
  detached.
  The eye is considered a Fine creature with AC 20 and 2 hit 
  points.
  Its Hide and Move Silently modifiers are equal to your 
  warlock level.
  For all other purposes, its statistics are equal to yours.
  You can’t cast most invocations or spells through the eye, 
  but any spells or invocations that affect your sense of 
  sight—such as devil’s sight, all-seeing eyes, or detect magic—
  function through the eye as though it was still attached.
  If your crawling eye is destroyed, you are dazzled for 1d4 
  hours, during which time the eye regrows.
  (If you normally have only one eye, you are blinded 
  instead).
  At the end of this period, you regain the 2 lost hit points, 
  and the dazzled condition ends.
  Only one of your eyes can be used for crawling eye at any 
  time; if your crawling eye is destroyed, you can’t use this 
  invocation again until your eye regrows.
  DISEMBODIED HAND
  Lesser; 4th
  One of your hands drops off at the wrist and floats in the 
  air.
  You can use the hand in all ways as if it were still 
  attached—manipulating items, delivering attacks with a 
  light or one-handed weapon, or even delivering a touch 
  attack with a spell or invocation that you cast before it 
  detaches.
  However, it requires you to expend the same action that 
  would have been required—picking up an item takes a 
  move action, making an attack takes a standard action, and 
  so forth.
  The hand flies rather than crawls, but it can’t move on its 
  own.
  You can move the hand up to 30 feet through the air as a 
  move action.
  You can direct a disembodied hand in your space to 
  reattach to your arm as a move action.
  When you use this invocation, your current and full normal 
  hit point totals are reduced by 5 for as long as the hand is 
  detached.
  The hand is considered a Diminutive creature with AC 20 
  and 5 hit points.
  Its Hide and Move Silently modifiers are equal to your 
  warlock level.
  For all other purposes, its statistics are equal to yours.
  If your disembodied hand is destroyed, it regrows in 1d4 
  hours.
  At the end of this period, you regain the 5 lost hit points.
  Only one of your hands can be used for disembodied hand at 
  any time; if your disembodied hand is destroyed, you can’t use 
  this invocation again until your hand regrows.
  MASK OF FLESH
  Lesser; 3rd
  Make a touch attack against a living creature of your size 
  category.
  If you succeed, your physical appearance (including garb) 
  changes to match his, as disguise self.
  In addition, when you use this invocation you can choose 
  to bestow a –1d6 penalty to the touched creature’s 
  Charisma score.
  This penalty can’t reduce the creature’s Charisma below 1.
  A successful Will save by the target negates both effects.
  A creature that successfully saves can’t be affected by your 
  mask of flesh for 24 hours.
  Both effects last for 1 hour per warlock level; if you dismiss 
  the invocation, both effects end.
  RELENTLESS DISPELLING
  Lesser; 4th
  You can use the targeted version of dispel magic, as the spell.
  The round after you use this invocation, the target of the 
  effect is subjected to another targeted dispel magic at the 
  start of your turn (with no additional action required on 
  your part).
  WITCHWOOD STEP
  Lesser; 3rd
  Your footsteps become supernaturally sure and supportive.
  Your movement is unaffected by undergrowth or rubble of 
  any kind, and you are immune to being entangled.
  You can even walk on water, as the water walk spell.
  This invocation lasts for 24 hours.
  GREATER
  CAUSTIC MIRE
  Greater; 4th
  You can use caustic mire as the spell (see page 98).
  If you use this invocation a second time while a previous 
  caustic mire is still present, the previous effect ends.
  HELLSPAWNED GRACE
  Greater; 6th
  You take on the form and statistics of a hellcat (MM 54) for 
  a number of rounds equal to 1/2 your warlock level.
  This is a polymorph effect (see page 91).
  If reduced to 0 or fewer hit points while in hellcat form, 
  you can’t use this invocation again for 1 hour.
  HINDERING BLAST
  Greater; 4th; Eldritch Essence
  You transform your eldritch blast into a hindering blast.
  Any living creature struck by a hindering blast must succeed 
  on a Will save or be slowed for 1 round in addition to the 
  normal damage from the blast.
  NIGHTMARES MADE REAL
  Greater; 5th
  You can use nightmare terrain as the spell (see page 111).
  In addition to the normal effect, all creatures within the 
  area at the start of your turn take 1d6 points of damage if 
  they do not succeed on Will saves to disbelieve the effect.
  If you use this invocation a second time while a previous 
  nightmares made real is still present, the previous effect ends.
  
  91
  PAINFUL SLUMBER OF AGES
  Greater; 6th You can use endless slumber as the spell (see 
  page 103).
  Any creature awakened from this effect by anything other 
  than a successful save takes damage equal to your warlock 
  level (no save).
  DARK
  BINDING BLAST
  Dark; 7th; Eldritch Essence
  You transform your eldritch blast into a binding blast.
  Any creature struck by a binding blast must succeed on a 
  Will save or be stunned for 1 round.
  This is a mind-affecting effect.
  CASTER’S LAMENT
  Dark; 8th
  You can produce a break enchantment effect (as the spell) 
  with your touch.
  You can only attempt to affect any single magical effect—
  an ongoing spell, a permanent transformation, a magic 
  item, or the like—once per 24-hour period.
  In addition, you can use casters lament to counterspell 
  another caster’s spell (of 7th level or lower) as if casting 
  greater dispel magic.
  STEAL SUMMONING
  Dark; 6th
  You can use steal summoning as the spell (see page 118).
  DRAGON MAGIC (3.5)
  LEAST
  ELDRITCH GLAIVE
  Least; 2nd; Blast Shape
  Your eldritch blast takes on physical substance, appearing 
  similar to a glaive.
  As a full-round action, you can make a single melee touch 
  attack as if wielding a reach weapon.
  If you hit, your target is affected as if struck by your eldritch 
  blast (including any eldritch essence applied to the blast).
  Unlike hideous blow (Complete Arcane 134), you cannot 
  combine your eldritch glaive with damage from a held 
  weapon.
  Furthermore, until the start of your next turn, you also 
  threaten nearby squares as if wielding a reach weapon, and 
  you can make attacks of opportunity with your eldritch 
  glaive.
  These are melee touch attacks.
  If your base attack bonus is +6 or higher, you can (as part of 
  the full-round action) make as many attacks with your 
  eldritch glaive as your base attack bonus allows.
  For example, a 12th-level warlock could attack twice, once 
  with a base attack bonus of+6, and again with a base attack 
  bonus of +1.
  LESSER
  DETERIORATING BLAST
  Lesser; 4th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a deteriorating blast.
  Any creature struck by a deteriorating blast must succeed on 
  a Fortitude save or have its damage reduction lowered by 5 
  for 1 minute.
  If the target has more than one type of damage reduction, 
  this effect applies to all of them.
  Multiple uses of this essence don’t stack; instead, the new 
  duration replaces the old one.
  DREAD SEIZURE
  Lesser; 4th
  You speak a word that sends wracking pain through the 
  limbs of a single target creature within 60 feet.
  Though these seizures are not powerful enough to 
  immobilize the creature, they do reduce all of its speeds by 
  1/2 (round fractions up to the nearest 5-foot increment).
  The target also takes a –5 penalty on attacks made against 
  creatures more than 5 feet away from it (or against creatures 
  outside its own space, for creatures with a natural reach of 0 
  feet).
  This effect lasts for 3 rounds; a successful Fortitude save 
  negates the effect.
  IGNORE THE PYRE
  Lesser; 4th
  When you use this invocation, you gain remarkable 
  resilience to any one energy type (acid, cold, electricity, 
  fire, or sonic).
  For 24 hours, you gain resistance equal to your invocation 
  caster level against the energy type of your choice.
  If you use this invocation a second time before the duration 
  of the first expires, the new resistance and duration replace 
  the old one.
  WEIGHTY UTTERANCE
  Lesser; 4th
  You speak a word of the Dark Speech (Book of Vile Darkness 
  47), causing one flying creature to be forced downward 
  suddenly.
  You can affect a single target creature within 60 feet.
  The target must make a Will save or fall 5 feet per caster 
  level.
  A creature that is forced to the ground as a result of this 
  invocation takes 1d6 points of damage per 10 feet traveled 
  and cannot fly again for 1 round.
  GREATER
  DRAGONWARD
  Greater; 6th
  Using this invocation makes you resistant to the attacks 
  and special abilities of dragons for 24 hours.
  
  92
  You gain the following benefits, which apply against any 
  creature of the dragon type or the dragonblood subtype (see 
  page 4):
  • Immunity to frightful presence.
  • Damage reduction 5/– against natural weapons (this 
  stacks with similar damage reduction you might already 
  have, such as from barbarian levels).
  • Resistance 20 against any acid, cold, electricity, fire, or 
  sonic damage dealt by a breath weapon.
  ELDRITCH LINE
  Greater; 5th; Blast Shape
  This blast shape invocation allows you to invoke your 
  eldritch blast as a 60-foot line.
  An eldritch line deals the normal eldritch blast damage to all 
  targets within the area.
  This is not a ray attack, so it requires no ranged touch 
  attack.
  Any creature in the line can attempt a Reflex save for half 
  damage.
  PENETRATING BLAST
  Greater; 6th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into a penetrating blast.
  A penetrating blast gains a +4 bonus on caster level checks 
  made to penetrate a target’s spell resistance.
  A creature affected by a penetrating blast must succeed on a 
  Will save or have its spell resistance lowered by 5 for 1 
  minute.
  Multiple uses of this essence don’t stack; instead, the new 
  duration replaces the old one.
  DARK
  IMPENETRABLE BARRIER
  Dark; 7th
  You can conjure a wall of force as the spell (PH 298) with this 
  invocation.
  The wall is black and blocks sight of all kind.
  You can only have one impenetrable barrier in effect at a 
  time.
  If you use the invocation a second time before the duration 
  of the first expires, the previous wall disappears.
  If your barrier is destroyed (such as by a rod of cancellation, a 
  sphere of annihilation, a disintegrate spell, or a Mordenkainen’s 
  disjunction spell), you take 1d10 points of damage.
  DROW OF THE 
  UNDERDARK (3.5)
  LESSER
  SPIDER-SHAPE
  Lesser; 3rd
  You can transform yourself into the form of a Small or 
  Medium fiendish monstrous spider.
  The available range of sizes you can assume increases as 
  your caster level increases.
  This invocation is a polymorph effect (see page 59 for 
  details of the polymorph subschool).
  It lasts for a number of hours equal to your caster level, or 
  until you choose to end it.
  SUDDEN SWARM
  Lesser; 4th
  When you kill a living creature with one of your 
  invocations (including eldritch blast), a swarm of spiders 
  bursts from the corpse.
  This swarm has the same statistics as a normal spider swarm 
  (MM 239), except that you add your warlock level to its hit 
  points and the save DC for its poison.
  The swarm is entirely under your mental control, and 
  fights as you direct it.
  Commanding the swarm is a free action.
  The swarm remains for a number of rounds equal to your 
  caster level or until it is destroyed.
  The swarm can take only a standard action in the round 
  when it emerges.
  At any given time, you can control only one of these 
  swarms.
  if you slay a second creature when a previous swarm is still 
  active, you can choose either to create a second swarm (in 
  which case the first disappears) or to leave the first swarm 
  active and not create a second one.
  Sudden swarm lasts for 24 hours or until its effect is 
  triggered.
  MAGIC OF INCARNUM 
  (3.5)
  LEAST
  DRAIN INCARNUM
  Least; 2nd
  This ephemeral claw reaches into a single creature within 
  30 feet.
  Unless the creature succeeds on a Fortitude save, it takes 1 
  point of essentia damage.
  A creature without an essentia pool instead takes 1 point of 
  Wisdom damage.
  
  93
  LESSER
  STEAL INCARNUM
  Lesser; 4th
  You can use this invocation to steal essentia from a touched 
  opponent for your own use.
  Unless the creature succeeds on a Fortitude save, it loses 1 
  point of essentia for every 5 caster levels (to a maximum 
  loss of 4 points at 20th level), and you gain essentia equal to 
  the amount lost.
  The gained essentia fades after 1 minute, though the 
  essentia loss must be healed or otherwise restored 
  normally.
  If a creature fails its save against this invocation, it can’t be 
  affected by it again for 24 hours.
  A target without essentia can’t be affected by this 
  invocation.
  GREATER
  INCARNUM BLAST
  Greater; 6th; Eldritch Essence
  This eldritch essence invocation allows you to change your 
  eldritch blast into an incarnum blast.
  Any living creature whose alignment is opposed to at least 
  one component of yours must succeed on a Fortitude save 
  or be dazed for 1 round.
  (For example, a chaotic good warlock would daze lawful 
  good, lawful neutral, lawful evil, neutral evil, and chaotic 
  evil opponents).
  If the creature also has an essentia pool, it also loses 1 point 
  of essentia if it fails the save.
  Other living creatures take the normal damage for your 
  eldritch blast but are not dazed.
  Nonliving creatures are entirely unaffected by incarnum 
  blast.
  You can invest essentia in this invocation once per day as if 
  it were an incarnum feat.
  Every point of essentia invested in your incarnum blast 
  invocation increases the damage dealt by the blast by 1d6 
  points, but only against living creatures whose alignment is 
  opposed to at least one component of yours.
  Once the amount of essentia invested is chosen, it cannot 
  be altered and remains invested for 24 hours.
  DARK
  INCARNUM SHROUD
  Dark; 8th
  Your incarnum shroud grants you concealment (20% miss 
  chance) from all attackers, though you do not suffer any 
  miss chance against others because of this invocation.
  You gain 1 point of essentia when this invocation is in 
  effect.
  The duration of the invocation is 24 hours.
  You can invest essentia in this invocation once per day as if 
  it were an incarnum feat.
  Every point of essentia invested in your incarnum shroud 
  invocation grants you a +1 insight bonus to your Armor 
  Class and on your Fortitude saving throws.
  Once the amount of essentia invested is chosen, it cannot 
  be altered and remains invested for 24 hours.
  If your incarnum shroud is dispelled during this time, the 
  essentia investment remains in place, taking effect once 
  again when you activate the invocation.
  
  94
  MANEUVERS AND 
  STANCES
  TOME OF BATTLE (3.5)
  DESERT WIND
  Desert Wind maneuvers focus on quick movement and 
  swirling, flaming strikes.
  The scimitar, light mace, light pick, spear, and falchion are 
  the preferred weapons of the Desert Wind discipline.
  The complex spinning and slashing of the curved blade 
  incorporated into many Desert Wind maneuvers are in fact 
  carefully honed gestures that evoke the power of fire, if 
  performed correctly and with the proper focus.
  Tumble is the key skill for Desert Wind, providing the 
  initiator with agility and maneuverability.
  Desert Wind maneuvers are usable only by a swordsage, 
  unless you take the Martial Study feat (see page 31).
  BLISTERING FLOURISH
  Desert Wind (Strike)
  Level: Swordsage 1
  Initiation Action: 1 standard action
  Range: 30 ft.
  Area: 30-ft.-radius burst centered on you
  Duration: 1 minute
  Saving Throw: Fortitude negates
  Your weapon bursts into flames as you twirl it over your head.
  With a flourish, you cause the fire to explode with a blinding flash.
  When you use this strike, you generate a burst of brilliant 
  light.
  Any creature other than you caught in this maneuver’s area 
  must make a Fortitude save (DC 11 + your Wis modifier) or 
  be dazzled for 1 minute.
  This maneuver is a supernatural ability.
  BURNING BLADE
  Desert Wind (Boost) [Fire]
  Level: Swordsage 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: End of turn
  Your blade bursts into flame as it sweeps toward your foe in an 
  elegant arc.
  A subtle yet precise twisting of your blade unlocks the 
  power of flame.
  When you initiate this maneuver, fire trails from your 
  melee weapon.
  For the rest of your turn, your melee attacks deal an extra 
  1d6 points of fire damage +1 point per initiator level.
  This maneuver is a supernatural ability.
  BURNING BRAND
  Desert Wind (Boost) [Fire]
  Level: Swordsage 2
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: End of turn
  Your weapon transforms into a roaring gout of flame.
  As you swing your burning blade, it stretches out beyond your 
  normal reach to scorch your foes.
  When you initiate this maneuver, your weapon turns into a 
  burning brand for the rest of your turn.
  The brand increases your reach by 5 feet, and your melee 
  attacks made with the brand deal fire damage equal to your 
  normal melee damage.
  You still gain all the normal benefits from a high Strength 
  score, feats, and other effects that increase your melee 
  damage.
  For example, an attack with a longsword that normally 
  deals 1d8+4 points of slashing damage would instead deal 
  1d8+4 points of fire damage.
  You otherwise attack with your weapon as normal.
  This maneuver is a supernatural ability.
  DEATH MARK
  Desert Wind (Strike) [Fire]
  Level: Swordsage 3
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Area: Variable spread; see text
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  As your weapon strikes your foe, his body convulses as waves of 
  flame run down your blade into his body.
  The fire causes him to briefly glow with a brilliant internal fire 
  before the flames erupt from his body in a terrible explosion.
  When you use the strike, you channel overwhelming fiery 
  energy into the body of your foe.
  In addition to dealing normal melee damage with your 
  attack, you cause fire to erupt from your enemy’s body in a 
  spread.
  The radius of the spread is determined by the size of the 
  target creature, as indicated on the table below.
  All creatures in the area, including your enemy, take 6d6 
  points of fire damage, with a Reflex save (DC 13 + your Wis 
  modifier) for half.
  This radius is centered on the creature’s position.
  You have immunity to the fire damage from your own 
  death mark.
  This maneuver is a supernatural ability.
  
  95
  DESERT TEMPEST
  Desert Wind (Strike)
  Level: Swordsage 6
  Prerequisite: Two Desert Wind maneuvers
  Initiation Action: 1 full-round action
  Range: Personal
  Target: You
  You move in a blur, leaving scorch marks in your wake as you 
  twirl around the battlefield, slicing into your foes as you move.
  As part of this maneuver, you move up to your speed.
  Each time you exit a square adjacent to an enemy, you can 
  first make a single melee attack against that foe.
  You cannot attack a single enemy more than once with this 
  maneuver.
  Your movement provokes attacks of opportunity, as 
  normal.
  DISTRACTING EMBER
  Desert Wind (Boost)
  Level: Swordsage 1
  Initiation Action: 1 swift action
  Range: 30 ft.
  Effect: One summoned fire elemental
  Duration: End of turn
  A wave of heat sweeps over the area, forms a small dust funnel, 
  and ignites into flame next to your foe.
  This boost allows you to conjure a Small fire elemental 
  (MM 99) to threaten your enemy, providing you or an ally 
  with the benefit of a flanking position.
  You can use this ability to place the elemental in any space 
  within range.
  The elemental remains until the end of your current turn.
  It threatens all creatures within its reach.
  It takes no actions or attacks of opportunity during your 
  turn.
  This maneuver is a supernatural ability.
  DRAGON’S FLAME
  Desert Wind (Strike) [Fire]
  Level: Swordsage 5
  Prerequisite: Two Desert Wind maneuvers
  Initiation Action: 1 standard action
  Range: 30 ft.
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex half
  With a defiant roar, you summon your ki and unleash it, igniting 
  it with a combination of your meditative focus and seething fury.
  As a master of the Desert Wind advances in his studies, he 
  learns to stoke raging fires with his ki.
  This maneuver allows you to generate a gout of fire similar 
  to a dragon’s burning breath.
  With this maneuver, you blast forth a cone of fire that deals 
  6d6 points of fire damage to everything in the area.
  Creatures in the area can attempt Reflex saves (DC 15 + 
  your Wis modifier) for half damage.
  This maneuver is a supernatural ability.
  FAN THE FLAMES
  Desert Wind (Strike) [Fire]
  Level: Swordsage 3
  Prerequisite: One Desert Wind maneuver
  Initiation Action: 1 standard action
  Range: 30 ft.
  Target: One creature
  Flickering flame dances across your blade, then springs toward 
  your target as you sweep your sword through the air.
  A skilled Desert Wind adept can gather flame within his 
  weapon and hurl it through the air.
  When you initiate this maneuver, you launch a fist-sized 
  ball of white-hot fire at a single opponent.
  If you make a successful ranged touch attack, your target 
  takes 6d6 points of fire damage.
  This maneuver is a supernatural ability.
  FIERY ASSAULT
  Desert Wind (Stance) [Fire]
  Level: Swordsage 6
  Prerequisite: Two Desert Wind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Fire dances along your arms and across your weapon, lending 
  burning energy to every attack you make.
  While you are in this stance, every melee attack you make 
  deals an extra 1d6 points of fire damage.
  This stance is a supernatural ability.
  FIRE RIPOSTE
  Desert Wind (Counter) [Fire]
  Level: Swordsage 2
  Prerequisite: One Desert Wind maneuver
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You focus the pain from a wound you have just suffered into a fiery 
  manifestation of revenge.
  When a creature successfully strikes you with a melee or 
  natural weapon, you can use this maneuver to give yourself 
  the ability to make an immediate melee touch attack.
  If your attack hits, your target takes 4d6 points of fire 
  damage.
  This maneuver is a supernatural ability.
  FIRESNAKE
  Desert Wind (Strike) [Fire]
  Level: Swordsage 4
  Prerequisite: Two Desert Wind maneuvers
  Initiation Action: 1 standard action
  Range: 60 ft.
  Area: Special
  Duration: Instantaneous
  Saving Throw: Reflex half
  You drive your weapon into the ground, causing a gout of fire to jet 
  into the air.
  The fire flows back to the ground and creeps ahead like a serpent, 
  sweeping over your enemies and roasting them where they stand.
  When you initiate this maneuver, you cause a line of fire to 
  twist across an area to burn your enemies.
  
  96
  This line is 60 feet long.
  Unlike a standard line, a firesnake can bend and twist to hit 
  your foes.
  A firesnake starts in an adjacent square.
  It can move up to 60 feet each round.
  It can move out of your line of sight or line of effect, but 
  you gain no special knowledge of the areas it moves into.
  If a firesnake moves into a creature’s space, that creature 
  takes 6d6 points of fire damage, with a Reflex save (DC 14 + 
  your Wis modifier) for half damage.
  A creature can only take damage from the firesnake once in 
  a single round.
  It makes the saving throw and takes damage the first time 
  that the firesnake touches it.
  After that, a firesnake has no effect on that creature.
  A firesnake must move along the ground.
  It cannot fly, and it pays the standard movement penalties 
  for difficult terrain and other effects.
  This maneuver is a supernatural ability.
  FLAME’S BLESSING
  Desert Wind (Stance) [Fire]
  Level: Swordsage 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Fire is not your enemy, and it does not harm you.
  You gain some resistance to fire as long as you remain in 
  this stance.
  The amount of resistance is determined by your ranks in 
  Tumble.
  If you have 19 or more ranks in Tumble, you gain 
  immunity to fire while you are in this stance.
  This stance is a supernatural ability.
  FLASHING SUN
  Desert Wind (Strike)
  Level: Swordsage 2
  Prerequisite: One Desert Wind maneuver
  Initiation Action: 1 full-round action
  Range: Personal
  Target: You
  Almost a blur of acceleration, your shining blade flashes as you 
  attack with impossible speed.
  Flashing sun allows you to make an additional melee attack 
  during this round.
  As part of this maneuver, you take a full attack action and 
  make your normal melee attacks.
  However, you can make one additional attack this round at 
  your highest attack bonus.
  All the attacks you make this round, including the extra 
  attack granted by this maneuver, are made with a –2 
  penalty.
  HATCHLING’S FLAME
  Desert Wind (Strike) [Fire]
  Level: Swordsage 2
  Prerequisite: One Desert Wind maneuver
  Initiation Action: 1 standard action
  Range: 30 ft.
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex half
  You focus a burning aura of energy at the end of your blade.
  It forms a seething sphere that, after a moment, bursts into a 
  torrent of energy.
  The Desert Wind discipline teaches its students how to 
  unleash their ki as burning energy.
  This maneuver allows you to create a wave of fire that 
  sweeps over your enemies.
  When you initiate this maneuver, you blast forth a cone of 
  flame that deals 2d6 points of fire damage.
  This maneuver is a supernatural ability.
  HOLOCAUST CLOAK
  Desert Wind (Stance) [Fire]
  Level: Swordsage 3
  Prerequisite: One Desert Wind maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Fire trails from your blade as you spin it about, cloaking you in 
  flames that leap out to burn those who attack you.
  The flame from your weapon hangs in midair, providing 
  you with a fiery defense against your attackers.
  An adjacent opponent that hits you with a melee attack 
  while you are in this stance takes 5 points of fire damage.
  Your holocaust cloak does nor harm a creature using a 
  reach weapon to attack you.
  This stance is a supernatural ability.
  INFERNO BLADE
  Desert Wind (Boost) [Fire]
  Level: Swordsage 7
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: End of turn
  A blinding light flashes from your weapon, and for a split second, 
  it transforms into burning magma.
  You convert your ki into fiery energy, allowing it to flow 
  down your arms and across your weapon.
  Until the end of your turn, your melee attacks deal an extra 
  3d6 points of fire damage + 1 point per initiator level.
  This maneuver is a supernatural ability.
  INFERNO BLAST
  Desert Wind (Strike) [Fire]
  Level: Swordsage 9
  
  97
  Prerequisite: Five Desert Wind maneuvers
  Initiation Action: 1 full-round action
  Range: 60 ft.
  Area: 60-ft.-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Hot winds swirl about you, and a faint aroma of brimstone sweeps 
  over the area.
  A flickering yellow aura surrounds you and grows in intensity, 
  shedding tremendous heat and light.
  Creatures around you stumble back from the heat.
  With a howling roar, you unleash a hellish blast of fire that melts 
  steel and warps stone.
  Only true masters of the Desert Wind school are capable of 
  unleashing an inferno blast.
  You focus your internal ki into a blinding hot burst of fire 
  that deals 100 points of fire damage to all creatures in the 
  area.
  You are not harmed by your own inferno blast.
  This maneuver is a supernatural ability.
  LEAPING FLAME
  Desert Wind (Counter) [Teleport]
  Level: Swordsage 5
  Prerequisite: Two Desert Wind maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  As your foe attacks you, you disappear in a burst of flame and 
  smoke, only to reappear as if out of thin air next to him.
  You instantly appear in a square adjacent to a creature that 
  attacks you with a melee or ranged attack, after resolving 
  the enemy’s attack.
  You cannot move into a space that is occupied by a creature 
  or object.
  You can move up to 100 feet in this manner.
  If you cannot move adjacent to the target, this maneuver 
  fails to function but is still considered used.
  This maneuver is a supernatural ability.
  LINGERING INFERNO
  Desert Wind (Strike) [Fire]
  Level: Swordsage 5
  Prerequisite: Two Desert Wind maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 3 rounds; see text
  A blue, dancing flame appears on your weapon.
  As you strike your foe, this flame slides off your weapon and covers 
  your enemy in raging fire.
  You make a single melee attack that deals an extra 2d6 
  points of fire damage.
  In addition, if your strike hits, the flames upon your 
  weapon bind to the target, which takes an extra 2d6 points 
  of fire damage each round at the start of its turn for 3 
  rounds.
  This maneuver is a supernatural ability.
  RING OF FIRE
  Desert Wind (Strike) [Fire]
  Level: Swordsage 6
  Prerequisite: Two Desert Wind maneuvers
  Initiation Action: 1 full-round action
  Range: Special; see text
  Area: Special; see text
  Saving Throw: Reflex half
  You move in a blur, your feet wreathed in flaming energy.
  As you run, you leave a trail of fire behind you.
  You encircle a foe, and the ring of fire you leave behind bursts into 
  an inferno that engulfs your enemy and everything else in the 
  area.
  As part of this maneuver, you can move up to two times 
  your speed along the ground.
  All of your movement must be along continuous, solid 
  ground.
  You leave a trail of flames in your wake.
  These flames have no effect unless they form a closed area.
  In this case, a raging inferno erupts within that area.
  All creatures within the area take 12d6 points of fire 
  damage, with a Reflex save (DC 16 + your Wis modifier) for 
  half damage.
  The inferno erupts the first time you form a closed area.
  You cannot create multiple areas in one move.
  This maneuver is a supernatural ability.
  RISING PHOENIX
  Desert Wind 8 (Stance) [Fire]
  Level: Swordsage 8
  Prerequisite: Three Desert Wind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Hot wind swirls about your feet, lifting you skyward as flames 
  begin to flicker below.
  A column of superheated air lifts you into the air.
  While you are in this stance, you can hover up to 10 feet 
  above any solid or liquid surface.
  You gain a fly speed equal to your land speed, with perfect 
  maneuverability, but you must remain within 10 feet of the 
  ground when you fly.
  If you hover in place and make a full attack, the column of 
  air becomes superheated, dealing 3d6 points of fire damage 
  to creatures adjacent to or within the column, including 
  creatures adjacent to your square.
  You are not harmed by this effect.
  You can move across shallow pits or other such variations 
  in terrain without losing altitude, so long as your 
  movement wouldn’t take you more than 10 feet above a 
  solid or liquid surface.
  If you are ever more than 10 feet above the ground (such as 
  if the floor drops out from under you or you move over the 
  edge of a tall cliff), the rising phoenix stance immediately 
  ends and you fall to the ground.
  This stance is a supernatural ability.
  SALAMANDER CHARGE
  Desert Wind (Strike) [Fire]
  Level: Swordsage 7
  
  98
  Prerequisite: Three Desert Wind maneuvers
  Initiation Action: 1 full-round action
  Range: Special
  Area: One 5-ft square per 5 ft. of movement
  Duration: Instantaneous; 5 rounds; see text (D)
  You spin and tumble about the battlefield, a wall of raging flame 
  marking your steps.
  You initiate this maneuver as part of a charge attack.
  As with a charge, you can move up to double your speed 
  and make a single attack, gaining a +2 bonus on the attack 
  roll and a –2 penalty to your Armor Class while you move 
  and until your next turn.
  Unlike a normal charge, however, your salamander charge 
  does not need to be in a straight line and is not impeded by 
  difficult terrain, or even other creatures.
  You can change direction as much as you want during your 
  movement, and you can also use your Tumble skill to avoid 
  attacks of opportunity or to move through opponents’
  squares during thee charge.
  When you initiate a salamander charge, a wall of 
  shimmering, spectral fire appears in each of the squares 
  along the path you take.
  A creature standing in the wall takes 6d6 points of fire 
  damage at the beginning of that creature’s turn.
  A creature occupying a square adjacent to the wall takes 3d6 
  points of fire damage at the start of its turn.
  Creatures that move into or through the wall also take 6d6 
  points of fire damage.
  The wall lasts up to 5 rounds.
  You can automatically dispel the wall with a wave of your 
  hand (a swift action), and the wall is automatically dispelled 
  if you initiate another salamander charge.
  The wall does not block line of sight or line of effect.
  This maneuver is a supernatural ability.
  SEARING BLADE
  Desert Wind (Boost) [Fire]
  Level: Swordsage 4
  Prerequisite: Two Desert Wind maneuvers
  Initiation Action: 1 standard action
  Range: Personal
  Target: You
  Duration: End of turn
  Your weapon transforms into a raging torrent of flame, causing 
  those around you to recoil slightly from the tremendous heat.
  You convert your ki into fiery energy, allowing it to flow 
  down your arms and across your weapon.
  Until the end of your turn, your melee attacks deal an extra 
  2d6 points of fire damage + 1 point per initiator level.
  This maneuver is a supernatural ability.
  SEARING CHARGE
  Desert Wind (Strike) [Fire]
  Level: Swordsage 4
  Prerequisite: One Desert Wind maneuver
  Initiation Action: 1 full round
  Range: Personal
  Target: You
  Duration: Instantaneous
  You rush through the air toward your foe, fire streaming in your 
  wake.
  As part of this maneuver, you must charge an opponent.
  You gain the ability to fly at your base land speed with 
  perfect maneuverability while charging.
  Resolve your charge attack normally.
  On a successful hit, you deal an extra 5d6 points of fire 
  damage to the target of your charge.
  This maneuver is a supernatural ability.
  WIND STRIDE
  Desert Wind (Boost)
  Level: Swordsage 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: End of turn
  A warm breeze swirls about you as you move speedily away.
  The desert wind envelops you and carries you across the 
  battlefield, giving you a burst of speed to move around and 
  through your enemies.
  Until the end of your turn, you gain a +10-toot 
  enhancement bonus to your land speed.
  WYRM’S FLAME
  Desert Wind (Strike) [Fire]
  Level: Swordsage 8
  Prerequisite: Three Desert Wind maneuvers
  Initiation Action: 1 standard action
  Range: 30 ft.
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex half
  You spin your blade in a whirling arc.
  With each revolution, seething flames build upon its length.
  With a flourish, you bring your blade to a halt, point it at your foe, 
  and unleash a roaring wall of flame.
  Masters of the Desert Wind can twirl and spin their blades 
  with such power that they can evoke a great burst of fire.
  When you execute this maneuver, you blast forth a cone of 
  fire that deals 10d6 points of fire damage to all in its area.
  Creatures in the area can attempt a Reflex save (DC 18 + 
  your Wis modifier) for half damage.
  This maneuver is a supernatural ability.
  ZEPHYR DANCE
  Desert Wind (Counter)
  Level: Swordsage 3
  Prerequisite: One Desert Wind maneuver
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous; see text
  You spin gracefully away from a foe’s attack, whirling like the 
  desert zephyr racing across the sands.
  Your enemy’s blade barely touches your cloak as you nimbly dodge 
  aside.
  You gain a +4 dodge bonus to AC against a single attack.
  You can choose to use this maneuver after an opponent 
  resolves his attack but before he determines damage.
  
  99
  DEVOTED SPIRIT
  Devoted Spirit maneuvers focus on toughness, endurance, 
  ripostes, and abilities designed to defeat a specific 
  alignment.
  Those who follow the Devoted Spirit discipline seek to 
  support a cause by defending it, nurturing it, and 
  destroying its enemies.
  The falchion, greatclub, longsword, and maul are the 
  Devoted Spirit discipline’s preferred weapons, though 
  many who fellow this school of battle embrace weapons 
  tied to the causes they follow.
  Intimidate is the key skill for Devoted Spirit.
  AURA OF CHAOS
  Devoted Spirit (Stance) [Chaos]
  Level: Crusader 6
  Prerequisite: Two Devoted Spirit maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  A coruscating aura of purple energy surrounds you as chaos runs 
  rampant in the area immediately around you.
  While you are in this stance, your attacks have the potential 
  to be utterly devastating.
  When rolling damage for a melee attack, you gain a special 
  benefit from any damage die that rolls its maximum 
  amount (such as a result of 6 on a d6).
  When one or more of your damage dice show a maximum 
  possible result, reroll each such die and add its result to the 
  original damage total.
  You can continue to reroll as long as a die shows its 
  maximum possible result, adding each new number to the 
  damage total until each die has shown less than a maximum 
  result.
  AURA OF PERFECT ORDER
  Devoted Spirit (Stance) [Law]
  Level: Crusader 6
  Prerequisite: Two Devoted Spirit maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  A perfect, hazy square of golden energy surrounds you as you enter 
  this stance.
  Order reigns supreme, driving away the whims of chaos.
  This stance allows you to treat a potential d20 result as an 
  11.
  You must decide to use this ability immediately before 
  rolling the d20.
  You can use this ability once per round.
  Using this ability does not take an action.
  You simply decide to invoke it before rolling a d20 for any 
  reason, such as for an attack, save, or check.
  AURA OF TRIUMPH
  Devoted Spirit (Stance) [Good]
  Level: Crusader 6
  Prerequisite: Two Devoted Spirit maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Targets: You and one ally within 10 ft.
  Duration: Stance
  You channel the power of good through your body and soul, 
  infusing the area around you with a soft, golden radiance.
  With each blow you strike against evil, you feel invigorated and 
  driven onward.
  While you are in this stance, you and any ally within 10 feet 
  of you both heal 4 points of damage with each successful 
  melee attack either of you makes against an evil target.
  AURA OF TYRANNY
  Devoted Spirit (Stance) [Evil]
  Level: Crusader 6
  Prerequisite: Two Devoted Spirit maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  A sickly gray radiance surrounds you, sapping the strength of your 
  allies and funneling it to you.
  While you are in this stance, you drain hit points from your 
  allies.
  At the end of your turn, you can choose to deal 2 points of 
  damage to each willing ally within 10 feet.
  For each ally who takes this damage, you heal 1 point of 
  damage.
  CASTIGATING STRIKE
  Devoted Spirit (Strike)
  Level: Crusader 7
  Prerequisite: Two Devoted Spirit maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Area: 30-ft.-radius burst; see text
  Duration: 1 minute
  Saving Throw: Fortitude partial; see text
  With a howling battle cry, your weapon crackles with energy.
  As you strike your foe, that energy detonates in a burst that scythes 
  through those who stand against your cause.
  When you use this strike, make a single melee attack.
  If you hit your opponent and his alignment has at least one 
  component different from yours, a blast of divine energy 
  originates from your attack’s point of impact.
  The target of this strike takes an extra 8d6 points of damage 
  and must succeed on a Fortitude save (DC 17 + your Cha 
  modifier) or take a –2 penalty on attack rolls for 1 minute.
  All of your opponents within a 30-foot-radius burst of the 
  target creature must also succeed on a Fortitude save.
  Those who fail take 5d6 points of damage and take a –2 
  penalty on attack rolls for 1 minute.
  A successful save results in half damage and negates the 
  attack penalty.
  CRUSADER’S STRIKE
  Devoted Spirit (Strike)
  Level: Crusader 1
  Initiation Action: 1 standard action
  Range: Melee attack
  
  100
  Target: One creature
  Divine energy surrounds your weapon as you strike.
  This power washes over you as your weapon finds its mark, 
  mending your wounds and giving you the strength to fight on.
  As part of initiating this strike, you must make a successful 
  melee attack against an enemy whose alignment has at least 
  one component different from yours.
  This foe must pose a threat to you or your allies in some 
  direct, immediate way.
  If your attack hits, you or an ally within 10 feet of you heals 
  1d6 points of damage + 1 point per initiator level 
  (maximum +5).
  DAUNTING STRIKE
  Devoted Spirit (Strike)
  Level: Crusader 5
  Prerequisite: One Devoted Spirit maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Will negates
  Duration: 1 minute
  You attack your foe with an overwhelming strike, hammering 
  through his shield and armor to cleave into his flesh.
  This display of raw power causes him to stumble backward, fear in 
  his eyes.
  As part of this maneuver, you make a melee attack against 
  an opponent you threaten.
  If this attack hits, your must make a Will save with a DC 
  equal to the damage you deal or become shaken for 1 
  minute.
  DEFENSIVE REBUKE
  Devoted Spirit (Boost)
  Level: Crusader 3
  Prerequisite: One Devoted Spirit maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You sweep your weapon in a wide, deadly arc.
  When your blows strike home, you send your foe tumbling back on 
  the defensive.
  He must deal with you first, or leave himself open to your deadly 
  counter.
  Defensive rebuke allows you to excel at controlling the 
  battlefield around you.
  Your enemies must pay heed to the threat you pose.
  If they ignore you in favor of attacking other targets, you 
  take advantage of their lapses with a punishing 
  counterattack.
  Each enemy you strike after you initiate this maneuver 
  becomes vulnerable to your further attacks.
  If such an opponent attacks anyone other than you in 
  melee for the duration of the maneuver, that attack 
  provokes an attack of opportunity from you (each separate 
  attack a target makes provokes an attack of opportunity, 
  making this boost especially lethal if you have Combat 
  Reflexes).
  Enemies you strike become aware of the consequences of 
  the maneuver.
  DIVINE SURGE
  Devoted Spirit (Strike)
  Level: Crusader 4
  Prerequisite: One Devoted Spirit maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Your body shakes and spasms as unfettered divine energy courses 
  through it.
  This power sparks off your weapon and courses into your foe, 
  devastating your enemy but leaving you drained.
  As part of this maneuver, you make a single melee attack 
  that deals an extra 8d8 points of damage.
  DIVINE SURGE, GREATER
  Devoted Spirit (Strike)
  Level: Crusader 8
  Prerequisite: Two Devoted Spirit maneuvers
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  Duration: 1 round; see text
  A torrent of divine energy courses through you.
  With supreme force of will, you channel the energy into a 
  devastating attack even as it saps your mortal form.
  As part of this maneuver, you make a single melee attack 
  that deals an extra 6d8 points of damage.
  In addition, before making this melee attack, you can also 
  decide to take a number of points of Constitution damage 
  equal to your initiator level or lower.
  For each point of Constitution damage you take, you gain a 
  +1 bonus on your attack roll and deal an extra 2d8 points of 
  damage.
  After using this maneuver, you are considered flat-footed 
  until the beginning of your next turn.
  DOOM CHARGE
  Devoted Spirit (Strike) [Evil]
  Class: Crusader 5
  Prerequisite: One Devoted Spirit maneuver, evil 
  alignment
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  You cloak yourself in a black, terrible aura of contempt and spite.
  You must make a charge attack as part of this maneuver.
  If your target is good-aligned, your attack deals an extra 6d6 
  points of damage.
  In addition, if your charge attack hits and the target is good-
  aligned, you become wreathed in unholy energy.
  You gain damage reduction 10/– until the beginning of 
  your next turn.
  ENTANGLING BLADE
  Devoted Spirit (Strike)
  Level: Crusader 4
  Prerequisite: One Devoted Spirit maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  
  101
  Target: One creature
  Duration: See text
  You hack into your foe’s legs, forcing his movement to slow and his 
  resolution to falter.
  As part of this maneuver, you make a melee attack against 
  an opponent.
  Your attack deals an extra 2d6 points of damage.
  In addition, if your attack hits, your target’s speed is 
  reduced by 20 feet until the end of its next turn, which 
  might prevent it from moving entirely.
  This penalty applies to all movement modes.
  A flying creature with a fly speed of 0 feet falls to the 
  ground (and takes falling damage appropriately) if it is 
  subject to this effect while in the air.
  FOEHAMMER
  Devoted Spirit (Strike)
  Level: Crusader 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Your throw yourself behind your attack, lending your blow such 
  great weight and force that you leave injuries that even magical 
  defenses cannot mend.
  Your devotion to your cause gives you boundless energy 
  that allows you to smash through supernatural defenses.
  When you land an attack, you hit with such force that 
  damage reduction offers little resistance against you.
  When you use this maneuver, you make a melee attack 
  against a single foe.
  This attack automatically overcomes the opponent’s 
  damage reduction and deals an extra 2d6 points of damage.
  IMMORTAL FORTITUDE
  Devoted Spirit (Stance)
  Level: Crusader 8
  Prerequisite: Three Devoted Spirit maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Despite the horrific wounds you suffer, the flash of searing spells, 
  and the crash of a foe’s mighty attacks, you stand resolute on the 
  field.
  So long as the potential for victory exists, you fight on.
  Death has little meaning to you in light of the cause you 
  fight for.
  So long as the mission stands before you uncompleted, or a 
  battle remains in doubt, you fight on.
  Stories abound of crusaders who, while in the grips of this 
  stance, fought for days on end to hold a mountain pass 
  against orcs, trolls and other fiends.
  So long as you remain in this stance, you cannot be killed 
  or incapacitated by effects or attacks that reduce you to 0 or 
  fewer hit points.
  If you take such damage, you can make a Fortitude save 
  with a DC equal to your negative hit point total.
  If you fail this save, you die or fall unconscious (as 
  appropriate).
  If this save is successful, you are still alive and conscious, 
  with 1 hit point remaining.
  This stance provides no protection against effects that slay 
  you without dealing hit point damage, or other effects that 
  petrify, paralyze, and so forth.
  You can still be slain by a coup de grace if a spell or effect 
  renders you helpless.
  After you attempt three saving throws to avoid death or 
  unconsciousness, this stance automatically ends.
  You can activate it again on your turn as normal.
  Even the toughest crusader can endure only so much 
  punishment.
  IRON GUARD’S GLARE
  Devoted Spirit (Stance)
  Level: Crusader 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  With a quick snarl and a glare that would stop a charging 
  barbarian in his tracks, you spoil an opponent’s attack.
  Rather than strike his original target, your enemy turns his 
  attention toward you.
  While you are in this stance.
  any opponent that you threaten takes a –4 penalty on attack 
  rolls against your allies.
  This penalty does not apply to attacks made against you.
  Enemies you threaten become aware of the consequences 
  of the stance.
  LAW BEARER
  Devoted Spirit (Strike) [Law]
  Class: Crusader 5
  Prerequisite: One Devoted Spirit maneuver, lawful 
  alignment
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  The air around you hums with cosmic energy as the power of pure 
  law surges through you.
  For a moment, you take on the aspect of a perfect being as you 
  charge forward to smite your foes.
  You must make a charge attack as part of this maneuver.
  If the target is chaotic-aligned, you gain a +8 bonus on your 
  attack (in addition to the charge bonus) and your attack 
  deals an extra 4d6 points of damage.
  In addition, if your charge attack hits and the target is 
  chaotic-aligned, you become wreathed in axiomatic energy.
  You gain a +5 bonus on saves and to AC until the beginning 
  of your next turn.
  MARTIAL SPIRIT
  Devoted Spirit (Stance)
  Level: Crusader 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  As you cleave through your foes, each ferocious attack you make 
  lends vigor and strength to you and your allies.
  
  102
  While you are in this stance, you or an ally within 30 feet 
  heals 2 points of damage each time you make a successful 
  melee attack.
  This healing represents the vigor, drive, and toughness you 
  inspire in others.
  Your connection to the divine causes such inspiration to 
  have a real, tangible effect on your allies’ health.
  Each time you hit an opponent in melee, you can choose a 
  different recipient within range to receive this healing.
  RADIANT CHARGE
  Devoted Spirit (Strike) [Good]
  Class: Crusader 5
  Prerequisite: One Devoted Spirit maneuver, good 
  alignment
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  You gather the power of your faith and discipline, surrounding 
  yourself in an aura of blinding glory.
  You must make a charge attack as part of this maneuver.
  If the target is evil-aligned, your attack deals an extra 6d6 
  points of damage.
  In addition, if your charge attack hits and the target is evil-
  aligned, you become wreathed in holy energy.
  You gain damage reduction 10/– until the beginning of 
  your next turn.
  RALLYING STRIKE
  Devoted Spirit (Strike)
  Level: Crusader 6
  Prerequisite: Two Devoted Spirit maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Your weapon blazes with divine energy as you smite your enemy.
  The energy discharges in a great pulse, sweeping over your allies 
  and mending their wounds.
  As part of initiating this strike, you must make a successful 
  melee attack against an enemy whose alignment has at least 
  one component different from yours.
  This foe must pose a threat to you or your allies in some 
  direct, immediate way.
  If your attack hits, you and all allies within 30 feet of you 
  heal 3d6 points of damage +1 point per initiator level 
  (maximum +15).
  REVITALIZING STRIKE
  Devoted Spirit (Strike)
  Level: Crusader 3
  Prerequisite: One Devoted Spirit maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  As you rear back to strike your foe, an aura of divine energy 
  surrounds you.
  As your attack slams home, this aura dissipates in a flash, knitting 
  your wounds as it discharges.
  As part of initiating this strike, you must make a successful 
  melee attack against an enemy creature whose alignment 
  has at least one component different from yours.
  This foe must pose a threat to you or your allies in some 
  direct, immediate way.
  If your attack hits, you or an ally within 10 feet of you heals 
  3d6 points of damage + 1 point per initiator level 
  (maximum +10).
  SHIELD BLOCK
  Devoted Spirit (Counter)
  Level: Crusader 2
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  With a heroic burst of effort, you thrust your shield between your 
  defenseless ally and your enemy.
  As an immediate action, you can grant an AC bonus to an 
  adjacent ally equal to your shield’s AC bonus + 4.
  You apply this bonus in response to a single melee or 
  ranged attack that targets your ally.
  You can initiate this maneuver after an opponent makes his 
  attack roll, but you must do so before you know whether 
  the attack was a success or a failure.
  SHIELD COUNTER
  Devoted Spirit (Counter)
  Level: Crusader 7
  Prerequisite: Two Devoted Spirit maneuvers
  Initiation Action: 1 immediate action
  Range: Melee attack
  Target: One creature
  As your opponent prepares to make his attack, you bash him with 
  your shield and disrupt his attempt.
  As an immediate action, you can attempt a shield bash 
  against an opponent you threaten.
  This attack is made with a –2 penalty.
  If your shield attack hits, your target’s next attack 
  automatically misses.
  You can use this maneuver immediately after an opponent 
  declares an attack, but you must do so before the attack’s 
  result has been determined.
  STRIKE OF RIGHTEOUS VITALITY
  Devoted Spirit (Strike}
  Level: Crusader 9
  Prerequisite: Three Devoted Spirit maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  As your enemy reels from your mighty blow, an ally nearby is 
  simultaneously healed and cleansed of its wounds by the power of 
  your faith.
  When you make this strike, you or one ally within 10 feet 
  of you gains the benefit of a heal spell cast as a cleric of your 
  character level.
  To gain the benefit of this maneuver, you must strike an 
  enemy creature whose alignment has at least one 
  component different from yours.
  
  103
  This foe must pose a threat to you or your allies in some 
  direct, immediate way.
  THICKET OF BLADES
  Devoted Spirit (Stance)
  Level: Crusader 3
  Prerequisite: One Devoted Spirit maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You maintain a careful guard as you search for any gaps in your 
  opponent’s awareness.
  Even the slightest move provokes a stinging counter from you.
  While you are in this stance, any opponent you threaten 
  that takes any sort of movement, including a 5-foot step, 
  provokes an attack of opportunity from you.
  Your foes provoke this attack before leaving the area you 
  threaten.
  Your opponents also cannot use the withdraw action (PH
  143) to treat the square they start in as no longer threatened 
  by you.
  TIDE OF CHAOS
  Devoted Spirit (Strike) [Chaos]
  Class: Crusader 5
  Prerequisite: One Devoted Spirit maneuver, chaotic 
  alignment
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  The power of chaos swirls around you, lending strength to your 
  attacks as you cast your fate to the whims of luck.
  You must make a charge attack as part of this maneuver.
  If the target is lawful-aligned, you gain a +8 bonus on your 
  attack (in addition to the charge bonus) and your attack 
  deals an extra 4d6 points of damage.
  In addition, if your charge attack hits and the target is 
  lawful-aligned, you become wreathed in anarchic energy.
  You gain total concealment against all attacks that target 
  you until the beginning of your next turn.
  VANGUARD STRIKE
  Devoted Spirit (Strike)
  Level: Crusader 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You batter aside your foes defenses with a vicious, overwhelming 
  attack, leaving him vulnerable to your allies’ blows.
  As part of this maneuver, you make a melee attack against 
  an opponent you threaten.
  If this attack hits, all your allies gain a +4 bonus on ranged 
  and melee attacks against that target until the start of your 
  next turn.
  DIAMOND MIND
  Diamond Mind maneuvers allow a warrior to use her 
  cunning, intellect, and feel for the battlefield against her 
  enemies.
  Time seems to flow slower to a Diamond Mind initiate.
  The bastard sword (or katana), rapier, shortspear, and 
  trident are this discipline’s favored weapons.
  Concentration is the Diamond Mind discipline’s key skill.
  ACTION BEFORE THOUGHT
  Diamond Mind (Counter)
  Level: Swordsage 2, warblade 2
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Your supreme sense of the battlefield, unmatched martial training, 
  and simple, intuitive sense of danger allow you to act faster than 
  the speed of thought.
  When a spell or other attack strikes you, you move a split second 
  before you are even aware of the threat.
  Your mind is a keenly honed weapon.
  Other warriors rely on their physical talents.
  You know that a mix of mental acuity and martial training, 
  along with a strong sword arm, is an unbeatable 
  combination.
  This maneuver epitomizes your approach.
  Your mind, rather than your raw reflexes, dictates your 
  defenses.
  You can use this maneuver any time you would be required 
  to make a Reflex save.
  Roll a Concentration check instead of the Reflex save and 
  use the result of that check to determine the save’s success.
  You must use this maneuver before you roll the Reflex save.
  A result of a natural 1 on your Concentration check is not 
  an automatic failure.
  AVALANCHE OF BLADES
  Diamond Mind (Strike)
  Level: Swordsage 7, warblade 7
  Prerequisite: Three Diamond Mind maneuvers
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  In a flashing blur of steel, you unleash a devastating volley of 
  deadly attacks against your enemy, striking it again and again.
  You lash at an opponent.
  If your attack hits, you repeat the same attack again and 
  again at nearly superhuman speed, allowing you to score 
  multiple hits in a blur of activity.
  Unfortunately, as soon as an attack misses, your tempo 
  breaks, and this delicate maneuver crumbles into a flurry of 
  wasted motion.
  As part of this maneuver, you make a single melee attack 
  against an opponent.
  If that attack hits, resolve your damage as normal.
  You can then make another attack against that foe with a –4 
  penalty on your attack roll.
  If that attack hits, you can make another attack against that 
  opponent with a –8 penalty.
  
  104
  You continue to make additional attacks, each one with an 
  additional –4 penalty, until you miss or your opponent is 
  reduced to –1 hit points or fewer.
  You must direct all these attacks at a single foe.
  BOUNDING ASSAULT
  Diamond Mind (Strike)
  Level: Swordsage 4, warblade 4
  Prerequisite: Two Diamond Mind maneuvers
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  You spring across the battlefield, using your focus and ability to act 
  quickly to make an attack while moving.
  You combine speed and power into a deadly combination.
  With this maneuver, you move across the battlefield in a 
  blur, pausing only to deliver a ferocious attack.
  As part of this maneuver, make a double move.
  After you move, you can also make a melee attack.
  You gain a +2 bonus on this attack.
  This maneuver is considered a charge attack when 
  determining if feats and other abilities apply to your attack.
  DIAMOND DEFENSE
  Diamond Mind (Counter)
  Level: Swordsage 8, warblade 8
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  You steel yourself against an opponent’s spell, drawing on your 
  focus and training to overcome its effect.
  You can initiate this maneuver any time you would be 
  required to make a saving throw.
  You gain a bonus on that save equal to your initiator level.
  You must use this maneuver before you roll the saving 
  throw.
  DIAMOND NIGHTMARE BLADE
  Diamond Mind (Strike)
  Level: Swordsage 8.
  warblade 8
  Prerequisite: Three Diamond Mind maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You spot a single fatal flaw in your opponent’s defenses.
  With a single attack, you put all the force of your supreme focus 
  into a single, crippling blow.
  You must make a Concentration check as part of this 
  maneuver.
  The DC of this check is the target creature’s AC.
  You then make a single melee attack against your target, 
  also as part of the maneuver.
  If your Concentration check succeeds, this attack deals four 
  times your normal melee damage.
  If your check fails, your attack is made with a –2 penalty 
  and doesn’t deal any additional damage.
  If your strike is a critical hit, you stack the multipliers as 
  normal (PH 304).
  DISRUPTING BLOW
  Diamond Mind (Strike)
  Level: Swordsage 5, warblade 5
  Prerequisite: Two Diamond Mind maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Will negates
  Duration: 1 round
  With a combination of brute force, keen timing, and exacting aim, 
  you force your opponent into an awkward position that ruins his 
  next action.
  As part of this maneuver, you make a melee attack.
  If this attack hits, your target takes normal melee damage 
  and must make a Will save (DC 15 + your Str modifier) or 
  be unable to take any actions for 1 round.
  The target does not suffer any other drawbacks or penalties.
  He can still make attacks of opportunity but is unable to 
  take immediate actions until his next turn.
  EMERALD RAZOR
  Diamond Mind (Strike)
  Level: Swordsage 2, warblade 2
  Prerequisite: One Diamond Mind maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You stare at your enemy, studying his every move.
  You mentally probe his defenses in search of a weakness.
  A lesser warrior could spent long minutes pondering this problem, 
  but you see an opening and seize upon it in an instant.
  Your understanding of combat, your keenly honed mind, 
  and your capability to read your opponents make you a 
  deadly combatant.
  When you focus your mind, even the most elusive 
  opponent becomes an easy target.
  As part of this maneuver, make a single melee attack against 
  an opponent.
  This is a touch attack rather than a standard melee attack.
  If you hit, you deal normal melee damage.
  HEARING THE AIR
  Diamond Mind (Stance)
  Level: Swordsage 5, warblade 5
  Prerequisite: Two Diamond Mind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Your perception becomes so fine that you can hear the tiniest flutter 
  of air moving past you.
  Invisible foes and other hidden threats become as plain as day in 
  the area of your heightened senses.
  Drawing on your combat training, sharpened senses, and 
  capability to predict your enemy’s moves, you become a 
  faultless sentinel on the battlefield.
  Even the smallest detail or stealthiest enemy cannot hope 
  to evade your notice.
  While you are in this stance, you gain blindsense out to 30 
  feet and a +5 insight bonus on Listen checks.
  
  105
  INSIGHTFUL STRIKE
  Diamond Mind (Strike)
  Level: Swordsage 3, warblade 3
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You study your opponent and spot a weak point in her armor.
  With a quick, decisive strike, you take advantage of this weakness 
  with a devastating attack.
  Your mind rather than your physical power allows you to 
  deal grievous injuries to your foes.
  When you attack, your training and mental focus allow you 
  to score a telling blow.
  As part of this maneuver, make a melee attack.
  If this attack hits, you do not deal normal damage.
  Instead, you make a Concentration check and deal damage 
  equal to the check result.
  Your Strength modifier, your weapon’s magical properties 
  (if any), and any other extra damage you normally deal do 
  not modify this check (including extra damage from class 
  abilities, feats, or spells).
  INSIGHTFUL STRIKE, GREATER
  Diamond Mind (Strike)
  Level: Swordsage 6, warblade 6
  Prerequisite: Two Diamond Mind maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Your keen eye picks out the slightest imperfection in your 
  opponent’s defenses.
  Your weapon becomes a tool of your mind.
  This maneuver functions like insightful strike, except that 
  you deal damage equal to 2 × your Concentration check 
  result.
  MIND OVER BODY
  Diamond Mind (Counter)
  Level: Swordsage 3, warblade 3
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Your training and mental toughness allow you to use your focus to 
  overcome physical threats.
  By focusing your mind, you ignore the effect of a deadly poison or 
  debilitating sickness.
  Your diligent training and intense mental focus combine to 
  allow you to overcome physical threats with the raw power 
  of your mind.
  You can use this maneuver any time you would be required 
  to make a Fortitude save.
  Make a Concentration check instead of the Fortitude save 
  and use the result of that check to determine the saves 
  success.
  You must use this maneuver before you attempt the 
  Fortitude save.
  A result of a natural 1 on your Concentration check is not 
  an automatic failure.
  MIND STRIKE
  Diamond Mind (Strike)
  Level: Swordsage 4, warblade 4
  Prerequisite: Two Diamond Mind maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Will negates
  You strike your opponent’s head, rattling his senses and causing 
  him to lose focus.
  As a warrior who fights with your mind as well as your 
  brawn, you know that attacking a foe’s senses is just as 
  valuable as sapping his strength.
  With this attack, you leave an opponent befuddled and 
  vulnerable.
  As part of this maneuver, make a melee attack.
  If this attack hits, your target must make a Will save (DC 14 
  + your Str modifier) or take 1d4 points of Wisdom damage.
  The target ignores the Wisdom damage on a successful save 
  but still takes weapon damage normally.
  MOMENT OF ALACRITY
  Diamond Mind (Boost)
  Class: Swordsage 6, warblade 6
  Prerequisite: Two Diamond Mind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You step into a space between heartbeats and act again while your 
  enemies are still reacting to your last strike.
  You can improve your initiative count for the next round 
  and all subsequent rounds of the current encounter.
  When you initiate this maneuver, your initiative count 
  improves by 20, and your place in the initiative order 
  changes accordingly.
  This modifier applies at the end of the round.
  Your place in the initiative order changes to reflect 
  moment of alacrity’s effect starting with the next round.
  MOMENT OF PERFECT MIND
  Diamond Mind (Counter)
  Level: Swordsage 1, warblade 1
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Your mental focus and martial study rendered your will into an 
  unbreakable iron wall.
  When someone targets you with a spell that seeks to erode your 
  willpower, you steel yourself against the attack.
  Between your devoted study, iron will, and supreme focus, 
  you have learned to resist attempts to subvert your 
  willpower.
  When you feel such an effect try to cloud your mind, you 
  can draw on untapped reserves of energy to counter the 
  attempt.
  You can use this maneuver any time you would be required 
  to make a Will save.
  Make a Concentration check instead of the Will save and 
  use the result of that check to determine the save’s success.
  You must use this maneuver before you attempt the Will 
  save.
  A result of a natural 1 on your Concentration check is not 
  an automatic failure.
  
  106
  PEARL OF BLACK DOUBT
  Diamond Mind (Stance)
  Level: Swordsage 3, warblade 3
  Prerequisite: One Diamond Mind maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  With every miss, your opponents become more uncertain, their 
  doubt growing like an irritating pearl in the mouth of a helpless 
  oyster.
  You prey on your opponents’ tear and lack of confidence.
  Each failed attack against you reminds them that their skill 
  cannot hope to match yours.
  When you enter this stance, you become more difficult to 
  hit with each successive attack that misses you.
  Each time an opponent misses you with a melee attack, you 
  gain a +2 dodge bonus to AC.
  This bonus lasts until the start of your next turn and is 
  cumulative for the round.
  The bonus applies to any attacks made by all opponents 
  until the beginning of your next turn.
  QUICKSILVER MOTION
  Diamond Mind (Boost)
  Level: Swordsage 7, warblade 7
  Prerequisite: Three Diamond Mind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  In the blink of an eye, you make your move.
  Your speed, reflexes, and boundless confidence combine to allow 
  you to make a fast, bold move that catches your foes off guard.
  With a burst of energy, you move forward to press an 
  attack, draw an item from your backpack, or take some 
  other move action.
  Your training, mental acuity, and drive allow you to move 
  with greater speed and confidence than other warriors.
  This maneuver requires a swift action to initiate.
  You can take a free move action after you initiate this 
  maneuver.
  You can use any of the options available for a move action.
  You can then use the rest of your actions as normal.
  For example, you could use this maneuver to move next to 
  a foe, then take a full attack action.
  You could move, then make a charge attack, and so forth.
  The move action you gain from this maneuver provokes 
  attacks of opportunity as normal.
  RAPID COUNTER
  Diamond Mind (Counter)
  Level: Swordsage 5, warblade 5
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  You lash out, your weapon a blur, hammering at the slightest gap 
  that appears in your defenses.
  This maneuver allows you to make a free attack against a 
  reckless enemy.
  When a foe provokes an attack of opportunity from you, 
  you can initiate this maneuver.
  As part of this maneuver, you make an immediate melee 
  attack against the foe that provoked the attack of 
  opportunity.
  This attack does not replace the normal attack of 
  opportunity you receive.
  You can also use this maneuver before making your normal 
  attack of opportunity when an opponent provokes (or vice 
  versa).
  The attack granted by the maneuver is not an extra attack of 
  opportunity.
  You can initiate this maneuver before, after, in addition to, 
  or instead of making an attack of opportunity against an 
  opponent (thus possibly saving your attack of opportunity 
  to use against another enemy later in the round).
  RUBY NIGHTMARE BLADE
  Diamond Mind (Strike)
  Level: Swordsage 4, warblade 4
  Prerequisite: Two Diamond Mind maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  With a moment’s thought, you instantly perceive the deadliest 
  place to strike your enemy as you study her defenses, note gaps in 
  her armor, and read subtle but important clues in how she carries 
  herself or maintains her fighting stance.
  The ruby nightmare blade is a favored finishing move of 
  warriors who study the Diamond Mind discipline.
  By intently analyzing your foe’s stance and moves, you find 
  the precise spot that you must strike to end the fight with a 
  decisive blow.
  You attempt a Concentration check as part of this 
  maneuver, using the target creature’s AC as the DC of the 
  check.
  You then make a single melee attack against your target.
  This attack is also made as part of this maneuver.
  If your Concentration check succeeds, this melee attack 
  deals double normal melee damage.
  If your check fails, your attack is made with a –2 penalty 
  and deals only normal melee damage.
  If your strike is a critical hit, you stack the multipliers as 
  normal (PH 304).
  SAPPHIRE NIGHTMARE BLADE
  Diamond Mind (Strike)
  Level: Swordsage 1, warblade 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Your study your enemy for a brief movement, watching his 
  defensive maneuvers and making a strike timed to take advantage 
  of a lull in his vigilance.
  The sapphire nightmare blade is one of the most basic, but 
  important, maneuvers that a Diamond Mind adept studies.
  It illustrates that a keen mind can pierce even the toughest 
  defenses.
  You attempt a Concentration check as part of this 
  maneuver, using the target creature’s AC as the DC of the 
  check.
  You then make a single melee attack against your target.
  The attack is also part of this maneuver.
  
  107
  If your Concentration check succeeds, the target is flat-
  footed against your attack, and you deal an extra 1d6 points 
  of damage.
  If your check fails, your attack is made with a –2 penalty 
  and deals normal damage.
  STANCE OF ALACRITY
  Diamond Mind (Stance)
  Level: Swordsage 8, warblade 8
  Prerequisite: Three Diamond Mind maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Your mind and body meld, granting you an edge in combat.
  You move slightly faster than normal due to a combination of 
  confidence, training, and clarity of mind.
  This slight edge adds up with each action.
  Your mental swiftness translates to physical action on the 
  battlefield.
  You are constantly on edge, allowing you to react to 
  multiple attacks and threats.
  Most warriors can only manage a single counter move each 
  round.
  While you are in this stance, you can use one counter per 
  round without taking an immediate action.
  You cannot use the same maneuver two times in a round.
  In essence, one counter you use during the round does not 
  require an immediate action.
  If you have already taken an immediate action within the 
  past round, such as casting a feather fall spell, you can still 
  use this stance to initiate a counter.
  STANCE OF CLARITY
  Diamond Mind (Stance)
  Level: Swordsage 1, warblade 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You focus your efforts on a single opponent, studying his moves and 
  preparing an attack.
  Your other opponents fade from sight as your mind locks onto your 
  target.
  This stance allows you to focus on a single opponent to the 
  exclusion of all others.
  You read your foe’s fighting stance, his favored attacks, and 
  the methods he used to train.
  By combining these factors into a single analysis of his 
  abilities, you see how to foil his attacks.
  While you are in this stance, you must choose a single 
  opponent as your target at the start of your turn.
  You gain a +2 insight bonus to AC against that foe until you 
  change the target of this stance.
  You take a –2 penalty to AC against all other opponents 
  while using stance of clarity.
  TIME STANDS STILL
  Diamond Mind (Strike)
  Level: Swordsage 9, warblade 9
  Prerequisite: Four Diamond Mind maneuvers
  Initiation Action: 1 full-round action
  Range: Personal
  Target: You
  The raindrops themselves stand still as you act at the speed of 
  thought.
  You move like a blur, catching your enemies by surprise until a 
  complex action carried out in a tiny fraction of the time normally 
  needed to complete it.
  In an unmatched burst of speed, agility, and decisive action, 
  you move more quickly than the eye can follow.
  You can lash out with your blade, striking your opponent so 
  rapidly that observers can’t keep track of your moves.
  As part of this maneuver, you can use a full attack action 
  two times in succession.
  Take your first full attack as normal.
  Once you have resolved those attacks, you can then take 
  another full attack action.
  You must resolve these actions separately.
  You cannot combine the attacks provided by both actions 
  as you wish.
  Instead, you must take them separately and in order as 
  normal for a full attack.
  IRON HEART
  The Iron Heart discipline focuses on pure weapon skill.
  Its students learn to complete fighting maneuvers that 
  border on the supernatural.
  The Iron Heart’s preferred weapons are the bastard sword, 
  dwarven waraxe, longsword, and two-bladed sword.
  Its key skill is Balance, because body control, good footing, 
  and impeccable timing are important to completing Iron 
  Heart maneuvers.
  ABSOLUTE STEEL
  Iron Heart (Stance)
  Level: Warblade 3
  Prerequisite: One Iron Heart maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You shift your weight to the back of your feet and hold your blade 
  carefully forward at the ready.
  Your muscles twitch slightly as you prepare to dodge the next 
  attack you face.
  The absolute steel stance allows you to enhance your 
  mobility and speed.
  You move quickly, keep a sharp eye on your enemies, and 
  are ready to instantly sidestep any incoming attacks.
  While you are in this stance, you gain a +10-foot 
  enhancement bonus to your speed.
  If you move at least 10 feet during your turn, you gain a +2 
  dodge bonus to AC until the beginning of your next turn.
  ADAMANTINE HURRICANE
  Iron Heart (Strike)
  Level: Warblade 8
  Prerequisite: Three Iron Heart maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Targets: One or more adjacent creatures you threaten
  
  108
  In a blur of motion, you make a short, twisting leap in the air.
  As you turn, your weapon flashes through the enemies around you 
  like a blazing comet.
  As you drop hack to the ground in your fighting stance, your 
  enemies crumple to the ground around you.
  You sweep your weapon in a circle around you, striking out 
  at nearby enemies.
  You strike with the speed and ferocity of a lightning bolt, 
  forcing your enemies to rely on their reflexes for protection 
  rather than their armor and shields.
  You make two melee attacks against each adjacent 
  opponent you threaten when you initiate this maneuver.
  You receive a +4 bonus on each of these attacks, which are 
  otherwise made with your highest attack bonus.
  DANCING BLADE FORM
  Iron Heart (Stance)
  Level: Warblade 5
  Prerequisite: Two Iron Heart maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You strike forward like a slithering snake, tiding yourself almost 
  beyond your ability to maintain your balance.
  Your foe stumbles backward, surprised that you could reach him 
  from such a great distance.
  By carefully distributing your weight and establishing a 
  steady, rugged posture, you can reach out and strike 
  opponents with your melee attacks at a greater than normal 
  distance.
  A warrior with less training and expertise would fall flat on 
  his face attempting this maneuver.
  You, on the other hand, have the grace, focus, and skill 
  needed to complete this complex move.
  While you are in this stance, you gain a bonus to your reach 
  during your turn.
  When you make a melee attack, your reach increases by 5 
  feet.
  Your reach is not improved when it is not your turn, such 
  as when you make an attack of opportunity.
  You cannot improve your reach by more than 5 feet by 
  using this ability in conjunction with other maneuvers.
  DAZING STRIKE
  Iron Heart (Strike)
  Level: Warblade 5
  Prerequisite: Two Iron Heart maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  Saving Throw: Fortitude partial
  Through focus, raw power, and expert aim, you make a mighty 
  attack against your foe, leaving him temporarily knocked senseless 
  by your attack.
  The proper application of force to just the right part of a 
  foe’s anatomy allows you to disrupt his actions.
  While he stumbles back, senseless, you press the advantage.
  You make a single melee attack as part of this strike.
  If this attack hits, the target takes melee damage normally 
  and must make a Fortitude save (DC 15 + your Str modifier) 
  or be dazed for 1 round.
  DISARMING STRIKE
  Iron Heart (Strike)
  Level: Warblade 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You chop at your foe’s hand, causing a grievous injury and forcing 
  him to drop his weapon.
  This maneuver allows you to combine a disarm attempt 
  with a normal attack.
  You make a single melee attack as part of this strike.
  If this attack hits and deals damage, you can also attempt to 
  disarm your opponent (PH 155).
  This disarm attempt does not provoke attacks of 
  opportunity, nor is there any risk that your foe can disarm 
  you.
  EXORCISM OF STEEL
  Iron Heart (Strike)
  Level: Warblade 3
  Prerequisite: One Iron Heart maneuver
  Initiation Action: Standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 minute
  Saving Throw: Will half
  You attack, striking not your foe, but his weapon, sending a 
  shockwave up his arm that leaves him unable to strike with full 
  force.
  Your mastery of the Iron Heart style has taught you much 
  about the power within a blade, and you can use this 
  knowledge to not only enhance your own ability but also to 
  deprive others of that power.
  When you initiate this maneuver, you attack your 
  opponent’s weapon (PH 155).
  This attack does not provoke attacks of opportunity.
  If you succeed, your foe takes a –4 penalty on melee 
  damage rolls for 1 minute.
  The wielder of the weapon can attempt a Will save (DC 13 + 
  your Str modifier) to halve this penalty.
  You can use this maneuver only against manufactured 
  weapons.
  You cannot use it against natural weapons.
  FINISHING MOVE
  Iron Heart (Strike)
  Level: Warblade 7
  Prerequisite: Three Iron Heart maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You deliver a devastating strike against a wounded foe, aiming to 
  finish him off once and for all.
  Iron Heart teaches that it is best to finish off a foe with as 
  little effort as possible, the better to save your strength for 
  your remaining enemies.
  
  109
  When you use this maneuver, you throw yourself on the 
  offensive with little thought to your defenses.
  If this attack strikes home, it might end a fight several 
  crucial seconds early.
  As part of this maneuver, you make a melee attack against a 
  creature.
  This attack deals an extra 4d6 points of damage.
  If the target’s current hit points are less than its full normal 
  hit points, the attack instead deals an extra 6d6 points of 
  damage.
  If its hit points are equal to or less than one-half its full 
  normal hit points, the attack instead deals an extra 14d6 
  points of damage.
  IRON HEART ENDURANCE
  Iron Heart (Boost)
  Level: Warblade 6
  Prerequisite: Two Iron Heart maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  You push aside the pain of your injuries to fight on past mortal 
  limits.
  If you have half or fewer of your full normal hit points 
  remaining, you can initiate this maneuver to heal hit points 
  equal to 2 × your level.
  IRON HEART FOCUS
  Iron Heart (Counter)
  Level: Warblade 5
  Prerequisite: Two Iron Heart maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  With a last-second burst of speed, you summon reserves of mental 
  and physical will and throw off the effects of your enemy’s attack.
  Your training in the Iron Heart discipline grants you 
  excellent reflexes, mental toughness, and stamina.
  You can draw upon your training and focus to overcome a 
  variety of deadly effects.
  As an immediate action, you can reroll a saving throw you 
  have just made.
  You must accept the result of this second roll, even if the 
  new result is lower than your initial roll.
  IRON HEART SURGE
  Iron Heart
  Level: Warblade 3
  Prerequisite: One Iron Heart maneuver
  Initiation Action: 1 standard action
  Range: Personal
  Target: You
  Duration: See text
  By drawing on your mental strength and physical fortitude, you 
  break free of a debilitating state that might otherwise defeat you.
  Your fighting spirit, dedication, and training allow you to 
  overcome almost anything to defeat your enemies.
  When you use this maneuver, select one spell, effect, or 
  other condition currently affecting you and with a duration 
  of 1 or more rounds.
  That effect ends immediately.
  You also surge with confidence and vengeance against your 
  enemies, gaining a +2 morale bonus on attack rolls until the 
  end of your next turn.
  LIGHTNING RECOVERY
  Iron Heart (Counter)
  Level: Warblade 4
  Prerequisite: Two Iron Heart maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Your foe twists out of the way of your initial attack, but your 
  weapon becomes a blur as you reverse direction and strike at him 
  again with lightning speed.
  In the blink of an eye, you complete your attack and resume your 
  defensive posture.
  This maneuver embodies the ethos of speed and energy 
  that the Iron Heart tradition teaches.
  If one of your melee attacks misses, you can initiate this 
  maneuver to reroll that attack roll with a +2 bonus.
  LIGHTNING THROW
  Iron Heart (Strike)
  Level: Warblade 8
  Prerequisite: Two Iron Heart maneuvers
  Initiation Action: 1 standard action
  Range: 30 ft.
  Area: 30-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex half
  You throw your weapon through the air, sending it flying end over 
  end to strike with uncanny accuracy and terrible force.
  It leaves in its wake a trail of battered enemies.
  The Iron Heart tradition’s more esoteric teachings allow a 
  student to transform any melee weapon into a thrown 
  projectile.
  By focusing your concentration and attuning your senses to 
  your weapon’s balance, you can throw almost anything.
  When you use this strike, you make a single melee attack 
  (even though you are throwing your weapon).
  You deal damage to each creature in the maneuver’s area 
  equal to your normal melee damage (including damage 
  from your strength modifier, feats, magical abilities on your 
  weapon, and so forth), plus an extra 12d6 points of damage.
  Each creature in the attack’s area can make a Reflex save 
  with a DC equal to the result of your attack roll.
  A successful save halves the damage dealt.
  Your weapon automatically returns to your hand at the end 
  of the round.
  MANTICORE PARRY
  Iron Heart (Counter)
  Level: Warblade 6
  Prerequisite: Two Iron Heart maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  You block an enemy’s attack with a lightning-quick parry, then 
  deflect it toward a different target.
  Your foe can barely control its momentum as its attack now slams 
  into an ally.
  
  110
  When you initiate this maneuver, you can attempt to block 
  an enemy’s melee attack that targets you and redirect it to 
  another target adjacent to you.
  Make a melee attack roll.
  If your result is greater than your foe’s attack roll, you bat 
  aside the strike and direct it against a target of your choice 
  that stands adjacent to you.
  You must decide whether to initiate this maneuver after the 
  enemy attacks, but before you know whether or not the 
  attack you are attempting to deflect actually hits.
  If the attack misses, you can still attempt to deflect it.
  If you succeed in deflecting the attack, use the result of 
  your opponent’s attack roll to determine if it strikes the 
  new target.
  This maneuver functions only against armed melee attacks.
  You cannot use it against unarmed attacks, natural 
  weapons, or touch spells.
  MITHRAL TORNADO
  Iron Heart (Strike)
  Level: Warblade 4
  Prerequisite: Two Iron Heart maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: All adjacent opponents
  Your weapon becomes a blur of motion as you swing it in a tight 
  arc over your head.
  Once you build up enough speed, you explode into a sweeping 
  attack that chops into the enemies around you.
  When you initiate this strike, you make a melee attack 
  against every opponent adjacent to you.
  Resolve each attack separately.
  You gain a +2 bonus on each of these attacks, which are 
  otherwise made at your highest attack bonus.
  PUNISHING STANCE
  Iron Heart (Stance)
  Level: Warblade 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You chop down violently with your weapon, lending extra force to 
  your blows.
  These attacks come at a cost, as your enemies slash at your 
  undefended legs and flanks.
  You hold your weapon overhead, allowing you to chop 
  down with superior force.
  However, this fighting stance leaves you vulnerable to an 
  opponent’s attacks.
  Only an initiate of the Iron Heart tradition can manage the 
  perilous balance between trading attack power for defense.
  A lesser warrior would leave himself nearly helpless to 
  resist an opponent’s attacks.
  While you are in this stance, you deal an extra 1d6 points of 
  damage with all melee attacks.
  You also take a –2 penalty to AC, because this fighting 
  stance emphasizes power over a defensive posture.
  SCYTHING BLADE
  Iron Heart (Boost)
  Level: Warblade 7
  Prerequisite: Three Iron Heart maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  You strike at one foe with a long, high backhand cut, then make a 
  quick turn to continue the stroke against another nearby enemy.
  You swing your weapon in a wide, deadly arc.
  With your supreme skill and martial training, you aim your 
  attack so that as you strike one opponent, you set yourself 
  up perfectly to make a second attack against a different foe.
  As your weapon strikes one opponent, it cuts into him.
  then ricochets to your second target.
  If the first melee attack you make during your turn hits, 
  you can immediately make a free attack at your highest 
  attack bonus against a different enemy that you threaten.
  You can only gain one free attack each time you initiate this 
  maneuver, regardless of how many successful attacks you 
  make in this round.
  STEEL WIND
  Iron Heart (Strike)
  Level: Warblade 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Two creatures
  You swing your weapon in a broad, deadly arc, striking two foes 
  with a single, mighty blow.
  Through a combination of sheer power and unmatched 
  talent, you make an attack that injures multiple opponents.
  As you initiate this strike, you make two melee attacks, each 
  against a different foe that you threaten.
  Resolve each attack separately.
  STEELY STRIKE
  Iron Heart (Strike)
  Level: Warblade 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round; see text
  You focus yourself for a single, accurate attack, shrugging off your 
  opponent’s blows and ignoring the need for defense as you make 
  your assault.
  The Iron Heart discipline teaches focus, allowing you to 
  engage and defeat one opponent at a time.
  Your other enemies mean nothing to you as you press your 
  attack.
  You make a single melee attack as part of this strike.
  You gain a +4 bonus on the attack roll.
  All opponents other than the one you attacked gain a +4 
  bonus on attack rolls against you for 1 round.
  STRIKE OF PERFECT CLARITY
  Iron Heart (Strike)
  Level: Warblade 9
  Prerequisite: Four Iron Heart maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  
  111
  Your supreme focus and perfect fighting form allow you to make a 
  single, devastating attack.
  You execute a flawless strike to drop your foe with a single attack.
  The ultimate Iron Heart maneuver teaches the precise, 
  perfect cut necessary to slay almost any creature.
  Only the mightiest foes can withstand this attack.
  Adepts of the Iron Heart tradition seek to use this attack to 
  end fights as quickly as possible.
  You might open a fight with a quick flurry of attacks, but 
  once a foe is injured, you seek to end the battle with this 
  decisive strike.
  You make a single melee attack as part of this strike.
  If your attack hits, it deals an extra 100 points of damage (in 
  addition to your normal melee damage).
  SUPREME BLADE PARRY
  Iron Heart (Stance)
  Level: Warblade 8
  Prerequisite: Three Iron Heart maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You drop into a relaxed pose, allowing your defenses to flow 
  naturally and easily.
  Your blade lashes out to absorb or deflect each attack you face, 
  blunting the force of your enemies’ blows.
  As a student of the Iron Heart discipline, you learn that a 
  simple flick of the wrist or turn of the blade can transform a 
  deadly strike into a wild miss.
  In battle, you enter a steady rhythm that makes you 
  frustratingly difficult to fight.
  You disrupt each attack with a perfectly timed counter, 
  leaving your foes’ strikes weak and ineffectual.
  While you are in this stance, you gain damage reduction 
  5/– against any opponent that does not catch you flat-
  footed.
  To gain this benefit, you must be proficient with the 
  weapon you carry.
  You gain this benefit while unarmed only if you have the 
  Improved Unarmed Strike feat.
  WALL OF BLADES
  Iron Heart (Counter)
  Level: Warblade 2
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Your weapon sways back and forth in your hand, ready to block 
  incoming blows, With the speed of a thunderbolt, you clash your 
  weapon against your foe’s blade as he attempts to attack.
  Your weapon mastery transforms your blade into an 
  extension of your arm, allowing you to wield it with the 
  speed and timing needed to make a precise block.
  When an enemy makes a melee or ranged attack against 
  you, you can initiate this counter to oppose that attack by 
  making an attack roll with any melee weapon you are 
  holding.
  Use the higher of your AC or your attack roll as your 
  effective AC against the incoming attack.
  You can’t use this maneuver if you are denied your 
  Dexterity bonus to AC against your attacker.
  You can decide to use this ability after you learn the result 
  of your opponent’s attack.
  SETTING SUN
  The Setting Sun discipline teaches its initiates to turn their 
  opponents’ strength against them.
  With a quick shift in stance and a carefully aimed attack, a 
  Setting Sun warrior sends a charging enemy tumbling in a 
  new direction.
  Setting Sun’s preferred weapons are the quarterstaff, short 
  sword, nunchaku, and unarmed strike.
  The discipline’s key skill is Sense Motive.
  BAFFLING DEFENSE
  Setting Sun (Counter)
  Level: Swordsage 2
  Prerequisite: One Setting Sun maneuver
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  You crouch balanced on one foot, hands held high over your head.
  Your foe hesitates, unsure of how to attack you in this unlikely 
  stance.
  If your opponent strikes you on his turn, you can replace 
  your AC with the result of a Sense Motive check as an 
  immediate action.
  You must decide whether to initiate this maneuver before 
  you know the result of your opponent’s attack (but after the 
  attack is declared).
  Your Sense Motive check applies to only one attack.
  You must be aware of the attack to which you will apply the 
  effect of this maneuver.
  If you are flat-footed against the incoming attack, you 
  cannot use this maneuver.
  BALLISTA THROW
  Setting Sun (Strike)
  Level: Swordsage 6
  Prerequisite: Two Setting Sun maneuvers
  Initiation Action: 1 standard action
  Range: Touch and 60 ft.; see text
  Target: Creature touched
  Area: 60-ft. line
  You grab your opponent and spin like a top, swinging him around 
  before throwing him at your opponents like a bolt from a ballista.
  This maneuver functions like mighty throw (page 73), 
  except as noted here.
  As part of this maneuver, you must succeed on a melee 
  touch attack against your foe.
  You can then make a trip attempt against your enemy.
  You gain a +4 bonus on the ability check.
  If you succeed in tripping your foe, you throw him in a 60-
  foot line.
  The target and all creatures in this area take 6d6 points of 
  damage.
  The thrown creature lands prone at the end of this line.
  You must place the target in an empty space.
  If the space at the end of the fine is occupied, your 
  opponent falls prone in the open space closest to the line’s 
  endpoint.
  
  112
  CLEVER POSITIONING
  Setting Sun (Strike)
  Level: Swordsage 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Reflex partial
  With a swift flurry of motion, you knock you foe off balance, slip 
  into his space, and force him into the spot you just occupied.
  You make a melee attack, and while your opponent is 
  slightly off balance from your blow, you find the leverage 
  needed to pull him into your space while moving into his 
  space.
  As part of this maneuver, you make a single melee attack 
  against a target.
  If your attack hits, the target takes damage normally and 
  must make a Reflex save (DC 12 + your Dex modifier).
  If this save fails, you swap positions with the target.
  If the target is Large or larger, you can occupy any of the 
  squares that make up its space.
  The target must in turn occupy the square, or one of the 
  squares, you previously occupied.
  You cannot use this maneuver if you or the target would 
  end up sharing the same space as another creature or an 
  impassable terrain feature, such as a wall.
  If your target occupies a larger space than you do, he 
  chooses his final position according to the guidelines given 
  above.
  COMET THROW
  Setting Sun (Strike)
  Level: Swordsage 4
  Prerequisite: One Setting Sun maneuver
  Initiation Action: 1 standard action
  Range: Touch
  Target: Creature touched; see text
  Saving Throw: Reflex partial; see text
  You use your foe’s momentum against him, throwing him through 
  the air to crash into a second enemy.
  This maneuver functions like mighty throw (page 73), 
  except as noted here.
  As part of this maneuver, you must succeed on a melee 
  touch attack against your foe.
  You can then make a trip attempt against your enemy.
  You gain a +4 bonus on the ability check.
  If you succeed in tripping your foe, you throw him up to 10 
  feet away from you in a direction of your choice.
  You select your enemy’s destination square.
  The target falls prone in that space and takes 4d6 points of 
  damage.
  For every 5 points by which you win the opposed check, 
  you gain an additional 5 feet of throw range.
  For example, if you win by 10, you can place your foe in any 
  space within 20 feet of you.
  You can throw your opponent into a space occupied by a 
  second foe.
  In this case, the opponent in the target square also takes 
  4d6 points of damage and is knocked prone.
  A Reflex save (DC 14 + your Str modifier) halves this 
  damage and allows the second target to remain standing.
  The thrown creature then falls prone in a clear space of 
  your choice adjacent to the second target.
  COUNTER CHARGE
  Setting Sun (Counter)
  Level: Swordsage 1
  Initiation Action: 1 immediate action
  Range: Melee attack
  Target: One creature
  With a quick sidestep, you send a charging opponent sprawling.
  With this counter, you can attempt to redirect a creature 
  that intends to make a charge attack against you.
  Immediately before the creature makes its charge attack, 
  make your choice of an opposed Strength or Dexterity 
  check against it.
  The target makes its check using the same ability you chose 
  for your check.
  If you are of a larger size category than the attacking
  creature, you use your superior bulk to redirect your foe 
  and gain a +4 bonus on your Strength check (if you opt for a 
  Strength check).
  If you are of a smaller size category, you use leverage, 
  misdirection, and trickery to gain a +4 bonus on your 
  Dexterity check (if you use that option).
  If you succeed on the Strength or Dexterity check, the 
  creature does not get to attack you.
  You can then move it up to 2 squares in a direction of your 
  choice away from you.
  If you fail the Strength or Dexterity check, the creature 
  gains a +2 bonus on its charge attack, in addition to the 
  normal +2 bonus from taking the charge attack action.
  DEVASTATING THROW
  Setting Sun (Strike)
  Level: Swordsage 3
  Prerequisite: One Setting Sun maneuver
  Initiation Action: 1 standard action
  Range: Touch
  Target: Creature touched
  Seizing your foe by the arm, you spin in a quick half-circle and 
  hurl him headlong away from you.
  This maneuver functions like mighty throw (page 73), 
  except as noted here.
  To set up a devastating throw, you must move at least 15 
  feet.
  As part of this maneuver, you must succeed on a melee 
  touch attack against your foe.
  You can then make a trip attempt against your enemy.
  You gain a +4 bonus on the ability check.
  If you succeed in tripping your foe, you throw him up to 10 
  feet away from you.
  The target falls prone in the destination space and takes 2d6 
  points of damage.
  You choose where he lands.
  For every 5 points by which you win the opposed check, 
  you gain an additional 5 feet of throw distance.
  For example, if you win by 10, you can place your foe in any 
  space within 20 feet of you.
  You must place the target in an empty space.
  If you lack the distance to throw your target into a clear 
  space, he falls prone in his current space.
  FEIGNED OPENING
  Setting Sun (Counter)
  
  113
  Level: Swordsage 3
  Prerequisite: One Setting Sun maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  You show your opponent a seemingly fatal mistake in your 
  defenses, but easily avoid the ensuing attack and simultaneously 
  draw your foe into overextending.
  As she fights to regain her balance, you make a swift 
  counterattack.
  You can use this maneuver when an opponent attempts an 
  attack of opportunity against you.
  As you provoke the attack of opportunity, you position 
  yourself in such a way as to force your opponent to throw 
  herself off balance to strike you.
  Even if she succeeds in striking you, your foe might regret 
  her attack as your allies leap in to finish her.
  When your enemy makes an attack of opportunity against 
  you, but before you know the result of the attack, you can 
  initiate this maneuver.
  If her attack misses, she provokes an attack of opportunity 
  from you.
  If her attack of opportunity hits you, she provokes an attack 
  of opportunity from any of your allies who threaten her.
  FOOL’S STRIKE
  Setting Sun (Counter)
  Level: Swordsage 8
  Prerequisite: Three Setting Sun maneuvers
  Initiation Action: 1 immediate action
  Range: Melee attack
  Target: One creature
  A creature strikes, but you turn the blow straight back at it.
  When an enemy attacks you on its turn, you can attempt to 
  block the blow and send it back at that creature.
  You step into the attack and redirect it.
  This maneuver pits your skill against that of your foe.
  If an opponent attacks you, you can initiate this maneuver 
  to make an opposed attack roll as an immediate action.
  If your foe’s result is higher, he attacks you as normal.
  If your result is higher, your foe rolls damage as normal for 
  the attack and takes that much damage.
  GHOSTLY DEFENSE
  Setting Sun (Stance)
  Level: Swordsage 8
  Prerequisite: Three Setting Sun maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You lurk within concealing mist, luring your opponent into 
  attacking you, only to dodge out of the way and direct your enemy’s 
  blow at an unwitting ally.
  You are a ghost in the mist, capable of turning a foe against 
  her allies.
  By gauging your opponent’s fighting stance, timing your 
  dodge correctly, and placing yourself in the right position, 
  you can lead her into attacking one of her allies rather than 
  you.
  When your foe strikes, you duck out of the way.
  As she follows through with her attack, she inadvertently 
  attacks an ally.
  You gain this stance’s benefit when an opponent’s attack 
  against you has a miss chance, such as from concealment.
  Whenever an opponent’s melee or ranged attack misses you 
  because of this miss chance, you can choose to change the 
  target of the attack from you to another eligible target 
  (other than your attacker).
  For a melee attack, the new target must be within your 
  opponent’s reach and adjacent to you.
  For a ranged attack, the new target must be adjacent to you, 
  and your opponent must have line of effect to him.
  Use the result of the original attack to determine if it hits 
  the new target.
  Your foe does not check again for a miss chance, as you 
  guide the attack directly to the new target.
  This ability applies only once per attack.
  If you use ghostly defense to redirect an attack against a foe 
  using this stance, he does not have the option to redirect 
  the attack again.
  You must be aware of an opponent’s attack to gain the 
  benefit of this stance.
  You cannot use it against attacks that catch you flat-footed.
  GIANT KILLING STYLE
  Setting Sun (Stance)
  Level: Swordsage 3
  Prerequisite: One Setting Sun maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You dart between a giant’s legs, lashing at his inner ankles and 
  other vulnerable areas while staying inside his reach where he 
  cannot hope to parry your attacks.
  The Setting Sun school teaches a fighting style that 
  emphasizes using an opponent’s strength and momentum 
  against him.
  The giant killing strike epitomizes this approach.
  By sizing up a larger opponent and studying his fighting 
  stance and tendencies, you aim your strikes at vulnerable 
  points on his lower body that he cannot defend effectively.
  You slice at tendons on your foe’s feet, smash his knees, and 
  cut into his hamstrings.
  When you are in this stance, you gain a +2 bonus on attack 
  rolls and a +4 bonus on damage rolls against opponents of a 
  larger size category than yours.
  This bonus applies to all attacks you make for the rest of 
  your turn.
  HYDRA SLAYING STRIKE
  Setting Sun (Strike)
  Level: Swordsage 7
  Prerequisite: Three Setting Sun maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You take stock of an opponent’s lighting style and make a single, 
  carefully aimed attack that leaves the creature unable to make all 
  of its attacks.
  
  114
  You take careful aim at an enemy creature, striking it with 
  the precise amount of force needed to push it off guard and 
  leave it unable to bring all of its attacks to bear.
  Your opponent must spend critical seconds adjusting its 
  guard and reevaluating its surroundings.
  As part of this maneuver, make a single melee attack.
  If this attack hits, your target takes normal damage and 
  cannot make a full attack on its next turn.
  Otherwise, it can act normally.
  MIGHTY THROW
  Setting Sun (Strike)
  Level: Swordsage 1
  Initiation Action: 1 standard action
  Range: Touch
  Target: Creature touched
  You use superior leverage and your Setting Sun training to send 
  an opponent fumbling to the ground.
  As part of this maneuver, you must succeed on a melee 
  touch attack against your foe.
  Resolve the throw as a trip attempt (PH 158), but you do not 
  provoke attacks of opportunity, and your opponent cannot 
  try to trip you if you lose the opposed check.
  You can use your Dexterity or Strength modifier, 
  whichever is higher.
  You gain a +4 bonus on the ability check.
  If you succeed in tripping your foe, you throw it up to 10 
  feet away from you.
  The target falls prone in the destination space.
  You choose where it lands.
  You must place the target in an empty space.
  If you lack the distance to throw your target into a clear 
  space, it falls prone in its current space.
  An enemy you throw with this maneuver does not provoke 
  attacks of opportunity for passing through enemies’
  threatened areas as part of the throw, and you can throw an 
  enemy through occupied squares.
  MIRRORED PURSUIT
  Setting Sun (Counter)
  Level: Swordsage 5
  Prerequisite: Two Setting Sun maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Your movements perfectly match your foe’s, allowing you to move 
  as she does.
  Try as she might to escape, you remain at her side.
  Your ability to study a foe and match her motions allows 
  you to remain within arm’s reach at all times.
  Your opponent cannot hope to escape you.
  When an opponent adjacent to you moves, you can initiate 
  this maneuver to immediately move to any square adjacent 
  to her as soon as she stops moving, as long as the distance 
  you cover is less than or equal to your speed.
  This movement does not provoke attacks of opportunity.
  SCORPION PARRY
  Setting Sun (Counter)
  Level: Swordsage 6
  Prerequisite: Two Setting Sun maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  You knock your opponent’s attack aside, guiding his weapon into 
  one of his allies.
  Your keen eye and ability to discern a foe’s motives and 
  intentions allow you to deflect an incoming attack into a 
  different target.
  If an opponent attacks you, you can initiate this maneuver 
  to make an opposed attack roll as an immediate action.
  If your foe’s result is higher, he attacks you as normal.
  If your result is higher, you can choose a creature adjacent 
  to you and within your opponents threatened The chosen 
  creature is the new target of your foe’s attack.
  Use your enemy’s original attack roll result to determine if 
  he strikes the new target.
  SHIFTING DEFENSE
  Setting Sun (Stance)
  Level: Swordsage 5
  Prerequisite: Two Setting Sun maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You duck and move as you dodge your opponent’s attacks.
  Slowly but surely, each attack gives you the opportunity to move 
  across the battlefield.
  Your ability to read your opponents’ moves and use their 
  strength against them allows you to shift your position 
  during a battle.
  Each failed attack gives you the split-second you need to 
  move without drawing attacks.
  While you are in this stance, you can make an immediate 5-
  foot step each time an opponent attacks you.
  Moving in this manner consumes one of your attacks of 
  opportunity in the current round.
  You cannot move in this manner if you have no attacks of 
  opportunity remaining.
  This movement does not provoke attacks of opportunity.
  SOARING THROW
  Setting Sun (Strike)
  Level: Swordsage 5
  Prerequisite: Two Setting Sun maneuvers
  Initiation Action: 1 standard action
  Range: Touch
  Target: Creature touched
  With a great shout, you send your opponent soaring through the 
  air in a high arc.
  He slams back to the ground with a bone-crushing thud.
  As part of this maneuver, you must succeed on a melee 
  touch attack against your foe.
  Resolve the throw as a trip attempt (PH 158), but you do not 
  provoke attacks of opportunity, and your opponent cannot 
  try to trip you if you lose the opposed check.
  You can use your Dexterity or Strength modifier, 
  whichever is better.
  You gain a +4 bonus on the ability check.
  If you succeed in tripping your foe, you throw him up to 20 
  feet away from you.
  
  115
  The target falls prone in the destination space and takes 8d6 
  points of damage.
  You choose where he lands.
  For every 5 points by which you win the opposed check, 
  you gain an additional 5 feet of throw distance.
  For example, if you win by 10, you can place your foe in any 
  space within 30 feet of you.
  You must place the target in an empty space.
  If you lack the distance to throw your target into a clear 
  space, he falls prone in his current space.
  An enemy you throw with this maneuver does not provoke 
  attacks of opportunity for passing through enemies’
  threatened areas as part of the throw, and you can throw an 
  enemy through occupied squares.
  STALKING SHADOW
  Setting Sun (Counter)
  Level: Swordsage 5
  Prerequisite: Two Setting Sun maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  When the creature you are bottling tries to back away, you step 
  next to it in the blink of an eye, forcing it to stand and fight or 
  suffer the consequences of withdrawal.
  Using your watchful eye and your ability to judge an 
  opponent’s actions, you move at precisely the same time 
  your enemy begins to move.
  If an opponent in a square adjacent to you moves, you can 
  initiate this maneuver to make a 5-foot step into the space 
  (or one of the squares) it occupied.
  This movement does not provoke attacks of opportunity.
  STEP OF THE WIND
  Setting Sun (Stance)
  Level: Swordsage 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You walk across rubble and other broken terrain with deceptive 
  ease, allowing you to take advantage of your opponents as they 
  struggle to move at full speed.
  You are so closely attuned to your environment that you 
  easily pick out steady spots in rough terrain.
  While others struggle to move over broken ground, you 
  slip across it with ease.
  When you fight on rough ground, you turn the uneven 
  footing into an advantage.
  By gauging how an opponent distributes his weight, you 
  strike at just the right moment and in the precise spot 
  needed to send him tumbling to the ground.
  While you are in this stance, you ignore penalties to speed, 
  movement, or skill checks associated with movement (such 
  as Tumble, Jump, and Climb checks) incurred by moving 
  through difficult terrain, if you attack an opponent 
  standing on difficult terrain while you are in this stance, 
  and if that foe takes a movement penalty for moving 
  through difficult terrain, you gain a +2 bonus on attack rolls 
  and a +4 bonus on Strength or Dexterity checks made as 
  part of a bull rush or trip attempt against that enemy.
  You gain this bonus on checks made to either accomplish 
  or resist a bull rush or trip.
  STRIKE OF THE BROKEN SHIELD
  Setting Sun (Strike)
  Level: Swordsage 4
  Prerequisite: Two Setting Sun maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Reflex partial
  You study your opponent and deliver an attack precisely aimed to 
  ruin his defenses and force him to scramble for his balance.
  While he struggles to ready himself, he becomes more vulnerable to 
  your attacks.
  As part of this maneuver, make a single melee attack.
  This attack deals an extra 4d6 points of damage.
  In addition, the target must make a Reflex save (DC 14 + 
  your Str modifier) or become flat-footed until the start of 
  his next turn.
  The target takes damage (normal melee damage plus the 
  extra damage) even if his save succeeds.
  If the target cannot be caught flat-footed (he has uncanny 
  dodge, for example), he still takes the extra damage from 
  the strike but otherwise suffers no ill effect.
  TORNADO THROW
  Setting Sun (Strike)
  Level: Swordsage 9
  Prerequisite: Five Setting Sun maneuvers
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One or more creatures
  Like a whirlwind, you twist and spin across the battlefield, tossing 
  foes away left and right.
  As part of initiating this maneuver, you move up to your 
  opponent, throw her aside, and move again.
  You must move at least 10 feet before making your throw.
  This movement and your movement after your throw 
  provoke attacks of opportunity as normal.
  You can move up to double your speed as part of this 
  maneuver.
  If you fail in your throw attempt, you can still move 
  afterward.
  After every 10 feet you move, you can attempt another 
  throw against the same opponent or a different foe.
  To make your throw attempt, you must succeed on a melee 
  touch attack.
  Resolve the throw as a trip attempt (PH 158), but you do not 
  provoke attacks of opportunity, and your opponent cannot 
  try to trip you if you lose the opposed check.
  You can use your Dexterity or Strength modifier on this 
  check, whichever is better.
  You gain a +2 bonus on this check for every 5 feet that you 
  have moved during your turn.
  If you succeed in tripping your foe, you throw him up to 10 
  feet away from you.
  The target falls prone in the destination space and takes 2d6 
  points of damage.
  You choose where he lands.
  
  116
  For every 5 points by which you win the opposed check, 
  you gain an additional 5 feet of throw distance and the 
  target takes an additional 1d6 points of damage.
  For example, if you win by 10, you can place your foe in any 
  space within 20 feet of you, and he takes a total of 4d6 
  points of damage.
  You must place the target in an empty space.
  If you lack the distance to throw your target into a clear 
  space, he falls prone in his current space.
  An enemy you throw with this maneuver does not provoke 
  attacks of opportunity for passing through enemies’
  threatened areas as part of the throw, and you can throw an 
  enemy through occupied squares.
  SHADOW HAND
  The Shadow Hand discipline teaches the arts of stealth, 
  deception, and ambush.
  Its maneuvers allow a warrior to take on a shadowy aspect 
  or to channel dark energy to sap an enemy’s strength.
  This discipline’s preferred weapons are the dagger, sai, 
  short sword, spiked chain, siangham, and unarmed strike.
  Its key skill is Hide.
  ASSASSIN’S STANCE
  Shadow Hand (Stance)
  Level: Swordsage 3
  Prerequisite: One Shadow Hand maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  As your foe struggles to regain his defensive posture, you line up an 
  exacting strike that hits with superior accuracy and deadly force.
  A shadow cast by a gap between two armored plates or a 
  crease in a creature’s thick hide calls to your weapon, 
  allowing you to strike with deadly accuracy against an 
  unprepared opponent.
  While you are in this stance, you gain the sneak attack 
  ability, if you do not already have it, which deals an extra 
  2d6 points of damage.
  If you already have the sneak attack class feature, your 
  existing sneak attack ability deals an extra 2d6 points of 
  damage.
  See the rogue class feature (PH 50) for a complete 
  description of sneak attack.
  BALANCE ON THE SKY
  Shadow Hand (Stance)
  Level: Swordsage 8
  Prerequisite: Three Shadow Hand maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  With arms spread wide, you step onto the air.
  You gain the ability to use air walk (PH 196) on yourself 
  only.
  You must keep at least one hand empty while using this 
  stance.
  Moving upward requires you to spend 10 feet of movement 
  for each 5 feet of elevation you gain.
  You gain the benefit of air walk only while you maintain 
  this stance.
  If for some reason your stance ends while you are in midair, 
  you fall to the ground.
  This stance is a supernatural ability.
  BLOODLETTING STRIKE
  Shadow Hand (Strike)
  Level: Swordsage 5
  Prerequisite: Two Shadow Hand maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude partial
  Spinning your blade in a butterflylike pattern, you administer a 
  dozen precise cuts in an eyeblink.
  Blood flows from your foe’s opened veins.
  As part of this maneuver, you make single melee attack.
  If this attack hits, your opponent takes 4 points of 
  constitution damage in addition to your attack’s normal 
  damage.
  A successful Fortitude save (DC 15 + your Wis modifier) 
  reduces this Constitution damage to 2 points, although the 
  foe still takes full normal melee damage.
  CHILD OF SHADOW
  Shadow Hand (Stance)
  Level: Swordsage 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  As you move, shadows flutter and swarm around you.
  Even under the bright desert sun, you are difficult to spot as long as 
  you remain in motion.
  As an initiate of the Shadow Hand school, you learn to 
  channel and control dark, shadowy energies.
  This energy flows around you like a concealing robe, 
  hiding you from your opponents as they attempt to strike 
  you.
  If you move at least 10 feet during your turn, you gain 
  concealment against all melee and ranged attacks until the 
  start of your next turn.
  You also gain the standard benefits of concealment, but you 
  cannot use this stance to hide in plain sight; you must still 
  use some other terrain feature that normally allows you to 
  use the Hide skill.
  The fluttering shadows make it difficult to specifically 
  target you, but your enemies are aware of your position.
  This maneuver is a supernatural ability.
  CLINGING SHADOW STRIKE
  Shadow Hand (Strike)
  Level: Swordsage 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude partial
  Your weapon transforms into solid darkness.
  When it strikes home, it discharges in a swirling orb of shadow 
  that engulfs your foe’s eyes.
  
  117
  As part of this maneuver, you make a single melee attack.
  If it hits, you deal an extra 1d6 points of damage, and your 
  opponent must make a successful Fortitude save (DC 11 + 
  your Wis modifier) or suffer a 20% miss chance on all melee 
  and ranged attacks for 1 round.
  A successful save negates the miss chance, but not the extra 
  damage.
  This maneuver is a supernatural ability.
  CLOAK OF DECEPTION
  Shadow Hand (Boost)
  Level: Swordsage 2
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: End of turn
  The shadows around you seem to surge forward and engulf you.
  For a brief moment, they render you invisible.
  When you initiate this maneuver, you turn invisible, as the 
  greater invisibility spell (PH 245).
  You remain invisible until the end of your current turn.
  This maneuver is a supernatural ability.
  DANCE OF THE SPIDER
  Shadow Hand (Stance)
  Level: Swordsage 3
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Black, shadowy energy covers your hands and feet, allowing you to 
  scuttle across the walls and ceiling like a lurking spider.
  While you are in this stance, you gain a benefit similar to 
  the spider climb spell (PH 283).
  You gain a climb speed of 20 feet.
  You do not need to make a Climb check to traverse a 
  vertical or horizontal surface, even if you attempt to move 
  across a ceiling.
  You retain your Dexterity bonus to AC while climbing, and 
  you must have at least one hand free to support yourself 
  while you climb.
  You do not take any penalties, nor do your opponents gain 
  any bonus when attacking you, while you climb.
  You cannot take a run action while climbing in this 
  manner.
  DEATH IN THE DARK
  Shadow Hand (Strike)
  Level: Swordsage 7
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude partial
  You catch your foe unaware, allowing you to deal a single, deadly 
  strike that slays her instantly.
  This maneuver functions only against a flat-footed 
  opponent.
  As part of this maneuver, make a single melee attack.
  If this attack hits, you deal normal damage and the target 
  must make a Fortitude save (DC 17 + your Wis modifier).
  If the target fails this save, she takes an extra 15d6 points of 
  damage.
  If her save succeeds, she takes an extra 5d6 points of 
  damage.
  This maneuver functions only against opponents who are 
  vulnerable to critical hits.
  DRAIN VITALITY
  Shadow Hand (Strike)
  Level: Swordsage 2
  Prerequisite: One Shadow Hand maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude negates
  A faint nimbus of sickly gray shadow surrounds your weapon.
  When you attack, this shadowy aura flows into the wound you 
  inflict, sapping your opponent’s strength, vitality, and energy.
  As part of this maneuver, make a single melee attack.
  If this attack hits, you deal normal melee damage and the 
  target must make a successful Fortitude save (DC 12 + your 
  Wis modifier) or take 2 points of Constitution damage.
  A successful save negates the Constitution damage but not 
  the normal melee damage.
  ENERVATING SHADOW STRIKE
  Shadow Hand (Strike)
  Level: Swordsage 8
  Prerequisite: Three Shadow Hand maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude negates
  Your weapon becomes cloaked in an inky, black nimbus.
  As you strike your opponent, that energy flows into the wound and 
  leaves him pale, weak, and shaking.
  As part of this maneuver, you make a single melee attack.
  If this attack hits, the target must make a successful 
  Fortitude save (DC 18 + your Wis modifier) or gain 1d4 
  negative levels.
  You gain 5 temporary hit points for each negative level 
  your enemy gains.
  Temporary hit points gained in this manner last until the 
  end of the encounter.
  The effects of any negative levels bestowed by this strike 
  disappear in 24 hours.
  If the target has at least as many negative levels as Hit Dice, 
  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 
  her highest available level.
  Negative levels stack.
  In addition to the negative levels, your attack deals normal 
  damage, even if the target succeeds on the saving throw.
  This maneuver is a supernatural ability.
  
  118
  FIVE-SHADOW CREEPING ICE ENERVATION 
  STRIKE
  Shadow Hand (Strike)
  Level: Swordsage 9
  Prerequisite: Five Shadow Hand maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 minute
  Saving Throw: Fortitude partial; see text
  With a single lunge, you pierce your enemy to the core.
  A shadow of ultimate cold falls over his heart and begins to worm 
  through his veins to the five points of his body.
  As part of this maneuver, you make a single melee attack.
  If you hit, you deal normal melee damage plus an extra 
  15d6 points of damage, and a shadow spreads out from your 
  enemy’s heart, freezing the blood in his veins.
  Roll a d20 and refer to the information below to determine 
  toward which point of his body the freezing shadow 
  spreads.
  This effect functions even if your opponent is not 
  humanoid; once you have struck your foe’s heart, the 
  shadow produces the same effects even in a creature with a 
  different anatomy.
  Result of 1–7: Spreads out to legs.
  Ability damage: 2d6 Dex.
  Special effect: Speed is reduced to 0 feet.
  Result of 8–14: Spreads out to arms.
  Ability damage: 2d6 Str.
  Special effect: –6 penalty on attack rolls and Concentration 
  checks.
  Result of 15–20: Struck in the heart.
  Ability damage: 2d6 Dex, 2d6 Str.
  Special effect: 2d6 points of Constitution damage.
  A foe struck by this attack must make a successful Fortitude 
  save (DC 19 + your Wis modifier) to resist its effects.
  On a successful save, the target ignores any special effect 
  from the attack and takes half the indicated ability damage 
  (but still takes normal melee damage as well as the extra 
  15d6 points of damage).
  Each of the special effects lasts for 1d6 rounds.
  This maneuver is a supernatural ability.
  GHOST BLADE
  Shadow Hand (Strike)
  Level: Swordsage 6
  Prerequisite: Three Shadow Hand maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  A smile brightens your foe’s eyes; he has dodged your blow.
  But that was merely the ghost blade.
  The real blade is cutting swiftly from underneath, and yet he still 
  smiles....
  As part of this maneuver, you make a melee attack.
  As you strike at your opponent, you create an illusory 
  double of your weapon.
  This double slashes at your opponent, tricking him into 
  mistaking it for your attack.
  In truth, the illusion cloaks your real attack.
  Your opponent is caught flat-footed against this strike, as 
  the hidden attack from a new direction ruins his defenses.
  This maneuver is a supernatural ability.
  HAND OF DEATH
  Shadow Hand (Strike)
  Level: Swordsage 4
  Initiation Action: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1d3 rounds
  Saving Throw: Fortitude negates
  You reach out and tap your foe with a single finger.
  Her look of puzzlement turns to fear as black energy spreads across 
  her body, rendering her helpless.
  You draw upon the power of shadow to render a single foe 
  helpless.
  By touching a specific nerve center and channeling your ki, 
  you leave your enemy’s muscles cold, locked, and useless.
  This maneuver functions only against flat-footed 
  opponents.
  As part of this maneuver, you make a melee touch attack 
  against your opponent.
  If this attack hits, your opponent must make a successful 
  Fortitude save (DC 14 + your Wis modifier) or be paralyzed 
  for 1d3 rounds.
  ISLAND OF BLADES
  Shadow Hand (Stance)
  Level: Swordsage 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You cloak yourself in a swirling nimbus of shadow energy.
  These shadows spin and flow around you, preventing any creature 
  near you from being able to anticipate your attacks.
  Your turn your enemies’ strengths against them, improving 
  your combat ability as well as that of an ally.
  When you and a comrade move to attack an opponent, you 
  time your attacks and position yourself to frustrate your 
  opponent’s defenses.
  If both you and an ally are adjacent to the same creature, 
  the two of you gain the benefit for flanking that opponent.
  You can gain this benefit against multiple opponents at the 
  same time, as can your allies.
  If both you and an ally are adjacent to the same two 
  creatures, the two of you gain the benefit of flanking 
  against both creatures.
  OBSCURING SHADOW VEIL
  Shadow Hand (Strike)
  Level: Swordsage 4
  Prerequisite: Two Shadow Hand maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  Saving Throw: Fortitude partial
  As you strike your opponent, you summon the fell energies of the 
  Shadow Hand school to rob your foe of her sight.
  Inky, black energy burrows into her eyes, rendering her blind for a 
  few critical moments.
  
  119
  As a standard action, you can make a single melee attack.
  If it hits, your opponent takes normal melee damage plus 
  an extra 5d6 points of damage.
  She must also make a successful Fortitude save (DC 14 + 
  your Wis modifier) or suffer a 50% miss chance on all melee 
  and ranged attacks for 1 round.
  A successful save negates the miss chance, but not the extra 
  damage.
  This maneuver is a supernatural ability.
  ONE WITH SHADOW
  Shadow Hand (Counter)
  Level: Swordsage 8
  Prerequisite: Three Shadow Hand maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: See text
  You fade into the raw essence of shadow, turning transparent, then 
  insubstantial.
  As an immediate action, you become incorporeal.
  You gain all the benefits of the incorporeal subtype, along 
  with the drawbacks, as outlined in the Incorporeal Subtype 
  sidebar.
  All of your gear becomes incorporeal, although you cannot 
  grant this state to a living creature that you touch or carry.
  You remain incorporeal until the beginning of your next 
  turn.
  SHADOW BLADE TECHNIQUE
  Shadow Hand (Strike)
  Level: Swordsage 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You weave your weapon in an elaborate pattern, creating an 
  illusory double that glows with white energy.
  As you make your attack, both your true weapon and the illusion 
  slash at your foe.
  This maneuver allows you to create a mystical double of 
  your weapon.
  As you attack, your foe must decide which weapon to 
  defend against.
  In most cases, the illusory weapon distracts your foe and 
  allows your true attack to hit.
  In some cases, both attacks strike home.
  In this case, the shadow blade discharges its magic and 
  imbues your attack with cold energy.
  As part of this maneuver, you make a single melee attack 
  against an opponent.
  
  120
  Unlike on a normal attack, you roll 2d20 and select which 
  of the two die results to use.
  If you use the higher die result, resolve your attack as 
  normal.
  (Your mystic double misses, but your true attack might hit).
  If you use the lower die result, or if both die results are the 
  same, your attack deals an extra 1d6 points of cold damage 
  as both the mystic double’s attack and your true weapon 
  strike home.
  This maneuver is a supernatural ability.
  SHADOW BLINK
  Shadow Hand [Teleportation]
  Level: Swordsage 7
  Initiation Action: 1 swift action
  Range: 50 ft.
  Target: You
  In the blink of an eye, you disappear and emerge from a mote of 
  shadow energy across the battlefield.
  This maneuver functions as the shadow jaunt maneuver, 
  except that it can be initiated as a swift action.
  SHADOW GARROTE
  Shadow Hand (Strike)
  Level: Swordsage 3
  Initiation Action: 1 standard action
  Range: 60 ft.
  Target: One living creature
  Duration: See text
  Saving Throw: Fortitude partial
  With a subtle gesture, you carve a slice of shadow from the air 
  around you and cast it toward your foe.
  It wraps around the creature’s neck and squeezes the life from it.
  As part of this maneuver, you create a strand of shadow that 
  you hurl at an opponent.
  The strand wraps around the target’s throat and chokes it.
  As part of this maneuver, you make a ranged touch attack 
  against a creature within range.
  If your attack is successful, your opponent takes 5d6 points 
  of damage.
  In addition, it must make a successful Fortitude save (DC 
  13 + your Wis modifier) or become flat-footed until the 
  start of its next turn.
  This strike has no effect against nonliving creatures, such as 
  constructs and undead.
  This maneuver is a supernatural ability.
  SHADOW JAUNT
  Shadow Hand [Teleportation]
  Level: Swordsage 2
  Initiation Action: 1 standard action
  Range: 50 ft.
  Target: You
  A cloud of shadow energy engulfs you, spins into a tiny mote, and 
  disappears.
  A moment later, this shadowy cloud appears across the battlefield 
  and expels you from it.
  As part of this maneuver, you disappear in a cloud of 
  darkness and teleport up to 50 feet away.
  You must have line of sight and line of effect to your 
  destination.
  If you attempt to use this maneuver to move into an 
  occupied space, you do not move, and the maneuver is 
  expended but has no effect.
  SHADOW NOOSE
  Shadow Hand (Strike)
  Level: Swordsage 6
  Initiation Action: 1 standard action
  Range: 60 ft.
  Target: One flat-footed living creature
  Duration: 1 round
  Saving Throw: Fortitude partial
  As you foe struggles to ready his defenses, you make a subtle gesture 
  in the air.
  A noose formed of shadow drops from above him, wraps around his 
  throat, and hoists him aloft.
  His limbs flail as he struggles to free himself from the strangling 
  noose.
  As part of this maneuver, you form a noose of shadow that 
  wraps around your target and strangles him.
  This maneuver works only against a flat-footed target.
  As part of this maneuver, you make a ranged touch attack 
  against a flat-footed creature within range.
  If it hits, your opponent takes 8d6 points of damage.
  In addition, he must make a successful Fortitude save (DC 
  16 your Wis modifier) or be stunned for 1 round.
  A successful save negates the stun, but not the extra 
  damage.
  This strike has no effect against nonliving creatures, such as 
  constructs and undead.
  This maneuver is a supernatural ability.
  SHADOW STRIDE
  Shadow Hand [Teleportation]
  Level: Swordsage 5
  Initiation Action: 1 move action
  Range: 50 ft.
  Target: You
  You dissipate into a puff of black shadow.
  A moment later, the shadow coalesces, and appear fifty feet away.
  This maneuver functions as the shadow jaunt maneuver, 
  except that it can be initiated as a move action.
  STALKER IN THE NIGHT
  Shadow Hand (Strike)
  Level: Swordsage 6
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  You slide through the dark like a bird of prey, emerging only to 
  strike down your foe before sliding back into shadow’s welcoming 
  embrace.
  As part of this maneuver, you move up to your speed and 
  make a single melee attack at any point during your 
  movement.
  If you were hidden before initiating this maneuver, you can 
  keep the results of your previous Hide and Move Silently 
  checks even though you move and attack.
  As long as you end your turn in a spot that allows you to 
  hide, your foes must make Spot and Listen checks as 
  normal to discern your presence.
  
  121
  Your movement and this maneuver’s attack have no effect 
  on your Hide and Move Silently results.
  STEP OF THE DANCING MOTH
  Shadow Hand (Stance)
  Level: Swordsage 5
  Prerequisite: Two Shadow Hand maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You focus your inner reserve of ki energy to generate flowing 
  shadows that lift you off the ground.
  You walk across the roughest ground, even water, with ease.
  While you are in this stance, you can walk up to 5 feet 
  above the ground.
  Your speed becomes 20 feet while you are in this stance, 
  and you cannot run.
  You ignore any terrain feature that fails to project more 
  than 5 feet above the ground, such as difficult terrain, 
  burning lava, water, and so forth.
  In addition, you ignore the standard penalties on Hide and 
  Move Silently checks for moving quickly.
  STRENGTH DRAINING STRIKE
  Shadow Hand (Strike)
  Level: Swordsage 3
  Prerequisite: One Shadow Hand maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude half
  Liquid, black energy covers your weapon.
  As you strike your opponent, this material flows into the wound, 
  spreads along his veins, and leaves him weakened.
  As part of this maneuver, you make a single melee attack 
  against an opponent.
  In addition to dealing normal melee damage with the 
  attack, you deal 4 points of Strength damage.
  A successful Fortitude save (DC 13 + your Wis modifier) 
  halves this Strength damage, but has no effect on the 
  normal melee damage you deal with the strike.
  This maneuver is a supernatural ability.
  STONE DRAGON
  The Stone Dragon discipline focuses on strength, power, 
  and toughness.
  Its teachings grant a martial adept the ability to splinter 
  steel with a single, focused blow.
  Stone Dragon’s defensive abilities focus on tapping into the 
  enduring power of stone to turn aside attacks.
  This discipline’s favored weapons are the greatsword, 
  greataxe, heavy mace, and unarmed strike.
  Its key skill is Balance.
  Unlike with other disciplines, adepts of this school rely on 
  an external force—the power of the earth and stone—to 
  help power their maneuvers.
  As a result, Stone Dragon maneuvers can be initiated only if 
  you are in contact with the ground.
  ADAMANTINE BONES
  Stone Dragon (Strike)
  Level: Crusader 8, swordsage 8, warblade 8
  Prerequisite: Three Stone Dragon maneuvers
  Initiation Action: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  You are an impenetrable tower of defiance on the battlefield.
  Attacking you is as fruitless as striking a mountain with a 
  walking stick.
  The supreme focus, mental toughness, and physical 
  durability taught by the Stone Dragon discipline culminate 
  in this powerful combat maneuver.
  When you make a successful attack, your mind focuses 
  your body into the equivalent of a living shard of rock.
  Even the most ferocious attacks bounce off without harm.
  As part of this maneuver, you make a single melee attack.
  If this attack hits, you gain damage reduction 
  20/adamantine for 1 round.
  ANCIENT MOUNTAIN HAMMER
  Stone Dragon (Strike)
  Level: Crusader 7, swordsage 7, warblade 7
  Prerequisite: Three Stone Dragon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature or unattended object
  You put the weight of a great mountain behind your attack, 
  pounding through armor and bone.
  As part of this maneuver, you make a single melee attack.
  This attack deals an extra 12d6 points of damage and 
  automatically overcomes damage reduction and hardness.
  BONECRUSHER
  Stone Dragon (Strike)
  Level: Crusader 3, swordsage 3, warblade 3
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: See text
  Saving Throw: Fortitude partial; see text
  You deliver your attack, and your enemy’s eyes jerk wide open in 
  panic as his skeleton begins to fracture in hundreds of places.
  As part of this maneuver, you make a melee attack.
  If your attack hits, it deals an extra 4d6 points of damage.
  The creature struck must succeed on a Fortitude save (DC 
  13 + your Str modifier) or its skeletal structure becomes 
  massively weakened, and all rolls made to confirm a critical 
  hit against the target gain a +10 bonus.
  A successful save does not negate the extra damage.
  This effect lasts until the target’s hit points are restored to 
  their full normal total, whether by magical or normal 
  healing.
  Creatures without a discernible anatomy or that are 
  immune to critical hits are immune to this maneuver’s 
  special effect.
  The extra damage still applies against such targets.
  BONESPLITTING STRIKE
  Stone Dragon (Strike)
  
  122
  Level: Crusader 4, swordsage 4, warblade 4
  Prerequisite: Two Stone Dragon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Your attack slams home with a ferocious crack of shattered bones 
  and pulped flesh.
  Your target reels backward, still alive but severely crippled.
  A Stone Dragon adept is an implacable foe.
  Your attacks smash through armor and turn bone into dust.
  By focusing your strength into a single, devastating attack, 
  you smash an opponent to the core.
  His very health and endurance are left wrecked by your 
  attack.
  As part of this maneuver, you make a single melee attack.
  If your attack hits, the target takes normal damage as well as 
  2 points of Constitution damage.
  BOULDER ROLL
  Stone Dragon (Boost)
  Level: Crusader 4, swordsage 4, warblade 4
  Initiation Action: 1 full-round action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Like a boulder tumbling down a mountainside, you slam through 
  your enemies.
  You are an implacable foe once you gain enough 
  momentum.
  As you move across the battlefield, your foes must stand 
  aside or be crushed beneath your feet.
  If you make an overrun attack (PH 157), you can initiate 
  this boost.
  You gain a +4 bonus on your Strength check made to 
  overrun, and if you fail your check, your target can’t knock 
  you prone.
  You simply stop moving in the last legal space you 
  occupied.
  You do not provoke attacks of opportunity for the 
  movement or the overrun attempts.
  CHARGING MINOTAUR
  Stone Dragon (Strike)
  Level: Crusader 1, swordsage 1, warblade 1
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  You charge at your foe, blasting him with such power that he 
  stumbles back.
  As you roar across the battlefield, your position yourself to 
  deliver a devastating charge attack.
  When you slam into an opponent, you crush him with 
  concussive force and send him stumbling backward.
  As part of this maneuver, you make a bull rush attack (PH
  154) as part of a charge.
  Neither the movement nor the bull rush attack provokes 
  attacks of opportunity.
  Resolve the bull rush attempt normally.
  If your Strength check exceeds the opponent’s result, you 
  deal bludgeoning damage equal to 2d6 + your Str modifier 
  in addition to pushing the target back as normal.
  Assuming your Strength check is high enough, you can 
  push your target back more than 5 feet (as normal for a bull 
  rush, but without having to follow).
  COLOSSUS STRIKE
  Stone Dragon (Strike)
  Level: Crusader 7, swordsage 7, warblade 7
  Prerequisite: Two Stone Dragon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude partial
  Focusing your strength with a deep, rumbling shout, you execute 
  an attack that sends your opponent flying through the air.
  As part of this maneuver, you make a melee attack against 
  your foe.
  This attack deals an extra 6d6 points of damage, and the 
  creature struck must succeed on a Fortitude save (DC 17 + 
  your Str modifier) or be hurled 1d4 squares away from you, 
  falling prone in that square.
  A creature of a smaller size category than yours gets a –2 
  penalty on this save; a creature of a larger size category than 
  yours gets a +2 bonus on the save.
  The enemy’s movement doesn’t provoke attacks of 
  opportunity.
  If an obstacle blocks the creature’s movement, it instead 
  stops in the first unoccupied square.
  CRUSHING VISE
  Stone Dragon (Strike)
  Level: Crusader 6, swordsage 6, warblade 6
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  The overwhelming power behind your attack leaves your opponent 
  unable to move.
  The punishing strike forces it to waste a few moments shrugging 
  off the effects of your attack.
  By making a powerful, focused blow, you leave your 
  opponent unable to move.
  The crushing weight of your attack forces it to waste a 
  precious moment regaining its footing.
  As part of this maneuver, you make a melee attack.
  This attack deals an extra 4d6 points of damage.
  If the creature you hit is standing on the ground, your 
  attack also drops the target’s speed to 0 feet (for all 
  movement types) for 1 round.
  It can act normally in all other ways.
  This maneuver functions only against opponents standing 
  on the ground.
  A flying creature or a levitating target is immune to the 
  speed reducing effect, but not to the extra damage.
  CRUSHING WEIGHT OF THE MOUNTAIN
  Stone Dragon (Stance)
  Level: Crusader 3, swordsage 3, warblade 3
  Prerequisite: One Stone Dragon maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  
  123
  Duration: Stance
  You crush your opponent beneath you, squeezing the life out of him 
  as you pin him to the ground.
  Engaging in close combat against you is, at best, a foolish 
  prospect.
  Drawing on your understanding of the Stone Dragon 
  discipline, you squeeze a foe within your grasp and force 
  the life from him.
  While you are in this stance, you gain the ability to 
  constrict for 2d6 points of damage + 1-1/2 times your Str 
  bonus (if any).
  You can constrict an opponent that you grapple by making 
  a successful grapple check.
  EARTHSTRIKE QUAKE
  Stone Dragon (Strike)
  Level: Crusader 8, swordsage 8, warblade 8
  Prerequisite: Two Stone Dragon maneuvers
  Initiation Action: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: Reflex negates
  You swing your weapon in a wild arc, slamming it into the 
  ground at your feet.
  Energy surges out from you, causing the ground to shudder with a 
  sharp tremor.
  You channel ki into the earth with your mighty strike, 
  causing the ground to rumble and shake briefly.
  Anyone standing on the ground in this maneuver’s area 
  must make a successful Reflex save (DC 18 + your Str 
  modifier) or be knocked prone.
  Any creature standing on the ground in this area that is 
  currently casting a spell must succeed on a Concentration 
  check (DC 20 + spell level) or lose the spell.
  You are immune to the effect of the earthstrike quake 
  maneuver.
  Your allies must still save as normal against its effect.
  Walls and similar barriers don’t block the line of effect of 
  an earthstrike quake.
  ELDER MOUNTAIN HAMMER
  Stone Dragon (Strike)
  Level: Crusader 5, swordsage 5, warblade 5
  Prerequisite: Two Stone Dragon maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature or unattended object
  You draw strength from the earth beneath your feet and transfer it 
  into ruinous power.
  Your next attack drops like an avalanche upon your foe, 
  hammering him into submission.
  The students of the Stone Dragon discipline learn to tap 
  into the power of the earth, channel its endless strength, 
  and use it to grant their attacks tremendous force.
  A strike delivered by a Stone Dragon adept can shatter a 
  warrior’s shield, turn a wooden door into splinters, or slay 
  an ogre with a single blow.
  When you use this maneuver, you make a single melee 
  attack.
  That attack deals an extra 6d6 points of damage and 
  automatically overcomes damage reduction and hardness.
  GIANT’S STANCE
  Stone Dragon (Stance)
  Level: Crusader 5, swordsage 5, warblade 5
  Prerequisite: Two Stone Dragon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You swing your weapon in a wide, deadly arc that slams into your 
  foe with incredible force.
  Only your mastery of the Stone Dragon techniques allows you to 
  make such reckless blows without losing your footing.
  Tapping into the power of the Stone Dragon, you strike 
  with resolute, irresistible force.
  You learn to set the full weight of your body into each of 
  your attacks.
  A warrior with less skill would lose his balance and fall to 
  the ground when using this fighting style.
  While you are in this stance, you deal damage as if you were 
  one size larger than normal, to a maximum of Large.
  This benefit improves your weapon and unarmed strike 
  damage.
  It does not confer any of the other benefits or drawbacks of 
  a change in size, such as a modifier to ability scores or AC, 
  or an improved reach.
  This stance immediately ends if you move more than 5 feet
  for any reason, such as from a bull rush attack, a telekinesis 
  spell, and so forth.
  IRON BONES
  Stone Dragon (Strike)
  Level: Crusader 6, swordsage 6, warblade 6
  Prerequisite: Two Stone Dragon maneuvers
  Initiation Action: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  As you make a successful attack, you enter a meditative state that 
  leaves you almost invulnerable to harm.
  For a few brief moments, arrows bounce off your skin, and sword 
  blows barely draw any blood.
  This maneuver is an evolution of the techniques and 
  abilities covered by the stone bones maneuver.
  Your meditative focus, ki, and training allow your mind to 
  overcome matter.
  Weapons bounce from you skin and barely injure you.
  When you use this maneuver, you make a single melee 
  attack.
  If this attack hits, you gain damage reduction 
  10/adamantine for 1 round.
  IRRESISTIBLE MOUNTAIN STRIKE
  Stone Dragon (Strike)
  Level: Crusader 6, swordsage 6, warblade 6
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  Saving Throw: Fortitude partial
  You slam your weapon into your foe with irresistible force.
  
  124
  He can barely move as he struggles to marshal his defenses against 
  you.
  Your mighty attack causes your opponent to stagger 
  aimlessly for a few key moments, leaving him unable to act 
  fully on his next turn.
  As part of this maneuver, you make a single melee attack.
  This attack deals an extra 4d6 points of damage.
  A creature hit by this strike must also make a successful 
  Fortitude save (DC 16 + your Str modifier) or be unable to 
  take a standard action for 1 round.
  It can otherwise act as normal.
  A creature that successfully saves still takes the extra 
  damage.
  This maneuver functions only against opponents standing 
  on the ground.
  A flying creature or a levitating target need not save against 
  the action loss effect, but still takes the extra damage.
  MOUNTAIN AVALANCHE
  Stone Dragon (Strike)
  Level: Crusader 5, swordsage 5, warblade 5
  Prerequisite: Two Stone Dragon maneuvers
  Initiation Action: 1 full-round action
  Range: Personal
  Target: You
  Saving Throw: Reflex half; see text
  You wade through your enemies like a stone giant rampaging 
  through a mob of orcs.
  You crush them underfoot and drive them before you, leaving a 
  trail of the dead in your wake.
  As part of this maneuver, you can move up to double your 
  speed and trample your opponents.
  You can enter the space of any creature of your size 
  category or smaller.
  If you enter and occupy all of the space occupied by such a 
  creature, it takes damage equal to 2d6 + 1-1/2 times your Str 
  bonus (if any).
  You can deal trampling damage to a creature only once per 
  round, no matter how many times you move into or 
  through its space.
  You must move into every square a creature occupies to 
  trample it.
  If you move over only part of the space a creature occupies 
  (for example, you are a Large creature moving over half the 
  space of a Large opponent), it can either attempt an attack 
  of opportunity against you or it can attempt a Reflex save 
  (DC 15 + your Str modifier) to avoid half of your trampling 
  damage.
  MOUNTAIN HAMMER
  Stone Dragon (Strike)
  Level: Crusader 2, swordsage 2, warblade 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature or unattended object
  Like a falling avalanche, you strike with the weight and fury of 
  the mountain.
  As part of this maneuver, you make a single melee attack.
  This attack deals an extra 2d6 points of damage and 
  automatically overcomes damage reduction hardness.
  MOUNTAIN TOMBSTONE STRIKE
  Stone Dragon (Strike)
  Level: Crusader 9, swordsage 9, warblade 9
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You slam into your foe, turning bones into dust and muscle into 
  bloody pulp.
  Your foe’s body is left a crippled, twisted mockery.
  Your attack causes damage to the structure of your foe’s 
  body.
  As part of this maneuver, you make a single melee attack.
  If this attack hits, you deal 2d6 points of Constitution 
  damage in addition to your normal damage.
  ONE DRAGON’S FURY
  Stone Dragon (Strike)
  Level: Crusader 3, swordsage 3, warblade 3
  Prerequisite: One Stone Dragon maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature or object struck
  With a mighty war cry, you slam your weapon into a slight crack 
  or other fault in an object.
  The object shudders for a moment before it collapses into broken 
  shards.
  Your attunement to Stone Dragon’s earth nature allows you 
  to spot flaws in objects with uncanny precision.
  You use this knowledge to your advantage, allowing you to 
  make devastating attacks against objects and constructs.
  As part of this maneuver, you make a single melee attack.
  If your attack hits a construct or an object, you deal an extra 
  4d6 points of damage.
  You can use this strike in conjunction with the sunder 
  special attack (PH 158) and attempt to damage held or 
  carried objects.
  Against other targets, you gain no special benefit from this 
  maneuver.
  OVERWHELMING MOUNTAIN STRIKE
  Stone Dragon (Strike)
  Level: Crusader 4, swordsage 4, warblade 4
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  Saving Throw: Fortitude partial
  Your mighty strike temporarily disorients your opponent, costing 
  him precious seconds as he shakes off the attack.
  You slam your foe with a mighty strike, almost knocking 
  him from his feet and forcing him to find his footing and 
  steady himself before he can react.
  As part of this maneuver, you make a melee attack.
  This attack deals an extra 2d6 points of damage.
  If the creature you hit is standing on the ground, your 
  attack also causes the target to lose its ability to take a move 
  action for 1 round.
  It can otherwise act normally.
  A successful Fortitude save (DC 14 + your Str modifier) by 
  the creature struck negates the loss of its move action, but 
  not the extra damage.
  
  125
  This maneuver functions only against opponents standing 
  on the ground.
  A flying creature or a levitating target need not save against 
  the action loss effect, but still takes the extra damage.
  ROOTS OF THE MOUNTAIN
  Stone Dragon (Stance)
  Level: Crusader 3, swordsage 3, warblade 3
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You crouch and set your feet flat on the ground, rooting yourself to 
  the spot you stand.
  Nothing can move you from this place.
  Like a living mountain, you choose your position on the 
  battlefield and sink your roots into the earth.
  With your spot chosen on the field, you cannot be shifted 
  from your position.
  While you are in this stance, you gain a +10 bonus on 
  checks to resist bull rush, overrun, and trip attacks, as well 
  as on grapple checks made to resist an opponent’s grapple 
  attempt.
  Any creature that attempts to move through your 
  threatened area or the space you occupy takes a –10 penalty 
  on any Tumble checks it makes.
  This stance also grants you damage reduction 2/–.
  This stance immediately ends if you move more than 5 feet 
  for any reason, such as from a bull rush attack, a telekinesis 
  spell, and so forth.
  STONE BONES
  Stone Dragon (Strike)
  Level: Crusader 1, swordsage 1, warblade 1
  Initiation Action: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  You focus your energy to enhance your defenses, drawing on the 
  power of your weapon’s impact with a foe to toughen yourself 
  against a counterattack.
  The Stone Dragon tradition teaches its disciples to shrug 
  off attacks through a combination of mental focus, pure 
  toughness, and resilience.
  When you make a successful melee attack, you attune your 
  mind and body to such an incredible extent that only the 
  sharpest weapons can injure you.
  Lesser armaments cause mere bruises and minor cuts.
  When you use this maneuver, you make a single melee 
  attack.
  If this attack hits, you gain damage reduction 5/adamantine 
  for 1 round.
  STONE VISE
  Stone Dragon (Strike)
  Level: Crusader 2, swordsage 2, warblade 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: 1 round
  Saving Throw: Fortitude partial
  You make a crushing blow that staggers your opponent, leaving it 
  unable to move.
  By making a powerful, focused blow, you leave your 
  opponent unable to move.
  The crushing weight of your blow forces it to waste a 
  precious moment regaining its footing.
  As part of this maneuver, you make a single melee attack.
  This attack deals an extra 1d6 points of damage.
  If the creature hit is standing on the ground, your attack 
  also drops the target’s speed to 0 feet (for all movement 
  capabilities) for 1 round.
  It can otherwise act normally.
  A successful Fortitude save (DC 12 + your Str modifier) by 
  the creature struck negates the immobilization, but not the 
  extra damage.
  This maneuver functions only against opponents standing 
  on the ground.
  A flying creature or a levitating target need not save against 
  the speed reduction effect, but still takes the extra damage.
  STONEFOOT STANCE
  Stone Dragon (Stance)
  Level: Crusader 1, swordsage 1, warblade 1
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You crouch and set your feet flat on the ground, drawing the 
  resilience of the earth into your body.
  The students of the Stone Dragon discipline model their 
  defenses after the earth itself.
  The wind might batter the mountain, the river might cut 
  through the plains, but in the end the stone and rock shrug 
  off such assaults.
  While you are in this stance, you gain a +2 bonus on 
  Strength checks and a +2 bonus to AC against creatures of a 
  size category larger than yours.
  This stance immediately ends if you move more than 5 feet 
  for any reason, such as from a bull rush attack, a telekinesis
  spell, and so forth.
  STRENGTH OF STONE
  Stone Dragon (Stance)
  Level: Crusader 8, swordsage 8, warblade 8
  Prerequisite: Three Stone Dragon maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You enter an impenetrable defensive stance, making it almost 
  impossible for an attack to strike you in a vulnerable area.
  While you are in this stance, you focus your efforts on 
  preventing any devastating attacks from penetrating your 
  defenses.
  You are immune to critical hits while you are in this stance.
  This stance immediately ends if you move more than 5 feet 
  for any reason, such as from a bull rush attack, a telekinesis
  spell, and so forth.
  
  126
  TIGER CLAW
  The Tiger Claw discipline embraces a feral rage that lurks 
  within the heart of its initiates.
  In battle, such warriors growl like wild animals, attack with 
  a fury similar to that of a barbarian, and rely on 
  overwhelming, vicious assaults to defeat their enemies.
  The Tiger Claw discipline’s favored weapons are the kukri, 
  kama, handaxe, claw, greataxe, and unarmed strike.
  Its key skill is Jump.
  BLOOD IN THE WATER
  Tiger Claw (Stance)
  Level: Swordsage 1, warblade 1
  Prerequisite: One Tiger Claw maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The smell of blood drives you into a fury.
  As you slash into your foe, each fresh wound you inflict spurs you 
  onward.
  While you are in this stance, you whip yourself into a 
  terrible rage.
  When you score a critical hit against an opponent, you 
  enter a nearfrenzied state from the sight and smell of blood.
  You gain a+1 bonus on attack rolls and damage rolls.
  Because this is an untyped bonus, it stacks with each 
  successful critical hit you score.
  If you go more than 1 minute without achieving a critical 
  hit, you no longer gain the benefit of the stance.
  CLAW AT THE MOON
  Tiger Claw (Strike)
  Level: Swordsage 2, warblade 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You leap into the air, catching your foe off guard as you slice down 
  into him.
  You learn to leap into the air and slice at a foe’s vulnerable 
  points.
  Like a great cat, you spring into the air and attack your foe 
  from an unexpected direction.
  As part of this maneuver, you attempt a Jump check to leap 
  into the air and make a melee attack that targets your foe’s 
  upper body, face, and neck.
  The Jump check’s DC is equal to your target’s AC.
  If this check succeeds, your attack deals an extra 2d6 points 
  of damage.
  If this attack threatens a critical hit, you gain a +4 bonus on 
  your roll to confirm the critical hit.
  If your check fails, you can still attack, but you do not deal 
  extra damage or gain a bonus on a roll to confirm a critical 
  hit.
  The maneuver is still considered expended.
  DANCING MONGOOSE
  Tiger Claw (Boost)
  Level: Swordsage 5, warblade 5
  Prerequisite: Two Tiger Claw maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: End of turn
  You swing your weapons about you in a blur of speed, making a 
  series of devastating attacks in the space of a single breath.
  You make a flurry of deadly attacks.
  After initiating this boost, you can make one additional 
  attack with each weapon you wield (to a maximum of two 
  extra attacks if you wield two or more weapons).
  These extra attacks are made at your highest attack bonus 
  for each of your respective weapons.
  All of these attacks must be directed against the same 
  opponent.
  DEATH FROM ABOVE
  Tiger Claw (Strike)
  Level: Swordsage 4, warblade 4
  Prerequisite: One Tiger Claw maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  With a warcry, you leap into the air and lift your weapon high 
  overhead.
  As you arc downward, your weight and momentum lend bone-
  crushing force to your attack.
  Like a thunderbolt, you slam into your foe from above.
  You leap upon your enemy and drive him into the ground.
  The impact of your attack gives you extra force, allowing 
  you to score a deadly hit.
  To use this maneuver, you must be adjacent to a foe.
  As part of this maneuver, you attempt a DC 20 Jump check.
  If this check succeeds, you can make a single melee attack 
  against an opponent that you were adjacent to when you 
  began this maneuver.
  This attack occurs in the air as you soar over your opponent, 
  also as part of the maneuver.
  Your attack deals an extra 4d6 points of damage, and your 
  opponent is considered flat-footed against this attack.
  You then land in any square adjacent to the target of this 
  attack, though no more than 20 feet away from your 
  starting position.
  If your Jump check fails, you remain in the last square you 
  occupied before the Jump check and can make a single 
  attack normally.
  The maneuver is still considered expended.
  FERAL DEATH BLOW
  Tiger Claw (Strike)
  Level: Swordsage 9, warblade 9
  Prerequisite: Four Tiger Claw maneuvers
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude partial
  With a primal howl, you leap into the air and land on your 
  opponent, hacking and clawing at his neck.
  You leap upon your opponent, rending and tearing with 
  your weapons in an attempt to kill him with a brutally 
  overwhelming assault.
  You grab onto your foe as you slash and hack at his neck, 
  face, and other vulnerable areas.
  
  127
  To use this maneuver, you must be adjacent to your 
  intended target.
  As part of this maneuver, make a Jump check with a DC 
  equal to your opponent’s AC.
  If the check succeeds, you can then make a single melee 
  attack against your foe, also as part of this maneuver.
  The target is considered flat-footed against this attack.
  If your attack deals damage, your target must attempt a 
  Fortitude save (DC 19 + your Str modifier).
  If this save fails, your target is instantly slain (his hit points 
  drop to –10).
  If the save is successful, you deal an extra 20d6 points of 
  damage to the target in addition to your normal weapon 
  damage.
  Creatures immune to critical hits are immune to the death 
  effect of this strike.
  If your Jump check fails, you can make a single attack 
  normally.
  The maneuver is still considered expended.
  FLESH RIPPER
  Tiger Claw (Strike)
  Level: Swordsage 3, warblade 3
  Prerequisite: Two Tiger Claw maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round or more; see text
  Saving Throw: Fortitude negates
  With a mixture of careful precision and animal savagery, you tear 
  into a foe to produce jagged wounds that overwhelm him with 
  pain.
  As part of this maneuver, you make a melee attack against a 
  single opponent.
  If this attack hits, the target must make a successful 
  Fortitude save (DC 13 + your Str modifier) or take a –4 
  penalty on attacks and to AC for 1 round.
  If your attack is a critical hit, these penalties last for a 
  number of rounds equal to your weapon’s critical 
  multiplier.
  Your target takes normal damage from your attack 
  regardless of the result of the save.
  This maneuver functions only against creatures that are 
  vulnerable to critical hits.
  FOUNTAIN OF BLOOD
  Tiger Claw (Boost)
  Level: Swordsage 4, warblade 4
  Prerequisite: Two Tiger Claw maneuvers
  Initiation Action: 1 swift action
  Range: 30 ft.
  Area: 30-ft.-radius burst centered on you
  Duration: 1 minute
  Saving Throw: Will partial; see text
  As your foe dies on your blade, you twist and turn your weapon to 
  send blood spraying across the battlefield.
  Your enemies shriek in fear at their ally’s grisly demise.
  If you reduce a living opponent to –1 or fewer hit points 
  during your turn, you can initiate this maneuver.
  Your weapon rips into your foe as she drops, dealing an 
  extra 1d6 points of damage and forcing all your enemies 
  within a 30-foot radius to make successful Will saves (DC 
  14 + your Str modifier) or be shaken for 1 minute.
  The foe you drop must be within your threatened area 
  when you initiate this maneuver.
  For each foe you drop during your turn prior to initiating 
  this maneuver, the save DC increases by 1.
  GIRALLON WINDMILL FLESH RIP
  Tiger Claw (Boost)
  Level: Swordsage 8, warblade 8
  Prerequisite: Three Tiger Claw maneuvers
  Initiation Action: 1 swift action
  Range: Melee attack
  Target: One or more creatures
  Duration: End of turn
  Windmilling your arms in a furious blur, you strike your 
  perplexed enemy from two directions at once, rending his flesh 
  with each strike.
  Each of your attacks is precisely timed to maximize the 
  carnage it inflicts.
  You must be wielding two or more weapons to initiate this 
  maneuver.
  As you hack into your opponent, you use your weapons 
  together to murderous effect.
  With a cruel twist of your blade, you widen the wounds you 
  cause with each successive strike.
  You must initiate this maneuver before making any attacks 
  in the current round.
  If you strike an opponent multiple times during your turn, 
  you also deal rend damage.
  This damage is based on the number of times you strike 
  your opponent during your turn (see the table below).
  Determine the rend damage dealt immediately after you 
  make your last attack for your turn.
  If you attack multiple opponents during your turn, you 
  gain this extra damage against each of them.
  A creature takes rend damage based on the number of 
  attacks that hit it, not the number of successful attacks you 
  make.
  For example, if you hit a fire giant three times and an evil 
  cleric twice during your turn, the fire giant takes rend 
  damage for three attacks and the cleric takes rend damage 
  for two attacks.
  HAMSTRING ATTACK
  Tiger Claw (Strike)
  Level: Swordsage 7, warblade 7
  
  128
  Prerequisite: Three Tiger Claw maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude half
  Duration: 1 minute
  You slice into your opponent’s legs, leaving him hobbled and 
  stumbling about.
  As part of this maneuver, you make a single melee attack.
  If this attack hits, it deals damage as normal.
  In addition, the target takes 1d8 points of Dexterity damage 
  and a –10-foot penalty to speed for 1 minute.
  A successful Fortitude save (DC 17 + your Str 
  modifier)halves both the Dexterity damage and the speed 
  penalty.
  HUNTER’S SENSE
  Tiger Claw (Stance)
  Level: Swordsage 1, warblade 1
  Prerequisite: One Tiger Claw maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You sniff at the air like a hunting animal.
  After you focus your mind, an array of scents that normally eludes 
  your awareness become clear to you.
  Your mastery of the Tiger Claw discipline allows you to 
  become attuned to the feral side of your personality.
  On a fundamental level, you begin to think more like a wild 
  beast and less like a civilized creature.
  Your enemies are prey to be hunted down and slain.
  Your allies are packmates.
  This shift in view spreads to your physical senses.
  As long as you are in this stance, you gain the scent special 
  ability (MM 314).
  LEAPING DRAGON STANCE
  Tiger Claw (Stance)
  Level: Swordsage 3, warblade 3
  Prerequisite: One Tiger Claw maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Even when you are trapped in fight quarters and seemingly 
  unable to move, a leap can send you flying gracefully through the 
  air.
  The Tiger Claw discipline teaches you to assume a stance 
  that allows you to sail through the air when jumping.
  You spring from the ground with an unmatched burst of
  speed and strength.
  While you are in this stance, you gain a +10-foot 
  enhancement bonus on Jump checks.
  In addition, any jumps you make while in this stance are 
  considered running jumps.
  POUNCING CHARGE
  Tiger Claw (Strike)
  Level: Swordsage 5, warblade 5
  Prerequisite: Two Tiger Claw maneuvers
  Initiation Action: 1 full-round action
  Range: Personal
  Target: You
  With the roar of a wild beast, you throw yourself into the fray.
  Your weapons are little more than a blur as you hack at your foe 
  with feral speed.
  With a ferocious howl, you throw yourself into combat.
  You move with such speed and ferocity that when you 
  reach your enemy, you unleash a blistering flurry of 
  slashes, cuts, and hacks.
  As part of initiating this maneuver, you make a charge 
  attack.
  Instead of making a single attack at the end of your charge, 
  you can make a full attack.
  The bonus on your attack roll for making a charge attack 
  applies to all your attack rolls.
  PREY ON THE WEAK
  Tiger Claw (Stance)
  Level: Swordsage 7, warblade 7
  Prerequisite: Two Tiger Claw maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You scythe through weaker foes like a mighty predator turned loose 
  among a herd of prey.
  With each foe you strike, your bloodlust and battle fury 
  rises ever higher.
  After a brief moment of explosive rage, the foes around you 
  are left bloodied, torn, and moaning.
  Whenever an opponent within 10 feet of you drops to –1 or 
  fewer hit points, whether from your attack, an ally’s strike, 
  or some other cause, you can immediately make an attack 
  of opportunity against any opponent within your 
  threatened area.
  RABID BEAR STRIKE
  Tiger Claw (Strike)
  Level: Swordsage 6, warblade 6
  Prerequisite: Two Tiger Claw maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  With a ferocious roar, you leap upon your enemy like a wild beast, 
  slamming your weapon into her with a madman’s fury.
  You focus your primal fury into a single attack, laying an 
  opponent low with a mighty blow that splinters bones and
  shatters steel.
  As part of this maneuver, you make a single melee attack.
  You gain a +4 bonus on this attack roll and deal an extra 
  10d6 points of damage.
  After completing this maneuver, you take a –4 penalty to 
  AC until the start of your next turn.
  RABID WOLF STRIKE
  Tiger Claw (Strike)
  Level: Swordsage 2, warblade 2
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  
  129
  You foam at the mouth and scream in rage as you make a 
  powerful attack against your enemy.
  You set aside all thoughts of defense as you lunge forward.
  For a split-second, you unleash the barely controlled, 
  primal rage that surges within you.
  As part of this maneuver, you make a single melee attack.
  You gain a +4 bonus on this attack roll and deal an extra 2d6 
  points of damage.
  You take a –4 penalty to AC until the start of your next 
  turn, as this wild strike sends you off balance and hinders 
  your defenses.
  RAGING MONGOOSE
  Tiger Claw (Boost)
  Level: Swordsage 8, warblade 8
  Prerequisite: Three Tiger Claw maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: End of turn
  You unleash a ferocious volley of attacks, setting aside all thoughts 
  of caution and self-control.
  You make a flurry of deadly attacks.
  After initiating this boost, you can make two additional 
  attacks with each weapon you wield (to a maximum of four 
  extra attacks if you wield two or more weapons).
  These extra attacks are made at your highest attack bonus 
  for each of your respective weapons.
  You can spread these attacks out among as many foes as you 
  wish.
  SOARING RAPTOR STRIKE
  Tiger Claw (Strike)
  Level: Swordsage 3, warblade 3
  Prerequisite: One Tiger Claw maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You leap into the air, catching a larger opponent by surprise as you 
  jump over its defenses to plunge your weapon into the crown of its 
  head.
  With a carefully timed leap, you jump over the target’s 
  defenses and attack it from an unexpected angle.
  You can use this maneuver only against a foe of a larger size 
  category than yours.
  As part of this maneuver, you make a Jump check with a 
  DC equal to your foe’s AC.
  If this check succeeds, you also make a melee attack as part 
  of this maneuver.
  If the check fails, you cannot make this attack and the 
  maneuver is still considered expended.
  You gain a +4 bonus on the attack roll and deal an extra 6d6 
  points of damage if your attack hits.
  SUDDEN LEAP
  Tiger Claw (Boost)
  Level: Swordsage 1, warblade 1
  Prerequisite: One Tiger Claw maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You leap to a new position in the blink of an eye, leaving your 
  opponents baffled.
  You can make a Jump check as a swift action and move the 
  distance determined by your check result.
  You provoke attacks of opportunity with this movement, 
  and you must move in a straight line.
  As with any movement, you can attempt a Tumble check to 
  avoid any attacks you provoke with this sudden leap.
  You can’t move through enemies, unless you succeed on 
  the appropriate Tumble check.
  SWOOPING DRAGON STRIKE
  Tiger Claw (Strike)
  Level: Swordsage 7, warblade 7
  Prerequisite: Three Tiger Claw maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Saving Throw: Fortitude partial
  Like a dragon, you swoop down upon your foe and let loose with a 
  devastating attack.
  You leap over her and, as you soar through the air, unleash a 
  devastating volley of attacks.
  You leap over an opponent and chop down at her, ruining 
  her defenses and striking with a critical blow.
  As part of this maneuver, you attempt a Jump check to leap 
  over your target.
  The result of this Jump check must be sufficient to allow 
  you to move through an opponent’s space and over her.
  If you fail the Jump check needed to jump over your foe,
  you provoke attacks of opportunity for the distance you 
  jump, if applicable.
  If your jump was too short to clear your opponent but far 
  enough that you would land in a space she occupies, you 
  land adjacent to your opponent in the square closest to your 
  starting square.
  If your check is insufficient to jump over your target, you 
  can also make a single attack against your foe with no 
  special benefits or penalties, as long as your target is within 
  reach.
  If the check succeeds, you do not provoke attacks of 
  opportunity for leaving threatened squares during your 
  jump.
  Your foe loses her Dexterity bonus to AC against your 
  melee attack.
  This attack deals an extra 10d6 points of damage, and the 
  target must succeed on a Fortitude save (DC equal to your 
  Jump check result) or be stunned for 1 round.
  WOLF CLIMBS THE MOUNTAIN
  Tiger Claw (Strike)
  Level: Swordsage 6, warblade 6
  Prerequisite: Two Tiger Claw maneuvers
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  You slip between a larger foe’s legs and strike its exposed side.
  You then find cover in the shadow of your enemy’s bulk.
  You can use this maneuver only against an opponent of a 
  size category larger than yours.
  
  130
  As part of this maneuver, you enter your target’s square 
  without provoking an attack of opportunity.
  You can then attack your target as part of this maneuver.
  Your attack deals an extra 5d6 points of damage.
  You remain within your opponent’s space after you 
  complete this maneuver.
  You gain cover against all attacks as long as you remain in 
  his space, including those made by the target.
  If the target moves, it leaves you behind but provokes an 
  attack of opportunity from you for leaving your space.
  WOLF FANG STRTKE
  Tiger Claw (Strike)
  Level: Swordsage 1, warblade 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You lash out in a blur of movement with two weapons, hacking 
  into your foe with a combination of feral strength and speed.
  You tap into the speed and strength embodied within your 
  feral spirit.
  You must fight with two weapons to use this maneuver.
  If you carry only one weapon, you can choose to make an 
  unarmed strike with your offhand (as an unarmed attack) if 
  you so wish.
  As part of this maneuver, you make an attack with both 
  weapons you wield against one opponent.
  Both attacks must target the same creature, and you take a –
  2 penalty on each attack roll.
  If your first attack drops your foe to –1 hit points or fewer, 
  you cannot make a second attack.
  WOLF PACK TACTICS
  Tiger Claw (Stance)
  Level: Swordsage 8, warblade 8
  Prerequisite: Two Tiger Claw maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  With each stinging attack that connects against a foe, you slip 
  around him, using the distraction provided by your attacks to 
  prevent him from hindering your movement.
  You prowl the battlefield like a mighty hunter.
  You pick your spots to attack, striking foes when they are 
  most vulnerable before moving on to attack elsewhere.
  Each attack allows you to move forward and press your 
  advantage.
  While you are in this stance, each successful strike allows 
  you to slowly work your way around an opponent.
  Each time you make a successful melee attack, you can 
  move 5 feet.
  This movement does not provoke attacks of opportunity 
  from the creature you struck.
  You cannot use this stance to move more than your current 
  speed in a single round.
  WOLVERINE STANCE
  Tiger Claw (Stance)
  Level: Swordsage 3, warblade 3
  Prerequisite: One Tiger Claw maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Like a cornered wolverine, you fight with unmatched ferocity and 
  rage when your opponents force you into close quarters.
  When an opponent has you in his grasp, you transform into 
  a snarling, frothing, raging beast.
  You hack with your weapon at your foe’s arms or tentacles, 
  your wild frenzy allowing you to fight even with a large, 
  awkward weapon.
  When you are in the grasp of a larger foe, your frenzy 
  ignites into an inferno as you desperately attempt to break 
  free.
  While you are in this stance, you can attack a foe grappling 
  you with any one-handed weapon.
  You do not take the –4 penalty for fighting while grappled.
  If your foe is of a larger size category than yours, your feral 
  rage ignites and grants you a +4 bonus on damage rolls 
  against that creature while it continues to grapple you.
  WHITE RAVEN
  The White Raven discipline teaches that the combined 
  effort of several warriors working together far exceeds the 
  efforts of those same warriors working individually.
  Adherents of this tradition serve as leaders and inspiring 
  figures on the battlefield.
  This discipline’s favored weapons are the longsword, 
  battleaxe, greatsword, halberd, and warhammer.
  Its key skill is Diplomacy.
  BATTLE LEADER’S CHARGE
  White Raven (Strike)
  Level: Crusader 2, warblade 2
  Prerequisite: One White Raven maneuver
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  You lead from the front, charging your enemies so that your allies 
  can follow in your wake.
  The White Raven discipline teaches that he who seizes the 
  initiative also seizes victory.
  You have learned to lead an attack with a mighty charge, 
  the better to disrupt the enemy and inspire your allies in 
  battle.
  As part of this maneuver, you charge an opponent.
  You do not provoke attacks of opportunity for moving as 
  part of this charge.
  If your charge attack hits, it deals an extra 10 points of 
  damage.
  BOLSTERING VOICE
  White Raven (Stance)
  Level: Crusader 1, warblade 1
  Initiation Action: 1 swift action
  Range: 60 ft.
  Area: 60-ft.-radius emanation centered on you
  Duration: Stance
  Your clarion voice strengthens the will of your comrades.
  
  131
  So long as you remain on the field of battle, your allies are 
  strengthened against attacks and effects that seek to subvert their 
  willpower.
  The discipline of the White Raven stresses that an army is 
  effective only when its members are motivated to fight.
  In the face of a daunting enemy or unexpected hardship, 
  the most skilled warrior is worthless if he lacks strength of 
  will.
  When you adopt the bolstering voice stance, you shout 
  encouragement to your allies, disparage your foes, and lend 
  much-needed support to raise your allies’ spirits.
  By drawing on the example you set, your allies harden their 
  will to fight and battle on despite your enemies’ attempts to 
  turn them aside.
  While you are in this stance, all allies within range who can 
  hear you gain a +2 morale bonus on Will saves, or a +4 
  morale bonus on Will saves against fear effects.
  CLARION CALL
  White Raven (Boost)
  Level: Crusader 7, warblade 7
  Prerequisite: Three White Raven maneuvers
  Initiation Action: 1 swift action
  Range: 60 ft.
  Area: 60-ft.-radius burst centered on you
  As you defeat an opponent, you shout a battle cry that inspires one 
  of your allies to renew his efforts.
  You are an inspiring figure on the battlefield.
  Your personal victories are shared by your allies, allowing 
  them to draw courage and vigor from your actions.
  If during your turn a melee attack you make reduces an 
  opponent to fewer than 0 hit points, you can initiate this 
  maneuver.
  Once it is initiated, all allies within range can immediately 
  either make one melee attack at their highest attack bonus 
  or take a single move action.
  These allies must be able to see and hear you.
  These extra attacks are not attacks of opportunity.
  COVERING STRIKE
  White Raven (Boost)
  Level: Crusader 4, warblade 4
  Prerequisite: One White Raven maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 3 rounds
  You make a ferocious series of attacks at your enemies, forcing 
  them on the defensive and buying your allies critical seconds 
  needed to slip past them unharmed.
  By drawing on your combat experience and knowledge of 
  how a warrior must carry herself in battle, you make an 
  attack that disrupts your opponents and keeps them from 
  taking advantage of your allies’ lapses.
  After you initiate this boost, you can make your attacks as 
  normal.
  In addition to taking normal melee damage from your 
  blows, a foe you strike after initiating this maneuver cannot 
  make attacks of opportunity for 3 rounds.
  The target still threatens its normal area; it simply cannot 
  make attacks of opportunity.
  A creature can be affected by only one covering strike per 
  encounter.
  DOUSE THE FLAMES
  White Raven (Strike)
  Level: Crusader 1, warblade 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  You strike your enemy with a resounding blow, capturing his 
  attention.
  As he turns to look, you let loose with a string of oaths, challenges, 
  and taunts that force him to focus his attention on you.
  As a White Raven adept, you are as much a tactician as you 
  are a war leader.
  You learn to create openings for your allies to maximize the 
  teamwork and esprit de corps that you foster.
  You know that for a group to succeed, it must work 
  together, and that individual glory must be set aside so that 
  the group can achieve victory.
  As part of this maneuver, you make a melee attack against a 
  single target you threaten.
  If your attack hits, you deal normal melee damage, and the 
  target creature can’t make attacks of opportunity for 1 
  round.
  The opponent still threatens its normal area; it simply 
  cannot make attacks of opportunity.
  FLANKING MANEUVER
  White Raven (Strike)
  Level: Crusader 5, warblade 5
  Prerequisite: Two White Raven maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Your keen leadership grants you and your allies a sudden 
  advantage in combat.
  When you flank an opponent, you attack in such a way as to 
  maximize your allies’ openings.
  By the same token, your friends’ ferocious, accurate attacks give you 
  multiple opportunities to pierce your foe’s defenses.
  When you flank an enemy with an ally who can see and 
  hear your directions, the two of you form a potent 
  combination.
  Your attacks complement each other, leaving the flanked 
  opponent in a tenuous position.
  You can use this strike when you and any number of allies 
  flank an opponent you designate.
  As part of this maneuver, you make a melee attack against 
  the flanked opponent.
  If your attack hits, any ally flanking your foe can 
  immediately make a melee attack against that creature.
  These extra attacks are not attacks of opportunity.
  Your allies must be able to see you to gain this benefit.
  The coordination needed between you and your 
  companions demands that you watch each other’s attacks, 
  though you do not need to hear each other.
  LEADING THE ATTACK
  White Raven (Strike)
  
  132
  Level: Crusader 1, warblade 1
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  You boldly strike at your enemy.
  As you attack, you shout a war cry to demonstrate that victory is at 
  hand.
  This attack inspires nearby allies to join the fray with renewed 
  vigor.
  When you make an attack, your allies take heart in your 
  example and fight with renewed purpose.
  By stoking the fire of battle in your allies’ hearts, you 
  inspire them to greater heroics.
  As part of this maneuver, you make a single melee attack.
  If your attack is successful, your allies gain a +4 morale 
  bonus on attack rolls for 1 round against the creature you 
  hit.
  LEADING THE CHARGE
  White Raven (Stance)
  Level: Crusader 1, warblade 1
  Initiation Action: 1 swift action
  Range: 60 ft.
  Area: 60-ft.-radius emanation centered on you
  Duration: Stance
  You fire the confidence and martial spirit of your allies, giving 
  them the energy and bravery needed to make a devastating charge 
  against your enemies.
  The White Raven discipline teaches that tactics, leadership, 
  and planning can overcome an opponent’s superior 
  individual abilities.
  This stance embodies that teaching, allowing you to spur 
  your allies on to greater feats of martial skill.
  While you are in this stance, all allies who hear you and 
  make a charge attack in the area gain a bonus on damage 
  rolls equal to your initiator level.
  LION’S ROAR
  White Raven (Boost)
  Level: Crusader 3, warblade 3
  Prerequisite: One White Raven maneuver
  Initiation Action: 1 swift action
  Range: 60 ft.
  Targets: You and allied creatures within 60 ft.
  Duration: 1 round
  You unleash a sudden battle roar as your mighty blow fells your 
  enemy.
  Inspired by your example, your allies fight with renewed energy 
  and determination.
  When you defeat an enemy, you call out to your allies to 
  press the attack.
  They respond by putting tremendous pressure on the 
  enemy as their attacks strike with greater force.
  As a swift action, you initiate this boost after you have 
  reduced an opponent to fewer than 0 hit points.
  You and allies within range gain a +5 morale bonus on 
  damage rolls for 1 round.
  ORDER FORGED FROM CHAOS
  White Raven
  Level: Crusader 6, warblade 6
  Prerequisite: Two White Raven maneuvers
  Initiation Action: 1 move action
  Range: Personal
  Targets: Allied creatures within 30 ft.
  You bark a series of stern orders, directing your comrades to shift 
  formation.
  The power of your presence is such that they obey without 
  consciously thinking about it.
  You excel at using your commanding presence to direct 
  your allies on the battlefield.
  After a few short, barked orders from you, your allies switch 
  positions and assume a tactically advantageous position.
  When you initiate this maneuver, all allies within 30 feet of 
  you can immediately take a single move action to move up 
  to their speed.
  This movement provokes attacks of opportunity, and it 
  does not count toward fulfilling the minimum movement 
  requirements of any special abilities or feats, such as a 
  scout’s skirmish ability.
  PRESS THE ADVANTAGE
  White Raven (Stance)
  Level: Crusader 5, warblade 5
  Prerequisite: Two White Raven maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You shift across the battlefield, timing your movements precisely to 
  avoid any attacks from your foes.
  Your sense of the battlefield and intuitive understanding of 
  the ebb and flow of combat allow you to move without 
  dropping your defenses.
  While others must slowly work through a melee, you seize 
  gaps in a foe’s defenses and move with great speed and 
  confidence.
  While you are in this stance, you can take a second 5-foot 
  step immediately after you take one for the round.
  This second movement does not provoke attacks of 
  opportunity.
  You can make a single 5-foot step into difficult terrain, but 
  if you do, you cannot make the second 5-foot step.
  SWARM TACTICS
  White Raven (Stance)
  Level: Crusader 8, warblade 8
  Prerequisite: One White Raven maneuver
  Initiation Action: 1 swift action
  Range: 60 ft.
  Area: 60-ft.-radius emanation centered on you
  Duration: Stance
  Your quick directions enable close teamwork between yourself and 
  an ally.
  At your urging, your allies seize the initiative and work in close 
  coordination with you to defeat an enemy.
  While you are in this stance, you use your tactical 
  knowledge and mastery to improve your allies’ teamwork.
  If you are adjacent to one or more opponents, your allies 
  gain a +5 bonus on attack rolls made against any of those 
  opponents.
  
  133
  SWARMING ASSAULT
  White Raven (Strike)
  Level: Crusader 7, warblade 7
  Prerequisite: Three White Raven maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  You attack an opponent with brutal force, ruining his defenses.
  As you strike, you call out sharp commands to your allies, spurring 
  them to action and allowing them to take advantage of the 
  opening.
  You inspire your allies with a rousing speech, a war cry, a 
  challenge to the enemy, or some other defiant gesture.
  Combining this shout with a canny attack, you strip away a 
  foe’s defenses, allowing your allies to make potentially 
  devastating attacks.
  As part of this maneuver, you make a single melee attack 
  against an opponent.
  If this attack hits, you deal normal melee damage, and any 
  ally who threatens your target can immediately make an 
  attack against him.
  You choose the order in which your allies’ attacks resolve.
  TACTICAL STRIKE
  White Raven (Strike)
  Level: Crusader 2, warblade 2
  Prerequisite: One White Raven maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Your skill at arms and overwhelming power force your opponent 
  to falter at a fatal moment.
  As the foe attempts to recover from your devastating strike, your 
  allies rush in to finish what you have started.
  You make a mighty attack that knocks your opponent into a 
  defenseless position, granting your allies a moment to 
  move into a better position.
  If your attack lands true, it leaves your enemy momentarily 
  shaken by its tremendous impact.
  As part of this maneuver, you make a single melee attack.
  If your attack hits, you deal an extra 2d6 points of damage.
  In addition, each ally adjacent to the target can take an 
  immediate 5-foot step that does not provoke attacks of 
  opportunity.
  TACTICS OF THE WOLF
  White Raven (Stance)
  Level: Crusader 3, warblade 3
  Prerequisite: One White Raven maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  You shout orders that help coordinate allies’ efforts.
  They harass their enemies, shield each other from attacks, and 
  otherwise maximize the support they lend to each other.
  This stance allows you and your allies to gain additional 
  benefits against a flanked opponent.
  Under your direction, your allies coordinate their actions to 
  a much greater degree than normal.
  Your advice and shouted orders make them an unstoppable 
  team.
  Like a wolf pack, your allies fight together to devastating 
  effect.
  When you flank a foe, you and allies who flank the enemy 
  with you gain a bonus on damage rolls against that 
  opponent equal to 1/2 your initiator level.
  WAR LEADER’S CHARGE
  White Raven (Strike)
  Level: Crusader 6, warblade 6
  Prerequisite: Two White Raven maneuvers
  Initiation Action: 1 full-round action
  Range: Melee attack
  Target: One creature
  You summon a great fury within your lungs, releasing it with a 
  titanic shout as you charge forward.
  Your reckless move startles your foes and puts greater force behind 
  your attack.
  As a student of the White Raven, you learn to focus the 
  energy within you into an overwhelming charge.
  In battle, you must lead from the front.
  As part of this maneuver, you charge an opponent.
  You do not provoke attacks of opportunity for moving as 
  part of this charge.
  If your charge attack hits, it deals an extra 35 points of 
  damage.
  WAR MASTER’S CHARGE
  White Raven (Strike)
  Level: Crusader 9, warblade 9
  Prerequisite: Four White Raven maneuvers
  Initiation Action: 1 full-round action
  Range: Melee attack; see text
  Target: One creature; see text
  With a great battle cry, you lead your allies in a devastating 
  charge.
  Fired by your commanding presence and deftly led by your 
  supreme grasp of tactics, you and your allies form an unstoppable 
  wedge.
  You are an inspiring figure on the battlefield, allowing you 
  to lead others on attacks that would strike fear and doubt 
  into even the stoutest warrior’s heart.
  Under your leadership, the group becomes much more 
  than the sum of its parts.
  As part of this maneuver, you charge an opponent.
  In addition, all allies within 30 feet of you at the beginning 
  of your turn can also charge this target as an immediate 
  action.
  You and allied creatures do not block each other when 
  determining if you can charge.
  Your charge attack deals an extra 50 points of damage, and 
  those of your allies each deal an extra 25 points of damage.
  For each ally who charges, counting yourself, your charge 
  attack and those of your allies are made with a cumulative 
  +2 bonus (in addition to the normal bonus provided by 
  charging).
  An opponent struck by you and at least one other ally is 
  stunned for 1 round.
  You and your allies do not provoke attacks of opportunity 
  for moving as part of this charge.
  
  134
  WHITE RAVEN HAMMER
  White Raven (Strike)
  Level: Crusader 8, warblade 8
  Prerequisite: Three White Raven maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Duration: 1 round
  You slam your opponent with a mighty attack to disrupt his senses 
  and leave him unable to defend himself while your allies close to 
  finish him off.
  As part of this maneuver, you make a single, devastating 
  strike against an opponent.
  The raw force of this blow knocks him senseless.
  Your attack deals an extra 6d6 points of damage and stuns 
  your opponent for 1 round.
  WHITE RAVEN STRIKE
  White Raven (Strike)
  Level: Crusader 4, warblade 4
  Prerequisite: One White Raven maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: One creature
  Your eye for tactics allows you to notice an enemy’s weak points 
  and attack them with a mighty blow.
  The White Raven discipline focuses on tactics, teamwork, 
  and the ability to make an attack that improves your allies’
  abilities.
  This strike ruins a foe’s defenses.
  As part of this maneuver, you make a single melee attack.
  If it hits, you deal an extra 4d6 points of damage, and the 
  target is considered flat-footed until the start of his next 
  turn.
  WHITE RAVEN TACTICS
  White Raven (Boost)
  Level: Crusader 3, warblade 3
  Prerequisite: One White Raven maneuver
  Initiation Action: 1 swift action
  Range: 10 ft.
  Target: One ally
  You can inspire your allies to astounding feats of martial prowess.
  With a few short orders, you cajole them into seizing the initiative 
  and driving back the enemy.
  Your knowledge of tactics can aid your allies’ attacks, and it 
  also allows you to spot, predict, and counter your enemies’
  actions.
  In the chaos of battle, you impose the order needed for 
  tight, effective group tactics.
  When you use this maneuver, select an ally within range.
  Her initiative count immediately equals your initiative 
  count –1.
  She then acts on her new initiative count as normal.
  If she has already acted in the current round, she can act 
  again.
  If this maneuver would not change your ally’s initiative 
  count, it has no effect.
  If she has not yet acted during this round, her initiative 
  count changes, and she acts on that count as normal.
  She does not act again on her original initiative count.
  
  135
  MANTLES
  COMPLETE PSIONIC (3.5)
  CHAOS
  Granted Ability: You can expend your psionic focus to 
  deal additional damage to nonchaotic creatures.
  You deal an additional 1d6 points of damage with a melee 
  or ranged attack or a spell that deals damage.
  1 Destiny Dissonance: Your dissonant touch sickens a foe.
  1 Matter Agitation: You heat a creature or object.
  2 Distracting Shout: Distract opponents with your powerful 
  shout.
  4 Personality Parasite: Subject’s mind calves self-antagonistic 
  splinter personality for 1 round/level.
  5 Catapsi: Psychic static inhibits power manifestation.
  6 Inconstant Location: Make swift instantaneous moves in 
  combat.
  8 Chaos Fissure: Wild surge and wild magic apply to psionic 
  powers and spells.
  COMMUNICATION
  Granted Ability: While psionically focused, you gain a 
  +2 competence bonus on Diplomacy checks and can use 
  the Diplomacy skill more quickly and skillfully than others.
  When making a rushed Diplomacy check as a full-round 
  action, you take only –5 penalty on the check.
  1 Attraction: Subject has an attraction you specify.
  1 Charm, Psionic: Makes one person your friend.
  1 Missive: Send one-way telepathic message to subject.
  1 Telempathic Projection: Alter the subject’s mood.
  2 Missive, Mass: You send a one-way telepathic message to an 
  area.
  2 Suggestion, Psionic: Compels subject to follow stated course 
  of action.
  2 Tongues, Psionic: You can communicate with intelligent 
  creatures.
  4 Correspond: Hold mental conversation with another 
  creature at any distance.
  5 Metaconcert: Mental concert of two or more increases the 
  total power of the participants.
  9 Metafaculty: You learn details about any one creature.
  CONFLICT
  Granted Ability: You are more in tune with martial 
  concepts and gain the Weapon Focus feat as a bonus feat 
  with a weapon of your choice.
  1 Metaphysical Weapon: Weapon gains +1 bonus.
  1 Prescience, Offensive: Gain +2 insight bonus on your damage 
  rolls.
  2 Psionic Lion’s Charge: You can make a full attack in the 
  same round you charge.
  3 Dimension Slide: Teleports you a very short distance.
  4 Immovability: You are almost impossible to move and gain 
  damage reduction 15/–.
  5 Psychic Crush: Brutally crush subject’s mental essence, 
  reducing subject to –1 hit points.
  5 Graft Weapon: Your hand is replaced seamlessly by your 
  weapon.
  8 Spirit of War: Confer +4 on attack rolls and damage rolls, 
  +10 to one save, and confirm one critical threat.
  CONSUMPTION
  Granted Ability: You can expend your focus as an 
  immediate action to gain 5 temporary hit points when 
  someone within 10 feet is wounded.
  These temporary hit points last for up to 1 minute.
  1 Hungry Touch: Your touch deals 1d6 damage while you 
  heal.
  2 Feat Leech: Borrow another’s psionic or metapsionic feats.
  4 Power Leech: Drain 1d6 power points/round while you 
  maintain concentration; you gain 1/round.
  7 Power Thief: Steal and quickly use one power from a target.
  7 Decerebrate: Remove portion of subject’s brain stem.
  9 Apopsi: You delete target’s psionic powers.
  CORRUPTION AND MADNESS
  Granted Ability: Your insights into corruption and 
  madness have touched you with insanity and terrible 
  clarity.
  While you are psionically focused, you cannot be confused.
  1 Daze, Psionic: Humanoid creature of 4 HD or lower loses 
  next action.
  1 Primal Fear: Target is shaken for 1 round.
  2 Brain Lock: Subject cannot move or take any mental 
  actions.
  3 Mental Turmoil: Prevent target from using abilities that 
  require mental calm.
  4 Mindwipe: Subject’s recent experiences are wiped away, 
  bestowing negative levels.
  7 Decerebrate: Remove portion of subject’s brain stem.
  7 Insanity: Subject is permanently confused.
  9 Microcosm: Creature or creatures live forevermore in a 
  world of their own imaginations.
  CREATION
  Granted Ability: You gain the Ectopic Form feat (page 
  50) as a bonus feat and learn the form of your choice.
  You must meet all the feat’s prerequisites for the form of 
  your choice.
  1 Astral Construct: Creates astral construct to fight for you.
  1 Minor Creation, Psionic: Creates one cloth or wood object.
  4 Fabricate, Psionic: Transforms raw goods to finished items.
  5 Major Creation, Psionic: As psionic minor creation, plus stone 
  and metal.
  6 Fabricate, Greater Psionic: Transforms a lot of raw goods to 
  finished items.
  9 True Creation: As psionic major creation, except items are 
  completely real.
  DEATH
  Granted Ability: You can expend your psionic focus to 
  kill a dying creature, as the death knell spell (PH 217).
  
  136
  1 Stygian Discernment: Gain insight to act against detected 
  undead and negative energy auras.
  2 Stygian Ray: Bestow a negative level on foe for 1 round.
  3 Speak with Dead, Psionic: Speak or mindlink with a corpse 
  to ask it questions.
  4 Death Urge: Implant a self-destructive compulsion.
  5 Stygian Dominion: Assume control over the body of a 
  mindless undead creature.
  7 Crisis of Life: Stop subject’s heart.
  8 Recall Death: Subject dies or takes 5d6 damage.
  8 Stygian Veil: You take on traits of the undead type.
  DECEPTION
  Granted Ability: As an immediate action, you can 
  expend your psionic focus to displace yourself until your 
  next action.
  While you are displaced, any attacks that target you have a 
  50% chance to miss you entirely.
  1 Charm, Psionic: Makes one person your friend.
  2 Cloud Mind: You erase knowledge of your presence from 
  target’s mind.
  2 Concealing Amorpha: Quasi-real membrane grants you 
  concealment.
  3 False Sensory Input: Subject sees what isn’t there.
  3 Escape Detection: You become difficult to detect with 
  clairsentience powers.
  6 Cloud Mind, Mass: Erase knowledge of your presence from 
  the minds of one creature/level.
  8 Bend Reality: Alters reality within power limits.
  DESTRUCTION
  Granted Ability: You have the Improved Sunder feat as 
  long as you are psionically focused.
  If you expend your focus as part of a sunder attempt, the 
  hardness of the object you are sundering is treated as 4 less.
  1 Dissipating Touch: Touch deals qd6 damage.
  2 Dissolving Touch: Your touch deals 4d6 acid damage.
  2 Dissolving Weapon: Your weapon deals 4d6 acid damage.
  3 Dispel Psionics: Cancels psionic powers and effects.
  6 Disintegrate, Psionic: Turns one creature or object to dust.
  7 Ultrablast: Deal 13d6 damage in 15-ft. radius.
  9 Intellect Bomb: Causes your target’s head to explode.
  ELEMENTS
  Granted Ability: When you become psionically focused, 
  choose one of the four primary elements with which to 
  align yourself (air, earth, fire, or water).
  As long as you remain focused, you gain an associated 
  benefit, as given below.
  Air: You treat any fall as if the distance were 20 feet less.
  Earth: You gain a +4 bonus on Balance checks and checks to 
  resist bull rush attempts.
  Fire: Your melee attacks deal an extra 1 point of fire damage.
  Water: You gain a swim speed equal to your base land speed.
  1 Control Flames: Take control of nearby open flame.
  1 Elemental Steward: Summon a small psionic elemental to 
  protect and serve you.
  2 Control Air: You have control over wind speed and 
  direction.
  2 Earth Walk: Move easily in all directions while on earthen 
  surfaces.
  3 Breathless: You don’t need to breathe.
  5 Adapt Body: You body automatically adapts to hostile 
  environments.
  6 Blackstone Hammer: Target weapon petrifies those it 
  strikes.
  9 Tornado Blast: Vortex of air subjects your foes to 17d6 
  damage and moves them.
  ENERGY
  Granted Ability: You can expend your psionic focus to 
  gain resistance 5 against one energy type for a number of 
  rounds equal to 3 + your Wis modifier.
  At 10th level, you gain resistance to energy 10 instead.
  1 Energy Ray: Deal 1d6 energy (cold, electricity, fire, or 
  sonic) damage.
  2 Energy Push: Deal 2d6 damage and knock subject back.
  3 Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
  3 Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
  3 Energy Wall: Create wall of your chosen energy type.
  5 Energy Manipulation: You manipulate a source of energy.
  7 Energy Wave: Deal 13d4 damage of your chosen energy 
  type in 120-ft. cone.
  EVIL
  Granted Ability: You can expend your psionic focus to 
  deal additional damage to a non-evil creature.
  You deal an additional 1d6 points of damage with a melee 
  or ranged attack or a spell that deals damage and targets a 
  single creature.
  1 Protection from Good, Psionic: +2 to AC and saves, counter 
  mind control, hedge out summoned creatures.
  2 Death Knell, Psionic: Kills dying creature; you gain 1d8 
  temporary hp, +2 to Str, and +1 level.
  4 Planar Apotheosis: Temporarily become celestial or 
  fiendish (fiendish only).
  5 Fiendish Conduit: Launch a bolt of ectoplasm-mediated 
  negative energy from your fingertips.
  6 Planar Embrace: Temporarily become a half-celestial or 
  half-fiend (half-fiend only).
  8 Dark Despair: You gain a dark aura that harms good 
  creatures.
  FATE
  Granted Ability: Once per day, you can expend your 
  psionic focus to add a bonus on one d20 roll equal to your 
  level in the class that allowed you to access this ability.
  1 Precognition, Defensive: Gain +1 insight bonus to AC and 
  saving throws.
  1 Precognition, Offensive: Gain +1 insight bonus on your 
  attack rolls.
  2 Clairvoyant Sense: See and hear a distant location.
  4 Remote Viewing: See, hear, and potentially interact with 
  subjects at a distance.
  6 Precognition, Greater: Gain +4 insight bonus on one roll.
  7 Fate of One: Reroll any roll you just failed.
  You also gain an augmentation option unavailable to other 
  manifesters of this power.
  Augment: If you spend 3 additional power points, you can 
  reroll a third time.
  You need not decide to spend the power points for this 
  augmentation until after you decide to roll the third time, 
  
  137
  but you must spend the power points before you know the 
  result of your roll.
  9 Metafaculty: You learn details about any one creature.
  FORCE
  Granted Ability: While psionically focused, you gain a 
  +1 deflection bonus to your Armor Class.
  1 Force Screen: Invisible disc provides +4 shield bonus to AC.
  1 Deflection Field: Provides +4 deflection bonus to AC.
  2 Concussion Blast: Deal 1d6 force damage to target.
  3 Telekinetic Force: Move an object with the sustained force 
  of your mind.
  3 Ethereal Volley: Imbue your missiles with force energy, 
  making them ghost touch weapons.
  4 Telekinetic Maneuver: Telekinetically bull rush, disarm, 
  grapple, or trip your target.
  6 Concussive Detonation: Burst of force damages targets in 
  area.
  8 Telekinetic Sphere, Psionic: Mobile force globe encapsulates 
  creature and moves it.
  FREEDOM
  Granted Ability: While psionically focused, you gain a 
  +10-foot bonus to your speed.
  You can expend your focus to add your manifester level to a 
  roll made to resist being grappled or to escape from a 
  grapple.
  1 Dimension Hop: Swiftly teleport a short distance.
  2 Hustle: Instantly gain a move action.
  4 Fly, Psionic: You fly at a speed of 60 ft.
  5 Freedom of Movement, Psionic: You cannot be held or 
  otherwise rendered immobile.
  5 Teleport, Psionic: Instantly transports you as far as 100 
  miles/level.
  6 Evade Burst: You take no damage from a burst on a 
  successful Reflex save.
  8 Teleport, Psionic Greater: As psionic teleport, but with no 
  range limit and no off-target arrival.
  GOOD
  Granted Ability: You can expend your psionic focus to 
  deal additional damage to a non-good creature.
  You deal an extra 1d6 points of damage with a melee or 
  ranged attack, or a spell that deals damage and targets a 
  single creature.
  1 Protection from Evil, Psionic: +2 to AC and saves, counter 
  mind control, hedge out summoned creatures.
  2 Empathic Transfer: Transfer another’s wounds to yourself.
  4 Planar Apotheosis: Temporarily become celestial or 
  fiendish (celestial only).
  5 Celestial Conduit: Launch a line of ectoplasm-mediated 
  positive energy from your fingertips.
  6 Planar Embrace: Temporarily become a half-celestial or 
  half-fiend (half-celestial only).
  8 Greater Glory: Good creatures near you gain benefits.
  GUARDIAN
  Granted Ability: You can expend your psionic focus as 
  an immediate action to take the damage dealt to an adjacent 
  ally by a single melee attack.
  You must declare the use of this ability after you know the 
  result of the attack roll against your ally, but before damage 
  is rolled.
  1 Deaden Blow: A weapon deals nonlethal damage rather 
  than lethal.
  1 Thicken Skin: Gain +1 enhancement bonus to your AC for 
  10 min./level.
  2 Damp Power: Variable numeric effects of enemy powers 
  are minimized against you.
  3 Dispel Psionics: Cancels psionic powers and effects.
  4 Wall of Ectoplasm: You create a protective barrier.
  5 Protection from Psionics: Gain +3 insight bonus on saves 
  against powers and psi-like abilities.
  6 Mind over Energy: Gain brief immunity to chosen energy 
  type.
  8 Iron Body, Psionic: Your body becomes living iron.
  JUSTICE
  Granted Ability: You can expend your psionic focus as 
  an immediate action to make an attack of opportunity 
  against a foe that attacks one of your allies.
  1 Call Weaponry: Create temporary weapon.
  2 Call Armor: Transfer chosen type of armor to your hand.
  2 Incite Bravery: You and allies near you become immune to 
  fear effects for 1 round/level.
  2 Zone of Truth, Psionic: Subjects within range cannot lie.
  4 Aura Sight: Reveals creatures, objects, powers, or spells of 
  selected alignment axis.
  4 Discern Lies, Psionic: Reveals deliberate falsehoods.
  5 True Seeing, Psionic: See all things as they really are.
  6 Perfect Riposte: Make an attack of opportunity against a 
  creature who just missed you.
  7 Reddopsi: Powers targeting you rebound on the 
  manifester.
  KNOWLEDGE
  Granted Ability: While psionically focused, you can 
  make Knowledge checks as if trained.
  You can expend your psionic focus to gain a +5 bonus on 
  one Knowledge check.
  1 Call to Mind: Gain additional Knowledge check with +1 
  competence bonus.
  1 Detect Psionics: You detect the presence of psionics.
  1 Detect Teleportation: Know when teleportation powers are 
  used in close range.
  1 Know Direction and Location: You discover where you are 
  and what direction you face.
  2 Detect Hostile Intent: You can detect hostile creatures 
  within 30 ft. of you.
  2 Identify, Psionic: Learn the properties of a psionic item.
  2 Object Reading: Learn details about an object’s previous 
  owner.
  3 Touchsight: Your telekinetic field tells you where 
  everything is.
  4 Detect Remote Viewing: You know when others spy on you 
  remotely.
  4 Trace Teleport: Learn destination of subject’s teleport.
  
  138
  6 Psychometry: Read psychic impressions from a given 
  location.
  LAW
  Granted Ability: You can expend your psionic focus to 
  deal additional damage to nonlawful creatures.
  You deal an additional 1d6 points of damage with a melee 
  or ranged attack, or a spell that deals damage.
  1 Grip of Iron: You gain +4 bonus on grapple checks.
  1 Hammer: Melee touch deals 1d8/round.
  2 Psionic Lock: Secure a door, chest, or portal.
  3 Heavy Earth: Alter gravity locally.
  4 Immovability: You are almost impossible to move and gain 
  damage reduction 15/–.
  4 Steadfast Perception: Gain immunity to illusory effects, +6 
  bonus on Spot and Search checks.
  5 Tower of Iron Will: Grant PR 19 against mindaffecting 
  powers to all creatures within 10 ft. until your next turn.
  8 Iron Body, Psionic: Your body becomes living iron.
  9 Timeless Body: Ignore all harmful, and helpful, effects for 1 
  round.
  LIFE
  Granted Ability: If you expend your psionic focus as a 
  swift action as you manifest a power from this mantle, your 
  manifester level for that power is considered 1 higher (thus 
  increasing the number of power points you can spend on 
  manifesting the power, among other benefits).
  1 Touch of Health: Channel positive energy to cure damage 
  or deal damage to undead.
  2 From the Brink: You stabilize a dying target.
  3 Body Purification: You heal 1d12 points of damage.
  4 Stygian Ward: Grant immunity to death spells and 
  negative energy effects.
  5 Psionic Revivify: Return the dead to life before the psyche 
  leaves the corpse.
  6 Mend Wounds: Cure nonundead of 55 damage, or deal 55 
  damage to undead.
  6 Restoration, Psionic: Restores level and ability score drains.
  8 True Metabolism: You regenerate 10 hit points/round.
  Unlike other manifesters of this power, you gain a new 
  augmentation option.
  Augment: If you spend 5 additional power points, you can 
  affect one additional willing creature touched with this 
  power.
  LIGHT AND DARKNESS
  Granted Ability: When you gain this mantle, choose 
  whether you gain low-light vision or darkvision out to 60 
  feet.
  If you already have both, you can double the range of your 
  low-light vision or add 30 feet to the range of your 
  darkvision.
  1 Control Light: Adjust ambient light levels.
  You also gain an augmentation option unavailable to other 
  manifesters of this power.
  Augment: If you spend 4 additional power points, you can 
  create the effect of a daylight or darkness spell.
  1 Elfsight: Gain low-light vision, +2 bonus on Search and 
  Spot checks, and notice secret doors.
  1 My Light: Your eyes emit 20-ft. cone of light.
  2 Claws of Darkness: Gain claw attacks and slow grappled 
  targets.
  4 Light Beam: Deal 5d6 damage in 120-ft. line.
  5 Shadow Walk, Psionic: Step into shadow to travel rapidly.
  8 Light Burst: Blinds all within 10 ft., deals 6d6 damage.
  MAGIC
  Granted Ability: You gain Use Magic Device as a class 
  skill.
  If you purchased ranks in Use Magic Device or Use Psionic 
  Device at the cross-class rate, you get additional ranks in 
  Use Magic Device or Use Psionic Device as if it had always 
  been a class skill for you.
  In addition, you always treat magic and psionics as 
  identical.
  Therefore, powers such as dispel psionics work for both 
  magic and psionics.
  Most campaigns already treat them in this manner, so this 
  mantle is most useful in campaigns where they are 
  considered different systems.
  1 Metaphysical Weapon: Weapon gains +1 bonus.
  3 Dispel Psionics: Cancels psionic powers and effects.
  5 Power Resistance: Grant power resistance equal to 12 + 
  level.
  6 Analyze Dweomer, Psionic: Reveals magical aspects of 
  subject.
  You also gain an augmentation option unavailable to other 
  manifesters of this power.
  Augment: For every additional power point you spend, you 
  can analyze an additional object or creature, requiring an 
  additional round per target.
  6 Null Psionics Field: Create a field where psionic power does 
  not function.
  8 Protection from Spells, Psionic: Gain +3 on saves against 
  spells and spell-like abilities.
  MENTAL POWER
  Granted Ability: For the purpose of determining bonus 
  power points for the class that gives you this mantle, treat 
  your Wisdom score as 2 points higher than its actual value.
  1 Mind Thrust: Deal 1d10 damage.
  2 Id Insinuation: Swift tendrils of thought disrupt and 
  confuse your target.
  2 Mental Disruption: Daze creatures within 10 feet for 1 
  round.
  3 Mind Trap: Drain 1d6 power points from anyone who 
  attacks you with a telepathy power.
  4 Intellect Fortress: Those inside fortress rake only half 
  damage from all power and psi-like abilities until your next 
  action.
  5 Psychic Crush: Brutally crush target’s mental essence, 
  reducing subject to –1 hit points.
  6 Cranial Deluge: Massive physical damage can cause your
  opponent’s head to explode.
  8 Hypercognition: You can deduce almost anything.
  NATURAL WORLD
  Granted Ability: You gain the wild empathy class 
  feature (PH 35), except the result is determined by 1d20 + 
  manifester level + your Cha modifier.
  
  139
  1 Chameleon: Gain +10 enhancement bonus on Hide 
  checks.
  1 Metaphysical Claw: Your natural weapon gains +1 bonus.
  1 Stone Mind: Gain bonuses on Search checks while 
  standing on stone or earth.
  2 Animal Affinity: Gain +4 enhancement to one ability.
  2 Psionic Scent: Gain the scent ability.
  4 Metamorphosis: Assume shape of creature or object.
  5 Oak Body: Your body becomes as hard as oak.
  7 Animate Plants, Psionic: One or more plants animate and 
  fight for you.
  9 Earthquake, Psionic: Intense tremor shakes 5-ft./level 
  radius.
  PAIN AND SUFFERING
  Granted Ability: As an immediate action, you can 
  expend your psionic focus to share the pain of the next 
  melee attack that deals damage to you.
  The attacker takes damage equal to half the damage it deals 
  you.
  1 Disable: Subjects incorrectly believe they are disabled.
  2 Inflict Pain: Telepathic stab gives your foe –4 on attack 
  rolls, or –2 if he makes the save.
  2 Recall Agony: Foe takes 2d6 damage.
  3 Empathic Transfer, Hostile: Your touch transfers your hurt 
  to another.
  3 Share Pain, Forced: Unwilling subject takes some of your 
  damage.
  4 Empathic Feedback: When you are hit in melee, your 
  attacker takes damage.
  5 Psychotic Break: Targets viciously attack closest creature.
  6 Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
  9 Affinity Field, Pain: Negative effects that affect you also 
  affect others.
  PHYSICAL POWER
  Granted Ability: As a tree action, you can expend your 
  psionic focus to gain a +2 bonus to Str, Dex, or Con for 1 
  round.
  1 Adrenaline Boost: Receive a temporary Str and Dex boost.
  1 Vigor: Gain 5 temporary hit points.
  2 Animal Affinity: Gain +4 enhancement to one ability.
  3 Graft Weapon: Your hand is replaced seamlessly by your 
  weapon.
  5 Psychofeedback: Boost Str, Dex, or Con at the expense of 
  one or more other scores.
  7 Oak Body: Your body becomes as hard as oak.
  8 True Metabolism: You regenerate 10 hit points/round.
  REPOSE
  Granted Ability: While psionically focused, you gain a 
  +2 bonus on Concentration checks.
  You can expend your focus as a free action to gain a +5 
  bonus on a single Concentration check.
  1 Empty Mind: You gain +2 on Will saves until your next 
  action.
  2 Serenity: Pacify a creature and stop it from fighting.
  2 Empathic Transfer: Transfer another’s wounds to yourself.
  3 Solicit Psicrystal: Your psicrystal takes over your 
  concentration power.
  4 Steadfast Perception: Gain immunity to illusory effects, +6 
  bonus on Spot and Search checks.
  6 Suspend Life: Put yourself into a state akin to suspended 
  animation.
  7 Mind Blank, Personal: You are immune to scrying and 
  mental effects.
  THE PLANES
  Granted Ability: You can expend your focus to gain a +4 
  bonus on manifester level checks made to overcome an 
  outsider’s power resistance.
  You can use this ability in conjunction with the Power 
  Penetration or Greater Power Penetration feat, and the 
  effects stack.
  1 Astral Traveler: Enable yourself or another to join an astral 
  caravan-enabled trip.
  3 Astral Caravan: You lead an astral traveler-enabled group to 
  a planar destination.
  4 Dimensional Anchor, Psionic: Bars extradimensional 
  movement.
  4 Dismissal, Psionic: Forces a creature to return to its native 
  plane.
  5 Plane Shift, Psionic: Travel to other planes.
  6 Planar Champion: Call a good or evil creature to do your 
  bidding.
  7 Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
  9 Etherealness, Psionic: Become ethereal for 1 min./level.
  TIME
  Granted Ability: You gain a +2 bonus on initiative 
  checks.
  In addition, once per day, you can expend your psionic 
  focus as an immediate action to delay the onset of one 
  damaging attack or effect.
  Instead of taking the damage immediately, as normal, you 
  take it 1 round later.
  If, in the intervening turn, you gain some immunity that 
  would have protected you from the damage, it does not 
  protect you from the delayed damage.
  You are subject to the damage as if you had taken it when 
  the blow or effect was struck.
  1 Deceleration: Target’s speed is halved.
  2 Sustenance: Go without food and water for one day.
  3 Time Hop: Subject hops forward in time 1 round/level.
  5 Anticipatory Strike: Take your action out of initiative order.
  6 Temporal Acceleration: Your time frame accelerates for 1 
  round.
  8 Time Hop, Mass: Willing subjects hop forward in time.
  9 Time Regression: Relive the last round.
  
  140
  MYSTERIES
  TOME OF MAGIC (3.5)
  FUNDAMENTAL
  ARROW OF DUSK
  Fundamental
  Level/School: 1st/Evocation
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  A bolt of shadow springs from your hand, draining vitality where 
  it strikes.
  You must succeed on a ranged touch attack to deal 2d4 
  points of nonlethal damage to the target.
  If you score a critical hit, triple the damage.
  BLACK CANDLE
  Fundamental
  Level/School: 1st/Evocation [Light or Darkness]
  Range: Touch
  Target: Object touched
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You draw on extraplanar shadow or banish existing shadows to let 
  in the light.
  This mystery functions like the spell light or the spell 
  darkness.
  Only one of these two effects is possible per use, and you 
  must decide which effect is desired when casting.
  CAUL OF SHADOW
  Fundamental
  Level/School: 1st/Abjuration
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  A shifting, whirling field of semisolid shadows and tiny rifts in the 
  air rises around you.
  Caul of shadow faintly darkens your form, but does not 
  provide any bonuses on Hide checks or similar efforts.
  You gain a +1 deflection bonus to AC, with an additional +1 
  for every six caster levels (maximum bonus +4).
  LIQUID NIGHT
  Fundamental
  Level/School: 1st/Conjuration (Creation)
  Range: Touch
  Effect: A small quantity of ink
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  The shadows around your hand seem to weep, leaving a small 
  puddle of dark tears.
  You create a quantity of ink great enough for you to write 
  approximately one page of text.
  It is not of sufficient quality to scribe spells.
  
  141
  In darkness or shadowy illumination, the ink glows with 
  red or yellow light that has the brightness of a candle.
  Water splashed on the ink causes it to wash away and cease 
  glowing, but otherwise the ink continues to glow 
  indefinitely.
  MYSTIC REFLECTIONS
  Fundamental
  Level/School: 0/Divination
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You peer slightly into the Plane of Shadow and can see the 
  distortion in an object’s shadow-self caused by the presence of 
  magic.
  This mystery functions like the spell detect magic, except as 
  noted above.
  You can detect magic up to 30 feet away.
  SHADOW HOOD
  Fundamental
  Level/School: 0/Evocation
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: No
  Swirling shadows manifest around your foe’s head.
  Swirling tendrils and bursts of mystic shadow distract the 
  subject.
  It takes a –1 penalty on attack rolls and Dexterity-based 
  checks.
  SIGHT OBSCURED
  Fundamental
  Level/School: 0/Illusion (Glamer)
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You cloak the subject and her movements in subtly shifting 
  shadow.
  This mystery grants a +5 circumstance bonus on Hide 
  checks, Sleight of Hand checks, and any other checks that 
  involve concealing the subject’s actions or gestures.
  UMBRAL HAND
  Fundamental
  Level/School: 1st/Transmutation
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One unattended object weighing up to 5 lb./level
  Duration: 1 round/level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: No
  You point your finger at a distant object, and the shadows seem to 
  grasp and tug at it.
  This mystery functions like the spell mage hand, except you 
  can manipulate heavier objects and magic items.
  Magic items are allowed a saving throw to negate the effect.
  You need not concentrate on the effect, but you must direct 
  it with your thoughts once each round (a free action), or the 
  effect ends.
  WIDENED EYES
  Fundamental
  Level/School: 1st/Divination
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You cover your eyes with a filter of shadow that channels and 
  enhances incoming light.
  You gain low-light vision, enabling you to see twice as far as 
  a human in starlight, moonlight, torchlight, shadowy 
  illumination, and similar conditions of poor illumination.
  If you already have low-light vision, these effects stack, 
  enabling you to see four times as far as a human in poor 
  illumination.
  APPRENTICE
  AFRAID OF THE DARK
  Apprentice, Umbral Mind
  Level/School: 3rd/Illusion (Mind-Affecting, Shadow)
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  A shadowy image of your foe appears before him and readies out to 
  clutch him before vanishing.
  You draw forth a twisted reflection of your foe from the 
  Plane of Shadow.
  The image unerringly touches the subject, causing Wisdom 
  damage equal to 1d6 points +1 point per four caster levels 
  (maximum +5).
  A Will saving throw halves the Wisdom damage.
  BEND PERSPECTIVE
  Apprentice, Eyes of Darkness
  Level/School: 1st/Divination (Scrying)
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You send your vision through shadows and into planar reflections, 
  altering your point of view.
  You view the world as though you were standing in a 
  different spot, up to a maximum distance of 25 feet plus 5 
  feet per two caster levels.
  You cannot see through solid objects.
  You can, however, look around corners or over barriers, 
  obtain a bird’s-eye view of your area, and the like.
  Essentially, you shift your perspective as though you were 
  located at any spot in range to which you have line of effect.
  You can switch back and forth between your own eyes and 
  your alternate viewpoint as a swift action.
  You can move your alternate perspective, as in the spell 
  arcane eye.
  Its speed is only 10 feet per round, however, and every 
  round of such movement decreases the mystery’s duration 
  
  142
  by 1 minute (if you move the perspective in the last minute 
  of the duration, you gain a few seconds of vision at the new 
  position before the effect expires).
  BLACK FIRE
  Apprentice, Dark Terrain
  Level/School: 2nd/Evocation [Cold]
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One 5-ft. square/level (S)
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates; see text
  Spell Resistance: Yes
  You open a conduit to the Plane of Shadow, drawing its element 
  into the world and igniting a black fire on the ground.
  You create a shapeable shadowy curtain of black flame that 
  covers the affected squares.
  The fire deals 1d6 points of cold damage per two caster 
  levels to any creature standing in an affected square at the 
  beginning of each of your turns until the effect ends.
  In addition, the flame deals damage to any creature 
  entering or passing through an affected square.
  Black fire burns only a few feet tall, so a creature can avoid 
  the effect of the mystery by jumping or flying over the area.
  CARPET OF SHADOW
  Apprentice, Dark Terrain
  Level/School: 1st/Conjuration (Creation)
  Range: Close (25 ft. + 5 ft./2 levers)
  Area: One 5-ft. square/level (S)
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  The ground becomes rough and hazardous, the real floor 
  superimposed with irregular terrain of the Plane of Shadow.
  You cloak the ground with an uneven and hard to traverse 
  surface.
  The terrain becomes difficult, meaning that each 5-foot 
  square within the area costs double to move into.
  For instance, each light undergrowth square (normally 
  costing 2 squares of movement to move into) now costs 4 
  squares of movement to move into.
  If you cast this mystery a second time on the same area (or a 
  portion of the same area) while the first casting is still 
  active, the second casting does not worsen the terrain 
  further (although it would extend the duration of the effect 
  on that area).
  CLINGING DARKNESS
  Apprentice, Dark Terrain
  Level/School: 3rd/Conjuration (Creation)
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation (D)
  Duration: 1 minute/level
  Saving Throw: Reflex negates; see text
  Spell Resistance: Yes
  Shadow oozes out of the floors, the walls, even the air, filling the 
  area with wisps of writhing blackness.
  Creatures within the area become coated in these clinging 
  shadows.
  Any creature within the area affected by this mystery, or 
  that enters the area on its turn, must make a Reflex save or 
  become immobilized (see page 140).
  Each round on its turn, an immobilized subject can attempt 
  a new saving throw to end the condition.
  Because of the subject’s condition, this save is a full-round 
  action (but does not provoke attacks of opportunity).
  If an immobilized subject succeeds on its save, it still needs 
  to save again at the start of its next turn in order to avoid 
  succumbing to the darkness again.
  CONGRESS OF SHADOWS
  Apprentice, Ebon Whispers
  Level/School: 2nd/Divination [Mind-Affecting]
  Range: 1 mile/level
  Target: One living creature whose exact location is 
  known to you, or one living creature you know well whose 
  approximate location (within 100 ft.)
  is known to you
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You look toward your shadow and speak a few words knowing 
  that some distance away, a subject hears them and might reply.
  You speak, and your words appear in the mind of a distant 
  creature.
  The message can consist of up to five words, plus one 
  additional word per caster level.
  It cannot deliver command words for magic items, or in 
  any other respect function as anything but normal speech.
  If the subject is where you believe it to be, the message is 
  delivered.
  The subject recognizes the identity of the sender of the 
  message if it knows you.
  The creature can then reply, using the same number of 
  words that you used.
  The message cannot cross planar boundaries.
  DANCING SHADOWS
  Apprentice, Shutters and Clouds
  Level/School: 3rd/Illusion (Glamer)
  Range: Touch
  Target: One creature/5 levels
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You draw the shadows around yourself or other subjects, where 
  they waver and shift, partially obscuring form.
  You grant subjects concealment.
  If you cast this mystery on a single subject, the shadows are 
  thicker, and the subject gains total concealment.
  The spell see invisibility and the mystery piercing sight do not 
  negate these miss chances, but the spell true seeing and the 
  mystery truth revealed do.
  DUSK AND DAWN
  Apprentice, Shutters and Clouds
  Level/School: 1st/Evocation
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation centered on a point in space
  Duration: 10 minutes/level (D)
  
  143
  Saving Throw: None
  Spell Resistance: No
  By drawing shade from the Plane of Shadow, or banishing the 
  shadows back to it, you control the level of illumination in the 
  area.
  You make a dark area lighter or a light area darker, 
  blanketing the affected area in shadowy illumination.
  Creatures with darkvision can see through this area 
  normally.
  FLESH FAILS
  Apprentice, Touch of Twilight
  Level/School: 2nd/Necromancy
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You open your enemy to the darkness, trading his physical 
  attributes for weaker abilities belonging to creatures of shadow.
  You deal either 4 points of Strength damage, 4 points of 
  Dexterity damage, or 2 points of Constitution damage to 
  the subject; you choose which kind of ability damage when 
  you cast the mystery.
  FLICKER
  Apprentice, Ebon Whispers
  Level/School: 3rd/Conjuration (Teleportation)
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You flash through the conduits and pathways of the Plane of 
  Shadow, manifesting in multiple locations in the real world.
  Once per round, as an immediate action, you can instantly 
  transfer yourself from your current location to any other 
  spot within a distance of 5 feet per two caster levels.
  You always arrive at exactly the spot desired—just as with 
  the spell dimension door.
  If you cast flicker in response to an attack against you, the 
  strike has a 50% miss chance.
  KILLING SHADOWS
  Apprentice, Eyes of Darkness
  Level/School: 3rd/Transmutation
  Range: 30 ft.
  Effect: Cone
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  Your eyes turn black and shoot forth a shadowy cone of 
  punishment.
  Creatures within a cone of killing shadows take 1d8 points of 
  damage per caster level (maximum 10d8), or half that 
  amount on a successful Will save.
  LIFE FADES
  Apprentice, Touch of Twilight
  Level/School: 1st/Necromancy
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A wave of darkness washes over the subject, sapping his energy in 
  the Plane of Shadow.
  Your touch deals 1d6 points of nonlethal damage per caster 
  level (maximum 5d6) and causes the subject to become 
  fatigued for 1 round per caster level (a Fortitude save 
  negates the fatigue).
  This mystery does not stack with itself, so creature fatigued 
  by one casting does not become exhausted by a second 
  casting.
  MESMERIZING SHADE
  Apprentice, Umbral Mind
  Level/School: 1st/Enchantment (Compulsion) [Mind-
  Affecting]
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round
  Saving Throw: Will partial
  Spell Resistance: Yes
  Shadows flicker before the eyes and in the mind of the subject 
  creature, which suddenly seems to be disoriented.
  Shadow flickers around the subject, distracting and dazing 
  him.
  The subject can avoid the daze effect with a successful Will 
  saving throw, but still takes a –1 penalty on attack rolls, 
  checks, and saves.
  PIERCING SIGHT
  Apprentice, Eyes of Darkness
  Level/School: 2nd/Divination
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You view the shadow reflection of the world around you, allowing 
  you to penetrate darkness and mystical obstructions.
  You can see invisible and ethereal creatures and objects as 
  with the see invisibility spell.
  In addition, you gain darkvision out to 60 feet.
  SHADOW SKIN
  Apprentice, Shutters and Clouds
  Level/School: 2nd/Abjuration
  Range: Personal
  Target: You
  Duration: 1 round or less; see text
  Semisolid shadows rise up and serve as protectors, flickering 
  around you and absorbing some of the damage yon might 
  otherwise have taken.
  You can cast this mystery as an immediate action.
  You gain damage reduction according to your caster level 
  (see table below).
  This DR lasts until the beginning of your next turn.
  
  144
  SHARP SHADOWS
  Apprentice, Cloak of Shadows
  Level/School: 3rd/Abjuration
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You cloak yourself in sharp spikes of darkness.
  Although they are weightless and do nothing to impede you, your 
  foes soon discover that they’re not so lucky.
  A creature striking you with, its body or a handheld 
  weapon takes 1d6 points of damage +1 point per caster level 
  (maximum +15).
  A creature wielding a reach weapon, such as a longspear, is 
  not subject to this damage if it attacks you.
  If the attacker has spell resistance, it applies to this effect 
  (unless you used the mystery as a supernatural ability).
  Damage from sharp shadows is not considered magical for 
  the purpose of overcoming damage reduction, and the 
  effect is not considered a weapon for the purpose of spells 
  such as align weapon or magic weapon.
  SIGHT ECLIPSED
  Apprentice, Cloak of Shadows
  Level/School: 2nd/Illusion (Glamer)
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You cloak yourself in shadow and shift the light that would reveal 
  you into the Plane of Shadow.
  While this mystery is in effect, you can attempt Hide 
  checks even while being observed, just as if you had cover 
  or concealment for the purpose of this determination.
  STEEL SHADOWS
  Apprentice, Cloak of Shadows
  Level/School: 1st/Abjuration
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Darkness coalesces about your body, forming a shadow-shape 
  armor and another that looks like a shield.
  Although they are weightless as the air, you know they’ll protect 
  you as well as if they were made of steel.
  Steel shadows grants you a +3 armor bonus and a +3 shield 
  bonus to AC, but without weight, armor check penalty, 
  arcane spell failure chance, or speed reduction.
  The effect is not a force effect, and attacks from incorporeal 
  creatures ignore it.
  THOUGHTS OF SHADOW
  Apprentice, Umbral Mind
  Level/School: 2nd/Transmutation
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You open the subject’s mind to shadow, and the new perceptions it 
  offers.
  You grant the subject a +4 enhancement bonus to 
  Intelligence, Wisdom, or Charisma.
  You decide which ability you are enhancing when you cast 
  the mystery, and you may not later alter your choice.
  UMBRAL TOUCH
  Apprentice, Touch of Twilight
  Level/School: 3rd/Conjuration
  Range: Touch
  Target: Creature or creatures touched
  Duration: 1 minute/level (D); see text
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  Darkness surrounds your hand, turning it into a deadly weapon.
  Umbral touch infuses one of your hands with dark, shadowy 
  energy, allowing you to make debilitating melee touch 
  attacks.
  A successful strike deals 5d6 points of damage to a target, 
  which must succeed on a Fortitude saving throw or also be 
  slowed.
  While this mystery is active, you threaten an area as if you 
  were armed and can make attacks of opportunity with your 
  umbral touch.
  This mystery completely occupies one of your hands, as if 
  you were holding an object in that hand.
  If you have another open hand, you can cast other
  mysteries or spells normally, even those with a range of 
  touch, but you cannot deliver another touch mystery or 
  touch spell and make an attack with umbral touch in the 
  same round.
  This effect normally lasts for 1 minute per level, but each 
  successful touch attack shortens the duration by 1 minute 
  (allowing you to make one successful attack per level before 
  the effect is discharged).
  VOICE OF SHADOW
  Apprentice, Ebon Whispers
  Level/School: 1st/Enchantment (Compulsion) 
  [Language-Dependent, Mind-Affecting] or Necromancy; 
  see text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  By speaking via a conduit through the Plane of Shadow, you 
  deliver a commanding message.
  This mystery functions like the spell command.
  A second function is a necromancy effect.
  Undead and constructs that fail their saving throws against 
  this effect are dazed for 1 round.
  You can only use one version of this mystery in a single 
  casting.
  
  145
  INITIATE
  AURA OF SHADE
  Initiate, Elemental Shadows
  Level/School: 4th/Abjuration [Cold]
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The environment grows immediately more comfortable as you
  surround yourself with an aura of protective shadow.
  You protect the subject from low temperatures and cold 
  energy with a thin layer of that energy’s shadowy 
  reflection.
  This grants the subject immunity to normal extremes of 
  temperature and absorbs cold damage from attacks and 
  effects.
  When an aura of shade absorbs a total of 12 points of cold 
  damage per caster level (maximum 120), it expires.
  For as long as the aura is active, the subject’s weapon or 
  natural weapon melee attacks deal an extra 1d6 points of 
  cold damage.
  BOLSTER
  Initiate, Body and Soul
  Level/School: 4th/Transmutation
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level or until discharged (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  By linking the creature touched and the Plane of Shadow, you 
  temporarily trade some of its traits for more potent ones belonging 
  to creatures of that shady realm.
  You grant the subject 5 temporary hit points for each of its 
  Hit Dice (maximum 75).
  For the duration of the effect, the subject’s shadow grows 
  larger than normal, and its movements are very slightly 
  uncoordinated with those of the subject.
  An observer can notice this characteristic by making a DC 
  20 Spot check.
  CURTAIN OF SHADOWS
  Initiate, Veil of Shadows
  Level/School: 5th/Transmutation
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Shadowy wall whose area is up to one 10-ft. 
  square/level (S)
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create a wall of frigid shadow that blocks vision and wracks 
  all who pass through it with cold.
  You create a wall of shadow that completely blocks line of 
  sight.
  Any creature passing through the wall takes 1d6 points of 
  cold damage per caster level (maximum 15d6).
  DARK ATR OR WATER
  Initiate, Elemental Shadows
  Level/School: 5th/Transmutation [Air or Water]
  Reaching out with your mind to the darkness attached to your 
  soul, you infuse nature with shadow and compel it to do your will.
  This mystery functions like the spell control water or control 
  winds.
  You decide which version to use at the time of casting.
  ECHO SPELL
  Initiate, Black Magic
  Level/School: 5th/Universal
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Repeat a previously cast spell or mystery
  Duration: See text
  Saving Throw: See text
  Spell Resistance: See text
  Even as you recoil from your enemy’s spell, you reach into the 
  Plane of Shadow and draw forth the spiritual reflection of that 
  spell.
  With a grin, you manifest it in the physical world and hurl it back 
  at him.
  You can “echo” a mystery or spell cast by anyone other than 
  yourself, causing it to remanifest under your control.
  Both the caster and the effect must have been within echo 
  spell’s range, and the entire casting must have occurred in 
  the previous round.
  You choose the mystery or spell’s target, and make any 
  other choices involved in casting it.
  You cast the mystery or spell using your mystery user level 
  (use your Cha modifier to determine the mystery or spell’s 
  DC; its duration, saves, and the like are as normal for that 
  spell).
  You cannot echo a mystery or spell of a higher level than 
  the highest-level mystery you can cast, and you can never 
  echo a mystery or a spell of higher than 4th level.
  FEIGN LIFE
  Initiate, Dark Reflections
  Level/School: 5th/Transmutation
  Range: Medium (100 ft. + 10 ft./level)
  Target: One Small object per caster level; see text
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You infuse one or more small objects with shadowstuff, causing 
  them to animate at your command.
  This mystery functions like the spell animate objects, but the 
  items grow dark and warped, becoming more sharp-edged 
  and appearing slightly worn or decayed for the duration of 
  the effect.
  In addition, objects animated by this mystery benefit from 
  concealment.
  FLOOD OF SHADOW
  Initiate, Black Magic
  Level/School: 6th/Abjuration
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius spread
  Duration: 10 minutes/level (D)
  Saving Throw: None
  
  146
  Spell Resistance: See text
  You inundate the area with strange energies from the Plane of 
  Shadow, warping the effects of magic.
  A flood of mystical shadow-power renders casting more 
  difficult.
  To cast most spells while in, or into, an area affected by flood 
  of shadow, the caster must succeed on a Spellcraft check (DC 
  15 + spell level), or the spell is lost with no effect.
  Mysteries or any spells of the shadow subschool can be cast 
  within or into the affected area without making the 
  Spellcraft check.
  In addition, if a mystery or a spell of the shadow subschool 
  originates in an area affected by flood of shadow, its variable 
  numerical effect is increased by 50% (as if it was 
  empowered), although its level does not increase.
  LANGUOR
  Initiate, Body and Soul
  Level/School: 5th/Enchantment (Compulsion)
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or one creature/level, no two of 
  which are more than 30 ft. apart; see text
  Duration: 1 round/2 levels (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You channel shadowstuff into the subject’s shadow, literally 
  weighing him down under its weight.
  Languor functions like either the spell slow or the spell hold 
  monster.
  You choose which version you want before the effect 
  begins.
  If you choose hold monster, the mystery can affect only one 
  subject.
  PASS INTO SHADOW
  Initiate, Ebon Roads
  Level/School: 5th/Conjuration (Teleportation)
  Range: Touch
  Effect: Creature touched, or up to eight willing creatures 
  joining hands
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You break down the boundaries between worlds, opening a path 
  into the Plane of Shadow.
  This mystery functions like the spell plane shift, except that 
  your destination or origination must be the Plane of 
  Shadow.
  SHADOW EVOCATION
  Initiate, Dark Reflections
  Level/School: 4th/Illusion (Shadow)
  This mystery functions like the spell shadow evocation,
  except as noted above.
  In addition, this mystery can mimic an evocation spell of 
  lower than 5th level (rather than 6th).
  SHADOW EVOCATION, GREATER
  Initiate, Dark Reflections
  Level/School: 6th/illusion (Shadow)
  This mystery functions like the spell grater shadow evocation,
  except as noted above.
  In addition, this mystery can mimic an evocation spell of 
  lower than 7th level (rather than 8th).
  SHADOW INVESTITURE
  Initiate, Body and Soul
  Level/School: 6th/Transmutarion
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level(D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You draw the subject’s shadow to you and sculpt it into a new 
  shape.
  The subject warps even as its shadow does.
  You infuse the subject with the power contained in its own 
  shadow.
  This grants the creature resistance to cold 15, the evasion 
  ability, and the ability to see in darkness (even magical 
  darkness such as that created by the spell deeper darkness).
  SHADOW STORM
  Initiate, Elemental Shadows
  Level/School: 6th/Evocation [Electricity, Cold]
  Range: Medium (100 ft. + 10 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
  From a sudden rift into the Plane of Shadow, a cold wind begins to 
  blow.
  Torrents of shadow arc out, draining the life from nearby 
  creatures.
  This mystery creates a blast of electricity and cold energy, 
  much like some of the most fearsome weather found on the 
  Plane of Shadow.
  The storm strikes one target initially, then arcs to other 
  targets.
  The storm deals 1d6 points of damage per caster level 
  (maximum 20d6).
  Half of this damage is electricity damage, and the other half 
  is cold damage.
  After it strikes, the Storm arcs (like the spell chain lightning) 
  to a number of secondary targets equal to your caster level 
  (maximum twenty).
  The secondary arcs each strike one target and deal half as 
  much damage as the primary one did (round down).
  SHADOW VISION
  Initiate, Veil of Shadows
  Level/School: 4th/Transmutation
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature with an Intelligence of 3 or higher
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  
  147
  The subject’s vision overlaps the Plane of Shadow, causing him to 
  see flickering images, areas of darkness, and other visual 
  discrepancies with the material world.
  You impede the subject’s vision and its ability to determine 
  what’s happening around it.
  The subject takes a –4 penalty on attack rolls, saves, ability 
  checks, and skill checks.
  In addition, you have total concealment with respect to the 
  subject (miss chance applies during each round of the 
  duration).
  SHADOWS FADE
  Initiate, Unbinding Shade
  Level/School: 4th/Abjuration
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature or object; or 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You reach into shadow and draw forth the reflection of active 
  magic, merging it with that magic and causing them to cancel 
  each other.
  This mystery functions like the spell dispel magic.
  SHADOWS FADE, GREATER
  Initiate, Unbinding Shade
  Level/School: 6th/Abjuration
  This more potent version of the mystery shadows fade 
  functions like the spell greater dispel magic.
  STEP INTO SHADOW
  Initiate, Ebon Roads
  Level/School: 4th/Conjuration (Teleportation)
  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 transport yourself through the Plane of Shadow to any spot 
  within range.
  Your shadow stretches out from you until it reaches your chosen 
  destination, passing through solid objects and moving 
  independently of the ambient light.
  You appear to fall into your shadow at one end, and rise from it at 
  the other.
  This mystery functions like the spell dimension door.
  UNRAVEL DWEOMER
  Initiate, Unbinding Shade
  Level/School: 4th/Abjuration
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to one creature/level within 30 ft. of each 
  other
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  You open a conduit to the Plane Shadow, leaching out the energy 
  maintaining an ongoing magical effect.
  This mystery functions like the spell break enchantment.
  UNVEIL
  Initiate, Veil of Shadows
  Level/School: 6th/Divination
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Reaching into the shadow of the creature, you grasp the shadows of 
  the deleterious things that affect it and tear them away.
  This mystery immediately ends any of the following 
  adverse conditions: ability damage, blinded, confused, dazed, 
  dazzled, deafened, diseased, exhausted, fatigued, 
  immobilized, insanity, nauseated, sickened, stunned, and 
  poisoned.
  In addition, it negates the effects of the mysteries 
  mesmerizing shade, shadow hood, and shadow between, and 
  cancels curses as the spell remove curse.
  VOYAGE INTO SHADOW
  Initiate, Ebon Roads
  Level/School: 6th/Illusion (Shadow)
  Range: Touch
  Targets: Up to one touched creature/level
  Duration: 1 hour/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You and other creatures you touch enter the Plane of Shadow for a 
  brief span, using it as a means of crossing great distances on the 
  Material Plane.
  This mystery functions like the spell shadow walk, except as 
  noted here.
  Your movement rate on the Plane of Shadow is double that 
  described by the spell.
  Further, upon reaching your destination, you can attempt a 
  DC 30 Knowledge (the planes) check; success indicates that 
  you appear exactly where you wish, rather than being 
  shunted to a nearby space as per the spell.
  You need not leave the Plane of Shadow once you enter it, 
  and this mystery can be used on the Plane of Shadow to 
  travel rapidly.
  WARP SPELL
  Initiate, Black Magic
  Level/School: 4th/Abjuration
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: A spell or mystery cast by someone else
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Spell Resistance: No
  You reach out with shadowy energies, banishing your foe’s spell or 
  mystery into the Plane of Shadow while replacing it with its dark 
  reflection.
  You can cast this mystery as an immediate action to warp 
  another caster’s spell or mystery.
  In this case, warp spell must be used at the moment of the 
  other caster’s casting.
  To be successful, you must beat the other caster on an 
  opposed caster level check (1d20 + caster level).
  If you do not, you have failed to take control of his spell or 
  mystery, and it manifests normally.
  
  148
  If you succeed on the opposed check, the other caster’s 
  mystery or spell is countered, as if you had used the 
  counterspell action successfully, and you gain one 
  additional use of an apprentice-path mystery that you 
  know.
  You can keep this additional use until a later turn 
  (requiring a standard action to activate), but it must be used 
  within 1 hour or it is lost.
  You can also combine the activation of the additional spell 
  or mystery with the immediate action required for the warp 
  spell mystery itself, allowing you to cast the apprentice-path 
  mystery out of turn.
  MASTER
  ARMY OF SHADOW
  Master, Shadow Calling
  Level/School: 9th/Conjurarion (Summoning)
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  Reality seems to tear open, revealing a dark rift.
  From the blackness, a shadow elemental emerges.
  The first of many, it is ready to serve.
  This mystery functions like the spell summon monster I, 
  except as noted here.
  You can summon one elder, two greater, four Huge, or 
  eight Large shadow elementals.
  CONSUME ESSENCE
  Master, Ebon Walls
  Level/School: 9th/Necromancy [Death]
  Range: Touch
  Target: One living creature
  Duration: Instantaneous, then 1 round/level (D); see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  You reach out and peel the subject’s shadow away, then wrap 
  inside your own.
  The target of this horrid mystery must succeed on a Will 
  saving throw or die.
  If the creature succumbs to the mystery and dies, it 
  immediately returns to life, gains the dark creature 
  template, and is under your control.
  The creature remains in this state for 1 round per level, and
  then dies again.
  DARK SOUL
  Master, Heart and Soul
  Level/School: 7th/Enchantment (Compulsion) [Mind-
  Affecting]
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes; see text
  You open the subject’s mind to the Plane of Shadow, altering its 
  personality.
  You turn the dark energies from the Plane of Shadow upon 
  another creature, compelling it to act in ways that it 
  normally would not.
  While this effect is active, you can use a standard action to 
  focus the shadow energies on one living creature within 30 
  feet that you select.
  The creature must succeed on a Will saving throw (DC 17 + 
  your Cha modifier) or immediately make a melee attack 
  against one target within its reach.
  EPHEMERAL IMAGE
  Master, Dark Metamorphosis
  Level/School: 7th/Illusion (Shadow)
  Effect: One shadow duplicate
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You detach your own shadow and animate it with extraplanar 
  energies, creating a dark-hued, hazy duplicate of yourself.
  This mystery functions like the spell project image, except as 
  noted above.
  In addition, the image that you project has concealment 
  unless it is in direct sunlight or within the area of a daylight
  spell.
  EPHEMERAL STORM
  Master, Breath of Twilight
  Level/School: 9th/Evocation
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature/2 levels, no two of which are 
  more than 20 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The air explodes with shadowy tendrils that slice like blades.
  Targets of ephemeral storm must make a Fortitude save or 
  die.
  Those who succeed take 5d6 points of damage.
  FAR SIGHT
  Master, Eyes of the Night Sky
  Level/School: 8th/Divination (Scrying)
  Range: See text
  Effect: Magical sensor
  Duration: 1 minute/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You alter your perceptions to see through any shadow, anywhere.
  Far sight is similar to the spell greater scrying, with the 
  modifications described here.
  This mystery allows you to see the subject’s true essence, as 
  with the truth revealed mystery.
  FLESH FAILS, GREATER
  Master, Breath of Twilight
  Level/School: 5th/Necromancy
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature/level in a 20-ft.-radius spread
  
  149
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Your foes suddenly find their bodies infused with shadowstuff 
  weakening them greatly.
  This mystery functions like the mystery flesh fails, except 
  that you can affect multiple subjects, and you deal either 6 
  points of Strength damage, 6 points of Dexterity damage, or 
  4 points of Constitution damage.
  You must deal the same kind of ability damage to all 
  subjects.
  LIFE FADES, GREATER
  Master, Breath of Twilight
  Level/School: 7th/Necromancy
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature/level in a 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Draining shadows erupt around your foes, funneling their essence 
  and energy into the Plane of Shadow.
  Your touch deals 1d6 points of nonlethal damage per caster 
  level (maximum 20d6) and causes the subject to become 
  exhausted for 1 round per caster level (a Fortitude save 
  reduces the damage by half and decreases the exhaustion to 
  fatigue).
  This mystery does not stack with itself, so a creature 
  fatigued by saving against one casting does not become 
  exhausted by saving against a second casting.
  PRISON OF NIGHT
  Master, Ebon Walls
  Level/School: 7th/Conjuration (Creation)
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One Huge or smaller creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  You solidify extraplanar shadow, creating a solid prison of 
  darkness.
  This mystery immobilizes the subject in a prison of 
  shadowstuff.
  This prison blocks both line of effect and line of sight to the 
  creature inside it, and is impenetrable from the outside.
  The creature inside the prison takes 1d6 points of cold 
  damage at the beginning of each round that it remains 
  inside the prison.
  Once each round as a standard action, a creature caught in 
  the prison can attempt a Fortitude saving throw against the 
  spell’s original DC to break out of the prison.
  Success means that the creature can move out of the prison, 
  and it fades to nothingness.
  Failure means that the creature takes 1d4 points of 
  Constitution damage and remains trapped.
  REFLECTIONS OF THINGS TO COME
  Master, Eyes of the Night Sky
  Level/School: 9th/Divination
  Range: Personal
  Target: You
  Duration: 10 minutes/level or until discharged
  Using the greatest of magic, you peer through the Plane of Shadow 
  back into the Material Plane, and view shadows and reflections of 
  events that have not yet happened.
  This mystery grants you knowledge of what will occur (or 
  at least what is likely to occur), granting you several 
  benefits.
  You gain the uncanny dodge ability, a +10 insight bonus on 
  initiative checks (you always get to act in a surprise round), 
  and a +4 insight bonus to Armor Class.
  In addition, you can discharge the energy of this mystery as 
  an immediate action to cause an attack to miss you that 
  would otherwise have been successful.
  You can declare that you are using this ability alter the 
  result of the attack roll is known, but you must do so before 
  damage is determined.
  Using this ability discharges and ends the mystery.
  You can also discharge the energy of this mystery as an 
  immediate action to immediately reroll one failed saving 
  throw.
  Using this ability discharges and ends the mystery.
  SHADOW PLAGUE
  Master, Shadow Calling
  Level/School: 8th/Conjuration (Creation) [Cold]
  This mystery functions like the spell incendiary cloud, except 
  that it deals cold damage rather than fire damage.
  SHADOW SURGE
  Master, Heart and Soul
  Level/School: 9th/Enchantment (Compulsion) [Mind-
  Affecting]
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to one living creature/level, no two of which 
  are more than 30 ft. apart
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You send the nearby souls plummeting into darkness, leaving their 
  bodies empty vessels that follow your will.
  This mystery functions like the spell dominate monster,
  except as noted above.
  SHADOW TIME
  Master, Dark Metamorphosis
  Level/School: 9th/Transmutation
  Duration: 1d4+4 rounds (apparent time); see text for time 
  stop
  This mystery functions like the spell time stop, except as 
  noted above.
  SOUL PUPPET
  Master, Heart and Soul
  Level/School: 8th/Enchantment (Compulsion) [Mind-
  Affecting]
  Range: Touch
  Target: One living creature touched
  Duration: 1 day/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  
  150
  Tendrils of shadow creep from your fingers, through, the Plane of 
  Shadow, and into the soul of the subject by way of its own shadow.
  You now control the creature’s actions as if it were a puppet.
  The control granted by soul puppet follows the same 
  mechanics as the spell dominate monster.
  Anyone observing the subject with, the spell true seeing, the 
  mystery truth revealed, or a similar ability sees tendrils of 
  darkness extending a few feet from the subject before 
  fading into nothingness.
  Similarly, anyone observing you while using similar 
  abilities notices tendrils extending from your fingers, also 
  fading into nothing.
  SUMMON UMBRAL SERVANT
  Master, Shadow Calling
  Level/School: 7th/Conjuration (Summoning)
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You summon a creature of shadow to serve you, calling it through 
  the barriers between worlds.
  This mystery functions like the spell summon monster I, 
  except as noted here.
  You can summon one Huge, two Large, or four Medium or 
  smaller shadow elementals.
  TOMB OF NIGHT
  Master, Ebon Walls
  Level/School: 8th/Conjuration (Creation)
  You temporarily banish your foe to the depths of shadow.
  This mystery functions like the mystery prison of night,
  except that instead of taking Constitution damage upon 
  failing a Fortitude saving throw to escape the prison, the 
  creature gains one negative level.
  In addition, tomb of night deals 3d6 points of cold damage 
  per round.
  TRUTH REVEALED
  Master, Eyes of the Night Sky
  Level/School: 7th/Divination
  Range: Personal
  Target: You
  Duration: 1 minute/level (D); see text
  By focusing on the spiritual shadow of the world, you can see 
  hidden truths.
  At its most basic, this mystery functions like the spell true 
  seeing.
  You can also, by concentrating on a particular creature or 
  object for 1 minute or more, gain additional information on 
  that subject.
  However, because of the distortion between worlds and the 
  twisting effect of shadows, any additional information 
  gained in this manner might be false or misleading.
  The table below indicates what other mystical effects can be 
  duplicated with truth revealed.
  Concentrating on a specific target requires a substantial 
  amount of time, during which you can only take move 
  actions, and cannot focus on any other target.
  At the end of this period, the target makes a saving throw 
  against the DC of truth revealed to resist the detection effect.
  Spell resistance applies to this further detection effect as 
  well.
  You may not attempt any one effect on the same target 
  more than once per use of truth revealed.
  Remember that these effects are in addition to the basic 
  knowledge granted by true seeing, which occurs instantly 
  and reliably.
  UMBRAL BODY
  Master, Dark Metamorphosis
  Level/School: 8th/Transmutation
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You become a being of shadow, rather than one of substance.
  You gain the incorporeal subtype (see page 164) and all 
  advantages and traits associated with it.
  
  151
  POWERS
  COMPLETE PSIONIC (3.5)
  CLAIRSENTIENCE
  ANALYZE DWEOMER, PSIONIC
  Clairsentience
  Level: Magic 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One object or creature
  Duration: 1 round
  Saving Throw: None or Will negates; see text for analyze 
  dweomer
  Power Resistance: No
  Power Points: 11
  You indicate the object, and with a bright flash of light, you 
  understand it.
  As analyze dweomer (PH 197), except as noted here.
  DISCERN LIES, PSIONIC
  Clairsentience
  Level: Justice 4
  Display: Visual
  Manifesting 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
  Power Resistance: No
  Power Points: 7
  A thin blue and gold strand connects your forehead with that of 
  your target.
  As discern lies (PH 221), except as noted here.
  ETHEREAL AGENT
  Clairsentience
  Level: Lurk 5, psion/wilder 5
  Display: Visual
  Manifesting Time: 10 minutes
  Range: Unlimited
  Effect: Psionic sensor
  Duration: Concentration + 5 rounds, up to 10 min./level 
  (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  The vague outline of a hulking shape shimmers into view before 
  disappearing onto the Ethereal Plane.
  You create an ethereal psionic sensor, vaguely humanoid 
  and ominous in stature, that relays visual information.
  You can summon an ethereal agent at any point you can see.
  It then immediately re-forms on the Ethereal Plane and can 
  travel beyond your line of sight without hindrance.
  Even while outside your line of sight on the Ethereal Plane, 
  it explores according to your mental directions.
  The agent travels at 40 feet per round (400 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.
  The agent travels in any direction as long as the power lasts.
  You must concentrate to use an ethereal agent.
  If you do not concentrate, the agent stands inert.
  Once your concentration lapses, the power ends after 5 
  rounds unless you renew your concentration.
  An ethereal agent can pass through solid objects, but it can 
  never leave the Ethereal Plane.
  It can be seen and attacked by anything that can see and 
  attack an ethereal creature.
  It has an Armor Class equal to 14 + your Dexterity modifier 
  and can take 10 points of damage before being destroyed.
  An ethereal agent can see normally but also has darkvision 
  out to 60 feet and blindsense out to 30 feet.
  It uses its own senses to view its surroundings.
  Because the agent resides on the Ethereal Plane, the 
  perception of the corporeal world it relays to you is 
  somewhat blurred; you can make Spot and Search checks 
  through the ethereal agent while maintaining your 
  concentration on it, but those checks carry a –2 penalty.
  MOMENT OF INSIGHT
  Clairsentience
  Level: Lurk 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 3
  
  152
  A faint glow illuminates the hollows of your eyes, giving you 
  clarity of vision sufficient to fully detect concealed foes.
  For the duration of this power, you can ignore the effects of 
  concealment, but not invisibility, enjoyed by any creature 
  within 30 feet.
  Whatever effect is creating concealment—such as fog, 
  shadow, or absolute darkness—you can see through it to 
  your target for just one moment.
  Augment: For every 2 additional power points you spend, 
  you can increase the duration of this power by 1 round.
  PERFECT ARCHERY
  Clairsentience
  Level: Psychic warrior 2
  Display: Mental
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 3
  Your swift thought protects you from retaliation as you fire your 
  ranged weapon amid the chaos of battle.
  While this power is manifested, you do not provoke attacks 
  of opportunity for firing ranged weapons.
  Augment: For every additional power point you spend, 
  you can increase this power’s duration by 1 round.
  PERFECT RIPOSTE
  Clairsentience
  Level: Justice 6, psychic warrior 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Melee weapon touched; see text
  Duration: 1 round/level
  Saving Throw: None (object, harmless)
  Power Resistance: No (object, harmless)
  Power Points: 11
  You take on an ominous glow.
  You form a perfect bond with your melee weapon.
  Once per round, as long as you hold the weapon with 
  which you have bonded, you can make an attack of 
  opportunity against any creature that attacks you with a
  melee weapon or natural attack and misses, provided that 
  the attacking creature is within your threatened area.
  You must be holding a melee weapon in your hand when 
  you manifest this power.
  Augment: If you spend 6 additional power points, you 
  can manifest this power as a swift action.
  PROTECTION FROM PSIONICS
  Clairsentience
  Level: Guardian 5
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 9
  You grant a creature great insight into its surroundings, enabling 
  it to better avoid harmful psionic manifestations.
  The subject gains a +3 insight bonus on saving throws 
  against powers and psi-like abilities (but not against
  supernatural and extraordinary abilities).
  Augment: For every 3 additional power points you spend, 
  you increase the bonus by 1.
  PSYCHOMETRY
  Clairsentience
  Level: Knowledge 6, psion/wilder 6
  Display: Visual
  Manifesting Time: 1 minute
  Range: 10 ft.
  Area: 10-ft-radius emanation, centered on you
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 11
  Beneath the scrutiny of your measuring eye, images of the past 
  stream across the wavering landscape.
  You can see images of creatures that have come into the 
  area in the recent past.
  Upon manifesting this power in a given area, you can see 
  all that has happened in the recent past.
  You get a general feel for who has been present at the 
  location and what they were doing there.
  You might be able to tell when the creatures in question 
  left the area and how long they had been there before 
  departing, determine a rough estimate of their numbers, 
  and discern strong emanations of chaos, evil, good, or law.
  The amount of information revealed depends on how long 
  you study the location in question.
  1st Minute: The number of creatures to last pass through the 
  area (group or individual).
  2nd Minute: The type of creatures to pass through the area.
  3rd Minute: The length of time the creatures were in the 
  area (up to the duration studied).
  4th Minute: The general alignment of the creatures that 
  were in the area.
  5th Minute: What direction the creatures came from to get 
  to the area.
  6th Minute: What the creatures did while they were in the 
  area.
  7th Minute: What direction the creatures went when they 
  left the area.
  8th+ Minute: The next-to-last group of creatures in the area 
  (repeat cycle with each previous group of creatures until 
  concentration fails or duration elapses).
  Creatures enjoying the benefit of mind blank or cloud mind 
  (or similar effects) are not detected by psychometry.
  Augment: For every additional power point you spend, 
  you can increase the radius of the area by 10 feet.
  REALIZED POTENTIAL
  Clairsentience
  Level: Psion/wilder 3
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  
  153
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 5
  You touch a creature and infuse it with the potential to realize its 
  aspirations.
  The target receives a vision of her own future, gaining 
  deeper insight into her abilities, but only temporarily.
  For the duration of this power, the character gains a +1 
  competence bonus on attack rolls and saving throws, and a
  +2 competence bonus on skill checks made using skills in 
  which the character has ranks.
  SEE INVISIBILITY, PSIONIC
  Clairsentience
  Level: Lurk 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: 3
  Your eyes lake on a golden hue, glowing brightly as your vision 
  pierces the veil of the invisible and ethereal.
  As see invisibility (PH 275), except as noted here.
  Augment: For every 2 additional power points you spend, 
  you can include one additional willing creature, allowing it 
  to see what you see.
  You must be touching the additional subject(s) when you 
  manifest this augmented version.
  SPEAK WITH DEAD, PSIONIC
  Clairsentience
  Level: Death 3, lurk 3
  Display: Auditory and material
  Manifesting Time: 10 minutes
  Range: Touch
  Target: One dead creature
  Duration: 1 min./level
  Saving Throw: Will negates; see text for speak with dead
  Power Resistance: No
  Power Points: 5
  A death knell rings mournfully and a brackish ectoplasm seeps 
  from your fingers, dripping on the corpse you seek to query.
  The fluid is quickly absorbed into the corpse’s rotting form, and it 
  groans.
  As speak with dead (PH 281), except as noted here.
  You can ask up to five questions, unless you augment the 
  power.
  This is considered a negative energy power for the purpose 
  of the Stygian Archon feat (page 57).
  Augment: For every 4 additional power points you spend, 
  you can ask one additional question.
  STYGIAN DISCERNMENT
  Clairsentience
  Level: Death 1, psion/wilder 1, psychic warrior 1
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1 min./level; see text
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  A halo of dead gray energy alights upon your brow as a soft moan 
  is heard in the distance.
  You can detect the aura that surrounds undead creatures.
  Furthermore, you can detect the aura that emanates from 
  negative energy effects, whether instantaneous or ongoing.
  The amount of information revealed depends on how long 
  you study a particular area.
  If you fully study a location, you gain benefits against the 
  threats your power might have revealed.
  1st Round: Presence or absence of undead or negative 
  energy auras.
  2nd Round: Number of undead or negative energy auras in 
  the area and the strength of the strongest such aura present.
  If you are good-aligned, the strongest undead or negative 
  energy aura’s strength is overwhelming (see below), and if 
  the creature (or negative energy effect) has Hit Dice (or is 
  of a level) equal to at least twice your character level, you 
  are stunned for 1 round and the power ends.
  3rd Round: The strength and location of each undead or 
  negative energy aura.
  If an aura is outside your line of sight, you discern its 
  direction but not its exact location.
  Upon spending 3 rounds studying a particular area with 
  stygian discernment, your enhanced knowledge provides you 
  with a +2 insight bonus that you can apply toward your 
  next attack roll, saving throw, or the save DC of the next 
  power you manifest that affects the undead creature you 
  have located using this spell.
  Aura Strength: The strength of an undead or negative 
  energy aura is determined by the Hit Dice (or spell/power 
  level) of the undead creature (or negative energy effect), as 
  shown on the following table:
  SYNCHRONICITY
  Clairsentience
  Level: Psion/wilder 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 1
  Your eyes flash with visions only you can truly make out.
  You gain a brief glimpse into the future that allows you to 
  arrange a coincidence of events.
  When you manifest this power, you can ready a standard 
  action (without spending an action to do so) and use it 
  whenever you choose before your next turn.
  
  154
  Unlike the normal use of readied actions, you need not 
  specify the condition under which you take your readied 
  action.
  If you do not perform your readied action before your next 
  turn, you lose that action.
  Augment: If you spend 2 additional power points, you do 
  not need to specify the standard action you are readying.
  In effect, you can take your normal move action and then 
  take any standard action at some later point in the round, 
  depending on how events unfold.
  METACREATIVITY
  ASTRAL CONSTRUCT
  Metacreativity (Creation)
  Level: Creation 1, shaper 1
  Display: Visual
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One created astral construct
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  Coalescing ectoplasm takes the form you desire.
  As astral construct (EPH 77), except as noted here.
  You can have only one astral construct shaped at any one 
  time.
  If you shape another astral construct, any previous 
  construct dissipates.
  (The exception is if you are a 5th-level ectopic adept, which 
  gives you the ability to create another astral construct while 
  you have one active).
  BURROWING BONDS
  Metacreativity (Creation)
  Level: Shaper 4
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One Medium or smaller creature
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates
  Power Resistance: No
  Power Points: 7
  A pealing chime accompanies the appearance of a long, slender, 
  malleable shaft of crystal.
  It entwines your foe in its loops, piercing his flesh and holding him 
  bound.
  The crystalline bonds deal 3d6 points of damage when they 
  first entwine and pierce the target’s flesh, and 1d6 points of 
  piercing damage (see the Metacreativity and Damage 
  Reduction sidebar, below) every round thereafter as they 
  continue to writhe and burrow, tightening their grasp.
  A target caught by the bonds can attempt purely mental 
  actions, such as manifesting a power.
  However, the burrowing nature of the bonds requires that a 
  manifester make a Concentration check for each power 
  attempted with a DC of 20 + half the continuous damage 
  last dealt.
  (The continuous damage is that damage dealt in each round 
  after the initial round of the effect).
  The target can break loose by spending 1 round and making
  a DC 20 Strength check or a DC 25 Escape Artist check.
  Alternatively, cutting or damaging the bonds can free a 
  victim.
  The crystal has AC 5, hardness 12, and 30 hit points.
  Augment: You can augment this power in one or more of 
  the following ways.
  1. For every 2 additional power points you spend, this 
  power’s save DC and the DCs to break loose increase by 1.
  2. For every 2 additional power points you spend, this 
  power can affect a target of one size category larger.
  3. For every 2 additional power points you spend, the 
  continuous damage increases by 1d6 points.
  CRYSTALSTORM
  Metacreativity (Creation)
  Level: Psion/wilder 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Power Resistance: No
  Power Points: 3
  Thousands of razor-sharp crystal shards spray in a thick ray from 
  your hand toward your foe.
  Razor-sharp crystal shards shoot from your hand.
  These crystals are supernaturally sharp and lacerate flesh.
  You must succeed on a ranged touch attack with the ray to 
  deal damage to a target.
  The ray deals 2d4 points of slashing damage (see the 
  Metacreativity and Damage Reduction sidebar, page 79) 
  and causes a living target to gush blood, dealing an 
  additional 1d4 points of Constitution damage on a failed 
  Fortitude saving throw.
  Augment: You can augment this power in one or both of 
  the following ways.
  
  155
  1. For every additional power point you spend, the shards 
  deal an additional 1d4 points of damage.
  2. For every 2 additional power points you spend, the 
  shards deal an additional point of Constitution damage on a 
  failed Fortitude saving throw.
  DEADEN BLOW
  Metacreativity
  Level: Guardian 1, lurk 1, psychic warrior 1
  Display: Material
  Manifesting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Power Resistance: Yes; see text
  Power Points: 3
  Ectoplasm issues forth from your fingertips, sheathing the weapon 
  you touch in a rubbery gray cocoon.
  A single manufactured weapon is sheathed in rubbery 
  ectoplasm.
  The ectoplasmic sheath transforms the damage dealt by the 
  weapon from lethal to nonlethal damage.
  Unattended weapons or weapons in your possession are 
  automatically sheathed.
  If you manifest this power on an attended weapon, the 
  possessor of the weapon is allowed a Will saving throw to 
  resist the attempt.
  Augment: If you spend 2 additional power points, this 
  power can affect a natural weapon.
  (The weapon is considered to be attended, which means 
  that its possessor is allowed a save).
  DETAIN ECTOPLASM
  Metacreativity
  Level: Psion/wilder 5
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 30-ft.-radius burst
  Duration: Instantaneous and 1 round/level; see text
  Saving Throw: Will negates; see text
  Power Resistance: No
  Power Points: 9
  The creatures, objects, and effects in the area disappear with an 
  audible pop.
  As dismiss ectoplasm (EPH 94), except that when you do away 
  with creatures, objects, or effects composed of ectoplasm, 
  you psionically reserve the constituent ectoplasm for later 
  use with your own metacreativity powers.
  An ectoplasmic creature that fails its Will saving throw 
  dissipates into constituent ectoplasm that streams to you 
  and either adheres to an object you hold or takes up orbit 
  around your head.
  A creature under the effect of the ectoplasmic form power 
  that fails its saving throw is destroyed outright, and you 
  detain its constituent ectoplasm.
  Other ongoing powers that create ectoplasmic objects or 
  effects, such as ectoplasmic cocoon, are detained if you 
  succeed on a manifester level check (1d20 + your 
  manifester level, maximum +15) against a DC of 11 + the 
  power’s manifester level.
  Once you have successfully used this power, you have an 
  ectoplasmic reserve until this power’s duration elapses or 
  until you use up the reserve.
  If you manifest any metacreativity power while you 
  maintain an ectoplasmic reserve, you manifest that power 
  as if your manifester level were one higher than normal.
  Once you use up your ectoplasmic reserve to increase the 
  manifester level of a metacreativity power, the duration of 
  this power ends.
  Against constructed psionic items that appear to be mere 
  ectoplasm, such as any of the psychoactive skins, this power 
  merely suppresses the item’s abilities for 1d4 rounds (just as 
  occurs with the dismiss ectoplasm power).
  ECTOPLASMIC SWARM
  Metacreativity (Creation)
  Level: Psion/wilder 4
  Display: Visual
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One ectoplasmic swarm
  Duration: Concentration + 2 rounds
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  A bright flash of light heralds the arrival of a swarm of shiny jade 
  spiders, surging out in a wave of legs and clicking mandibles.
  You summon an ectoplasmic swarm (page 129) that attacks 
  all other creatures within its area.
  If no living creatures are within its area, the swarm attacks 
  or pursues the nearest creature.
  You have no control over its target or direction of travel.
  Augment: If you spend 2 additional power points, you 
  can call the swarm so that it shares a space with creatures 
  already present.
  ENERGY CLAW
  Metacreativity (Creation) [see text]
  Level: Psion/wilder 7
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 10-ft. claw
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 13
  You create a shining claw of energy and send it to grab your foe.
  You target one opponent within range to be grappled by a 
  Large claw made of energy (cold, electricity, fire, or sonic).
  An energy claw gets one grapple attack per round.
  It has a +12 bonus on its touch attack and a grapple check 
  modifier of 17 + your Int modifier.
  The claw deals 3d6 points of energy damage (of the 
  appropriate type) to a creature it successfully grapples each 
  round.
  An energy claw is susceptible to dispelling and is suppressed 
  in areas of null psionics.
  Directing a claw to change targets is a move action.
  It does not get a flanking bonus nor help a combatant get 
  one.
  
  156
  Cold: A claw of this energy type deals +1 point of cold 
  damage per die when grappling a target.
  The claw takes 1–1/2 times the normal damage from fire.
  Electricity: A claw of this energy type provides a +2 bonus on 
  manifester level checks for the purpose of overcoming 
  power resistance.
  The claw takes 1–1/2 times the normal damage from acid.
  Fire: A claw of this energy type deals +1 point of fire damage 
  per die when grappling a target.
  The claw takes 1–1/2 times the normal damage from cold.
  Sonic: A claw of this energy type deals –1 point of sonic 
  damage per die when grappling a target.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  the claw gains a +1 bonus on its touch attack and grapple 
  checks.
  For every 2 power points you spend, the energy damage 
  dealt to a grappled opponent increases by 1d6 points.
  GLYPH OF WARDING, PSIONIC
  Metacreativity
  Level: Psion/wilder 3
  Display: Material and visual
  Manifesting Time: 10 minutes
  Range: Touch
  Target: Object touched or up to 5 sq. ft./level
  Duration: Permanent until discharged (D)
  Saving Throw: No (object) or yes; see text for glyph of 
  warding
  Power Resistance: Yes
  Power Points: 5
  A pale glow issues from a thin tracery of silvery ectoplasm, laid 
  down to entrap those who enter the area.
  As glyph of warding (PH 236), except as noted here.
  Augment: For every 2 additional power points you spend, 
  the power deals an additional 1d10 points of damage.
  For each additional 2d10 points of damage, the power’s save 
  DC increases by 1.
  LIVING ARROW
  Metacreativity
  Level: Psychic warrior 5
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Projectile weapon touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (object)
  Power Resistance: Yes (object)
  Power Points: 9
  A trill of sound indicates the projectile you’ve just touched has been 
  granted a brief, predatory half-life.
  When you manifest living arrow, you give a semblance of 
  life to the projectiles you shoot at your foes (often arrows 
  fired from a bow, but crossbow bolts, sling stones, and 
  other projectile weapons are also subject to this power).
  The power affects the first projectile you fire each round, 
  granting it limited sentience and the ability to alter its 
  course in mid-flight.
  You can launch a living arrow at a target known to you 
  within the maximum range of the weapon.
  The living arrow travels to the target, even around corners.
  Only an unavoidable obstacle or the limit of the arrow’s 
  range prevents the arrow from reaching its target.
  A closed door thwarts a living arrow, as does an otherwise 
  sealed chamber.
  A living arrow ignores any cover or concealment its target 
  might have, but the attack is otherwise rolled normally.
  The arrow retains any magical properties it otherwise 
  would have, such as an enhancement bonus from the bow 
  or the projectile itself.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 3 additional power points you spend, you can 
  launch an additional living arrow each round (assuming 
  you have multiple attacks per round with that ranged 
  weapon).
  2. If you spend 2 additional power points, you gain a brief 
  vision of your target from the arrows point of view, as if you 
  had manifested clairvoyant sense (EPH 83).
  You see the target for only a fraction of a second.
  The vision ends when the arrow either strikes the target or 
  fails to reach it.
  PSYCHOKINESIS
  ANIMATE PLANTS, PSIONIC
  Psychokinesis
  Level: Natural World 7
  Display: Auditory and olfactory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One Large plant/3 levels or all plants within 
  range; see text for animate plants
  Duration: 1 round/level or 1 hour/level; see text for 
  animate plants
  Saving Throw: None
  Power Resistance: No
  Power Points: 13
  The sweet scent of freshly cut grass and the rustle of leaves herald 
  the kinetic force you instill in living plants.
  As animate plants (PH 199), except as noted here.
  CELESTIAL CONDUIT
  Psychokinesis
  Level: Good 5, psion/wilder 5
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: 120 ft.
  Area: 120-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex halt
  Power Resistance: Yes
  Power Points: 9
  Your hands seem to shift and change into pure ectoplasm as a 
  stream of radiant energy pulses outward from them.
  Reaching across the planes, you form a momentary link 
  between yourself and the Positive Energy Plane.
  With the connection made, you instantly guide a massive 
  charge of positive energy from your psyche into the 
  material world, channeling it along a burning ectoplasmic 
  line that extends from your outstretched hands.
  
  157
  Anyone caught in the area takes 9d6 points of damage.
  Undead caught in the area take 2 additional points of 
  damage per die.
  A construct or inanimate object takes only 5d6 points of 
  damage from this power.
  This power is a positive energy effect.
  Augment: For every additional power point you spend, 
  the power deals an additional 1d6 points of damage (1d6+2 
  against undead), and the power’s save DC increases by 1.
  CONCUSSIVE DETONATION
  Psychokinesis [Force]
  Level: Force 6
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: Yes
  Power Points: 11
  A loud, echoing boom accompanies the burst of force you create.
  You create a massive burst of telekinetic force that deals 
  6d6 points of force damage to all creatures and unattended 
  objects in its area.
  Augment: For every additional power point you spend, 
  the detonation deals an additional 1d6 points of damage.
  For every additional 2d6 points of damage, the powers save 
  DC increases by 1.
  DEFLECTION FIELD
  Psychokinesis [Force]
  Level: Force 1, psion/wilder 1, psychic warrior 1
  Display: Auditory and visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: Concentration + 1 round, up to 1 min./level
  Power Points: 1
  A shimmering band of energy hums as it spins and twirls, 
  protecting you from each incoming attack.
  A shimmering band of energy spins around you, deflecting 
  attacks away while you continue to concentrate.
  While your concentration remains unbroken, and for 1 
  round after you stop concentrating, you gain a +4 deflection 
  bonus to your Armor Class.
  EARTHQUAKE, PSIONIC
  Psychokinesis
  Level: Natural World 9
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 80-ft.-radius spread (S)
  Duration: 1 round
  Saving Throw: See text for earthquake
  Power Resistance: No
  Power Points: 17
  A bass rumbling from deep within the earth builds into a roar of 
  sound.
  As earthquake (PH 225), except as noted here.
  ENERGY ARC
  Psychokinesis [see text]
  Level: Psion/wilder 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Area: 15-ft.-cone
  Duration: Instantaneous
  Saving Throw: Reflex half (object)
  Power Resistance: Yes
  Power Points: 1
  The air around you crackles as you draw energy from it to unleash 
  in a focused arc.
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  A cone of the chosen type of energy shoots from your 
  fingertips.
  Any creature in the area of effect takes 1d4 points of 
  damage.
  Cold: An arc of this energy type deals +1 point of damage 
  per die.
  Electricity: Manifesting an arc of this energy type provides a 
  +2 bonus on the save DC and a +2 bonus on manifester 
  level checks for the purpose of overcoming power 
  resistance.
  Fire: An arc of this energy type deals +1 point of damage per 
  die.
  Sonic: A bolt of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every 2 additional power points you spend, 
  the power deals an additional 1d4 points of damage, and the 
  power’s save DC increases by 1.
  ENERGY BARRAGE
  Psychokinesis [see text]
  Level: Psion/wilder 6
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Three 10-ft. spreads; see text
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Power Resistance: No
  Power Points: 11
  A shrill whistle pierces the air, followed by three explosions that 
  detonate with a cacophonous roar.
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You create three explosions of energy of the chosen type.
  Each explosion deals 5d6 points of damage to every 
  creature or object within each specified area.
  The explosions create almost no pressure.
  All the areas you choose must be in range of you and each 
  other (100 feet + 10 feet per level).
  The explosions can overlap each other’s areas.
  Any creature caught in multiple explosions must make a 
  Reflex saving throw for each, which means that it is 
  possible for a single creature to be required to make up to 
  three saving throws.
  This power’s subtype is the same as the type of energy you 
  manifest.
  
  158
  Augment: For every 4 additional power points you spend, 
  each explosion deals an additional 1d6 points of damage, 
  and the power’s save DC increases by 1.
  ENERGY EMANATION
  Psychokinesis [see text]
  Level: Psion/wilder 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 5 ft.
  Target: 5-ft.-radius emanation, centered on you
  Duration: 1 round/level
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 3
  A glowing halo of energy surrounds you, damaging all who stand 
  too near.
  You expel concentrated energy from your body, dealing 
  1d6 points of energy damage to all creatures within the area 
  every round.
  The energy emanated is chosen by you when you first 
  manifest the power: cold, electricity, fire, or sonic.
  Once chosen, you emanate the same energy type for the 
  power’s duration.
  Cold: This energy type deals +1 point of damage per die.
  Electricity: This energy type provides a +2 bonus to the save 
  DC and a +2 bonus on manifester level checks for the 
  purpose of overcoming power resistance.
  Fire: This energy type deals +1 point of damage per die.
  Sonic: This energy type deals –1 point of damage per die and 
  ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest
  Augment: For every 3 additional power points you spend, 
  the power deals an additional 1d6 points or damage.
  For every two extra dice of damage, the power’s save DC 
  increases by 1.
  ENERGY FLASH
  Psychokinesis [see text]
  Level: Psion/wilder 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Touched creature
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Power Resistance: Yes
  Power Points: 7
  Your merest touch against your foe flashes with potent energy.
  On a successful touch attack, you deal 5d6 points of damage 
  to the creature touched, doing cold, electricity, fire, or sonic 
  damage.
  In addition to the energy damage, the target is dazed for 1 
  round on a failed Fortitude save (the same save that 
  determines full or half damage).
  Cold: This energy type deals +1 point of damage per die.
  Electricity: This energy type provides a +2 bonus to the save 
  DC and a +2 bonus on manifester level checks for the 
  purpose of overcoming power resistance.
  Fire: This energy type deals +1 point of damage per die.
  Sonic: This energy type deals –1 point of damage per die and 
  ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  the power deals an additional 1d6 points of damage.
  For every 2d6 additional points of damage, the power’s save 
  DC increases by 1.
  ENERGY LANCE
  Psychokinesis [see text]
  Level: Psion/wilder 3
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Fortitude half (object); see text
  Power Resistance: Yes
  Power Points: 5
  You fashion a lance composed of seething energy and release it like 
  a ballista bolt at your foe.
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You release a focused lance of intense energy of the chosen 
  type at a target, dealing it 5d6 points of damage.
  Cold: This energy type chills the target and stiffens its joints 
  in addition to dealing damage.
  If the target fails its Fortitude save, it must give up its next 
  move action.
  Electricity.
  This energy type jolts and disorients the target in addition 
  to dealing damage.
  If the target fails its Fortitude save, it takes a –2 penalty on 
  all Will saves and Wisdom-based checks for 1 round.
  Fire: This energy type scorches the target with pain in 
  addition to dealing damage.
  If the target fails its Fortitude save, it takes a –2 penalty on 
  attack rolls and Reflex saves for 1 round.
  Sonic: This energy type deals –1 point of damage per die.
  The subject takes a –2 penalty on all Fortitude saves and 
  Concentration checks for 1 round.
  The lance ignores an object’s hardness.
  This powers subtype is the same as the type of energy you 
  manifest.
  Augment: For every 2 additional power points you spend, 
  this power deals an additional 1d6 points of damage.
  ENERGY MANIPULATION
  Psychokinesis
  Level: Energy 5
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Alter energy effect
  Duration: 1 round
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 9
  You access a source of energy as it appears, altering it in 
  fundamental ways according to your whim.
  
  159
  You can manipulate an existing source of energy or an ally’s 
  ability to deal energy damage (cold, fire, electricity, or 
  sonic).
  Once you have manifested this power, you can trigger the 
  powers effect as an immediate action at any point during its 
  duration.
  When the power’s effect is triggered, you can partially 
  suppress or enhance the energy ability of a creature within 
  range that exhibits any magical or psionic variable 
  damaging energy effect (such as a fireball spell, an energy 
  missile power, or a red dragon’s breath weapon) by 5 dice.
  For example, you manifest energy manipulation, and then 
  an ally psion manifests energy burst.
  That power normally deals 5d6 points of damage, but you 
  enhance the power so that it deals 10d6 points of damage of 
  the chosen energy type.
  Alternatively, if a young adult red dragon used its breath 
  weapon during the duration of your energy manipulation,
  you could trigger its effect to suppress the damage.
  The dragon’s breath weapon would deal 5d10 points of fire 
  damage instead of 10d10 points (provided you were able to 
  overcome the dragon’s spell resistance).
  Either way, the power’s duration ends once you trigger the 
  effect.
  Augment: If you spend 6 additional power points, you 
  can manifest and trigger this ability as an immediate action 
  instead of as a standard action (thus eliminating the need to 
  manifest the power and use it within the following round).
  ENERGY MISSILE
  Psychokinesis [see text]
  Level: Kineticist 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to five creatures or objects, no two of which 
  are more than 15 ft. apart
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: Yes
  Power Points: 3
  You send a missile of energy howling toward your foe.
  As energy missile (EPH 102), except as noted here.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  the power deals an additional 1d6 points of damage.
  For each additional 2d6 points of damage, the powers save 
  DC increases by 1.
  ENERGY NULLIFICATION FIELD
  Psychokinesis
  Level: Kineticist 5, psion/wilder 6
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 10 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  You concentrate and are rewarded by a low hum of protection.
  An invisible field of energy surrounds you.
  This power functions like a null psionics field, but it applies 
  only to powers with the energy descriptor you choose 
  when you first manifest this power: cold, electricity, fire, or 
  sonic.
  Augment: For every 4 additional power points you spend, 
  the radius of this power’s area increases by 5 feet.
  ENERGY STUN
  Psychokinesis [see text)
  Level: Psion/wilder 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: Yes
  Power Points: 3
  A roaring whoosh sounds through the air as you gather elemental 
  energy to yourself.
  As energy stun (EPH 104), except as noted here.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  the power deals an additional 1d6 points of damage.
  For each additional 2d6 points of damage, the power’s save 
  DC increases by 1.
  ETHEREAL VOLLEY
  Psychokinesis [Force]
  Level: Force 3, psychic warrior 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: 50 projectiles, all of which must be in contact with 
  each other at the time of manifestation
  Duration: 10 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  Each piece of ammunition touched is covered in a sheath of hard 
  ectoplasm, taking on a pale blue translucence.
  Projectiles (such as arrows and bolts) transform into 
  missiles of pure force as they are launched at your 
  opponents.
  Each projectile is treated as though it were a ghost touch 
  weapon.
  EXTEND RANGE
  Psychokinesis
  Level: Lurk 1, psychic warrior 1
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Touch
  Target: One thrown or ranged weapon
  Duration: 1 round/level
  Power Points: 1
  Your ranged weapon leaves energy trails that propel it unerringly 
  through the air.
  
  160
  When using a ranged or thrown weapon, you can empower 
  the weapon to provide a telekinetic thrust so that it travels 
  farther with greater accuracy.
  When manifesting extend range, you can double the range 
  increment of a weapon you hold.
  If used on a thrown weapon, the weapon itself is affected by 
  the power.
  If used on a ranged weapon that uses ammunition, the 
  ammunition is not affected, but the weapon (such as a 
  crossbow) is energized by your psionic impulse.
  Augment: For every 4 additional power points you spend, 
  you can increase the base range increment of the weapon 
  by another 100 percent For example, if you spend a total of 
  5 power points, you can triple the range increment of a 
  weapon.
  For a total of 9 power points, you can quadruple the range 
  increment.
  EXTEND REACH
  Psychokinesis
  Level: Lurk 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Touch
  Target: One melee weapon
  Duration: 1 round
  Power Points: 3
  Your melee weapon warps and extends its reach.
  You cause a telekinetic extension to form as you strike with 
  your weapon, granting you greater reach in combat.
  When you manifest this power, your weapon becomes a 
  reach weapon, extending its reach by 5 feet.
  If your weapon is already a reach weapon, this power 
  extends its reach an additional 5 feet.
  The weapon no longer threatens all the squares that it 
  previously threatened, but instead threatens those that are 
  5 feet farther away.
  For example, if you manifest extend reach while using a 
  bastard sword, you cannot attack an adjacent opponent, but 
  you can attack one 10 feet away.
  If you are using a guisarme (a polearm with a 10-foot reach), 
  you do not threaten an opponent 10 feet away, but you do 
  threaten an opponent 15 feet away.
  Augment: For every additional power point you spend, 
  the duration increases by 1 round.
  FIENDISH CONDUIT
  Psychokinesis
  Level: Evil 5
  Your hands shift and change into pure ectoplasm as a stream of 
  dark energy pulses outward from them.
  As celestial conduit (page 80), except the link you form is 
  between yourself and the Negative Energy Plane, and the 
  ectoplasmic line formed is composed of negative energy.
  The power heals undead creatures of 9d6 points of damage, 
  and deals 9d6 points of damage to all other creatures.
  Augment: For every additional power point you spend, 
  the power heals undead of an additional 1d6 points of 
  damage, or deals an additional 1d6 points of damage to all 
  other creatures.
  INTELLECT BOMB
  Psychokinesis
  Level: Destruction 9
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target/Area: One living creature with an Intelligence 
  score and 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates and Reflex half; see text
  Power Resistance: Yes
  Power Points: 17
  Your target’s head shudders briefly under a tremendous barrage of 
  destructive mental power, then explodes in a burst of energy.
  The backlash of the explosion assaults the minds of nearby 
  creatures, tearing at their synapses.
  When you manifest this power, you cause the target 
  creature’s brain—or whatever neural or magical network 
  functions as its brain—to explode unless the target makes a 
  successful Will save.
  This explosion instantly kills (or destroys, in the case of 
  intelligent undead) the subject.
  A creature without an Intelligence score is immune to this 
  power.
  The explosion causes a backlash of devastating psionic 
  energy to flood the area around the creature in a 20-foot-
  radius burst.
  This energy deals damage equal to 1d6 points × the target 
  creature’s Intelligence score to all creatures in the area and 
  causes them to become dazed for 1 round, regardless of 
  whether they have Intelligence scores.
  Affected creatures can attempt Reflex saves for half damage 
  and to negate the daze effect.
  LIGHT BEAM
  Psychokinesis [see text]
  Level: Light and Darkness 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 120 ft.
  Area: 120-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: Yes
  Power Points: 7
  A ribbon of flashing light or coruscating darkness flies from your 
  hand.
  Upon manifesting this power, you choose light, shadow, or 
  darkness.
  You release a powerful line of the chosen type that deals 
  5d6 points of damage to every creature or object within the 
  area.
  The beam begins at your fingertips.
  Light: A beam of this type dazzles opponents that fail their 
  saving throw.
  Shadow: A beam of this type deals –1 point of damage per 
  die, but damages ethereal creatures without a miss chance.
  Darkness: A beam of this type deals +1 point of damage per 
  die in conditions of shadowy illumination or darkness.
  This power’s subtype is the same as the type of beam you 
  manifest.
  
  161
  Augment: For every additional power point you spend, 
  this power deals an additional 1d6 points of damage.
  LIGHT BURST
  Psychokinesis
  Level: Light and Darkness 8
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 80-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex partial; see text for sunburst
  Power Resistance: Yes
  Power Points: 15
  You point and a bright flash of light fills the area you indicate.
  As sunburst (PH 289), except as noted here.
  Light burst deals 15d6 points of damage to undead creatures.
  Augment: For every additional power point you spend, 
  the power deals an additional 1d6 points of damage.
  For each additional 2d6 points of damage, the power’s save 
  DC increases by 1.
  MIGHTY SPRING
  Psychokinesis
  Level: Lurk 1, psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 1
  The sound of a collapsing metal coil accompanies your leap and 
  reverberates as you’re propelled through the air.
  With a telekinetic boost, you can jump higher than normal.
  You receive a +10 enhancement bonus on one Jump check 
  this round.
  Augment: For every 2 additional power points you spend, 
  you can add an additional +5 to the enhancement bonus.
  POWER CLAWS
  Psychokinesis [Force]
  Level: Psychic warrior 2
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level or until discharged
  Power Points: 3
  Your natural weapon takes on a deadly gleam.
  You encase one of your natural weapons in telekinetic 
  force.
  The next successful attack with that natural weapon deals 
  force damage instead of regular damage.
  This has a number of effects: The natural weapon does not 
  suffer a miss chance against incorporeal creatures, and the 
  damage from the natural weapon overcomes damage 
  reduction as if it were a spell and not a weapon attack.
  Only the base natural weapon damage, magical 
  enhancement bonuses, bonus damage from Strength, and 
  other bonuses on the natural weapon itself are changed to 
  force damage.
  Bonus damage dice from any source, such as sneak attack or 
  the flaming weapon quality, deal their normal type of 
  damage.
  Augment: For every 2 additional power points you spend, 
  you can invest the weapon with an additional charge.
  Each additional charge allows the weapon to be used one 
  more time before the power claws effect is discharged.
  POWER WEAPON
  Psychokinesis [Force]
  Level: Psychic warrior 2
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Touch
  Target: Melee or thrown weapon touched
  Duration: 1 round/level or until discharged
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  Your weapon takes on a deadly gleam.
  This power functions like power claws (see above), except as 
  noted here.
  Instead of your natural weapon, your melee or thrown 
  weapon deals force damage.
  PSYCHOKINETIC WEAPON
  Psychokinesis
  Level: Psychic warrior 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: Yes (object)
  Power Resistance: Yes (object)
  Power Points: 7
  The blade dances and twirls before you, becoming a whirling 
  scythe of death as it moves of its own accord.
  You animate an unattended weapon or weapon in your 
  possession, causing it to attack foes seemingly of its own 
  volition.
  Once animated, the weapon attacks your opponents to the 
  best of its ability and psychokinetically mimics a fly speed 
  of 20 feet (perfect).
  The weapon attacks using your base attack bonus modified 
  by your Wisdom modifier, plus any additional bonuses the 
  weapon might possess.
  The weapon deals damage normally, though the damage is 
  modified by your Wisdom modifier rather than your 
  Strength modifier.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 3 additional power points you spend, you can 
  add a +1 insight bonus to the psychokinetic weapon’s attack 
  bonus.
  2. For every additional power point you spend, you can 
  increase the weapon’s fly speed by 5 feet.
  STOMP, GREATER
  Psychokinesis
  Level: Psion/wilder 5, psychic warrior 5
  
  162
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 120 ft.
  Area: 120-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Power Resistance: No
  Power Points: 9
  The earth splits and cracks as a thin chasm snakes across the area, 
  fast as lightning.
  Your foot stomp precipitates a psychokinetic shock wave 
  that travels along a narrow channel in the ground, 
  spreading into creatures and objects in the area.
  Creatures that fail their saving throws fall prone and take 
  7d6 points of damage.
  Augment: For every 2 additional power points you spend, 
  the power deals an additional 1d6 points of damage.
  For each additional 2d6 points of damage, the power’s save 
  DC increases by 1.
  SUPPRESS SCHISM
  Psychokinesis
  Level: Psion/wilder 5
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous + 1 round/level
  Saving Throw: Will partial; see text
  Power Resistance: Yes
  Power Points: 9
  A drum beats threateningly and the light around your foe turns 
  dark as you cut your foe off from its extended mind.
  Suppress schism interferes with powers and effects from the 
  telepathy discipline.
  When you manifest this power, you make a dispel check 
  (1d20 + your manifester level, maximum +15) against each 
  ongoing telepathy power in effect on the target creature.
  The DC for this dispel check is 11 + the power’s manifester 
  level.
  If you succeed on a particular check, that power is 
  dispelled; if you fail, that power remains in effect.
  In addition, if the target fails a Will save, any form of dual 
  mind effect is disrupted for the duration of the power, 
  including the effects of the schism power (EPH 130) and any 
  of the various host feats (page 59–60).
  In the EBERRON setting, this effect works against both an 
  Inspired’s dual mind ability and a kalashtar’s +2 bonus on 
  saving throws against mind-affecting spells and abilities.
  If the target is possessed, the possessing mind must make a 
  save or become suppressed for the power’s duration, in 
  which case the target creature can act normally.
  For the duration of the power, if the target attempts to 
  manifest a telepathy power, he must make a manifester 
  level check (DC 11 + your manifester level) or fail to 
  manifest the power.
  Augment: For every 2 additional power points you spend, 
  the DC of the Will save increases by 1.
  TELEKINETIC BOOMERANG
  Psychokinesis
  Level: Kineticist 3, psychic warrior 3
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Touch
  Target: One thrown weapon
  Duration: 1 round/level (D)
  Saving Throw: Will negates (object)
  Power Resistance: Yes (object)
  Power Points: 5
  The object you touch glistens with silvery motes.
  You can imbue a thrown weapon with an unusually fast-
  acting version of the returning weapon special ability.
  Half lings with psionic powers often use telekinetic 
  boomerang on daggers or throwing axes.
  Unlike a weapon with the returning special ability (DMG 
  225), a thrown weapon imbued with telekinetic boomerang 
  returns to the thrower’s hand immediately after the attack 
  is resolved, allowing the weapon to be used again on the 
  same turn.
  Augment: For every 2 additional power points you spend, 
  you can imbue an additional thrown weapon with the 
  benefit of telekinetic boomerang.
  TELEKINETIC BUFFER
  Psychokinesis
  Level: Psion/wilder 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Up to 15 ft.
  Effect: Emanation of up to 15-ft. radius, centered on you
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 9
  Waves of azure energy surge outward from you, pushing all 
  creatures from your path.
  A telekinetic field surrounds you, appearing between you 
  and other creatures.
  You decide the size of the buffer at the time of 
  manifestation (either 0 feet, 5 feet, 10 feet, or 15 feet).
  A buffer-radius of 0 feet means creatures can attack you 
  (though you still gain the cover noted below).
  This buffer moves with you, regardless of where you go or 
  how an opponent tries to circumvent it, providing cover 
  (+4 bonus to Armor Class) for you against opponents.
  The buffer cannot push through walls or other barriers.
  The radius at which the buffer surrounds you remains 
  constant for the duration, which means you will be slowed 
  to half your normal speed if you move down a narrow 
  corridor too small to contain the field easily.
  Any creature of Large or smaller size that tries to move 
  through the field is slowed to half its normal speed.
  The field cannot reduce the speed of a creature of Huge or 
  larger size, but the buffer still provides cover from such 
  creatures.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 4 additional power points you spend, you 
  increase the size of creature that can be affected by this 
  power by one size category.
  2. If you spend 4 additional power points, you can push an 
  opponent back.
  
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  Each round, as a standard action, you can choose one 
  creature within the field to be subject to a bull rush with a 
  Strength check result of 30.
  If the creature succeeds on its opposed check, it remains 
  where it is, but since it is still within the field, it cannot 
  move closer without straining (see above).
  If the creature fails its opposed check, it is pushed back 5 
  feet + an additional 5 feet for each 5 points by which the 
  power’s check result is greater than the defender’s check 
  result.
  PSYCHOMETABOLISM
  ADRENALINE BOOST
  Psychometabolism
  Level: Lurk 1, Physical Power 1, psychic warrior 1
  Display: Olfactory
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 1
  A sharp, metallic musky scent overwhelms you for a moment as 
  your body is energized by the power of your mind.
  You can increase your physical prowess and reaction speed 
  until the beginning of your next round.
  You receive a +2 insight bonus to Strength and Dexterity.
  Augment: For every 3 additional power points you spend, 
  the bonus increases by 1.
  AFFINITY FIELD, PAIN
  Psychometabolism
  Level: Pain and Suffering 9, psion/wilder 9
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius emanation, centered on you
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 17
  Your eyes burn with an intense red glow, and for a moment both 
  you and your target are sheathed in a translucent red shimmer.
  This ability functions as the affinity field power (EPH 75), 
  except that you can opt not to include certain creatures that 
  are in the area, and only negative conditions are shared.
  Those within the feedback loop take all damage (including 
  ability damage) that you take, but they gain no benefits 
  from any healing you receive.
  Spells or powers that impose penalties are shared; those 
  that grant bonuses are not.
  BLACKSTONE HAMMER
  Psychometabolism
  Level: Elements 6, psychic warrior 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Melee weapon touched
  Duration: 1 round/level or until discharged
  Saving Throw: None (object, harm-less) or Fortitude 
  negates; see text
  Power Resistance: No (object, harmless) or yes; see text
  Power Points: 11
  The weapon you touch suddenly shines with a pale, glowing light.
  You alter the nature of one weapon and imbue it with the 
  ability to petrify those it strikes.
  Although the base damage of the weapon is unaltered, the 
  weapon deals bludgeoning damage for the duration of the 
  power.
  If a creature struck by a weapon affected by blackstone 
  hammer fails its saving throw, it (along with all its carried 
  gear) is turned into a mindless, inert statue of dark stone.
  Striking a creature with the weapon discharges the power.
  If a statue resulting from this power is broken or damaged, 
  the subject (if ever returned to flesh) has similar damage or 
  deformities.
  The creature is not dead, but neither does it seem to be alive 
  when viewed with spells such as deathwatch.
  Only creatures made of flesh are affected by this power.
  Augment: For every 4 additional power points you spend, 
  you can invest the weapon with an additional charge.
  Each additional charge allows the weapon to be used one 
  more time before the blackstone hammer effect is discharged.
  BREATHLESS
  Psychometabolism
  Level: Elements 3
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal; see text
  Target: You; see text
  Duration: 10 min./level
  Saving Throw: None
  Power Resistance: Yes (harmless)
  Power Points: 5
  Ectoplasm covers your mouth.
  You alter your body so that you no longer need to breathe.
  You cannot be harmed by inhaled substances and can 
  function without fresh air (even underwater) for the 
  duration of the power.
  Augment: If you spend 2 additional power points, this 
  power can affect one additional touched creature.
  CLAWS OF DARKNESS
  Psychometabolism [Darkness]
  Level: Light and Darkness 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 3
  You draw material from the Plane of Shadow.
  Your hands and forearms elongate and change shape into 
  featureless claws of inky blackness.
  You gain two natural attacks with your claws, each dealing 
  1d4 points of cold damage (or 1d6 points if you are Large, or 
  1d3 points if you are Small) plus your Strength bonus.
  Your claws are natural weapons, so you are considered 
  armed when attacking with them, and they can be affected 
  
  164
  by powers, spells, and effects that enhance or improve 
  natural weapons (such as the magic fang spell).
  You cannot choose to deal nonlethal damage with your 
  claws.
  Your claws work just like the natural weapons of many 
  monsters.
  You can make an attack with one claw or a full attack with 
  two claws at your normal attack bonus, replacing your 
  normal attack routine.
  You take no penalties for two-weapon fighting, and neither 
  attack is a secondary attack.
  If your base attack bonus is +6 or higher, you do not gain 
  any additional attacks—you simply have two claw attacks at 
  your normal attack bonus.
  If you grapple an opponent, you deal claw damage with 
  each successful grapple check, and the grappled target is 
  under the effect of a slow spell for as long as you maintain 
  the grapple unless the opponent makes a Fortitude save 
  (DC 12 + key ability modifier).
  As a swift action, you can extend the claws up to 6 feet, 
  which increases your reach by 5 feet, giving a Small or 
  Medium creature a reach of 10 feet and an upright Large 
  creature a reach of 15 feet.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. By spending additional power points, you can create 
  larger, sharper, and more deadly claws, as shown on the 
  table below.
  Every 2 additional power points you spend to increase 
  damage also increases the Fortitude save DC by 1.
  2. If you spend 6 additional power points, you can manifest 
  this power as a swift action.
  CRANIAL DELUGE
  Psychometabolism
  Level: Mental Power 6, psion/wilder 5
  Display: Auditory and visual
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature that has an Intelligence score of 3 or 
  higher
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: Mental Power 11, psion/wilder 9
  A deep, ominous tone builds into a maddening cacophony.
  When the echoes abruptly cease, your foe’s head detonates.
  Grasping the biofeedback controls of your foe’s brain, you 
  begin to force his head to produce a deluge of cranial fluid.
  At the beginning of your next turn, when you finish 
  manifesting the power, your foe must succeed on a 
  Fortitude save or take 18d6 points of damage from cranial 
  swelling.
  If your foe is reduced to 0 or fewer hit points by this power, 
  his head explodes.
  A creature that dies from cranial deluge can be resurrected 
  but not raised.
  Augment: For every 2 additional power points you spend, 
  the power’s save DC increases by 1.
  DAMP POWER
  Psychometabolism
  Level: Guardian 2, psion/wilder 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: See text
  Power Points: 3
  An amber aura quickly spreads over your body, moderating the 
  effects of the environment.
  When you manifest this power, you are protected from the 
  vagaries of destructive energies directed against you.
  All variable numeric effects of the next power, psi-like 
  ability, spell, or spell-like ability that affects you before the 
  end of your next turn is decreased to its minimum possible 
  value.
  For instance, if you are struck by an energy ray augmented 
  to deal 5d6 points of damage while protected by damp 
  power, you would take only 5 points of damage.
  If the power, psi-like ability, spell, or spell-like ability 
  affects an area—as does energy ball (EPH 100), for 
  example—its effect is only minimized for you.
  Other creatures in the area are affected normally.
  Beneficial numeric effects are likewise damped when you 
  manifest this power.
  Augment: If you spend 4 additional power points, the 
  next power, psi-like ability, spell, or spell-like ability that 
  affects you and also affects an area is minimized for all 
  creatures you designate within its area (not just for you).
  DARK DESPAIR
  Psychometabolism [Evil]
  Level: Evil 8
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 10 ft.
  Effect: 10-ft.-radius emanation, centered on you
  Duration: 1 round/level
  Saving Throw: See text
  Power Resistance: Yes; see text
  Power Points: 15
  Good foes near you hear the dark wailing of lost souls.
  When you manifest this power, you gain a dark aura that 
  confers several benefits, especially while fighting good 
  creatures.
  A creature that enters the area of your aura is wracked with 
  despair and must make a successful Will save or take a –2 
  penalty on attack rolls, saving throws, ability checks, skill 
  checks, and weapon damage rolls.
  
  165
  Power resistance applies to this effect; you make your 
  manifester level check each time a creature with power 
  resistance enters the area of your aura (whether due to your 
  movement or the creature’s).
  Good creatures must endure additional hardship from 
  exposure to the dark energy surrounding you.
  A good creature that enters the area of your aura rakes 1d6 
  points of damage, plus 1 additional point per manifester 
  level.
  It continues to take this damage at the beginning of each of 
  its turns if it remains in the area of your aura.
  Finally, you gain a +2 insight bonus to your Armor Class 
  and on saves against the attacks, powers, and abilities of 
  good creatures.
  DEATH KNELL, PSIONIC
  Psychometabolism [Death, Evil]
  Level: Evil 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One living creature touched
  Duration: Instantaneous/10 minutes per HD of subject; 
  see text for death knell
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  A tolling bell sounds a funeral tone.
  As death knell (PH 217), except as noted here.
  DISTRACTING SHOUT
  Psychometabolism [Mind-Affecting]
  Level: Chaos 2, psychic warrior 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 15 ft.
  Area: 15-ft. cone
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  The power of your ear-splitting war cry echoes across the 
  battlefield.
  Your shout distracts your enemies.
  Starting from your square, the power of your shout extends 
  in a 15-foot cone.
  Any creature caught in the area that fails a saving throw is 
  momentarily distracted.
  Affected creatures are subject to attacks of opportunity if 
  any foes threaten the distracted subjects.
  If you threaten a distracted subject, you can also make an 
  attack of opportunity.
  Augment: If you spend 4 additional power points, the 
  area of the power is transformed into a 15-foot burst.
  EARTH WALK
  Psychometabolism
  Level: Elements 2, psion/wilder 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 3
  You ascend the wall as if it were level ground.
  You create a perfect mental bond with stone, allowing you 
  to move over it with uncanny ease.
  While this power is in effect, you can climb stone and 
  earthen surfaces at your current base speed, including 
  moving across ceilings, overhangs, and other slanted or 
  vertical surfaces without making Climb checks.
  While climbing in this manner, you do not have to make a 
  Climb check to avoid losing your grip when you take 
  damage.
  In addition, you can cling to a stone surface easily with just 
  one limb, allowing you to attack without restriction, 
  manifest powers normally, and retain your Dexterity bonus 
  to Armor Class while climbing.
  Augment: If you spend 6 additional power points, you 
  can manifest this power as a swift action.
  EMPOWER WEAPON
  Psychometabolism
  Level: Psychic warrior 5
  Display: Visual
  Manifesting Time: 10 minutes
  Range: Touch
  Target: One weapon touched
  Duration: Permanent until discharged (D)
  Saving Throw: Will negates (object)
  Power Resistance: Yes (object)
  Power Points: 9
  The blade of your weapon takes on a crystalline quality, shining 
  faintly as psychic power converts it into a vessel of power.
  You can store one power that you can manifest in a weapon 
  of your choice.
  Only one such power can be stored in a weapon at a time; 
  you cannot have more than one empowered weapon at any 
  given time.
  You can store a power costing up to your manifester level 
  minus 4.
  You expend the power points for the stored power, 
  including augmentations, when you empower the weapon 
  initially (in addition to those spent to manifest empower 
  weapon).
  Once the power is stored, you can manifest the power from 
  the weapon without expending power points from your 
  own reserve.
  You can manifest the power stored within the weapon as 
  you stored it, complete with its chosen augmentations.
  For example, the 14th-level psychic warrior Ragnara knows 
  both empower weapon and oak body.
  She manifests empower weapon and chooses to store oak body 
  augmented with 1 power point (the maximum allowed at 
  her manifester level minus 4).
  At the time she manifests empower weapon and stores oak 
  body, she spends 19 power points (9 for empower weapon and 
  10 for the augmented oak body).
  Several days later, when she manifests the stored power, 
  she does so without any power point expenditure.
  ENDURE ELEMENTS, PSIONIC
  Psychometabolism
  
  166
  Level: Psion/wilder 1, psychic warrior 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 24 hours
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 1
  An amber aura quickly spreads over your body, moderating the 
  effects of the environment.
  As endure elements (PH 226), except as noted here.
  EYES OF THE BASILISK
  Psychometabolism
  Level: Psion/wilder 7
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 30 ft.
  Target: One creature within 30 ft. per round
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 13
  Your eyes glow with a pale green incandescence, hinting at 
  concentrated malice.
  Your look turns one creature per round to stone 
  permanently.
  Once each round, you can choose to look at a creature as a 
  standard action.
  The creature must succeed on a Fortitude saving throw or 
  be turned to stone.
  Creatures can avoid the need to make a saving throw by not 
  looking at you.
  On its turn, a creature chooses whether it is looking at you 
  normally, averting its eyes, or looking away.
  Averting Eyes: Your opponent can attempt to avoid looking 
  at your face, and instead look at your body, watch your 
  shadow, track you in a reflective surface, and so on.
  Each round, an opponent has a 50% chance to avert its eyes 
  in this manner, avoiding the need to make a saving throw 
  against your eyes of the basilisk power.
  However, you gain concealment against that opponent.
  Looking Away: An opponent can look away or cover its eyes 
  (such as with a blindfold) so that it cannot see you at all.
  You gain total concealment against that opponent.
  FROM THE BRINK
  Psychometabolism (Healing)
  Level: Life 2
  Display: Material and mental
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One dying creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Power Resistance: No
  Power Points: 3
  You exert your power to prevent a creature from stepping into the 
  next world, anchoring it tenuously to its depleted, but stable, body.
  When you manifest this power, you automatically stabilize 
  the target.
  Augment: For every additional power point you spend, 
  the target regains 1 hit point, restoring it up to a maximum 
  of 1 hit point.
  For example, Kalar sees his ally Phenn drop in combat, 
  reduced to –5 hit points.
  Kalar can manifest this power to stabilize Phenn at a 
  distance, and can augment the power with up to 6 power 
  points to heal Phenn (bringing him back up to 1 hit point).
  GREATER GLORY
  Psychometabolism [Good]
  Level: Good 8
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Targets: One good creature/level in a 20-ft.-radius burst 
  centered on you
  Duration: 1 round/level
  Saving Throw: See text
  Power Resistance: Yes
  Power Points: 15
  You cause pure light to surround good creatures near you, bathing 
  them in a holy radiance that gives them great power when 
  combating the forces of evil.
  When you manifest this power, you give any good 
  creatures near you the ability to combat evil more 
  effectively.
  This power has several benefits.
  Each affected creature gains the ability to smite evil.
  The smite attack can be used once during the duration of 
  the power.
  Creatures using the smite attack gain a bonus on their 
  damage rolls equal to your manifester level.
  Greater glory blocks any attempt by a nongood creature to 
  possess the warded creatures (by a magic jar attack, for 
  example) or to exercise mental control over the creatures 
  (including charms and compulsions).
  The protection does not prevent such attempts from 
  targeting the creature, but it suppresses their effects for the 
  duration of greater glory.
  Each creature under the effect of greater glory gains a +2 
  insight bonus to Armor Class and on saves against the 
  attacks, powers, and abilities of evil creatures.
  Finally, evil creatures that attack a creature benefiting from 
  greater glory must make Fortitude saves or be nauseated for 
  1d4 rounds.
  HEAVY EARTH
  Psychometabolism
  Level: Law 3, psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 5
  Light explodes from your form and settles into the earth, infusing it 
  with mass beyond its norm.
  
  167
  You create an area of strange, otherworldly gravity, causing 
  the earth itself to pull creatures downward.
  Creatures in the affected area that fail their saving throws 
  fall prone.
  In addition, these creatures are slowed (as the slow spell) as 
  long as they remain prone and for 1 round after they stand 
  up.
  Creatures that succeed on their saves are not knocked 
  down, but they are still slowed for 1 round.
  Creatures that are already prone and fail their saves are 
  slowed as long as they remain prone and for 1 round after 
  they stand up.
  Creatures with multiple legs or stability (such as a dwarf) 
  have a bonus on this save as if they were attempting a 
  Strength check to resist a normal trip attempt.
  Since you are in the area of heavy gravity, you are slowed
  just as other creatures are, but you are never knocked prone 
  when you manifest this power.
  Augment: If you spend 4 additional power points, you are 
  not slowed by manifesting this power.
  HUNGRY TOUCH
  Psychometabolism
  Level: Consumption 1
  Display: Mental and olfactory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude half; see text
  Power Resistance: Yes
  Power Points: 1
  A delicious scent wafts through the air as your touch steals a small 
  portion of the life essence of another creature.
  On a successful touch attack, you deal 1d6 points of damage 
  to the target creature and gain temporary hit points equal to 
  the amount of damage dealt.
  The target can attempt a Fortitude save to take half damage 
  and negate your hit point gain.
  The temporary hit points last for up to 10 minutes.
  Augment: For every 2 additional power points you spend, 
  the power deals an additional 1d6 points of damage, and the 
  power’s save DC increases by 1.
  INSPIRE MOUNT
  Psychometabolism
  Level: Psychic warrior 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One willing mount
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 1
  Your mount is enveloped in a golden radiance as you infuse it with 
  strength, stamina, and speed.
  While your mount enjoys the benefit of this power, its 
  speed increases by 20 feet.
  Furthermore, you can make a Ride check to negate a hit on 
  your mount as though you had the Mounted Combat feat.
  If you already possess this feat, you receive a +10 
  competence bonus on your Ride check when attempting to 
  negate a hit on your mount.
  When you attempt to negate a hit on your mount (whether 
  successful or not), the power ends.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. If you spend 6 additional power points, you can manifest 
  this power as an immediate action.
  2. If you spend 6 additional power points, you can increase 
  this powers duration to 10 minutes per level.
  MEND WOUNDS
  Psychometabolism (Healing)
  Level: Life 6
  Display: Material
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless) or Will half
  Power Resistance: Yes
  Power Points: 11
  Your touch taps a conduit of positive energy, healing the target of 
  its wounds.
  With a touch, you can channel positive energy and cure a 
  target creature of up to 55 points of damage.
  If used against an undead creature, mend wounds instead 
  deals 55 points of damage.
  An undead creature can attempt a Will save for half 
  damage.
  Augment: You can augment this power in one or both of 
  following ways.
  1. For every additional power point you spend, you heal an 
  additional 5 points of damage or deal an additional 5 points 
  of damage to an undead creature.
  2.If you spend 4 additional power points, you can heal all 
  creatures within 20 feet of you.
  MIND OVER ENERGY
  Psychometabolism
  Level: Guardian 6, psion/wilder 6, psychic warrior 6
  Display: Visual
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 11
  You concentrate, and your form’s hue becomes partially saturated 
  with a color related to the energy you choose.
  You mentally reinforce your living tissue with pure psionic 
  will, gaining immunity to the energy type you choose for 
  the duration of the power: cold, electricity, fire, or sonic.
  MINDFIRE
  Psychometabolism
  Level: Psion/wilder 3
  Display: Material and olfactory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  
  168
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 5
  A gust of warm air wafts the odor of sickness and death across the 
  area.
  If the target fails her saving throw, she contracts mindfire.
  The disease has no incubation period; the victim 
  immediately takes 1d4 points of Intelligence damage.
  Each day thereafter, the victim must succeed on a Fortitude 
  saving throw (DC equal to the manifested power’s DC) or 
  take another 1d4 points of Intelligence damage.
  If the victim makes her Fortitude save for two days in a 
  row, she fights off mindfire and recovers, taking no more 
  damage.
  Augment: For every 3 additional power points you spend, 
  the disease deals 1 additional point of Intelligence damage, 
  and the save DC (for the power and the disease) increases 
  by 1.
  PLANAR APOTHEOSIS
  Psychometabolism [see text]
  Level: Evil 4, Good 4, psion/wilder 4, psychic warrior 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 7
  A silver (or black) halo appears above your head, revealing your 
  connection to the Outer Planes.
  When you manifest this power, you choose between 
  celestial apotheosis or fiendish apotheosis.
  The power gains the good or evil descriptor, respectively.
  If you are good-aligned, you must choose celestial, and if 
  you are evil-aligned, you must choose fiendish.
  If your alignment has no good or evil component, you can 
  choose either version of the power.
  You psionically reach across the planes and form a tenuous 
  bond with a plane appropriate to the chosen apotheosis.
  From this bond, you gain the following effects.
  • Darkvision out to 60 feet.
  • Power resistance equal to 5 + your manifester level.
  • If you chose celestial apotheosis, you gain resistance to 
  acid 10, cold 10, and electricity 10, as well as the ability to 
  smite evil once, dealing additional damage equal to your 
  manifester level against an evil foe.
  • If you chose fiendish apotheosis, you gain resistance to 
  cold 10 and fire 10, as well as the ability to smite good once, 
  dealing additional damage equal to your manifester level 
  against a good foe.
  Augment: If you spend 6 additional power points, you 
  can increase the duration to 10 minutes per level.
  PLANAR EMBRACE
  Psychometabolism [see text]
  Level: Evil 6, Good 6, psion/wilder 8
  Display: Visual
  Manifesting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 15
  A silver (or black) halo appears above your head, and white 
  feathered (or black leathery) wings sprout from your back, 
  revealing a powerful connection to the Outer Planes.
  When you manifest this power, you must choose whether 
  to receive abilities from the half-celestial template (MM 
  144) or the half-fiend template (MM 147).
  The power gains the good or evil descriptor, respectively.
  If you are good-aligned, you must choose half-celestial, and 
  if you are evil-aligned, you must choose half-fiend.
  If your alignment has no good or evil component, you can 
  choose either version of the power.
  You psionically reach across the planes and form a bond 
  with a plane appropriate to the chosen template.
  From this bond, you gain the following effects.
  • You receive spell-like abilities appropriate to a half-
  celestial or half-fiend that has Hit Dice equal to one-half 
  your manifester level.
  For instance, if you’re a 13th-level psion, you receive spell-
  like abilities as if you were a 6 HD creature with the 
  appropriate template.
  • If you chose half-celestial, you gain wings and a fly speed 
  equal to twice your base land speed (good maneuverability).
  • If you chose half-fiend, you gain wings and a fly speed 
  equal to your base land speed (average maneuverability).
  PROTECTION FROM SPELLS, PSIONIC
  Psychometabolism
  Level: Magic 8
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless, object)
  Power Resistance: Yes (harmless, object)
  Power Points: 15
  As you touch the creature, the smell of burned paper fills the air.
  As protection from spells (PH 266), except as noted here.
  Augment: For every 4 additional power points you spend, 
  you can protect an additional creature.
  PSYCHIC SCIMITAR
  Psychometabolism
  Level: Psion/wilder 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One psychic blade
  Duration: 1 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  A wraithlike, glowing scimitar shaped from your psychic might 
  materializes and moves as you desire.
  You can create an immaterial scimitar that allows you to 
  attack enemies or deliver low-level touch powers at a 
  distance.
  When you manifest the power, you lose 2 Intelligence 
  points (and any associated bonus power points) that return 
  when the power ends (even if it is negated), but not if the 
  scimitar is destroyed.
  
  169
  In this latter case, treat the lost Intelligence points as ability 
  damage.
  The scimitar appears in your hand when first manifested.
  Directing the scimitar takes a standard action.
  Once directed to attack an enemy within range, it 
  disappears and then reappears in melee with that creature; 
  thus, you can use a psychic scimitar to attack enemies at a 
  distance.
  Attacks with a psychic scimitar are melee touch attacks.
  The power gives you a +2 bonus on your melee touch attack 
  roll.
  Attacking with a psychic scimitar counts normally as an 
  attack.
  You can choose to redirect the scimitar to attack a new 
  opponent; doing so requires an additional standard action.
  The blade deals 1d6 points of damage.
  Since the blade is immaterial, your Strength modifier does 
  not apply to the damage even if you wield the blade in your 
  hand.
  If you wield the scimitar in your hand, you are treated as 
  proficient even if you lack proficiency with the scimitar.
  Other creatures cannot wield your psychic scimitar.
  A psychic scimitar always strikes from your direction.
  The blade cannot flank targets as a creature can.
  The blade is incorporeal and thus cannot be harmed by 
  normal weapons.
  It has improved evasion, your save bonuses, and a base 
  Armor Class of 22.
  Your Intelligence modifier applies to the blade’s Armor 
  Class as if it were the scimitar’s Dexterity modifier.
  A psychic scimitar has 4 hit points.
  You can also use your scimitar to deliver the effect of any 
  power of 4th level or lower with a range of touch that you 
  can manifest.
  If you make a successful attack with the blade, the power is 
  manifested on the target as if you had manifested it 
  yourself.
  After it delivers a power, or if the blade goes beyond range 
  or moves out of your sight, the blade returns to you and 
  hovers until given further direction.
  Augment: For every 2 additional power points you spend, 
  the psychic scimitar deals 1 additional point of damage.
  RAGE OF THE REMORHAZ
  Psychometabolism
  Level: Psychic warrior 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 11
  You skin pulses with a red glow.
  Your skin pulses, generating a heat so intense that anything 
  touching your body takes 4d6 points of fire damage.
  Creatures striking you with natural attacks or unarmed 
  attacks are subject to this damage as well.
  Creatures striking with melee weapons do not take damage 
  from your heat, but their weapons do take damage.
  You and your possessions are immune to your own heat 
  (but you are not resistant or immune to heat from other 
  sources).
  Augment: For every 2 additional power points you spend, 
  the power deals an additional 1d6 points of damage.
  For each additional 2d6 points of damage, the power’s save 
  DC increases by 1.
  SENSORY GLOOM
  Psychometabolism
  Level: Lurk 1
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 1
  Grayish ectoplasm erupts from the skin of your enemy’s face (or 
  body), inhibiting its senses.
  You override your target’s nervous system and partially shut 
  down one of its senses.
  You choose which sense to affect when manifesting this 
  power.
  Each obscured sense has a different effect on the foe.
  Sight: The target’s vision is hampered.
  It sees its surroundings as if through a dense fog.
  Creatures that are adjacent to the target seem blurry, and 
  any attacks made against an adjacent opponent are made as 
  if that opponent had concealment.
  Creatures more than 5 feet away from the target have the 
  benefit of total concealment.
  Hearing: The target is temporarily deafened (PH 307).
  Scent/Taste: The target cannot smell or taste anything.
  Creatures that normally benefit from the scent ability (MM 
  314) no longer do so for the duration of the power.
  Characters who try to ascertain the properties of a potion 
  by taste automatically fail in the attempt.
  Touch: The target cannot feel the ground (as if its limbs had 
  fallen asleep) or assess its position in relation to the ground 
  accurately.
  The target must succeed on a DC 5 Balance check each 
  round to keep from falling prone.
  If the target falls prone, it must succeed on a DC 10 Balance 
  check to stand up.
  Creatures that normally benefit from the tremorsense 
  ability no longer do so for the duration of the power.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 2 additional power points you spend, you can 
  affect one additional sense simultaneously.
  You can affect a total of four senses.
  2. For every 2 additional power points you spend, the 
  power’s save DC increases by 1.
  SLOW BREATHING
  Psychometabolism
  Level: Psion/wilder 1, psychic warrior 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: 1
  
  170
  You concentrate, and your shin radiates a healthy, rosy glow.
  You reduce the need for oxygen in your body, increasing 
  your ability to become acclimated to the thin air of high 
  altitudes.
  You gain a +4 competence bonus on saving throws against 
  altitude sickness (DMG 90).
  Augment: If you spend 4 additional power points, you 
  become immune to altitude sickness.
  STONE MIND
  Psychometabolism
  Level: Natural World 1, psion/wilder 1, psychic warrior 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 1
  Your manifestation gives your eyes the hue of boulders and your 
  shin the dusty texture of a creature of the deep earth, signifying 
  your enhanced knowledge of things below the ground.
  When you manifest this power, your mind becomes as the 
  earth, and the earth becomes your mind.
  You gain a +4 bonus on Search checks while standing on a 
  surface of earth or stone (including a worked stone floor).
  In addition, you gain a further +2 bonus on Search checks 
  to notice unusual stonework.
  This bonus stacks with the regular +4 bonus on all Search 
  checks from this power and with the +2 bonus to notice 
  unusual stonework from the stonecunning racial trait.
  Augment: If you spend 6 additional power points, you 
  can manifest this power as a swift action.
  STYGIAN BANE
  Psychometabolism
  Level: Psychic warrior 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless, object)
  Power Resistance: Yes (harmless, object)
  Power Points: 5
  A serene gray radiance, roughly as bright as a candle’s flame, 
  envelops your weapon.
  You give a weapon the undead bane special ability in 
  addition to any other properties it has.
  Against undead, your weapon’s enhancement bonus (if any) 
  is +2 higher than normal, and it deals an additional 2d6 
  points of damage.
  The power has no effect if manifested upon a weapon that 
  already has the undead bane quality.
  Alternatively, you can affect up to 50 arrows, bolts, or 
  bullets.
  The projectiles must be of the same kind and they have to 
  be together, such as in the same quiver.
  A projectile (but not a thrown weapon) loses the special 
  ability after it is used in an attack.
  The weapon is considered good-aligned for the purpose of 
  overcoming damage reduction.
  STYGIAN BOLT
  Psychometabolism
  Level: Psion/wilder 6
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: 120 ft.
  Area: 120-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Power Resistance: Yes
  Power Points: 11
  Black lightning erupts from your fingertips and stabs at the life 
  force of your enemies.
  Reaching across the planes, you form a momentary link 
  between yourself and the Negative Energy Plane.
  Drawing on your temporary stygian channel, you discharge 
  a powerful bolt that extends from your outstretched hand.
  Anyone caught in the area gains 1d4 negative levels.
  This is a negative energy effect.
  If the subject has at least as many negative levels as it has 
  Hit Dice, it dies.
  Assuming the subject survives, it regains lost levels after a 
  number of hours equal to your manifester level (maximum 
  15 hours).
  Negative levels usually have a chance of permanently 
  draining the victim’s levels, but the negative levels from 
  stygian bolt don’t last long enough to do so.
  Undead affected by a stygian bolt gain 2d4×5 temporary hit 
  points that last for up to 1 hour.
  Augment: For every 4 additional power points you spend, 
  the power bestows an additional 1d4 negative levels, and 
  affected undead gain 2d4×5 additional temporary hit 
  points.
  STYGIAN CONFLAGRATION
  Psychometabolism
  Level: Psion/wilder 9
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (15-ft. radius, 40 ft high)
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Power Resistance: Yes
  Power Points: 17
  An exhalation of the void erupts from the ground and assaults the 
  heavens in the form of a 40-foot-tall pillar of black flame.
  You psionically reach across the planes to form a temporary 
  bond with the Negative Energy Plane.
  Drawing deeply on your link, you ignite a pillar of black 
  flame that rises from the ground into the sky.
  Each creature caught in the area of effect gains 1d4 
  negative levels.
  There is no saving throw to avoid gaining the negative 
  levels, but 24 hours after gaining them, an affected creature 
  must make a Fortitude saving throw (DC equal to the 
  stygian conflagration’s save DC) for each negative level.
  If the save succeeds, that negative level is removed.
  If the save fails, the negative level still goes away, but one of 
  the subject’s character levels is permanently drained.
  An undead creature in the area gains 1d4×5 temporary hit 
  points that last for up to 1 hour.
  
  171
  Augment: For every 2 additional power points you spend, 
  the power bestows one additional negative level, and 
  affected undead gain 5 additional temporary hit points.
  STYGIAN DISRUPTION
  Psychometabolism
  Level: Psychic warrior 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One bludgeoning weapon
  Duration: 1 round/level
  Saving Throw: Will negates (harmless, object)
  Power Resistance: Yes (harmless, object)
  Power Points: 7
  A massive surge of brilliant white light envelops your weapon.
  You give a weapon the disruption special ability in addition 
  to any other properties it has.
  A weapon of disruption is the bane of all undead.
  Any undead creature struck in combat must succeed on a 
  Will saving throw or be destroyed as its link to the 
  Negative Energy Plane is severed.
  STYGIAN DOMINION
  Psychometabolism
  Level: Death 5, psion/wilder 5
  Display: Material and visual
  Manifesting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Target: One undead creature
  Duration: 1 hour/level or until you return to your body
  Saving Throw: None; see text
  Power Resistance: Yes
  Power Points: 9
  Your body drops lifeless as your consciousness travels in an arc of 
  crackling black energy to assume control of an undead vessel.
  You can assume control over the body of a mindless undead 
  creature, such as a skeleton or zombie.
  You can target any creature whose Hit Dice are equal to or 
  less than your manifester level.
  When you take control of the mindless undead creature, 
  you leave your body empty of sentience and mind, but it 
  still breathes.
  The power ends when the undead body is destroyed, you 
  leave the undead body to assume control of your own body, 
  the duration of the power ends, or some other force (such 
  as dispel psionics) drives you out of the undead body and back 
  to your own.
  While in the body of the undead creature, you retain your 
  Intelligence, Wisdom, Charisma, level, class, base attack 
  bonus, base save bonuses, alignment, and mental abilities 
  (as well as psionic powers).
  The body retains its Strength, Dexterity, Constitution, hit 
  points, natural abilities, and special abilities.
  As a standard action, you can shift from the undead 
  creature to your body if it is within range, relinquishing 
  control of the undead creature.
  Doing this causes the power to end.
  If the undead creature is destroyed when your body is 
  beyond the range of the power, both you and the undead 
  creature die.
  Any life force with nowhere to go is treated as slain.
  If the power’s duration expires while you are in the undead 
  creature’s body, you return to your own body instantly 
  (unless your body is out of range or destroyed, in which 
  case you die).
  Augment: If you spend 2 additional power points, you 
  can attempt to assume control of an intelligent undead.
  In this case, the undead gets a Will saving throw to resist 
  the attempt.
  If the save fails, you control the undead’s body, but its mind 
  remains in the body you assume control over, and it can 
  attempt another saving throw every 1d4 rounds to force 
  you back into your own body (which means you could die 
  if your body is out of range at the time of a successful save).
  STYGIAN ERASURE
  Psychometabolism
  Level: Psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  A silvery-white curtain encompasses you, seeming to rise up from 
  the ground and stretch toward the heavens.
  When you manifest this power, you form a temporary bond 
  with the Positive Energy Plane that removes one negative 
  level you possess.
  Stygian erasure does not restore lost levels.
  Augment: For every 2 additional power points you spend, 
  you can remove one additional negative level.
  STYGIAN RAY
  Psychometabolism
  Level: Death 2, psion/wilder 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 round
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 3
  A black ray of energy springs from your outstretched hand to strike 
  your enemy.
  You form a momentary link between yourself and the 
  Negative Energy Plane, allowing you to release a black ray 
  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 
  for 1 round (see the Negative Levels sidebar on page 100).
  If the subject has at least as many negative levels as it has 
  Hit Dice, it is stunned for 1 round instead.
  On the following round, the subject regains lost levels.
  Usually, negative levels have a chance of permanently 
  draining the victim’s levels (or killing creatures with Hit 
  Dice equal to or less than the number of negative levels 
  gained), but the negative levels from stygian ray don’t last 
  long enough to do so.
  An undead creature struck by the ray gains 5 temporary hit 
  points that last for up to 1 round.
  
  172
  STYGIAN TOUCH
  Psychometabolism
  Level: Psychic warrior 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature touched/level
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 11
  Your fingertips darken until they are stained as black as the void.
  You form a momentary link between yourself and the 
  Negative Energy Plane, allowing you to suffuse your hands 
  with negative energy so that your touch weakens the life 
  force of living creatures.
  Each touch channels negative energy that bestows one 
  negative level on the target and grants you 5 temporary hit 
  points.
  Both the negative level and the temporary hit points last for 
  up to 1 hour.
  A successful Fortitude save negates the negative level and 
  prevents you from gaining the temporary hit points.
  You can use this melee touch attack once per manifester 
  level.
  An undead creature you touch gains 5 temporary hit points 
  that last for up to 1 hour, and you lose 5 hit points (no save).
  Augment: For every 2 additional power points you spend, 
  a negative level you bestow on a particular melee touch 
  attack that you designate lasts for 24 hours.
  STYGIAN VEIL
  Psychometabolism
  Level: Death 8, psion/wilder 8
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 15
  Your skin pales and your eyes darken to dead-black orbs.
  You form a momentary link between yourself and the 
  Negative Energy Plane that allows you to gain many of the 
  traits common to undead creatures.
  You are immune to mindaffecting spells and abilities, 
  poison, sleep effects, paralysis, stunning, disease, death 
  effects, extra damage from critical hits, nonlethal damage, 
  death from massive damage, ability drain, energy drain, 
  fatigue, exhaustion, and damage to physical ability scores.
  You are immune to any effect requiring a Fortitude save 
  unless it is harmless or affects objects.
  You need not breathe, eat, or sleep.
  For the duration of the power, you have no Constitution 
  score (—).
  You lose any bonus hit points gained from having a 
  Constitution bonus (though this can’t reduce your hit 
  points to less than 1 per Hit Die).
  If your Constitution modifier is normally a penalty, you 
  don’t gain any hit points by manifesting this power.
  Like an undead creature, you are damaged by positive 
  energy effects and healed by negative energy effects.
  You don’t actually gain the undead type by manifesting this 
  power.
  STYGIAN WARD
  Psychometabolism
  Level: Life 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 7
  You touch your target, and a green radiance begins to cover it, 
  spreading out from your point of contact.
  As death ward (PH 217), except as noted here.
  STYGIAN WEAPON
  Psychometabolism
  Level: Lurk 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Touch
  Target: One weapon touched
  Duration: 1 round
  Saving Throw: None (object)
  Power Resistance: Yes; see text
  Power Points: 3
  Tendrils of crackling black energy course from you into your 
  weapon.
  You form a momentary link between yourself and the 
  Negative Energy Plane, allowing you to empower your 
  weapon with fell energy.
  One melee attack you make in this round is infused with 
  negative energy.
  On a successful attack, your foe is treated as if struck with a 
  stygian ray (page 101).
  That creature’s power resistance (if any) applies to this 
  attack.
  TOUCH OF HEALTH
  Psychometabolism (Healing)
  Level: Life 1
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless) or Will half
  Power Resistance: Yes
  Power Points: 1
  A delicate chime resounds as your touch heals a creature’s minor 
  wounds.
  With a touch, you channel positive energy to cure 2 points 
  of damage to a target creature.
  If used against an undead creature, touch of health instead 
  deals 2 points of damage.
  An undead creature can attempt a Will save for half 
  damage.
  
  173
  Augment: For every additional power point you spend, 
  you can cure 2 additional points of damage to a target 
  creature, or deal 2 additional points of damage to undead.
  URBAN STRIDER
  Psychometabolism
  Level: Psion/wilder 1, psychic warrior 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 1
  Your legs appear to lengthen and take on more graceful lines, 
  promising greater feats of speed and agility.
  You enhance your ability to move rapidly through city 
  streets and across rooftops.
  You gain a +5 competence bonus on all Balance and Jump 
  checks.
  You do not need to make Balance checks when running or 
  charging across a sloped surface.
  You automatically succeed on all Jump checks to clear a
  horizontal distance of 5 feet or less, and you can make 
  standing long jumps and high jumps as if they were 
  running long jumps and high jumps.
  You can move at your full normal speed through crowds.
  Augment: If you spend 8 additional power points, you 
  can walk normally on any city surface as if it were level 
  ground.
  This includes perfectly vertical walls, glass windows, and 
  even clotheslines.
  Your speed remains unchanged, even when walking 
  straight up a wall.
  PSYCHOPORTATION
  ANTICIPATORY STRIKE
  Psychoportation
  Level: Psion/wilder 5, Time 5
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 9
  The air reverberates with an eager hum as your movements pick 
  up speed.
  You take your normal action for the round at the time that 
  you manifest this power, rather than waiting for your turn 
  to come up in the initiative sequence.
  In subsequent rounds, your place in the initiative order 
  does not change—you change the time when you act for 
  this round only.
  You can take a standard action and a move action, or a full-
  round action, just as you could if you were taking your 
  action at your normal place in initiative order.
  You can’t activate this power if you’re flat-footed, and you 
  can’t use the power a second time until after your next turn 
  has passed.
  For example, if you normally act on initiative count 15, you 
  could use this power to act again on initiative count 12, but 
  this means that you wouldn’t be able to act on the next 
  round at initiative count 15 (since you’ve already used that 
  turn’s actions), and you wouldn’t be able to use the power 
  again until after your next turn (that is, after the next 
  round’s initiative count 15).
  CALL ARMOR
  Psychoportation (Teleportation)
  Level: Justice 2, psychic warrior 1
  Display: Material
  Manifesting Time: 1 round
  Range: 0 ft.
  Effect: One suit of armor or shield; see text
  Duration: 1 min./level (D); see text
  Saving Throw: None
  Power Resistance: No
  Power Points: Justice 3, psychic warrior 1
  Armor appears on your body, answering your mental call.
  You call a suit of armor or a shield to you, seemingly from 
  thin air.
  (Actually, it is a real item snatched from some other 
  random location in space and time).
  You don’t have to see or know of the item to call it.
  In fact, you can’t ever call a specific item; you just specify 
  the kind (chain shirt, full plate, buckler, and so on).
  The item is made of ordinary materials appropriate for its 
  kind.
  Armor appears correctly donned, and a shield appears on 
  the proper arm.
  Armor and shields gained by call armor are distinctive due 
  to their astral glimmer.
  If a called suit of armor is ever off your body or you 
  relinquish your grip on a called shield for 2 or more 
  consecutive rounds, the object automatically returns to its 
  point of origin.
  (For this purpose, you’re considered to be wearing armor 
  when you’re donning or shedding it).
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 4 additional power points you spend, the item’s 
  enhancement bonus to Armor Class improves by 1.
  For example, if you spend 15 power points, you call a shield 
  or a suit of armor with a +3 enhancement bonus to Armor 
  Class.
  2. If you spend 4 additional power points, you can alter the 
  substance of the armor to make it mithral.
  If you spend 8 additional power points, you can make it 
  adamantine.
  DIMENSION DOOR, PSIONIC
  Psychoportation (Teleportation)
  Level: Lurk 4, psion/wilder 4, psychic warrior 4
  Display: Visual
  Manifesting 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)
  Power Resistance: No and yes (object)
  Power Points: 7
  
  174
  You step into a black spherical void; when you step out, you are 
  somewhere else.
  As dimension door (PH 221), except as noted here.
  Augment: This power appears in Expanded Psionics 
  Handbook (page 92), but it has been updated here with new 
  augmentation options.
  A character who already knows the power also knows these 
  new augmentations, which can be applied individually or 
  all at once.
  1. If you spend 2 points less than the given power point 
  cost, you manifest this power as a full-round action.
  2. If you spend 2 points less than the given power point 
  cost, you teleport yourself and touched objects or other 
  touched willing creatures up to 20 feet.
  3. If you spend 2 additional power points, the visual display 
  of the power is particularly dazzling.
  The bright flash left behind when you vacate an area 
  dazzles all remaining creatures within a 10-foot radius of 
  your previous position.
  4. If you spend 6 additional power points, you can manifest 
  this power as a move action.
  This option cannot be used in conjunction with 
  augmentation option 1.
  DIMENSION HOP
  Psychoportation (Teleportation)
  Level: Freedom 1
  Display: Auditory
  Manifesting Time: 1 swift action
  Range: 10 feet
  Target: You
  Duration: Instantaneous
  Power Points: 1
  With a soft chime, you disappear and reappear nearby.
  You instantly move to an unoccupied square up to 10 feet 
  away within line of sight.
  Augment: For every additional power point you spend, 
  you can move an additional 5 feet.
  DIMENSION TWISTER
  Psychoportation (Teleportation)
  Level: Psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One Medium or smaller creature, or one object 
  weighing up to 300 lb.
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  Your foe is sucked down a vortex of shimmering silver energy, only 
  to appear at a nearby location, hurt and twisted by the passage.
  The subject of the power is violently displaced in space.
  In effect, the subject appears to be sucked down a vortex of 
  shimmering silver energy, only to be instantly spat out in 
  the new location, in the direction you specify (within 
  range).
  The subject reappears in the same orientation as before.
  However, the rift in space you create to enable this 
  movement is crudely rendered, and the target takes 5d6 
  points of damage in the transition.
  If the space into which the subject reappears is occupied, 
  he appears in the closest unoccupied space, still in his 
  original orientation.
  Determine the closest space randomly if necessary.
  Augment: You can augment this power in one or more of 
  the following ways.
  1. For every 2 additional power points you spend, you can 
  affect a creature of one size category larger, or double the 
  weight of an object to be affected.
  2. For every 2 additional power points you spend, the 
  subject is moved an additional 5 feet.
  3. For every 2 additional power points you spend, the 
  subject takes an additional 1d6 points of damage.
  DIMENSIONAL POCKET
  Psychoportation
  Level: Lurk 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One unattended object, weighing up to 1 lb./level
  Duration: 1 hour/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  With a touch of your hand, a small object is sent into safekeeping.
  Your touch transfers an unattended object to an 
  extradimensional pocket hidden in the palm of your hand.
  The dimensional pocket is invisible and weightless, 
  regardless of its contents.
  When the power ends or is dismissed, the object returns to 
  your hand (or next to your hand if you cannot hold it).
  You can manifest this power again before its duration 
  elapses, in which case the stored object remains stored and 
  the duration resets to 1 hour/level.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every additional power point you spend, you can 
  store an additional pound per level (but still only one 
  object).
  2. If you spend 2 additional power points, you gain the 
  ability to dismiss this power as a swift action.
  ELEMENTAL STEWARD
  Psychoportation [see text]
  Level: Elements 1, psion/wilder 2
  Display: Visual
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  A small rent appears in the fabric of space, and through it steps a 
  small humanoid, surrounded by a nimbus of energy.
  Choose one of the four kinds of elemental stewards (page 
  130): emberling (fire), geodite (sonic), arctine (cold), or 
  tempestan (electricity).
  The kind you choose appears where you designate and acts 
  immediately, on your turn.
  It attacks your opponents to the best of its ability.
  
  175
  If you can communicate with the elemental steward, you 
  can direct it not to attack, to attack particular enemies, or to 
  perform other actions.
  Elemental stewards can be summoned only into an area 
  that can support them.
  For example, you cannot summon an emberling into an 
  aquatic environment.
  The type of elemental steward you summon determines the 
  subtype of this power.
  For example, elemental steward is considered to be a fire 
  power when you summon an emberling.
  Augment: For every 2 additional power points you spend, 
  you have a chance to summon one additional elemental 
  steward.
  Each additional steward you attempt to summon has a 50% 
  chance of appearing.
  All elemental stewards must be of the same kind.
  ETHEREAL ABDUCTION
  Psychoportation
  Level: Psion/wilder 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 11
  Misty tendrils snake from nowhere to wrap themselves around 
  your opponent, dragging him inexorably into ethereal captivity.
  You can force another creature and its equipment onto the 
  Ethereal Plane.
  Until the duration expires, the creature is stuck on the 
  Ethereal Plane unless it has another way of leaving.
  You can also use this power while on the Ethereal Plane to 
  pull a creature to you from the Material Plane.
  For all other purposes, this power functions like psionic 
  ethereal jaunt (EPH 105).
  Augment: For every additional power point you spend, 
  you can affect one additional creature.
  EVADE ATTACK
  Psychoportation
  Level: Lurk 2, nomad 2
  Display: Visual
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  A shimmering, translucent blue sphere blinks into existence 
  around you, remaining intact just long enough to deflect an attack 
  of opportunity.
  You warp space, briefly creating a shimmering, translucent 
  blue sphere around yourself that deflects one attack of 
  opportunity you provoke with your move action.
  Augment: If you spend 4 additional power points, you 
  can attempt to avoid one successful regular attack made 
  against you (instead of an attack of opportunity).
  To successfully evade a regular attack, you must make a 
  manifester level check (1d20 + your manifester level, 
  maximum +10) against a DC of 15.
  If you succeed, the attack misses.
  INCONSTANT LOCATION
  Psychoportation (Teleportation)
  Level: Chaos 6, psion/wilder 6, psychic warrior 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute
  Power Points: 11
  Your frame seems to shimmer, its outline vaguely blurred as you 
  disappear and reappear around the battlefield.
  You teleport yourself around the battlefield, making it hard 
  for your enemies to pin you down.
  At the beginning of each of your turns, as a swift action, 
  you can teleport yourself to any other space to which you 
  have line of sight, as long as that space is no farther than 
  you could move in one normal move action.
  You can bring along objects as long as their weight doesn’t 
  exceed your maximum load.
  This transport is instantaneous and does not provoke 
  attacks of opportunity.
  Once you teleport, you can take your actions for the round 
  normally.
  You do not have to adjust your location each round, but the 
  duration counts down just the same.
  Augment: For every additional power point you spend, 
  the duration of this power is extended by 1 round.
  LARVAL FLAYERS
  Psychoportation
  Level: Psion/wilder 2
  Display: Auditory
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1d3 summoned larval flayers
  Duration: 1 round/level (D)
  Saving Throw: None; see text
  Power Resistance: No
  Power Points: 3
  A sick tearing noise heralds the arrival of several eyeless, squiggling 
  creatures that resemble tadpoles, each a full 2 feet in length.
  Their small, lampreylike mouths are obscured by a disquieting 
  mass of tentacles.
  This power calls 1d3 psionic creatures known as larval 
  flayers (page 133).
  The larval flayers appear where you designate and act 
  immediately, on your turn.
  (As Tiny creatures, they initially appear together in the 
  same square).
  They attack your opponents to the best of their ability.
  If you can communicate with the creatures, you can direct 
  them not to attack, to attack particular enemies, or to 
  perform other actions.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 2 additional power points you spend, you can 
  call one additional larval flayer.
  
  176
  2. For every 2 additional power points you spend, one of the 
  larval flayers you call appears already attached to a foe in 
  range that you specify and can use its brain sap ability (page 
  133) unless the selected foe succeeds on a Reflex saving 
  throw.
  PLANAR CHAMPION
  Psychoportation [see text]
  Level: Psion/wilder 7
  Display: Visual
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 13
  The shimmer of a silver aura (or a cloud of foul gray smoke) 
  heralds the arrival of a fantastic extraplanar being.
  When you manifest this power, you must choose whether 
  to call a champion of good (a sibyllic guardian, page 135) or 
  a champion of evil (a cerebrilith, EPH 193).
  The power gains the good or evil descriptor, respectively.
  If you are good-aligned, you must choose a sibyllic 
  guardian, and if you are evil-aligned, you must choose a 
  cerebrilith.
  If your alignment has no good or evil component, you can 
  choose either version of the power.
  The champion you choose 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 champion, you can direct 
  it not to attack, to attack particular enemies, or to perform 
  other actions.
  A planar champion called with this power does not have its 
  summoning ability, if any.
  Augment: For every 6 additional power points you spend, 
  you summon one additional champion of the same type.
  PSYCHOPORTIVE SHELTER
  Psychoportation
  Level: Psion/wilder 2
  Display: Visual
  Manifesting Time: 10 minutes
  Range: 10 ft.
  Effect: Extradimensional space
  Duration: 1 hour/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  A distortion in the space around you heralds the creation of an 
  extradimensional pocket whose entrance appears as a faint 
  shimmer in the air.
  You mentally grab an adjacent bubble of empty 
  extradimensional space and stretch it so that it connects 
  locally.
  The shelter has a single entrance on the plane on which it 
  was created.
  The entry point looks like a faint shimmer in the air that is 
  7 feet in diameter.
  You and other creatures can enter the shelter at will.
  The shelter holds up to seven creatures of Large or smaller 
  size.
  From inside the shelter, you can look out of the entrance as 
  if you were looking through a window.
  However, creatures in the shelter are hidden, beyond the 
  reach of powers (including clairsentient probes), unless 
  those powers work across planes.
  Powers cannot be manifested across the extradimensional 
  interface, nor can area effects cross it.
  Once inside the shelter, you can take a standard action to 
  will the exterior entrance to become invisible on the plane 
  on which it was created.
  You can still see out of the entrance, but creatures on the 
  plane of origin can’t see in, even if they’re able to discern 
  the shimmering entrance itself.
  When the power ends, anything inside the shelter is 
  expelled.
  Augment: For every additional power point you spend, 
  the shelter can hold one additional creature of any size.
  SHADOW EFT
  Psychoportation [Evil]
  Level: Psion/wilder 4
  Display: Auditory and visual
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned shadow eft
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  A deep tone presages the appearance of an awful shape made half 
  of bone and half of black so concentrated it has taken on form.
  It looks like a faceless, wingless demon.
  Its bony claws are long and tipped with the void.
  This power calls a creature known as a shadow eft (page 
  134).
  The shadow eft 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 eft, you can direct it not 
  to attack, to attack particular enemies, or to perform other 
  actions.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 4 additional power points you spend, you 
  summon one additional shadow eft.
  2. For every 2 additional power points you spend, one 
  shadow eft you call appears already hiding in a shadow you 
  specify (see the creature’s hide in shadow ability).
  However, foes gain an immediate Spot check to detect the 
  hidden eft.
  SHADOW WALK, PSIONIC
  Psychoportation
  Level: Light and Darkness 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One touched creature/level
  Duration: 1 hour/level
  Saving Throw: Will negates
  
  177
  Power Resistance: Yes
  Power Points: 9
  You and the creatures you touch are shrouded with dark tendrils 
  that writhe around your bodies.
  As shadow walk (PH 277), except as noted here.
  TEMPORAL REITERATION
  Psychoportation
  Level: Nomad 5
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 9
  A temporal fire encompasses your body.
  Within its time-defying flames, you gain a moment of stasis.
  The past round does not count as time spent from the 
  duration of ongoing effects on you such as rage, spell 
  duration, and poison.
  Manifesting this power effectively increases their duration 
  for you by 1 round.
  Augment: For every 4 additional power points you spend, 
  you can share the power’s effect with one additional person 
  who is within 30 feet of you at the time you manifest the 
  power.
  TELEPATHY
  CEREBRAL PHANTASM
  Telepathy [Fear, Mind-Affecting]
  Level: Psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  A dark flash in the corner of your subconscious awakens inner 
  demons of the target’s mind.
  You and others see only a vague shape as it lurches forward and 
  envelops the target.
  You haul a horror lurking beneath the target’s protective 
  sanity into reality and thrust it into her waking mind.
  Everyone sees something different, but many witness a 
  nightmare of eyes, tentacles, dripping slime, and gnashing 
  mouths all screaming atonally.
  Everyone other than the target sees only a vague shape that 
  lurches forward and envelops her.
  If the target fails her Will saving throw, she takes 3d6 
  points of nonlethal damage and is dazed for 1d4 rounds, 
  though she continues to scream, cry, and froth during that 
  time.
  If the target makes her Will save, she takes no damage and 
  is not dazed.
  Augment: For every 2 additional power points you spend, 
  the power’s save DC increases by 1.
  CHAOS FISSURE
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Chaos 8
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation centered on a creature, 
  object, or point in space
  Duration: 1 round/level (D)
  Saving Throw: Will negates or none (object); see text
  Power Resistance: Yes or no (object); see text
  Power Points: 15
  The area you indicate roils with the force of chaos.
  The air shivers with flashes of light and moans with discordant 
  notes.
  When you manifest this power, complete chaos prevails in 
  the affected area.
  All psionic powers are manifested as if using the wilder’s 
  wild surge class feature (DMG 31) with the possibility of 
  psychic enervation.
  The wild magic planar trait (DMG 149) is applied to all 
  spells cast and spell-like abilities used in the area.
  EIDETIC LOCK
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: 1 willing creature
  Duration: 1 day/level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 1
  The mental image of a large metallic deadbolt sliding into place is 
  accompanied by a resounding mental click.
  You can telepathically embed an image or a short passage of 
  text into the long-term memory of a single creature.
  The creature can, any time within the duration of the 
  power, thoroughly describe the image or recite the passage
  verbatim.
  The limit to this ability is an image of a single nonmoving 
  figure, or a passage of a nonmagical or nonpsionic nature of 
  up to 500 words.
  If the creature has artistic skill (5 or more ranks in Craft 
  [painting]), it can also reproduce the image on canvas.
  If the creature can’t read the language in which a passage is 
  written but has skill in calligraphy (5 or more ranks in Craft 
  [calligraphy]), it can reproduce the passage.
  If the creature can read the language in which a passage is 
  written, it can reproduce the passage without needing the 
  Craft skill.
  Augment: If you spend 4 additional power points, the 
  duration of the power becomes instantaneous.
  The information becomes permanently locked in the 
  creature’s mind.
  EMPATHIC TRANSFER, HOSTILE
  Telepathy [Mind-Affecting]
  Level: Pain and Suffering 3, psychic warrior 3, telepath 3
  Display: Auditory and material
  
  178
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round or until discharged
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 5
  A sharp cry of pain splits the air as your wounds disappear and 
  reappear on your target.
  You transfer your hurt to another.
  When you manifest this power and make a successful 
  touch attack, you can transfer up to 25 points of damage 
  from yourself to the touched creature.
  You cannot transfer more points than the damage you have 
  already taken.
  You immediately regain hit points equal to the amount of 
  damage you transfer.
  You cannot use this power to gain hit points in excess of 
  your full normal total.
  The transferred damage is empathic in nature, so powers 
  and abilities the subject might have (such as damage 
  reduction and regeneration) do not lessen or change this 
  damage.
  The damage transferred by this power has no type, so even 
  if the subject has immunity to the type of damage you 
  originally took, the transfer occurs normally and deals 
  damage to the subject.
  Augment: You can augment this power in one or both of 
  the following ways:
  1. For every additional power point you spend, you can 
  transfer an additional 5 points of damage.
  2. For every 2 additional power points you spend, you can 
  affect one additional target within 20 feet of you.
  Starting with the creature touched and continuing to the 
  next closest creature, each target takes half the damage this 
  power would deal (with a Will save to further reduce the 
  damage) until each target has taken damage or you have 
  been restored to maximum hit points.
  EXHALATION OF THE BRONZE DRAGON
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 3, psychic warrior 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft. cone
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  The spectral image of a bronze dragon encompasses your entire
  body as you open your mouth and exhale a cloud of shimmery 
  breath.
  Your mouth spews forth a gas that repulses targets.
  Creatures within the cone must succeed on a Will save or 
  be compelled to do nothing but move away from you for 
  1d4 rounds.
  Augment: For every 2 additional power points you spend, 
  the power’s save DC increases by 1.
  INCITE BRAVERY
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Justice 2, psychic warrior 2
  Display: Auditory
  Manifesting Time: 1 swift action
  Range: 20 ft.
  Area: 20-ft.-radius spread, centered on you
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 3
  Trumpets blare and drums crash, inspiring you and your allies to 
  acts of bravery.
  You and your allies within 20 feet become immune to fear 
  effects.
  Augment: If you spend 4 additional power points, you 
  can increase the duration of this power to 10 minutes per 
  level.
  MENTAL TURMOIL
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Corruption and Madness 3, Pain and Suffering 3
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1d4+1 rounds
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  Your target’s body stiffens as it feels you set barriers inside its mind.
  You set a mental barrier in the target’s mind, preventing it 
  from using abilities that require mental calm.
  While under the effect of this power, the target can not use 
  any Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and Ride), 
  the Concentration skill, or any abilities that require 
  patience or concentration.
  In addition, the target can’t cast spells, manifest powers, use 
  spell-like or psi-like abilities, or activate magic items that 
  require a command word, a spell trigger (such as a wand), or 
  spell completion (such as a scroll) to function.
  The target can use any feat it has except Combat Expertise, 
  item creation feats, metamagic feats, and metapsionic feats.
  Augment: For every 2 additional power points you spend, 
  the power’s save DC increases by 1 and the power can affect 
  an additional target.
  Any additional target must be within 15 feet of another 
  target of the power.
  POWER THIEF
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Consumption 7
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous; see text
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 13
  You reach into a psionics-using creature’s mind and extract the 
  knowledge of one of its available powers.
  
  179
  When you use this power, you steal one of the subject 
  creature’s available powers, but you must use it quickly or 
  lose it.
  If the target fails its save, you gain the use of one of its 
  powers, and it loses power points equal to its manifester 
  level minus 2.
  You must then activate the stolen power before the end of 
  your next turn, or it fades away and is lost to you.
  The subject regains the stolen power alter 1 minute.
  The level of the stolen power is one lower than the highest 
  level of power the target knows.
  For example, you steal a 5th-ievel power from an 11th-level 
  psion.
  The specific power stolen is determined randomly.
  You can manifest the power once as a psilike ability.
  Augment: For every additional power point you spend, 
  you can retain the stolen power for 1 additional round 
  before you must use it or lose access to it.
  PRIMAL FEAR
  Telepathy [Mind-Affecting]
  Level: Corruption and Madness 1, psion/wilder 1, psychic 
  warrior 1
  Display: Mental
  Manifesting Time: 1 swift action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature with an Intelligence of 3 or 
  higher
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  When you look at your foe, images of terror blossom in its mind—
  images only it can see.
  Primal fear slips past the target’s mental defenses to blast his 
  subconscious mind with pure visceral terror.
  The victim can’t even describe what he saw, but he is 
  shaken for 1 round.
  This effect doesn’t stack with other fear effects.
  Augment: For every additional power point you spend, 
  you can designate an additional target for the spell.
  PROTECTION FROM EVIL, PSIONIC
  Telepathy
  Level: Good 1
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless)
  Power Resistance: No; see text for protection from evil
  Power Points: 1
  Your target glows with a soft light; a sighing sound is barely 
  audible, and then fades.
  As protection from evil (PH 266), except as noted here.
  PROTECTION FROM GOOD, PSIONIC
  Telepathy
  Level: Evil 1
  Your target glows with a red light, and a grating sound is heard.
  As psionic protection from evil (see above), except as noted 
  here.
  PSYCHIC CONTAINMENT
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 3
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One psionic creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  A feeling of hopelessness overcomes your enemy as you erect a 
  barrier in his mind.
  You can temporarily prevent a psionic creature from using 
  its psionics or psilike abilities.
  Reaching into its mind, you build a wall between its ego 
  and the rest of its psyche.
  (Any powers already active continue to work unless 
  concentration is required, but the target can’t manifest new 
  powers for the duration).
  Each round, as a fullround action on its turn, the subject 
  can attempt another saving throw to break the containment 
  and resume vising its psionic abilities.
  If the save is successful, the duration of psychic containment
  ends.
  Augment: For each additional power point you spend, 
  you can affect one additional psionic creature.
  PSYCHOTIC BREAK
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Pain and Suffering 5, psion/wilder 5
  Display: Visual
  Manifesting 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
  Power Resistance: Yes
  Power Points: 9
  A brain-bending burst of swirling light detonates over your foes.
  You broadcast a telepathic cacophony calculated to snap the 
  minds of those caught within the area.
  Affected subjects undergo a psychotic break and begin to 
  attack the nearest creature (for this purpose, a psicrystal 
  doesn’t count as a creature).
  Any psychotic character who is attacked automatically 
  attacks its last attacker on its next turn, as long as the 
  duration continues.
  A psychotic 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).
  Augment: For every 2 additional power points you spend, 
  the power’s save DC increases by 1.
  SERENITY
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 2, Repose 2
  
  180
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Concentration, up to 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  The sweet, calming scent of jasmine lingers in the air.
  You can reach into the mind of one creature and calm its 
  agitation.
  You do not gain control over the creature, but you can stop 
  it from fighting.
  The target cannot take violent actions or do anything 
  destructive.
  However, it can defend itself.
  Any aggressive action or damage dealt to an affected 
  creature breaks your compulsion and allows the creature to 
  act normally.
  This power suppresses all morale bonuses and immediately 
  brings a barbarian out of rage.
  It also suppresses fear effects and removes the confused 
  condition.
  When serenity’s duration elapses, the original power, spell, 
  or effect takes hold of the creature again, provided that its 
  duration has not expired in the meantime.
  Augment: For every 2 additional power points you spend, 
  you can affect one additional creature, no two of which can 
  be more than 30 feet apart.
  SPIRIT OF WAR
  Telepathy
  Level: Conflict 8
  Display: Mental
  Manifesting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius emanation, centered on you
  Duration: 1 round/level
  Power Points: 15
  You channel the raw spirit of war, giving nearby allies incredible 
  battle prowess.
  You emanate an aura that grants you and your allies within 
  the area several benefits.
  First, affected creatures gain a +4 competence bonus on 
  attack rolls and damage rolls.
  Second, each affected creature gains a +10 insight bonus on 
  a single saving throw that it can use once at any time during 
  the duration of the power.
  Finally, each creature can automatically confirm a critical 
  hit once during the duration of the power.
  SUGGESTION, IMPLANTED
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 4
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5ft./2 levels)
  Target: One creature
  Duration: 1 day/level or until completed
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You give a sharp, penetrating look at your target, implanting a 
  command within its mind, just waiting to make itself felt.
  This power is nearly identical to suggestion (PH 285), with a 
  few important differences.
  When this power is manifested, you implant a telepathic 
  suggestion in the mind of the subject and establish a set of 
  circumstances that trigger the suggestion.
  You must be able to describe the trigger in no more than 
  two sentences.
  Example triggers include “Midnight tomorrow evening”, 
  “When Lord ir’Daza mentions the weather”, or “Wait two 
  days, then as soon as you see the king”.
  When the trigger event occurs, the subject senses the 
  implanted suggestion and acts accordingly.
  The suggestion is telepathic and is not language-dependent; 
  the victim will not be able to explain later why he acted the 
  way he did.
  Aura sight (EPH 79) reveals the presence of a latent 
  implanted suggestion, and aura alteration (EPH 78) can be used 
  to remove it.
  If the duration of the power expires before the suggestion 
  is triggered, it fades away harmlessly.
  The target makes his saving throw when the power is 
  manifested, so you know whether your suggestion was 
  placed successfully.
  Augment: For every 2 additional power points you spend, 
  this power can affect an additional target.
  Each additional target must be within 15 feet of another 
  target of the power.
  All targets must receive the same triggering instructions.
  URGE EXTERMINATION
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 9
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 90 or fewer hp
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 17
  A single indecipherable syllable erupts from the lips of your 
  opponent as it collapses lifeless to the ground.
  You issue a psychic command that instantly kills one 
  creature of your choice by shutting down its mind.
  Creatures with more than 90 hit points are unaffected by 
  urge extermination.
  Augment: For every additional power point you spend, 
  you can affect a creature with 10 more hit points.
  For example, if you spend 2 additional power points when 
  manifesting urge extermination, you can affect one living 
  creature with 110 or fewer hit points.
  ZONE OF ALERTNESS
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Lurk 2, psion/wilder 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: 10 ft.
  Targets: You and all allies within 10 ft.
  
  181
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 3
  A call for unification extends from you across the mental plane, 
  offering your allies the benefits of a linked consciousness.
  If you or any ally within 10 feet of you is aware of a 
  particular danger, you all are.
  If one person included in this power is not flat-footed, none 
  of you are.
  You and the allies you select gain a bonus on Spot and 
  Listen checks equal to the number of linked allies in range.
  As long as your allies stay within 10 feet of your position, 
  they continue to gain the benefits of this power.
  As soon as they move more than 10 feet away from you, the 
  effect ends for them and can be regained only if the power 
  is manifested on them again.
  Augment: You can augment this power in one or more of 
  the following ways.
  1. If you spend 4 additional power points, you can increase 
  the duration of this power to 10 minutes per level.
  2. If you spend 6 additional power points, you can specify 
  that no one in the range of this power is considered flanked 
  unless you all are.
  3. If you spend 6 additional power points, you can manifest 
  this power as a swift action.
  4. For every 2 additional power points you spend, you can 
  extend the range by 5 feet.
  5. For each additional power point you spend, you can 
  increase the bonus on Spot and Listen checks by 1.
  ZONE OF TRUTH, PSIONIC
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Justice 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation
  Duration: 1 min./level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You create an area infused with a soft, golden light in which only 
  truth can he spoken.
  As zone of truth (PH 303), except as noted here.
  DRAGON MAGIC (3.5)
  METACREATIVITY
  AMETHYST BURST
  Metacreativity (Creation) [Force]
  Level: Psion/wilder 2
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: No
  Power Points: 3
  You form a mole of psionic energy in your chest, wrapping lairs of 
  crystalline ectoplasm around it.
  When the crystal is large enough, yon let it burst forth from your 
  chest and fly toward your enemies.
  Upon manifesting this power, you propel a violet 
  crystalline pellet out to a chosen point, where it explodes 
  with concussive force.
  The explosion deals 2d6 points of damage to every creature 
  hit.
  Augment: For every 2 additional power points you spend, 
  this power’s damage increases by 1d6 points, and the 
  power’s save DC increases by 1.
  CRYSTAL BODY
  Metacreativity (Creation)
  Level: Psion/wilder 5
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 13
  You visualize your heart pumping blood through your body, then 
  slowing, then stopping, and finally turning into a cut diamond.
  You channel energy into that diamond, feeling a cool shiver as 
  your body turns to clear, hard crystal.
  Upon manifesting this power, your body turns into living 
  crystal, which grants you the following resistances and 
  abilities.
  • You gain damage reduction 5/adamantine.
  • You gain immunity to blindness, critical hits, ability score 
  damage, deafness, disease, drowning, electricity, poison, 
  stunning, sleep and paralysis effects, and all spells or attacks 
  that affect your physiology or respiration (because you have 
  no physiology or respiration while crystal body is in effect).
  • You take only half damage from acid, cold and sonic 
  attacks.
  • Your unarmed attacks deal slashing damage equal to a 
  short sword sized for you (1d4 points for Small characters 
  or 1d6 for Medium characters), and you are considered 
  armed when making unarmed attacks.
  You also gain the following vulnerabilities and conditions:
  • You become vulnerable to all special attacks that affect 
  crystalline creatures.
  • You cannot drink (and thus can’t use potions) or play wind 
  instruments.
  • Your weight increases by a factor of five, 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 duration 
  of crystal body expires.
  PSYCHOKINESIS
  GEMSTONE BREATH
  Psychokinesis
  Level: Psion/wilder 4
  Display: Auditory
  Manifesting Time: 1 swift action
  
  182
  Range: 30 ft. or 60 ft.
  Area: Cone-shaped burst or line-shaped burst; see text
  Duration: 1 round/level or until expended
  Saving Throw: See text
  Power Resistance: Yes
  Power Points: 7
  You channel mental power into your lungs, feeling it swirl and 
  radiate as you transform the air inside you into a powerful psionic 
  force, struggling to burst forth from your lips.
  Upon manifesting this power, you gain a breath weapon 
  similar to that of a crystal dragon (Monster Manual II 81)—a 
  30-foot cone of brilliant light that deals 2d6 points of 
  damage and blinds each creature within its area for 1 round.
  A successful Reflex save halves the damage and negates the 
  blinding effect.
  You can use this breath weapon as a standard action, but 
  you can’t use it in consecutive rounds.
  Once you have used the breath weapon a number of times 
  equal to 1/2 your manifester level, the power is expended.
  Augment: if you spend an additional 2 power points, you 
  instead gain a breath weapon similar to that of a sapphire 
  dragon (Monster Manual II 84), and the save DC increases by 
  1.
  This breath weapon takes the form of a 30-foot cone that 
  deals 4d6 points of sonic damage and renders each creature 
  within its area shaken for 1 round.
  A successful Reflex save halves the damage, and a 
  successful Will save negates the shaken effect.
  If you spend an additional 4 power points, you instead gain 
  a breath weapon similar to that of an amethyst dragon 
  (Monster Manual II 79), and the save DC increases by 2.
  This breath weapon takes the form of a 60-foot line that 
  deals 6d6 points of damage.
  The breath weapon is a force effect.
  A successful Reflex save halves the damage.
  If you spend an additional 6 power points, you instead gain 
  a breath weapon similar to that of an emerald dragon 
  (Monster Manual II 82), and the save DC increases by 3.
  This breath weapon takes the form of a 30-foot cone that 
  deals 8d6 points of sonic damage and deafens each creature 
  within the area for 1 minute.
  A successful Reflex save halves the damage, and a 
  successful Fortitude save negates the deafness.
  If you spend an additional 8 power points, you instead gain 
  a breath weapon similar to that of a topaz dragon (Monster 
  Manual II 85), and the save DC increases by 4.
  This breath weapon takes the form of a 30-foot cone that 
  dehydrates living creatures within the area, dealing 10d6 
  points of damage.
  A successful Reflex save halves the damage.
  PSYCHOMETABOLISM
  CHANNELTHE PSYCHIC DRAGON
  Psychometabolism
  Level: Psion/wilder 1, psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 1
  In your mind’s eye, you picture a dragon made of gemstone.
  You pour psionic energy into this image, constantly refining its 
  every detail.
  Then you allow the image to fade from your mind, feeling the 
  energy you poured into it seep into your own body.
  Upon manifesting this power, your body gains abilities 
  drawn from the collective subconscious of crystal dragons 
  (Monster Manual II 81).
  You gain a +5 competence bonus on Diplomacy checks and 
  resistance to cold 5.
  Augment: If you spend an additional 2 power points, you 
  instead draw upon the powers of sapphire dragons (Monster 
  Manual II 84).
  Instead of gaining the abilities noted above, you gain a +5 
  competence bonus on Climb checks and resistance to 
  electricity 10.
  If you spend an additional 4 power points, you instead draw 
  upon the abilities of amethyst dragons (Monster Manual II 
  79).
  Instead of gaining the abilities noted above, you gain a +5 
  competence bonus on Balance and Escape Artist checks, 
  immunity to magic missile spells, and a +5 bonus on saves 
  against spells and powers with the force descriptor.
  If you spend an additional 6 power points, you instead draw 
  upon the abilities of emerald dragons (Monster Manual II
  82).
  Instead of gaining the abilities noted above, you gain a +5 
  competence bonus on Bluff and Sense Motive checks and 
  resistance to sonic 20.
  If you spend an additional 8 power points, you instead draw 
  upon the abilities of topaz dragons (Monster Manual II 85).
  Instead of gaining the abilities noted above, you gain a +10 
  competence bonus on Intimidate and Swim checks and 
  resistance to cold 30.
  You also gain the ability to breathe water (as if under the 
  effect of a water breathing spell).
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  CLAIRSENTIENCE
  ANCHORED NAVIGATION
  Clairsentience
  Level: Seer 4
  Display: Material and olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: 7
  You know where you are in relation to a fixed starting 
  point, which is essential for setting up a mishap-free teleport 
  beacon.
  While the duration lasts, you are aware of your exact 
  distance and route (physical or psychoportive) back to a 
  fixed starting point.
  The “anchored” starting point is your exact location when 
  you manifest the power.
  
  183
  To designate other anchored starting points, you must 
  manifest this power multiple times and be present at the 
  desired locations when you do so.
  For instance, if you designated a starting point using this 
  power before entering a potentially dangerous area, you can 
  instantly manifest teleport to return to the starting point 
  with no chance of mishap, no matter how little time you 
  spent at that location (as long as you spent enough time to 
  manifest this power).
  You can also retrace your steps through a maze 
  automatically while the power lasts, without resorting to a 
  map.
  Anchored navigation grants you a mindlink with one 
  designated creature who remains within a 60-foot radius of 
  the starting point, regardless of the distance between you 
  and the creature.
  The use of anchored navigation is confined to the plane of 
  existence where you manifest it.
  Augment: If you spend 6 additional power points, the 
  effect of this power extends across all planar boundaries.
  AURA SIGHT
  Clairsentience
  Level: Psion/wilder 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation centered on you
  Duration: Concentration, up to 10 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You discern auras.
  Auras are invisible to the naked eye, but to a psionic viewer 
  manifesting this power they appear as glowing halos or 
  envelopes of colored light that surround all objects.
  The color of each aura reveals information to the psionic 
  character.
  The amount of information revealed depends on how long 
  you study a particular area.
  1st Round: Presence of good and evil auras in the area.
  You can’t pin an aura to a particular object or individual at 
  this stage; instead, you see a colored haze suffusing the area.
  (This power can detect lawful and chaotic auras as well, but 
  doing so requires a separate manifestation that focuses only 
  on that alignment axis).
  2nd Round: Number of auras (creatures, objects, powers, or 
  spells) in the area.
  You know how many auras are in the area, even though 
  each aura doesn’t resolve to its actual location quite yet.
  3rd Round: The owner of each aura is revealed, unless the 
  individual is outside your line of sight.
  If a creature whose aura you detect has 5 or more Hit Dice 
  than you do, you are overwhelmed by its presence and 
  dazed for 1 round, and the power ends.
  Augment: For every 2 additional power points you spend, 
  this power’s range increases by 5 feet.
  BEND REALITY
  Clairsentience
  Level: Psion/wilder 8
  Display: Visual
  Manifesting Time: 1 standard action
  Range: See text
  Target, Effect, or Area: See text
  Duration: See text
  Saving Throw: None; see text
  Power Resistance: Yes
  Power Points: 15, XP
  Bend reality lets you create nearly any type of effect.
  For example, bend reality can do any of the following:
  • Duplicate any psion power of 6th level or lower, provided 
  the power is not of a discipline prohibited to you.
  • Duplicate any other power (but not a spell) of 5th level or 
  lower, provided the power is not of a discipline prohibited 
  to you.
  • Duplicate any psion power of 5th level or lower, even if 
  it’s of a prohibited discipline.
  • Duplicate any other power (but not a spell) of 4th level or 
  lower, even if it’s of a prohibited discipline.
  • Undo the harmful effects of many powers, such as psionic 
  dominate, 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 –8 penalty on its next 
  saving throw.
  A duplicated power allows saving throws and power 
  resistance as normal (but the save DC is for a 8th-level 
  power).
  When bend reality duplicates a power that has an XP cost, 
  you must pay that cost or 300 XP, whichever is more.
  When bend reality duplicates a spell with a material 
  component, you must pay additional XP equal to the value 
  of the material component divided by 5.
  XP Cost: 300 XP or more (see above).
  CLAIRTANGENT HAND
  Clairsentience (Scrying)
  Level: Seer 5
  Display: Auditory, mental, and visual
  Manifesting Time: 1 standard action
  Range: See text
  Area: See text
  Duration: Up to 1 min./level; see text (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  You can emulate a far hand effect at any distance while 
  simultaneously emulating clairvoyant sense to target your far 
  hand; see the appropriate power descriptions.
  Clairtangent hand’s duration is up to 1 minute per level 
  when used with a far hand effect.
  Augment: If you spend 8 additional power points, you 
  can emulate clairvoyant sense in conjunction with either 
  telekinetic force, telekinetic maneuver, or telekinetic thrust, but 
  this power’s duration expires as soon as any of the noted 
  telekinetic powers deals damage.
  CLAIRVOYANT SENSE
  Clairsentience (Scrying)
  Level: Seer 2
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: See text
  
  184
  Effect: Psionic sensor
  Duration: 1 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You can see and hear a distant location 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, 
  such as behind a door, around a corner, or in a grove of 
  trees.
  Once you have selected the locale, the focus of your 
  clairvoyant sense doesn’t move, but you can rotate it in all 
  directions to view the area as desired.
  Unlike other scrying powers, this power does not allow 
  psionically or supernaturally enhanced senses to work 
  through it.
  If the chosen locale is magically or psionically dark, you see 
  nothing.
  If it is naturally pitch black, you can see in a 10- foot radius 
  around the center of the power’s effect or out to the extent 
  of your natural darkvision.
  The power does not work across planes.
  CONTINGENCY, PSIONIC
  Clairsentience
  Level: Psion/wilder 6
  Display: Olfactory
  Manifesting Time: 10 minutes or longer; see text
  Range: Personal
  Target: You
  Duration: One day/level (D) or until discharged
  Power Points: 11, XP
  You can place another power upon your person so that it 
  comes into effect under some condition you dictate when 
  manifesting psionic contingency.
  The psionic contingency power and the companion power are 
  manifest at the same time.
  The 10-minute manifesting time is the minimum total for 
  both manifestations; if the companion power has a 
  manifesting time longer than 10 minutes, use that instead.
  The power to be brought into effect by the psionic 
  contingency must be one that affects your person (concealing 
  amorpha, psionic levitate, psionic fly, psionic teleport, and so 
  forth) and be of a power level no higher than one-third 
  your manifester level (rounded down, maximum 6th level).
  The conditions needed to bring the power into effect must 
  be clear, although they can be general.
  For example, a psionic contingency manifested along with 
  concealing amorpha might prescribe that any time you are 
  attacked, the concealing amorpha power instantly comes into 
  effect.
  Or a psionic contingency could bring a catfall power into effect 
  any time you fall more than 4 feet.
  In all cases, the psionic contingency immediately brings into 
  effect the companion power, the latter being “manifested”
  instantaneously only when the prescribed circumstances 
  occur.
  If complicated or convoluted conditions are prescribed, the 
  power combination (psionic contingency and the companion 
  power) may fail when called on.
  You can use only one psionic contingency companion power 
  at a time; if a second is manifested, the first one (if still 
  active) is dismissed.
  XP Cost: 15 XP.
  DANGER SENSE
  Clairsentience
  Level: Psion/wilder 3, psychic warrior 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 5
  You can sense the presence of danger before your senses 
  would normally allow it.
  Your intuitive sense alerts you to danger from traps, giving 
  you a +4 insight bonus on Reflex saves to avoid traps and a 
  +4 insight bonus to Armor Class against attacks by traps.
  Augment: If you spend 3 additional power points, this 
  power also gives you the uncanny dodge ability; if you 
  spend 6 additional power points, this power gives you the 
  improved uncanny dodge ability as well.
  DARKVISION, PSIONIC
  Clairsentience
  Level: Psion/wilder 3, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: Psion/wilder 5, psychic warrior 3
  As darkvision (page 216 of the Player’s Handbook), except as 
  noted here.
  DESTINY DISSONANCE
  Clairsentience
  Level: Seer 1
  Display: Material and mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  Your mere touch grants your foe an imperfect, unfocused 
  glimpse of the many possible futures in store.
  Unaccustomed to and unable to process the information, 
  the subject becomes sickened for 1 round per level of the 
  manifester.
  DETECT PSIONICS
  Clairsentience
  Level: Psion/wilder 1, psychic warrior 1
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: Cone -shaped emanation centered on you
  
  185
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You detect psionic auras.
  A psionic aura is given off by any active or permanent 
  power, or during the use of any psionic feat.
  Characters who have levels in a psionic class, creatures with 
  the psionic subtype, and creatures with the Wild Talent feat 
  (see page 52) possess psionic auras.
  The amount of information revealed by the manifestation 
  of this power depends on how long you study a particular 
  area or subject.
  1st Round: Presence or absence of psionic auras.
  2nd Round: Number of different psionic auras and the 
  strength 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 Psicraft checks to determine the 
  discipline involved in each aura.
  (Make one check per aura; DC 15 + power level, or 15 + 
  one-half manifester level for an effect that is not created by 
  a power, such as that of a psionic item).
  Psionically charged locations, multiple disciplines, or 
  strong local psionic emanations may confuse or conceal 
  weaker auras.
  Aura Strength: A psionic aura’s strength depends on a 
  functioning power’s level or an item’s manifester level.
  If an aura falls into more than one category, detect psionics 
  indicates the stronger of the two.
  Detection of an overwhelming aura (see the accompanying 
  table) dazes you for 1 round and the power ends.
  Lingering Aura: A psionic aura lingers after its original 
  source dissipates (in the case of a power) or is destroyed (in 
  the case of a psionic item).
  If detect psionics is manifested and directed at such a 
  location, the power indicates an aura of dim (even weaker 
  than a faint aura).
  How long the aura lingers at this dim level depends on its 
  original strength:
  Each round, you can turn to detect psionics in a new area.
  You can tell the difference between magical and psionic 
  auras.
  The power 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 REMOTE VIEWING
  Clairsentience
  Level: Psion/wilder 4
  Display: Mental and visual
  Manifesting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius emanation centered on you
  Duration: 24 hours
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You immediately become aware of any attempt to observe 
  you by means of a clairsentience (scrying) power or 
  divination (scrying) spell.
  The power’s effect radiates from you and moves as you 
  move.
  You know the location of every psionic or magical sensor 
  within the power’s area.
  If the viewing attempt originates within the area, you also 
  know the viewer’s location.
  Otherwise, you and the remote viewer immediately make 
  opposed manifester level checks (1d20 + manifester level, 
  or viewer’s caster level as appropriate).
  If you at least match the remote viewer’s result, you get a 
  visual image of the remote viewer and an accurate sense of 
  the remote viewer’s direction and distance from you.
  DETECT TELEPORTATION
  Clairsentience
  Level: Nomad 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius emanation centered on you
  Duration: Concentration, up to 1 minute (D)
  Saving Throw: No
  Power Resistance: No
  Power Points: 1
  You sense the use of any effects of the teleportation 
  subdiscipline within the area.
  You sense the use of these powers whether or not you have 
  line of sight or line of effect (although a force effect, such as 
  wall of force, prevents this detection).
  When you sense the use of an appropriate power, you know 
  the direction in which the power was used, though not the 
  distance or the exact effect.
  
  186
  Augment: If you spend 2 additional power points, this 
  power’s range increases to Medium (100 ft. + 10 ft./level).
  DIVINATION, PSIONIC
  Clairsentience
  Level: Psion/wilder 4
  Display: Mental and visual
  Manifesting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 7
  As divination (page 224 of the Player’s Handbook), except as 
  noted here.
  ESCAPE DETECTION
  Clairsentience
  Level: Psychic warrior 3, seer 3
  Display: None
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: 5
  You (plus all your gear and any objects you carry) become 
  difficult to detect by clairsentience powers such as 
  clairvoyant sense, remote viewing, and psionic true seeing.
  If a clairsentience power or similar effect is attempted 
  against you, the manifester of the power must succeed on a 
  manifester level check (1d20 + manifester level, or caster 
  level if the opponent is not a manifester) against a DC of 13 
  + your manifester level (maximum +10).
  FATE LINK
  Clairsentience
  Level: Seer 3
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Any two living creatures that are initially no more 
  than 30 ft. apart.
  Duration: 10 min./level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  You temporarily link the fates of any two creatures, if both 
  fail their saving throws.
  If either linked creature experiences pain, both feel it.
  When one loses hit points, the other loses the same 
  amount.
  If one takes nonlethal damage, so does the other.
  If one creature is subjected to an effect to which it is 
  immune (such as a type of energy damage), the linked 
  creature is not subjected to it either.
  If one dies, the other must immediately succeed on a 
  Fortitude save against this power’s save DC or gain two 
  negative levels.
  No other effects are transferred by the fate link.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1.
  FATE OF ONE
  Clairsentience
  Level: Seer 7
  Display: Mental and visual
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 13
  Your limited omniscience allows you to reroll a saving 
  throw, attack roll, or skill check.
  Whatever the result of the reroll, you must use it even if it 
  is worse than the original roll.
  You can manifest this power instantly, quickly enough to 
  gain its benefits in an emergency.
  Manifesting this power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  If you use the power to reroll a saving throw, you can 
  manifest this power even when it is not your turn.
  FEAT LEECH
  Clairsentience
  Level: Psion/wilder 2, psychic warrior 2
  Display: Mental and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates; see text
  Power Resistance: Yes
  Power Points: 3
  You can use another’s psionic or metapsionic feats for 
  yourself.
  You make a melee touch attack against a target.
  If successful, you immediately are familiar with the target’s 
  psionic and metapsionic feats, if any, and you can choose a 
  number of these feats to “leech” equal to your Wisdom 
  modifier (minimum one).
  While the power lasts, you are treated as if you possessed 
  the stolen feats, despite the fact that you have more feats 
  than normally allowed.
  During this same period, the target can make no use of the 
  stolen feats.
  When the power’s duration expires, you lose access to the 
  feats, and the target gains immediate use of them.
  This transfer occurs regardless of the distance between you 
  and the target.
  If the duration of feat leech is extended by the use of a 
  metapsionic feat, the target gains a Will saving throw every 
  10 minutes beyond the normal duration.
  If this save succeeds, the power’s duration ends.
  If the target is killed before the duration expires, you 
  immediately lose the benefit of the stolen feats.
  You cannot steal a feat for which you do not meet the 
  prerequisites, if any.
  However, you can use a stolen feat as the prerequisite for 
  another stolen feat.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1.
  
  187
  HYPERCOGNITION
  Clairsentience
  Level: Seer 8
  Display: Mental
  Manifesting Time: 1 standard action or 1 immediate 
  action; see text
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 15
  You make lightning-fast deductions based on only the 
  slightest clue, pattern, or scrap of memory resident in your 
  mind.
  You can make reasonable statements about a person, place, 
  or object, seemingly from very little knowledge.
  However, your knowledge is in fact the result of a 
  rigorously logical process that you force your mind to 
  undertake, digging up and correlating every possible piece 
  of knowledge bearing on the topic (possibly even 
  extracting echoes of knowledge from the Astral Plane).
  The nature of the knowledge you gain concerning the 
  subject of your analysis is subject to the DM’s discretion but 
  might include the answer to a riddle, the way out of a maze, 
  stray bits of information about a person, legends about a 
  place or an object, or even a conclusion concerning a 
  dilemma that your conscious mind is unable to arrive at.
  The DM may call for an Intelligence check to obtain the 
  desired information (the DM secretly determines the DC).
  If so, you can manifest hypercognition as an immediate 
  action prior to making the check and receive a +20 bonus 
  for doing so.
  IDENTIFY, PSIONIC
  Clairsentience
  Level: Psion/wilder 2
  Display: Material and mental
  Manifesting Time: One day
  Range: Touch
  Target: One touched object
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  As identify (page 243 of the Player’s Handbook), except as 
  noted here.
  This power is used to identify the abilities of psionic items.
  KNOW DIRECTION AND LOCATION
  Clairsentience
  Level: Psion/wilder 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 1
  You generally know where you are.
  This power is useful to characters who end up at unfamiliar 
  destinations after teleporting, using a gate, or traveling to or 
  from other planes of existence.
  The power reveals general information about your location 
  as a feeling or presentiment.
  The information is usually no more detailed than a 
  summary that locates you according to a prominent local or 
  regional site, such as “approximately 20 miles northwest of 
  Greyhawk City”.
  If no prominent sites are nearby, answers such as “adrift on 
  the Sunless Sea” are also possible, which at least provide 
  some information about location.
  Using this power also tells you what direction you are 
  facing.
  Using this power prior to making a Knowledge (the planes) 
  check with astral caravan grants a +2 bonus on the check.
  MENTAL BARRIER
  Clairsentience
  Level: Psion/wilder 3, psychic warrior 3
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 5
  You project a field of improbability around yourself, 
  creating a fleeting protective shell.
  You gain a +4 deflection bonus to Armor Class.
  You can manifest this power instantly, quickly enough to 
  gain its benefits in an emergency.
  Manifesting the power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  You can use this power even when it’s not your turn; 
  however, you must manifest it prior to an opponent’s attack 
  roll in order to gain this power’s benefit against that attack.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. If you spend 4 additional power points, the deflection 
  bonus to Armor Class increases by 1.
  2. For every additional power point you spend, this power’s 
  duration increases by 1 round.
  METAFACULTY
  Clairsentience
  Level: Seer 9
  Display: Mental, olfactory, and visual
  Manifesting Time: 1 hour
  Range: Personal
  Target: You
  Duration: Instantaneous and 1 min./level (D); see text
  Power Points: 17, XP
  You elevate your mind to a near-universal consciousness, 
  cogitating countless impressions and predictions involving 
  any creature you have seen before, whether personally or 
  by means of another power such as remote viewing.
  This process gives you an uncannily accurate vision of the 
  creature’s nature, activities, and whereabouts.
  When you manifest the power, you learn the following 
  facts about the creature.
  • Its name, race, alignment, and character class.
  • A general estimate of its level or Hit Dice: low (5 HD or 
  lower), medium (6 to 11 HD), high (12 to 20 HD), very high 
  (21 HD to 40 HD), or deific (41 HD or higher).
  
  188
  • Its location (including place of residence, town, country, 
  world, and plane of existence).
  • Significant items currently in its possession.
  • Any significant activities or actions the creature has 
  undertaken in the previous 8 hours, including details such 
  as locales traveled through, the names or races of those the 
  creature fought, spells it cast, items it acquired, and items it 
  left behind (including the location of those items).
  • A current mental view of the creature, as described in the 
  remote viewing power, which you can maintain for up to 1 
  minute per level.
  The DM determines what items or activities are significant 
  to the envisioned creature.
  For instance, a high-level character probably pays little 
  attention to a potion of cure light wounds in her belt, but a 
  low-level character might regard it as a significant 
  possession.
  Similarly, no one regards a routine meal as noteworthy, but 
  attending a court banquet most likely would be.
  Metafaculty can defeat spells, powers, and special abilities 
  such as screen or mind blank (or even a wish spell) that 
  normally obscure clairsentience powers.
  You can attempt a caster level check (DC 6 + caster level of 
  the creator of the obscuring effect) to defeat these sorts of 
  otherwise impervious defenses.
  Metafaculty is defeated by epic powers, epic spells, and epic 
  special abilities that obscure divinations and clairsentience 
  powers.
  XP Cost: 1,000.
  MOMENT OF PRESCIENCE, PSIONIC
  Clairsentience
  Level: Psion/wilder 7
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level or until discharged
  Power Points: 13
  As moment of prescience (page 255 of the Player’s Handbook), 
  except as noted here.
  OBJECT READING
  Clairsentience
  Level: Seer 2
  Display: Auditory and material
  Manifesting Time: 1 minute
  Range: Touch
  Target: Object touched
  Duration: Concentration, up to 10 min./level (D)
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 3
  You can learn details of an inanimate object’s previous 
  owner.
  Objects accumulate psychic impressions left by their 
  previous owners, which can be read by use of this power.
  The amount of information revealed depends on how long 
  you study a particular object.
  1st Minute: Last owner’s race.
  2nd Minute: Last owner’s gender.
  3rd Minute: Last owner’s age.
  4th Minute: Last owner’s alignment.
  5th Minute: How last owner gained and lost the object.
  6th+ Minute: Next-to-last owner’s race, and so on.
  The power always correctly identifies the last owner of the 
  item, and the original owner (if you keep the power active 
  long enough).
  There is a 90% chance that this power will successfully 
  identify all other former owners in sequence, but there is a 
  10% chance that one former owner will be skipped and thus 
  not identified.
  This power will not identify casual users as owners.
  (Anyone who uses an object to attack someone or 
  something is not thereafter considered a casual user).
  An object without any previous owners reveals no 
  information.
  You can continue to run through a list of previous owners 
  and learn details about them as long as the power’s duration 
  lasts.
  If you use this power additional times on the same object, 
  the information yielded is the same as if you were using the 
  power on the object for the first time.
  Augment: For every additional power point you spend, 
  this power’s maximum duration increases by 10 minutes.
  POWER RESISTANCE
  Clairsentience
  Level: Psion/wilder 5
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 9
  The creature gains power resistance equal to 12 + your 
  manifester level.
  PRECOGNITION
  Clairsentience
  Level: Seer 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: 1
  Precognition allows your mind to glimpse fragments of 
  potential future events—what you see will probably 
  happen if no one takes action to change it.
  However, your vision is incomplete, and it makes no real 
  sense until the actual events you glimpsed begin to unfold.
  That’s when everything begins to come together, and you 
  can act, if you act swiftly, on the information you 
  previously received when you manifested this power.
  In practice, manifesting this power grants you a 
  “precognitive edge”.
  Normally, you can have only a single precognitive edge at 
  one time.
  You must use your edge within a period of no more than 10 
  minutes per level, at which time your preknowledge fades 
  and you lose your edge.
  
  189
  You can use your precognitive edge in a variety of ways.
  Essentially, the edge translates into a +2 insight bonus that 
  you can apply at any time to either an attack roll, a damage 
  roll, a saving throw, or a skill check.
  You can elect to apply the bonus to the roll after you 
  determine that your unmodified roll is lower than desired.
  PRECOGNITION, DEFENSIVE
  Clairsentience
  Level: Psion/wilder 1, psychic warrior 1
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: 1
  Your awareness extends a fraction of a second into the 
  future, allowing you to better evade an opponent’s blows.
  You gain a +1 insight bonus to AC and on all saving throws.
  If caught in a situation where your Dexterity bonus isn’t 
  applied to your Armor Class, this bonus to AC and saving 
  throws does not apply.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 3 additional power points you spend, the 
  insight bonus gained increases by 1.
  2. If you spend 6 additional power points, you can manifest 
  this power as a swift action.
  PRECOGNITION, GREATER
  Clairsentience
  Level: Seer 6
  Display: Auditory and visual
  Manifesting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: 11
  As precognition, except as noted here.
  You gain a +4 insight bonus instead of a +2 bonus.
  PRECOGNITION, OFFENSIVE
  Clairsentience
  Level: Psion/wilder 1, psychic warrior 1
  Display: Material and visual
  Manifesting Time: 1 standard action; see text
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: 1
  Your awareness extends a fraction of a second into the 
  future, allowing you to better land blows against your 
  opponent.
  You gain a +1 insight bonus on your attack rolls.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 3 additional power points you spend, the 
  insight bonus gained on your attack rolls increases by 1.
  2. If you spend 6 additional power points, you can manifest 
  this power as a swift action.
  PRESCIENCE, OFFENSIVE
  Clairsentience
  Level: Psion/wilder 1, psychic warrior 1
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: 1
  Your awareness extends a fraction of a second into the 
  future, allowing you to better aim blows against your 
  opponent.
  You gain a +2 insight bonus on your damage rolls.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 3 additional power points you spend, the 
  insight bonus gained on your attack rolls increases by 1.
  2. If you spend 6 additional power points, you can manifest 
  this power as a swift action.
  PROWESS
  Clairsentience
  Level: Psychic warrior 2
  Display: Mental
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  If an enemy provokes an attack of opportunity from you, 
  you can make the attack even if you’ve already taken your 
  allotted number of attacks of opportunity this round 
  (usually one).
  You can manifest this power instantly, quickly enough to 
  gain an extra attack of opportunity in the same round.
  Manifesting this power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  REALITY REVISION
  Clairsentience
  Level: Psion/wilder 9
  Saving Throw: See text
  Power Resistance: See text
  Power Points: 17, XP
  As bend reality, but with more far-reaching effects.
  A reality revision can produce any one of the following 
  effects.
  • Duplicate any psion power of 8th level or lower, provided 
  the power is not prohibited to you.
  • Duplicate any other power (but not a spell) of 6th level or 
  lower, such as a psychic warrior power.
  • Duplicate any psion power of 7th level or lower even if it’s 
  a power prohibited to you.
  • Undo the harmful effects of many other powers, such as 
  microcosm, geas/quest, or insanity.
  • Create a nonpsionic item of up to 25,000 gp in value.
  • Create a psionic item, or add to the powers of an existing 
  psionic item (see XP cost below).
  • Grant a creature a +1 inherent bonus to an ability score.
  
  190
  Two to five reality revisions manifested in immediate 
  succession can grant a creature a +2 to +5 inherent bonus to 
  an ability score (two reality revisions for a +2 inherent bonus, 
  three reality revisions for a +3 inherent bonus, and so on).
  Inherent bonuses are instantaneous, so they cannot be 
  negated or dispelled.
  An inherent bonus cannot exceed +5 for a single ability 
  score.
  Inherent bonuses to a particular ability score do not stack; 
  only the best one applies.
  • Remove injuries and afflictions.
  A single reality revision can aid one creature per manifester 
  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 you can’t do both with the same 
  manifestation.
  Reality revision can not restore the experience point loss 
  from manifesting a power or casting a spell, or the level or 
  Constitution loss from being returned to life by those 
  effects that reduce level or Constitution.
  • Revive the dead.
  Reality revision can bring a dead creature back to life by 
  duplicating a resurrection spell.
  This power can revive a dead creature whose body has been 
  destroyed, but the task takes two manifestations of reality 
  revision, one to re-create the body and another to infuse the 
  body with life again.
  Reality revision cannot prevent a character who is brought 
  back to life from losing a level.
  • Transport travelers.
  This power can lift one creature per manifester 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 power resistance (if any) applies.
  • Undo misfortune.
  Reality revision can undo a single recent event.
  Manifesting the power forces a reroll of any roll made 
  within the last round (including your last turn).
  Reality reshapes itself to accommodate the new result.
  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 power resistance (if any) applies.
  You can try to use reality revision to produce more powerful 
  effects than these, but doing so is dangerous.
  Such a manifestation gives the DM the opportunity to 
  respond to your request without fulfilling it completely.
  (The manifestation may pervert your intent into a literal 
  but undesirable fulfillment or only a partial fulfillment).
  Duplicated powers allow saves and power resistance as 
  normal (but save DCs are calculated as though the power is 
  9th level).
  XP Cost: The minimum XP cost for manifesting reality 
  revision is 5,000 XP.
  When a manifestation duplicates a power that has an XP 
  cost, you must pay 5,000 XP or that cost, whichever is more.
  When a manifestation creates or improves a psionic item, 
  you must pay twice the normal XP cost for crafting or 
  improving the item, plus an additional 5,000 XP.
  RECALL AGONY
  Clairsentience [Mind-Affecting]
  Level: Psion/wilder 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 3
  The fabric of time parts to your will, revealing wounds your 
  foe has received in the past (or has yet to receive).
  That foe takes 2d6 points of damage as the past (or future) 
  impinges briefly on the present.
  Augment: For every additional power point you spend, 
  this power’s damage increases by 1d6 points.
  For each extra 2d6 points of damage, this power’s save DC 
  increases by 1.
  RECALL DEATH
  Clairsentience [Death, Mind-Affecting]
  Level: Psion/wilder 8
  Saving Throw: Will partial; see text
  Power Points: 15
  As recall agony, except the wounds revealed by folding the 
  fourth dimension are potentially fatal.
  If the target fails its Will save.
  it dies.
  If the save succeeds, the target instead takes 5d6 points of 
  damage.
  REMOTE VIEW TRAP
  Clairsentience [Electricity]
  Level: Psion/wilder 6
  Display: Mental and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 24 hours + 1 hour/level
  Saving Throw: Will half; see text
  Power Resistance: No
  Power Points: 11
  When others use clairvoyant sense, remote viewing, or other 
  means of scrying you from afar, your prepared trap gives 
  them a nasty surprise.
  If the scryer fails its saving throw, you are undetected.
  Moreover, the would-be observer takes 8d6 points of 
  electricity damage.
  If the scryer makes its saving throw, it takes only 4d6 points 
  of electricity damage and is able to observe you normally.
  Either way, you are aware of the attempt to view you, but 
  not of the viewer or the viewer’s location.
  It is possible that you might recognize the quasireal 
  viewpoint of someone using the remote viewing power if you 
  could pierce its invisibility (which is true for remote viewing 
  whether or not you use this power).
  REMOTE VIEWING
  Clairsentience (Scrying; see text)
  
  191
  Level: Seer 4
  Display: Mental
  Manifesting Time: 1 hour
  Range: See text
  Effect: Quasi-real viewpoint
  Duration: 1 min./level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7, XP
  You send your mind across space and dimensions, forming 
  it into a quasireal viewpoint from which you can see and 
  hear some creature located at any distance from you, even if 
  planar boundaries separate you.
  If the subject succeeds on a Will save, the remote viewing 
  attempt fails, and you can’t attempt to view that creature 
  again for at least 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.
  Furthermore, if the subject is on another plane, it gets a +5 
  bonus on its Will save.
  If the subject fails its Will save, your mind coalesces a quasi-
  real viewpoint near enough to the subject to see and hear 
  the subject and its immediate surroundings (up 30 feet in 
  all directions away from the subject).
  While the remote viewing lasts, your real body remains 
  unmoving and unaware of your actual surroundings.
  On the other hand, your quasi-real viewpoint is treated in 
  some ways as if it were an invisible ectoplasmic form of 
  yourself, except as follows.
  This power is of the Scrying subdiscipline, but use the 
  following information in place of the standard scrying 
  sensor.
  As a quasi-real viewpoint, you can speak (though your voice 
  is whispery).
  You may potentially be sensed by the subject of your 
  viewing (subjects who can see or sense invisible or hidden 
  creatures automatically sense you; otherwise you make a 
  Hide check with a +40 bonus to escape detection if 
  immobile, or a +20 bonus if moving).
  You could be attacked (although if you become subject to 
  dispel psionics, the remote viewing simply ends).
  If the subject moves, you can attempt to follow it at a speed 
  of 20 feet, though if it gets farther than 30 feet from you (or 
  you move farther than 30 feet from it), the power ends.
  You can attempt to manifest one power through your quasi-
  real viewpoint, but you must make a Concentration check 
  (DC 20 + level of the power you wish to manifest) to 
  succeed.
  Manifesting (or attempting and failing to manifest) a power 
  immediately ends the remote viewing.
  Furthermore, all powers from your quasi-real viewpoint 
  cost twice the usual number of power points (you can’t 
  exceed the power point limit set by your manifester level, 
  so you are restricted to manifesting lower-level powers than 
  you otherwise could).
  Power points you spend as a quasireal viewpoint are 
  drained from your real body.
  XP Cost: 20 XP.
  SECOND CHANCE
  Clairsentience
  Level: Seer 5
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level or until discharged
  Power Points: 9
  You take a hand in influencing the probable outcomes of 
  your immediate environment.
  You see the many alternative branches that reality could 
  take in the next few seconds, and with this foreknowledge 
  you gain the ability to reroll one attack roll, one saving 
  throw, one ability check, or one skill check each round.
  You must take the result of the reroll, even if it’s worse than 
  the original roll.
  You do not have to make another roll if satisfied with your 
  original roll.
  SENSITIVITY TO PSYCHIC IMPRESSIONS
  Clairsentience
  Level: Seer 2
  Display: Auditory and material
  Manifesting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered 
  on you
  Duration: Concentration, up to 10 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You gain historical vision in a given location.
  Rooms, streets, tunnels, and other discrete locations 
  accumulate psychic impressions left by powerful emotions 
  experienced in a given area.
  These impressions offer you a picture of the location’s past.
  
  192
  The types of events most likely to leave psychic 
  impressions are those that elicited strong emotions: battles 
  and betrayals, marriages and murders, births and great pain, 
  or any other event where one emotion dominates.
  Everyday occurrences leave no residue for a manifester to 
  detect.
  The vision of the event is dreamlike and shadowy.
  You do not gain special knowledge of those involved in the 
  vision, though you might be able to read large banners or 
  other writing if they are in your language.
  For example, you could manifest sensitivity to psychic 
  impressions in the nave of a shattered chapel.
  The vision you gain is of a mob of terrified parishioners 
  fleeing the chapel through front and side doors, and even 
  through windows.
  Meanwhile, a demonic presence bursts through the floor of 
  the nave and systematically begins to desecrate the former 
  holy site.
  The primary emotion you perceive is terror.
  Beginning with the most recent significant event at a 
  location and working backward in time, you can sense one 
  distinct event for every 10 minutes you maintain 
  concentration, if any such events exist to be sensed.
  Your sensitivity extends into the past a maximum number 
  of years equal to 100 × your manifester level.
  SEQUESTER, PSIONIC
  Clairsentience
  Level: Psion/wilder 7
  Display: None
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One willing creature or one object (up to a 2-ft. 
  cube/level) touched
  Duration: One day/level (D)
  Saving Throw: None or Will negates (object)
  Power Resistance: No or Yes (object)
  Power Points: 13, XP
  As sequester (page 276 of the Player’s Handbook), except as 
  noted here.
  XP Cost: 75 XP.
  STEADFAST PERCEPTION
  Clairsentience
  Level: Psychic warrior 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  Power Points: 7
  Your vision cannot be distracted or misled, granting you 
  immunity to all figments and glamers (such as invisibility).
  Moreover, your Spot and Search checks receive a +6 
  enhancement bonus for the duration of this power.
  This power also grants you another saving throw against 
  someone using false sensory input on you, but you must 
  realize that that power has been used in order to know 
  enough to manifest steadfast perception.
  TRACE TELEPORT
  Clairsentience
  Level: Psion/wilder 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered 
  on you
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  As detect teleportation, except you can trace the destination of 
  any psionic or magical teleportation made by others within 
  this power’s area within the last minute.
  You know the direction and distance the individuals 
  traveled and could teleport to the location yourself if you so 
  desired (and if you know the psionic teleport power), as if you 
  had “seen casually” the location.
  This power does not grant you any information on the 
  conditions at the other end of the trace beyond the mental 
  coordinates of the location.
  Augment: If you spend 2 additional power points, this 
  power’s range increases to Medium (100 ft. + 10 ft./level).
  TRUE SEEING, PSIONIC
  Clairsentience
  Level: Psion/wilder 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 9
  As true seeing (page 296 of the Player’s Handbook), except as 
  noted here.
  UBIQUITOUS VISION
  Clairsentience
  Level: Psion/wilder 3, psychic warrior 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  Power Points: 5
  You have metaphoric “eyes in the back of your head”, and 
  on the sides and top as well, granting you benefits in 
  specific situations.
  In effect, you have a 360-degree sphere of sight, allowing 
  you a perfect view of creatures that might otherwise flank 
  you.
  Thus, flanking opponents gain no bonus on their attack 
  rolls, and rogues are denied their sneak attack ability 
  because you do not lose your Dexterity bonus (but they 
  may still sneak attack you if you are caught flat-footed).
  Your Spot and Search checks gain a +4 enhancement 
  bonus.
  Concurrently, you take a –4 penalty on saves against all 
  gaze attacks during the power’s duration.
  
  193
  METACREATIVITY
  ASTRAL CONSTRUCT
  Metacreativity (Creation)
  Level: Shaper 1
  Display: Visual; see text
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One created astral construct
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  This power creates one 1st-level astral construct (see 
  Chapter 8: Monsters) of solidified ectoplasm that attacks 
  your enemies.
  It appears where you designate and acts immediately, on 
  your turn.
  It attacks your opponents to the best of its ability.
  As a free action, you can mentally direct it not to attack, to 
  attack particular enemies, or to perform other actions.
  The astral construct acts normally on the last round of the 
  power’s duration and dissipates at the end of its turn.
  Astral constructs are not summoned; they are created on 
  the plane you inhabit (using ectoplasm drawn from the 
  Astral Plane).
  Thus, they are not subject to effects that hedge out or 
  otherwise affect outsiders; they are constructs, not 
  outsiders.
  Augment: For every 2 additional power points you spend, 
  the level of the astral construct increases by one.
  ASTRAL SEED
  Metacreativity
  Level: Shaper 8
  Display: Material; see text
  Manifesting Time: 10 minutes
  Range: 0 ft.
  Effect: One storage crystal
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 15
  This power weaves strands of astral ectoplasm into a crystal 
  containing the seed of your living mind (hardness 1 and 1 
  hit point).
  You can have only one astral seed in existence at any one 
  time.
  Until such time as you perish, the astral seed (also called the 
  storage crystal) is utterly inert.
  If you are slain at some later date, your soul transfers into 
  the storage crystal, which begins to dimly glow.
  Upon transference, your physical remains (should they still 
  exist) become inert matter and cannot thereafter be 
  restored to life.
  The transfer from the slain body to the astral seed works 
  over any distance, physical or extradimensional.
  Once your body’s physical demise activates the storage 
  crystal, you have the abilities of a psicrystal of the 
  appropriate level, plus all the powers you knew and the 
  maximum power points you possessed when astral seed was 
  manifested—but you also have a negative level that cannot 
  be healed and that does not convert to real level loss in your 
  current crystalline form.
  You have thirty days to grow an organic body, after which 
  time your sentience fades and your soul passes on if it 
  hasn’t entered a new body.
  To grow a body, you (in the storage crystal) must spend ten 
  days in uninterrupted solitude.
  The body’s constituent parts are pulled as ectoplasm from 
  the Astral Plane, then slowly molded and transformed into 
  a living, breathing body that is an exact duplicate of your 
  body at the time you manifested astral seed (the crystal itself 
  breaks down and becomes a part of the new organic body).
  When the tenth day ends, you completely and totally 
  inhabit the new body.
  You possess all the abilities you possessed when astral seed 
  was manifested, at one level lower, but you have none of 
  your equipment.
  If the body is struck for any amount of damage during the 
  ten-day period when it is growing, it is destroyed and your 
  soul passes on.
  Conceivably, you could manifest mind switch to utilize a 
  temporary body, but only an evil creature would smash his 
  own temporarily empty storage crystal to permanently 
  usurp a subject’s organic body (unless the subject is itself 
  irredeemably evil).
  BOLT
  Metacreativity (Creation)
  Level: Psion/wilder 1
  Display: Material
  Manifesting Time: 1 standard action
  Range: 0 ft.
  Effect: A normal bolt, arrow, or sling bullet
  Duration: 1 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You create 2d4 ectoplasmic crossbow bolts, arrows, or sling 
  bullets, appropriate to your size, which dissipate into their 
  constituent ectoplasmic particles when the duration ends 
  or after being fired.
  Ammunition you create has a +1 enhancement bonus on 
  attack rolls and damage rolls.
  Augment: For every 3 additional power points you spend, 
  this power improves the ammunition’s enhancement 
  bonus on attack rolls and damage rolls by 1.
  CONCEALING AMORPHA
  Metacreativity (Creation)
  Level: Psion/wilder 2, psychic warrior 2
  Display: Material; see text
  Manifesting Time: 1 standard action
  Range: 0 ft.
  Effect: Quasi-real amorphous film centered on you
  Duration: 1 min./level (D)
  Power Points: 3
  Using concealing amorpha, you weave a quasi-real membrane 
  around yourself.
  You remain visible within the translucent, amorphous 
  enclosure.
  
  194
  This distortion grants you concealment (opponents have a 
  20% miss chance), thanks to the rippling membrane 
  encasing your form.
  You can pick up or drop objects, easily reaching through 
  the film.
  Anything you hold is enveloped by the amorpha.
  Likewise, you can engage in melee, make ranged attacks, 
  and manifest powers without hindrance.
  CONCEALING AMORPHA, GREATER
  Metacreativity (Creation)
  Level: Shaper 3, psychic warrior 3
  Duration: 1 round/level (D)
  Power Points: 5
  As concealing amorpha, except the quasi-real membrane so 
  distorts your image and actual position that you gain total 
  concealment (opponents have a 50% miss chance), but for a 
  shorter period of time.
  CREATE SOUND
  Metacreativity (Creation) [Sonic]
  Level: Psion/wilder 1
  Display: Auditory; see text
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Sounds; see text
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You create a volume of sound that rises, recedes, 
  approaches, or remains at a fixed place.
  You choose what type of sound the power creates when 
  manifesting it and cannot thereafter change its basic 
  character.
  The volume of sound created, however, depends on your 
  level.
  You can produce as much noise as four normal humans per 
  manifester level (maximum twenty humans).
  Thus, talking, singing, shouting, walking, marching, or 
  running sounds can be created.
  The noise produced 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 lion is equal to the noise from twenty 
  humans.
  If you wish to create a specific message, up to twenty-five 
  words can be created, and those words repeat over and over 
  until the duration expires or the power is dismissed.
  If you attempt to exactly duplicate the voice of a specific 
  individual or an inherently terrifying sound (such as a 
  dragon’s roar), you must succeed on a Bluff check with a +2 
  circumstance bonus opposed by the listener’s Sense Motive 
  check to avoid arousing suspicion.
  Create sound can be used to bring sounds into existence that 
  you later manipulate by manifesting control sound.
  CRYSTAL SHARD
  Metacreativity (Creation)
  Level: Psion/wilder 1
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  Upon manifesting this power, you propel a razor-sharp 
  crystal shard at your target.
  You must succeed on a ranged touch attack with the ray to 
  deal damage to a target.
  The ray deals 1d6 points of piercing damage.
  Augment: For every additional power point you spend, 
  this power’s damage increases by 1d6 points.
  CRYSTALLIZE
  Metacreativity
  Level: Shaper 6
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Permanent
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 11
  You seed the subject’s flesh with supersaturated crystal.
  In an eyeblink, the subject’s form seems to freeze over, as 
  its flesh and fluids are instantly crystallized.
  Following the application of this power, the subject appears 
  lifeless.
  In fact, it is not dead (though no life can be detected with 
  powers or spells that detect such).
  This power has a chance of being dispelled only by a 
  manifester of a higher level than you when you manifested 
  this power.
  When the power is dispelled, crystal melts back into flesh, 
  and the subject is in exactly the state he was prior being 
  affected by crystallize.
  DISMISS ECTOPLASM
  Metacreativity
  Level: Psion/wilder 3
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 30-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Power Resistance: No
  Power Points: 5
  You dismiss creatures, objects, or effects composed of 
  ectoplasm, such as astral constructs or the ectoplasmic cocoon 
  power, or that were formerly composed of ectoplasm, such 
  as items created by metacreativity (creation) powers.
  An ectoplasmic creature that fails its Will saving throw 
  dissipates into so much constituent ectoplasm, which 
  evaporates immediately.
  
  195
  A creature under the effect of the ectoplasmic form power 
  that fails its saving throw is either destroyed out right or 
  physically shifted to a random location on the Astral Plane 
  (50% chance for either result).
  Other ongoing powers that create ectoplasmic objects or 
  effects, such as ectoplasmic cocoon, are dismissed if you 
  succeed on a manifester level check (1d20 + your 
  manifester level, maximum +10) against a DC of 11 + the 
  power’s manifester level.
  ECTO PROTECTION
  Metacreativity
  Level: Psion/wilder 1
  Display: Visual; see text
  Manifesting Time: 1 standard action; see text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: An astral construct you manifest
  Duration: 1 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  This power reinforces an astral construct created by the 
  astral construct power, giving you a +1 bonus on any 
  manifester level checks you make to protect it against dispel 
  psionics or a similar effect, and a +1 bonus on its saving 
  throw to resist dismiss ectoplasm.
  This power can be manifested as a swift action in the same 
  round that you manifest an astral construct, as long as the
  power points you spend to perform both actions does not 
  exceed your manifester level.
  Augment: For every 2 additional power points you spend, 
  your bonus on manifester level checks to protect your astral 
  construct increases by 1, and your astral construct’s bonus 
  on its saving throw to resist dismiss ectoplasm increases by 1.
  ECTOPLASMIC COCOON
  Metacreativity
  Level: Shaper 3
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One Medium or smaller creature
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates
  Power Resistance: No
  Power Points: 5
  You draw writhing strands of ectoplasm from the Astral 
  Plane that wrap up the subject like a mummy.
  The subject can still breathe but is otherwise helpless, 
  unable to see outside the cocoon, speak, or take any 
  physical actions.
  The subject’s nostrils are clear (air passes through the 
  cocoon normally).
  The subject can execute purely mental actions (such as 
  manifesting powers or casting spells with no verbal, 
  somatic, or material components).
  Cutting or damaging the cocoon can free a victim.
  The cocoon has hardness 8 and 20 hit points.
  Teleportation and other forms of travel provide a means of 
  escape, but the cocoon extends into the Ethereal Plane, 
  blocking ethereal travel.
  An ectoplasmic cocoon can’t be affected by dispel psionics, but it 
  can be dismissed with dismiss ectoplasm, or otherwise 
  destroyed by extreme measures or items.
  The creature within the cocoon is visible only as a vague 
  shape (substantial enough to interrupt line of sight) and 
  cannot be directly harmed or interacted with unless the 
  cocoon is destroyed.
  The cocooned creature can be moved normally (the weight 
  of the cocoon is negligible).
  A creature that is cocooned while aloft begins to fall
  immediately, and a creature that is cocooned while 
  swimming or underwater may drown.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 2 additional power points you spend, this 
  power’s save DC increases by 1.
  2. For every 2 additional power points you spend, this 
  power can affect a target one size category larger.
  ECTOPLASMIC COCOON, MASS
  Metacreativity
  Level: Shaper 7
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: 1 hour/level (D)
  Saving Throw: Reflex negates
  Power Resistance: No
  Power Points: 13
  As ectoplasmic cocoon, except you can cocoon several 
  creatures (or a single big creature that fits in a 20-footradius 
  sphere or hemisphere) in a mass of writhing ectoplasm.
  Targets entirely within the area who fail their save are 
  caught and cocooned.
  If a creature’s body is only partially within the area, this 
  power does not affect that creature.
  Augment: For every 2 additional power points you spend, 
  the radius of this power’s area increases by 5 feet.
  ECTOPLASMIC SHAMBLER
  Metacreativity (Creation)
  Level: Psion/wilder 5
  Display: Auditory, material, and olfactory; see text
  Manifesting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Effect: One ectoplasmic manifestation of a size equal to 
  ten 10-ft. cubes (S)
  Duration: 1 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  You fashion an ephemeral, many-legged mass of pseudo-
  living ectoplasm called an ectoplasmic shambler.
  You can direct the shambler as a free action.
  It has a speed of 10 feet.
  It can completely surround objects (and opponents) over 
  which it is manifested or onto which it moves, because it 
  has the consistency of thick mist.
  The vision of those within the shambler is limited to 5 feet, 
  and manifesting powers (or casting spells) within the 
  shambler is difficult due to the constant turbulence felt by 
  those caught in the shambler’s form.
  
  196
  Creatures enveloped by the shambler, regardless of Armor 
  Class, take 1 point of damage for every two manifester 
  levels you have in each round they become or remain 
  within the roiling turbulence of the shambler.
  Anyone trying to manifest a power must make a 
  Concentration check (DC 15 + power’s or spell’s level) to 
  successfully manifest a power or cast a spell inside the 
  shambler.
  A wind stronger than 20 miles per hour that blows against 
  the shambler reduces its speed to 0 feet during the first 
  round, and in subsequent rounds moves it in the direction 
  of the wind at a speed of 5 feet.
  A wind stronger than 20 miles per hour that blows in the 
  direction the shambler travels increases its speed to 15 feet.
  ENERGY WALL
  Metacreativity (Creation) [see text]
  Level: Psion/wilder 3
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: An opaque sheet of energy up to 20 ft. long/level or a 
  ring of energy with a radius of up to 5 ft./2 levels
  Duration: Concentration + 1 round/level
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: No
  Power Points: 5
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You create an immobile sheet of energy of the chosen type 
  formed out of unstable ectoplasm.
  One side of the wall, selected by you, sends forth waves of 
  energy, dealing 2d6 points of damage to creatures and 
  objects within 10 feet and 1d6 points of damage to those 
  beyond 10 feet but within 20 feet.
  In addition, anyone passing though the energy wall takes 
  2d6 points of damage +1 point per manifester level 
  (maximum +20).
  If you manifest the wall so that it appears where creatures 
  are, each creature takes damage as if passing through the 
  wall.
  If you manifest this power in the form of a ring of energy, 
  you choose whether the waves of energy radiate inward or 
  outward from the ring.
  Cold: A sheet of this energy type deals +1 point of damage 
  per die.
  The saving throw to reduce damage from a cold wall is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a sheet of this energy type provides a 
  +2 bonus to the save DC and a +2 bonus on manifester level 
  checks for the purpose of overcoming power resistance.
  Fire: A sheet of this energy type deals +1 point of damage 
  per die.
  Sonic: A sheet of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  ENTANGLING ECTOPLASM
  Metacreativity (Creation)
  Level: Psion/wilder 1
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One Medium or smaller creature
  Duration: 5 rounds
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You draw forth a glob of ectoplasmic goo from the Astral 
  Plane and immediately throw it as a ranged touch attack at 
  any creature in range.
  On a successful hit, the subject is covered in goo and 
  becomes entangled.
  The goo evaporates at the end of the power’s duration.
  Augment: For every 2 additional power points you spend, 
  this power can affect a target one size category larger.
  FABRICATE, GREATER PSIONIC
  Metacreativity (Creation)
  Level: Shaper 6
  Target: Up to 100 cu. ft./level
  Power Points: 11
  As psionic fabricate, except ten times as much material is 
  affected by the power.
  FABRICATE, PSIONIC
  Metacreativity (Creation)
  Level: Shaper 4
  Display: Material
  Manifesting Time: See spell text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to 10 cu. ft./level; see spell text
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  As fabricate (page 229 of the Player’s Handbook), except as 
  noted here.
  GENESIS
  Metacreativity (Creation)
  Level: Shaper 9
  Display: Material
  Manifesting Time: One week (8 hours/day)
  Range: 180 ft.; see text
  Effect: A demiplane coterminous with the Astral Plane, 
  centered on your location
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 17, XP
  You create a finite plane with limited access: a demiplane.
  Demiplanes created by this power are very small, very 
  minor planes.
  This power works best when manifested while you are on 
  the Astral Plane (various powers allow access to these 
  planes, including astral caravan and plane shift).
  Manifestation of this power creates a local density 
  fluctuation that precipitates the creation of a demiplane.
  At first, the fledgling plane grows in radius at a rate of 1 
  foot per day to an initial maximum radius of 180 feet as it 
  
  197
  rapidly draws substance from the surrounding astral 
  ectoplasm.
  Once the new demiplane reaches its maximum size, it 
  doesn’t really stop growing, but its growth rate decreases to 
  only 1 foot per week (approximately a 50-foot increase in 
  radius per year).
  Once your demiplane is created, you can travel to it using 
  astral caravan, plane shift, or some other power or permanent 
  link that you arrange for separately.
  You determine the environment within the demiplane 
  when you manifest genesis, reflecting most any desire you 
  can visualize.
  You determine factors such as atmosphere, water, 
  temperature, and the general shape of the terrain.
  This power cannot create life (including vegetation), nor 
  can it create construction (such as buildings, roads, wells, 
  dungeons, and so forth).
  You must add these details in some other fashion if you 
  desire.
  You can’t create lingering psionic effects with this power; 
  you have to add those separately, if desired.
  Similarly, you can’t create a demiplane out of esoteric 
  material, such as silver or uranium; you’re limited to stone 
  and dirt.
  You can’t manipulate the time trait on your demiplane; its 
  time trait is as the Material Plane.
  Once your demiplane reaches 180 feet in radius, you can 
  manifest this power again to gradually add another 180 feet 
  of radius to it, and so on.
  Antigenesis: If genesis is manifested on the Material Plane, 
  the power takes effect and the demiplane begins to grow at 
  the rate noted above, but it gets no larger than a radius of 1 
  foot per level.
  The energies of the new plane are exactly canceled by the 
  energies of the original plane, creating a dead spot like a 
  limited cancer on the original plane.
  The expanding boundary of the dead spot wipes away all 
  construction, crumbles natural land forms, and evaporates 
  water, leaving behind a uniformly level area of inert dust.
  Living creatures that pass the boundary of the growing 
  dead spot are not directly, but plants can find no sustenance 
  in the dust of the dead spot, water-breathing creatures die 
  quickly when water turns to dust, and mobile animals 
  know enough to leave the area alone.
  Once the wave of change passes, no special essence remains 
  in the dead spot, and it may be colonized naturally over the 
  course of several years by bacteria, plants, and animals.
  XP Cost: 1,000 XP.
  GREASE, PSIONIC
  Metacreativity (Creation)
  Level: Psion/wilder 1
  Display: Visual and olfactory
  Manifesting 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 spell text
  Power Resistance: No
  Power Points: 1
  As grease (page 237 of the Player’s Handbook), except as noted 
  here.
  Sometimes this power is referred to as ectoplasmic sheen.
  HAIL OF CRYSTALS
  Metacreativity (Creation)
  Level: Shaper 5
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: No
  Power Points: 9
  A tiny ectoplasmic crystal emanates from your outstretched 
  hand and rapidly expands to a 2-foot-diameter ball of crystal 
  as it speeds toward the location you designate.
  You can choose to aim this crystal at a single target or at a 
  specific point in space (a grid intersection).
  If you aim the crystal at a single target, you must make a 
  ranged touch attack to strike the target.
  Any creature or object struck by the ball of crystal takes 5d4 
  points of bludgeoning damage.
  Whether the crystal hits its target, misses, or was aimed at a 
  point in space, it explodes upon arrival at the location you 
  designated.
  Anyone within 20 feet of the explosion takes 9d4 points of 
  slashing damage from the thousands of crystal shards that 
  spray forth.
  Augment: For every additional power point you spend, 
  this power’s damage from the explosion of the crystal 
  increases by 1d4 points.
  INCARNATE
  Metacreativity
  Level: Psion/wilder 5
  Display: Material
  Manifesting Time: 2 rounds
  Range: See text
  Target, Effect, or Area: See text
  Duration: Permanent; see text
  Saving Throw: None
  Power Resistance: No
  Power Points: 9, XP
  This power makes certain other powers permanent.
  Depending on the power to be affected, you must be of a 
  minimum manifester level and must expend a number of 
  XP.
  You can make the following powers permanent only in 
  regard to yourself.
  
  198
  You manifest the desired power and then follow it with the 
  incarnate manifestation.
  IRON BODY, PSIONIC
  Metacreativity (Creation)
  Level: Psion/wilder 8
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: 15
  As iron body (page 245 of the Player’s Handbook), except as 
  noted here.
  KEEN EDGE, PSIONIC
  Metacreativity
  Level: Psion/wilder 3, psychic warrior 3
  Display: Visual
  Manifesting 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 
  manifestation
  Duration: 10 min./level
  Saving Throw: Will negates (harmless, object)
  Power Resistance: Yes (harmless, object)
  Power Points: 5
  As keen edge (page 246 of the Player’s Handbook), except as 
  noted here.
  MAJOR CREATION, PSIONIC
  Metacreativity (Creation)
  Level: Psion/wilder 5
  Manifesting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: See spell text
  Power Points: 9
  As major creation (page 252 of the Player’s Handbook), except 
  as noted here.
  MATTER MANIPULATION
  Metacreativity
  Level: Psion/wilder 8
  Display: Auditory and mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 1 cu. ft./level of inanimate material
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 15, XP
  You can weaken or strengthen the substance of an object or 
  structure.
  You can affect both mundane and magical inanimate 
  material.
  Weakening an object’s substance decreases its hardness and 
  hit points, and strengthening it increases its hardness and 
  hit points.
  You can increase or decrease an object’s hardness by up to 5 
  from its original hardness (see the tables on page 166 of the 
  Player’s Handbook).
  When hardness increases, the object (or portion of an 
  object) gains 3 hit points per inch of thickness for every 
  point of increased hardness.
  When hardness decreases, the object (or portion of an 
  object) loses 2 hit points per inch of thickness for every 
  point of decreased hardness (to a minimum of 1 hit point 
  per inch of thickness).
  You can’t decrease the hardness of an object that already 
  has hardness 0.
  For example, you could increase the hardness of a 1-inch-
  thick rope from 0 to 5, at the same time giving it a total of 
  17 hit points.
  You could reduce the hardness of a stone wall to 3 and its 
  hit points per inch of thickness to 5, making the affected 
  area much more easily breached.
  Working Manipulated Metals: An object or portion thereof 
  whose hardness is decreased or increased is permanently 
  changed.
  Even hardening adamantine to 25 is possible.
  You can also harden or weaken a preforged weapon, a suit 
  of armor, or some other finished item.
  XP Cost: 250 XP for each point by which the object’s 
  hardness is altered.
  METAPHYSICAL WEAPON
  Metacreativity
  Level: Psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless, object)
  Power Resistance: Yes (harmless, object)
  Power Points: 1
  
  199
  Metaphysical weapon gives a weapon a +1 enhancement 
  bonus on attack rolls and damage rolls.
  (An enhancement bonus does not stack with a masterwork 
  weapon’s +1 bonus on attack rolls).
  Alternatively, you can affect up to fifty arrows, bolts, or 
  bullets.
  The projectiles must be of the same type, and they have to 
  be together (such as in the same quiver).
  Projectiles, but not thrown weapons, lose their 
  enhancement when used.
  (Treat shuriken as projectiles, rather than thrown weapons, 
  for the purpose of this power).
  You can’t manifest this power on most natural weapons, 
  including a psychic warrior’s claw strike.
  This power does work on a weapon brought into being by 
  the graft weapon power.
  Augment: If you spend 4 additional power points, this 
  power’s duration increases to 1 hour per level.
  In addition, for every 4 additional power points you spend, 
  this power improves the weapon’s enhancement bonus on 
  attack rolls and damage rolls by 1.
  MINOR CREATION, PSIONIC
  Metacreativity (Creation)
  Level: Shaper 1
  Display: Material
  Manifesting Time: 1 minute
  Range: 0 ft.
  Effect: Unattended, nonpsionic, nonmagical object of 
  nonliving plant matter, up to 1 cu. ft./level
  Duration: 1 hour/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  As minor creation (page 233 of the Player’s Handbook), except 
  as noted here.
  PSIONIC REPAIR DAMAGE
  Metacreativity
  Level: Shaper 2
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Construct touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 3
  When laying your hands upon a construct that has at least 1 
  hit point remaining, you reknit its structure to repair 
  damage it has taken.
  The power repairs 3d8 points of damage +1 point per 
  manifester level.
  Constructs that are immune to psionics or magic cannot be 
  repaired in this fashion.
  Augment: For every 2 additional power points you spend, 
  this power repairs an additional 1d8 points of damage.
  QUINTESSENCE
  Metacreativity (Creation)
  Level: Shaper 4
  Display: Material; see text
  Manifesting Time: 1 round
  Range: 0 ft.
  Effect: 1-inch-diameter dollop of quintessence; see text
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You collapse a bit of time from the continuum, forming a 1-
  ounce dollop of thick, gooey material called quintessence.
  This substance shimmers like a silver mirror when viewed 
  from some angles but is transparent from other viewpoints.
  You can smooth a dollop of quintessence around any 
  extremely small object, such as a key, a ring, a seal, or an 
  insignia.
  Objects sealed within quintessence are protected from the 
  effects of time; in practical terms, they enter a state of stasis.
  Living flesh with only partial contact with quintessence is 
  also partially pulled out of the time stream (the manifester 
  is immune to this effect).
  This disruption deals 1 point of damage per round 
  beginning 10 rounds after partial contact occurs.
  Quintessence can be manually scraped away from a 
  protected object, freeing it to rejoin the time stream.
  When you do this, there is a 75% chance that the 
  quintessence evaporates back into the continuum.
  Otherwise, it coalesces again into a 1-inch-diameter bead, 
  available for later use.
  Large quantities of quintessence could theoretically be 
  gathered to preserve large items or structures (or even a 
  complete living creature; if completely immersed, a living 
  creature would not take the damage associated with partial 
  contact).
  However, psionic characters and creatures are generally 
  loath to do so because accumulations of quintessence 
  weighing 1 pound or more hinder psionic activity within a 
  5-foot radius of the accumulation: Powers require twice as 
  many power points to manifest, unless the manifester 
  makes a successful Will save each time he or she attempts 
  to manifest a power.
  Also in these circumstances, manifesting a psi-like ability 
  that is usable at will is a full-round action rather than a 
  standard action.
  SWARM OF CRYSTALS
  Metacreativity (Creation)
  Level: Psion/wilder 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: 15 ft.
  Area: Cone-shaped spread
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  Thousands of tiny crystal shards spray forth in an arc from 
  your hand.
  These razorlike crystals slice everything in their path.
  Anyone caught in the cone takes 3d4 points of slashing 
  damage.
  Augment: For every additional power point you spend, 
  this power’s damage increases by 1d4 points.
  
  200
  TRUE CREATION
  Metacreativity (Creation)
  Level: Shaper 9
  Duration: Instantaneous
  Power Points: 17, XP
  As psionic major creation, except items created are enduring 
  and cannot be negated by dispelling magic or negating 
  powers.
  For all intents and purposes, these items are completely 
  real.
  XP Cost: 1/5 of the item’s gold piece value (see the Player’s 
  Handbook and the Dungeon Master’s Guide for item prices), or 
  a minimum of 1 XP.
  WALL OF ECTOPLASM
  Metacreativity (Creation)
  Level: Psion/wilder 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall whose area is up to one 10-ft. square/level or 
  a sphere or hemisphere with a radius of up to 1 ft./level
  Duration: 1 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You fashion a roiling wall of ectoplasm, imbuing it with 
  solidity.
  The wall cannot move once it is formed.
  It is 1 inch thick per four manifester levels and occupies up 
  to one 5-foot square per level.
  Each 5-foot square of the wall has 10 hit points per inch of 
  thickness and hardness 5.
  A section of the wall whose hit points drop to 0 is breached.
  If a creature tries to break through the wall, the DC for the 
  Strength check is 15 + 2 per inch of thickness.
  The wall of ectoplasm is susceptible to dispel psionics, but it 
  gains a +4 bonus on any check to determine whether the 
  wall is negated.
  Spells, powers, and breath weapons cannot pass through 
  the wall in either direction (though they could damage it).
  It blocks ethereal creatures as well as material creatures 
  (though ethereal creatures can usually get around the wall 
  by floating under or over it through material floors and 
  ceilings).
  The wall is opaque, so neither vision nor gaze attacks 
  operate through it.
  The wall does not block psychoportive travel, such as that 
  provided by the psionic teleport power.
  You can form the wall into a flat, vertical plane whose area 
  is up to one 10-foot square per level or into a sphere or 
  hemisphere with a radius of up to 1 foot per level.
  The wall of ectoplasm must be continuous and unbroken 
  when manifested.
  If its surface is interrupted by any object or creature, the 
  power fails.
  PSYCHOKINESIS
  CLAW OF ENERGY
  Psychokinesis [see text]
  Level: Psychic warrior 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 7
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you can 
  use this power to energize that weapon.
  The claw attack deals an extra 1d6 points of cold, electricity, 
  or fire damage (as chosen by you at the time of 
  manifestation) on a successful hit.
  On a critical hit, it deals an extra 1d10 points of energy 
  damage.
  If the claw’s critical multiplier is ×3, add 2d10 points of 
  energy damage instead; if the multiplier is ×4, add 3d10 
  points of energy damage.
  This power can be manifested on a claw attack that already 
  deals energy damage, but if the claw already deals the same 
  type of damage as the power, the effects stack.
  If this power is manifested on a claw attack already 
  benefiting from the effect of the power, the newer 
  manifestation supersedes the older manifestation, even if 
  both manifestations are of different energy types.
  This power’s subtype is the same as the type of energy 
  infused in the natural weapon.
  CONCUSSION BLAST
  Psychokinesis [Force]
  Level: Psion/wilder 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 3
  A subject you select is pummeled with telekinetic force for 
  1d6 points of force damage.
  You can choose to have the power deal an equal amount of 
  nonlethal damage instead.
  Concussion blast always affects a subject within range that 
  you can see, even if the subject is in melee or has cover or 
  concealment (you cannot use this power against creatures 
  with total cover or total concealment).
  Nonmagical, unattended objects (including doors, walls, 
  locks, and so on) may also be damaged by this power.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 2 additional power points you spend, this 
  power’s damage increases by 1d6 points.
  2. For every 2 additional power points you spend, this 
  power can affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  CONTROL AIR
  Psychokinesis
  Level: Kineticist 2
  Display: Mental
  
  201
  Manifesting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 50-ft.-radius spread
  Duration: Concentration, up to 1 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You have some control over wind speed and direction.
  The speed of the wind within the area of this power can be 
  increased or decreased by up to 10 miles per hour.
  You can spend as many as 5 additional power points to 
  augment this power, with each point allowing you to 
  modify the wind speed by an additional 10 miles per hour, 
  to a maximum change in wind speed of 60 miles per hour.
  This power also gives you the ability to alter the direction of 
  the wind by as much as 90 degrees (turning a north wind 
  into an east wind, for instance).
  Powerful enough winds can cause creatures to be blown 
  away, knocked down, or checked; see Table 3–24, page 95 
  of the Dungeon Master’s Guide.
  Unless the DM determines the day to be particularly windy 
  or calm, determine the initial wind speed when you first 
  use this power by rolling 1d20.
  The result is the current wind speed in miles per hour.
  Augment: See above.
  CONTROL BODY
  Psychokinesis
  Level: Kineticist 4
  Display: Material
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One Medium or smaller creature with humanoid 
  physiology
  Duration: Concentration, up to 1 min./level
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 7
  You psychokinetically control the actions of any humanoid 
  (including undead or outsiders with a humanoid 
  physiology) that is within range and to which you have line 
  of sight.
  Control body doesn’t require mental contact with the subject, 
  since you are actually forcing limb movements 
  independent of the target’s mind.
  You can force the subject to stand up, sit down, walk, turn 
  around, and so on, but operating the vocal cords is too 
  difficult.
  You can also hold the subject immobile, rendering it 
  helpless.
  You cannot force the subject to manifest powers, cast spells, 
  or use any special ability that is not a function of just its 
  body movements.
  If you lose line of sight to the subject, the effect of this 
  power ends.
  If you force the subject to engage in combat, its attack 
  bonus is equal to your base attack bonus + your Intelligence 
  bonus, and its bonus on damage rolls is equal to your 
  Intelligence bonus.
  A subject of this power cannot make attacks of opportunity.
  The subject gains no benefit to Armor Class from its 
  Dexterity, but it does gain a bonus to its AC equal to your 
  Intelligence bonus.
  Although the subject’s body is under your control, the 
  subject’s mind is not.
  Creatures capable of taking purely mental actions (such as 
  manifesting powers) can do so.
  Augment: For every 2 additional power points you spend, 
  this power can affect a target one size category larger.
  CONTROL FLAMES
  Psychokinesis [Fire]
  Level: Psion/wilder 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One nonmagical fire source; see text
  Duration: Concentration, up to 1 min./level
  Saving Throw: See text
  Power Resistance: No
  Power Points: 1
  You pyrokinetically control the intensity or movements of 
  one fire source.
  A nonmagical fire source can be controlled if it is equal to 
  or smaller than the maximum size of fire you can control 
  according to your manifester level, as noted on the 
  accompanying table.
  You can freely switch control between fire sources, or 
  change the nature of your control, while you maintain 
  concentration, but only one specified change (keeping a 
  fire burning, animating it, or altering its size) can be made 
  to one fire source in a round.
  When your control over a fire source lapses, that fire 
  immediately returns to its original state (or goes out if it has 
  no fuel or has been moved away from its original location).
  With this power, you can artificially keep a fire burning 
  that would normally expire for lack of fuel; even dousing a 
  controlled flame with water does not put it out (though 
  completely submerging the flame would).
  Normally, a creature at risk of catching on fire can avoid 
  this fate by making a DC 15 Reflex saving throw, with 
  success indicating that the fire has gone out.
  If the fire is one that has been kept burning by the use of 
  control flames, then the DC of the Reflex save needed to put 
  out the flames increases to 25.
  This power also enables you to make a fire move as if it 
  were a living creature.
  You can animate only a naturally burning fire; if you 
  attempt to animate one that has been increased or 
  decreased in size by your augmentation of this power, the 
  fire immediately returns to its original size.
  An animated fire moves at a speed of 30 feet.
  A fire that moves away from its fuel or its original location 
  dies as soon as your control over it lapses.
  An animated fire can enter any square, even if a creature 
  already occupies it.
  If an animated fire enters a square occupied by a creature, 
  that creature can make a Reflex save to get out of the way 
  (DC 11 + the number of dice of damage the fire does + your 
  Int modifier if you are a psion or your Cha modifier if you 
  are a wilder).
  A successful Reflex save moves the creature to the nearest 
  unoccupied square.
  
  202
  The flames deal the indicated damage to any creature that is 
  either on fire or surrounded by the flames (in the fire’s 
  space); see the accompanying table).
  At the start of your turn, the animated fire deals damage to 
  any creature in its space, and the creature catches on fire 
  unless it makes a Reflex save (DC as noted above).
  A victim on fire takes 1d6 points of damage each round.
  Additional rounds in the same space as the animated fire 
  occupies mean additional chances of ignition.
  The damage from multiple normal fires stacks, but the 
  victim gets a saving throw each round to negate each fire.
  It is possible to switch control from the animated fire 
  (causing it to disappear) to intensify f lames that are already 
  burning (thus denying the foe Reflex saves after the first).
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 2 additional power points you spend, you can 
  increase the size of a fire you want to control by one step, 
  up to the maximum size of fire you can control according to 
  your manifester level.
  2. For every 2 additional power points you spend, you can 
  decrease the size of a fire you want to control by one step.
  You can reduce a Tiny or smaller fire to nothing, 
  extinguishing it.
  CONTROL LIGHT
  Psychokinesis [Light]
  Level: Psion/wilder 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Nine 10-ft. cubes + three 10-ft. cubes/level
  Duration: Concentration, up to 1 min./level, or 1 round; 
  see text
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  By manipulating the ambient light level, you can decrease 
  or increase the illumination of an area.
  The change in illumination can be gradual (taking as long 
  as 1 minute) or sudden (occurring immediately when you 
  manifest this power).
  You can alter the level of illumination from its original 
  level at any time during the power’s duration.
  Decrease: You can decrease the illumination of an area by as 
  little as 5% (barely perceptible) or as much as 100% (total 
  darkness).
  If you decrease the light by 50% or more, the visual ability 
  of creatures that depend on light to see declines 
  accordingly.
  For instance, a human carrying a torch can see well out to 
  20 feet.
  If you use control light to decrease the illumination around 
  him by 75%, then the area he sees as brightly lit by the 
  torch extends only out to 5 feet.
  If you decrease the ambient light in an area by 100%, even 
  those with lowlight vision are unable to see within the 
  affected area.
  For each 25% decrease in ambient light, characters in the 
  area gain a cumulative +1 circumstance bonus on Hide 
  checks (to a maximum of +4 when all the light is gone).
  Increase: You can increase the illumination of an area by as 
  little as 5% (barely perceptible) or as much as 100%.
  If you increase the light by 50% or more, the visual ability 
  of creatures that depend on light to see improves 
  accordingly.
  For instance, an elf carrying a sunrod can see well out to 60 
  feet (because of her lowlight vision).
  If you use control light to increase the illumination around 
  her by 50%, then the area she sees as brightly lit by the 
  sunrod extends out to 90 feet.
  You can use this power to increase the illumination of an 
  area by 200% (improving visual abilities accordingly), but in 
  such a case the power’s duration is only 1 round.
  CONTROL OBJECT
  Psychokinesis
  Level: Kineticist 1
  Display: Material
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One unattended object weighing up to 100 lb.
  Duration: Concentration, up to 1 round/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  
  203
  You telekinetically “bring to life” an inanimate object.
  Though it is not actually alive, the object moves under your 
  control.
  Live vegetation cannot be controlled in this fashion, nor 
  can already animated objects or undead.
  The controlled object moves like a puppet, with jerky and 
  clumsy movements, at a speed of up to 20 feet.
  If its form is rigid, it makes creaking, groaning, or grating 
  sounds as you control it.
  A controlled object can attack an opponent if you direct it 
  to do so.
  It has one slam attack, at a base attack bonus equal to your 
  base attack bonus plus your Intelligence modifier.
  If the attack hits, it deals points of damage equal to 1d6 plus 
  your Intelligence modifier.
  A controlled object has its usual hardness and hit points.
  You can use this power on a nonmagical lock, making it 
  move in such a way as to attempt to unlock itself.
  If another character makes an Open Lock check involving a 
  lock that you are concentrating on controlling, the 
  character gains a +4 bonus on the check.
  CONTROL SOUND
  Psychokinesis [Sonic]
  Level: Psion/wilder 2
  Display: Auditory; see text
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One sound or mixture of related sounds
  Duration: Concentration, up to 1 min./level; see text
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You shape and alter existing sounds.
  You can target one sound, such as a person speaking or 
  singing, or a group of related sounds, such as the patter of 
  many raindrops or the tramp of soldiers passing by.
  A sound as quiet as a snapping finger can be controlled.
  You can substitute any sound you have heard for the target 
  sound.
  For instance, you could replace the sound of a dragon’s 
  snoring with the sound of a trickling waterfall.
  You could change the words of a speaker into inarticulate 
  babbling or into other words entirely (though a speaker 
  generally comes to a halt quickly when he realizes that 
  every word coming out of his mouth is unintended).
  If you attempt to exactly duplicate the voice of a specific
  individual, or an inherently terrifying sound (such as a 
  dragon’s roar), you must succeed on a Bluff check with a +5 
  circumstance bonus opposed by the intended listener’s 
  Sense Motive check to avoid arousing suspicion.
  You can entirely muffle a noise or magnify a sound to such 
  loudness that it drowns out all other conversation in the 
  immediate area.
  In this way, you can provide yourself or any with a +4 
  circumstance bonus on Move Silently and Listen checks.
  Alternatively, you can use up the power in an instant.
  You do this by modulating a sound into a one-time 
  destructive impetus that shatters nonmagical/nonpsionic, 
  unattended objects of crystal, glass, ceramics, or porcelain 
  (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.
  DISPEL PSIONICS
  Psychokinesis
  Level: Psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Area: One manifester, creature, or object; or 
  20-ft.-radius burst
  Duration: Instantaneous or 1d4 rounds; see text
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  You 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, or can be ended only if you 
  manifest dispel psionics at a high enough manifester level.
  Dispel psionics can end spell-like effects just as it does 
  powers.
  The effect of a power with an instantaneous duration can’t 
  be dispelled, because the psionic effect is already over 
  before the dispel psionics can take effect.
  You 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 dispel psionics power.
  You make a dispel check (1d20 + your manifester level, 
  maximum +10) against the power or against each ongoing 
  power currently in effect on the object or creature.
  The DC for this dispel check is 11 + the power’s manifester 
  level.
  If you succeed on a particular check, that power is 
  dispelled; if you fail, that power remains in effect.
  If you target an object or creature that is the effect of an 
  ongoing power or is under the effect of an ongoing power 
  (such as an astral construct created by the astral construct 
  power, or a character who has temporary hit points 
  provided by the vigor power), you make a dispel check to 
  end the power or its effect.
  If the object that you target is a psionic item, you make a 
  dispel check against the item’s manifester level.
  If you succeed, 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 (such as a bag of holding) is 
  temporarily closed.
  A psionic item’s physical properties are unchanged: A 
  suppressed psionic sword is still a sword (a masterwork 
  sword, in fact).
  Artifacts and deities are unaffected by mortal power such as 
  this.
  You automatically succeed on your dispel check against any 
  power that you manifested yourself.
  Area Dispel: When dispel psionics is used in this way, the 
  power affects everything within a 20-foot radius.
  For each creature within the area that is the subject of one 
  or more powers, you make a dispel check against the power 
  with the highest manifester level.
  
  204
  If that check fails, you make dispel checks against 
  progressively weaker powers until you dispel one power 
  (which discharges the dispel psionics power so far as that 
  target is concerned) or until you fail all your checks.
  The creature’s psionic items are not affected.
  For each object within the area that is the target of one or 
  more powers, you make dispel checks as with creatures.
  Psionic items are not affected by an area dispel.
  For each ongoing area or effect power whose point of origin 
  is within the area of the dispel psionics power, you can make 
  a dispel check to dispel the power.
  For each ongoing power whose area overlaps that of the 
  dispel psionics power, 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 
  power is in the area, you can make a dispel check to end the 
  power that created that object or construct in addition to 
  attempting to dispel powers targeting the creature or 
  object.
  You can choose to automatically succeed on dispel checks 
  against any power that you have manifested.
  Augment: For every additional power point you spend, 
  the bonus on your dispel check increases by 2 (to a 
  maximum bonus of +20 for a 5-point expenditure).
  DISPELLING BUFFER
  Psychokinesis
  Level: Kineticist 6, psychic warrior 6
  Display: Material and olfactory
  Manifesting Time: 1 standard action
  Range: Personal or close (25 ft. + 5 ft./2 levels); see text
  Target: You or one willing creature or one object (object 
  weighing up to 100 lb./level); see text
  Duration: 1 hour/level (D)
  Saving Throw: None
  Power Resistance: Yes (harmless, object)
  Power Points: 11
  You create a psychokinetic shield around the subject that 
  improves the chance that any powers affecting the subject 
  will resist a dispel psionics power (or a dispel magic spell) or a 
  negation effect that targets a specific power (such as shatter 
  mind blank).
  When dispelling buffer is manifested on a creature or object, 
  add +5 to the DC of the dispel check for each ongoing 
  effect that is subject to being dispelled.
  Dispel psionics can negate dispelling buffer, but against a 
  targeted dispel, dispelling buffer is always checked last (with 
  the same +5 bonus).
  Against an area dispel, dispelling buffer is checked in the 
  order according to its level (with the same +5 bonus).
  Special: When a psychic warrior manifests this power, the 
  range is personal and the target is the manifester.
  ENERGY BALL
  Psychokinesis [see text]
  Level: Kineticist 4
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 7
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You create an explosion of energy of the chosen type that 
  deals 7d6 points of damage to every creature or object 
  within the area.
  The explosion creates almost no pressure.
  Cold: A ball of this energy type deals +1 point of damage per 
  die.
  The saving throw to reduce damage from a cold ball is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a ball of this energy type provides a 
  +2 bonus to the save DC and a +2 bonus on manifester level 
  checks for the purpose of overcoming power resistance.
  Fire: A ball of this energy type deals +1 point of damage per 
  die.
  Sonic: A ball of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  this power’s damage increases by one die (d6).
  For each extra two dice of damage, this power’s save DC 
  increases by 1.
  ENERGY BOLT
  Psychokinesis [see text]
  Level: Psion/wilder 3
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 120 ft.
  Area: 120-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 5
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You release a powerful stroke of energy of the chosen type 
  that deals 5d6 points of damage to every creature or object 
  within the area.
  The beam begins at your fingertips.
  Cold: A bolt of this energy type deals +1 point of damage per 
  die.
  The saving throw to reduce damage from a cold bolt is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a bolt of this energy type provides a 
  +2 bonus to the save DC and a +2 bonus on manifester level 
  checks for the purpose of overcoming power resistance.
  Fire: A bolt of this energy type deals +1 point of damage per 
  die.
  Sonic: A bolt of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  this power’s damage increases by one die (d6).
  For each extra two dice of damage, this power’s save DC 
  increases by 1.
  
  205
  ENERGY BURST
  Psychokinesis [see text]
  Level: Psion/wilder 3
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 5
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You create an explosion of unstable ectoplasmic energy of 
  the chosen type that deals 5d6 points of damage to every 
  creature or object within the area.
  The explosion creates almost no pressure.
  Since this power extends outward from you, you are not 
  affected by the damage.
  Cold: A burst of this energy type deals +1 point of damage 
  per die.
  The saving throw to reduce damage from a cold burst is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a burst of this energy type provides a 
  +2 bonus to the save DC and a +2 bonus on manifester level 
  checks for the purpose of overcoming power resistance.
  Fire: A burst of this energy type deals +1 point of damage 
  per die.
  Sonic: A burst of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you
  manifest.
  Augment: For every additional power point you spend, 
  this power’s damage increases by one die (d6).
  For each extra two dice of damage, this power’s save DC 
  increases by 1.
  ENERGY CONE
  Psychokinesis [see text]
  Level: Kineticist 3
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped spread
  Duration: Instantaneous
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 5
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You create a cone of energy of the chosen type, extending 
  outward from your hand, that deals 5d6 points of damage to 
  every creature or object within the area.
  Cold: A cone of this energy type deals +1 point of damage 
  per die.
  The saving throw to reduce damage from a cold cone is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a cone of this energy type provides a 
  +2 bonus to the save DC and a +2 bonus on manifester level 
  checks for the purpose of overcoming power resistance.
  Fire: A cone of this energy type deals +1 point of damage 
  per die.
  Sonic: A cone of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  this power’s damage increases by one die (d6).
  For each extra two dice of damage, this power’s save DC 
  increases by 1.
  ENERGY CURRENT
  Psychokinesis [see text]
  Level: Kineticist 5
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Any two creatures no more than 15 ft. apart
  Duration: Concentration, up to 1 round/level
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 9
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  Your body’s psionically fueled bioenergetic currents 
  produce an arc of energy of the chosen type that targets a 
  creature you designate as the primary foe for 9d6 points of 
  damage in every round when the power remains in effect.
  Energy also arcs off the primary foe to strike one additional 
  foe that is initially within 15 feet of the primary foe, or that 
  subsequently moves within 15 feet of the primary foe while 
  the duration lasts.
  Secondary foes take half the damage that the primary foe 
  takes in every round while the duration lasts.
  Should either the primary or secondary foe fall to less than 
  0 hit points (or should a target completely evade the effect 
  with a special ability or power), the energy current’s arc 
  randomly retargets another primary and/or secondary foe 
  while the duration lasts.
  Targeted foes can move normally, possibly moving out of 
  range of the effect, but each round they are targeted and 
  remain in range they must make a saving throw to avoid 
  taking full damage in that round.
  Concentrating to maintain energy current is a full-round 
  action.
  If you take damage while maintaining energy current, you 
  must make a successful Concentration check (DC 10 + 
  damage dealt) to avoid losing your concentration on the 
  power.
  Cold: A current of this energy type deals +1 point of damage 
  per die.
  The saving throw to reduce damage from a cold current is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a current of this energy type 
  provides a +2 bonus to the save DC and a +2 bonus on 
  manifester level checks for the purpose of overcoming 
  power resistance.
  Fire: A current of this energy type deals +1 point of damage 
  per die.
  Sonic: A current of this energy type deals –1 point of 
  damage per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: You can augment this power in one or both of 
  the following ways.
  
  206
  1. For every additional power point you spend, this power’s 
  damage increases by one die (d6).
  For each extra two dice of damage, this power’s save DC 
  increases by 1.
  2. For every 4 additional power points you spend, this 
  power can affect an additional secondary target.
  Any additional secondary target cannot be more than 15 
  feet from another target of the power.
  ENERGY MISSILE
  Psychokinesis [see text]
  Level: Kineticist 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to five creatures or objects; no two targets 
  can be more than 15 ft. apart.
  Duration: Instantaneous
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 3
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You release a powerful missile of energy of the chosen type 
  at your foe.
  The missile deals 3d6 points of damage to each creature or 
  object you target, to the maximum of five targets.
  You cannot hit the same target multiple times with the 
  same manifestation of this power.
  Cold: A missile of this energy type deals +1 point of damage 
  per die.
  The saving throw to reduce damage from a cold missile is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a missile of this energy type provides 
  a +2 bonus to the save DC and a +2 bonus on manifester 
  level checks for the purpose of overcoming power 
  resistance.
  Fire: A missile of this energy type deals +1 point of damage 
  per die.
  Sonic: A missile of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  this power’s damage increases by one die (d6) and its save 
  DC increases by 1.
  ENERGY PUSH
  Psychokinesis [see text]
  Level: Psion/wilder 2
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 3
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You project a solid blast of energy of the chosen type at a 
  target, dealing it 2d6 points of damage.
  In addition, if a subject of up to one size category larger 
  than you fails a Strength check (DC equal to the save DC of
  this power), the driving force of the energy blast pushes it 
  back 5 feet plus another 5 feet for every 5 points of damage 
  it takes.
  If a wall or other solid object prevents the subject from 
  being pushed back, the subject instead slams into the object 
  and takes an extra 2d6 points of damage from the impact 
  (no save).
  The movement caused by energy push does not provoke 
  attacks of opportunity.
  Cold: A blast of this energy type deals +1 point of damage 
  per die (damage from impact remains at 2d6 points).
  The saving throw to reduce damage from a cold push is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a blast of this energy type provides a 
  +2 bonus to the save DC and a +2 bonus on manifester level 
  checks for the purpose of overcoming power resistance.
  Fire: A blast of this energy type deals +1 point of damage per 
  die (damage from impact remains at 2d6 points).
  Sonic: A blast of this energy type deals –1 point of damage 
  per die (damage from impact remains at 2d6 points) and 
  ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every 2 additional power points you spend, 
  this power’s damage increases by one die (d6) and its save 
  DC increases by 1.
  The damage increase applies to both the initial blast and 
  any damage from impact with an object.
  ENERGY RAY
  Psychokinesis [see text]
  Level: Psion/wilder 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You create a ray of energy of the chosen type that shoots 
  forth from your fingertip and strikes a target within range, 
  dealing 1d6 points of damage, if you succeed on a ranged 
  touch attack with the ray.
  Cold: A ray of this energy type deals +1 point of damage per 
  die.
  Electricity: Manifesting a ray of this energy type provides a 
  +3 bonus on your attack roll if the target is wearing metal 
  armor and a +2 bonus on manifester level checks for the 
  purpose of overcoming power resistance.
  Fire: A ray of this energy type deals +1 point of damage per 
  die.
  Sonic: A ray of this energy type deals –1 point of damage per 
  die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  this power’s damage increases by one die (d6).
  
  207
  ENERGY RETORT
  Psychokinesis [see text]
  Level: Psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal and close (25 ft. + 5 ft./2 levels); see text
  Targets: You and creature or object attacking you; see text
  Duration: 1 min./level
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 5
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You weave a field of potential energy of the chosen type 
  around your body.
  The first successful attack made against you in each round 
  during the power’s duration prompts a response from the 
  field with out any effort on your part.
  The attack may be physical, the effect of a power, or the 
  effect of a spell (including spell-like, supernatural, and 
  extraordinary abilities).
  An “ectoburst” discharges from the field, targeting the 
  source of the attack and dealing 4d6 points of damage of the 
  chosen energy type.
  To be affected, a target must be within close range, you 
  must have line of sight and line of effect to it, and you must 
  be able to identify the source of the attack.
  (For instance, if the attack comes from a foe that is hiding 
  or invisible, you might not be able to identify the source; if 
  you can’t, the attacker isn’t targeted by the ectoburst).
  The ectoburst is a ranged touch attack made using your 
  base attack bonus plus your key ability modifier for your 
  manifesting class.
  Cold: A field of this energy type deals +1 point of damage 
  per die.
  The saving throw to reduce damage from a cold retort is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a field of this energy type provides a 
  +2 bonus to the save DC and a +2 bonus on manifester level 
  checks for the purpose of overcoming power resistance.
  Fire: A field of this energy type deals +1 point of damage per 
  die.
  Sonic: A field of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  this power’s duration increases by 1 minute.
  ENERGY STUN
  Psychokinesis [see text]
  Level: Psion/wilder 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 3
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You release a powerful stroke of the chosen energy type 
  that encircles all creatures in the area, dealing 1d6 points of 
  damage to each of them.
  In addition, any creature that fails its save for half damage 
  must succeed on a Will save or be stunned for 1 round.
  Cold: A stroke of this energy type deals +1 point of damage 
  per die.
  The saving throw to reduce damage from a cold stun is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a stroke of this energy type provides 
  a +2 bonus to the save DC and a +2 bonus on manifester 
  level checks for the purpose of overcoming power 
  resistance.
  Fire: A stroke of this energy type deals +1 point of damage 
  per die.
  Sonic: A stroke of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  this power’s damage increases by one die (d6) and its save 
  DC increases by 1.
  ENERGY WAVE
  Psychokinesis [see text]
  Level: Psion/wilder 7
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 120 ft.
  Area: Cone-shaped spread
  Duration: Instantaneous
  Saving Throw: Reflex half or Fortitude half; see text
  Power Resistance: Yes
  Power Points: 13
  Upon manifesting this power, you choose cold, electricity, 
  fire, or sonic.
  You create a flood of energy of the chosen type out of 
  unstable ectoplasm that deals 13d6 points of damage to 
  each creature and object in the area.
  This power originates at your hand and extends outward in 
  a cone.
  Cold: A wave of this energy type deals +1 point of damage 
  per die.
  The saving throw to reduce damage from a cold wave is a 
  Fortitude save instead of a Reflex save.
  Electricity: Manifesting a wave of this energy type provides a 
  +2 bonus to the save DC and a +2 bonus on manifester level 
  checks for the purpose of overcoming power resistance.
  Fire: A wave of this energy type deals +1 point of damage 
  per die.
  Sonic: A wave of this energy type deals –1 point of damage 
  per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  this power’s damage increases by one die (d6).
  For each extra two dice of damage, this power’s save DC 
  increases by 1.
  ERADICATE INVISIBILITY
  Psychokinesis
  Level: Psion/wilder 3
  
  208
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 50 ft.
  Targets: You and all invisible creatures and objects in a 
  50-ft.-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Power Resistance: No
  Power Points: 5
  You radiate a psychokinetic burst that disrupts and negates 
  all types of invisibility (though this power can’t negate the 
  effect of cloud mind).
  Any creature that fails its save to avoid the effect loses its 
  invisibility.
  Creatures that are naturally invisible, such as an invisible 
  stalker, are revealed as a dim outline for 1 round (until the 
  beginning of your next turn) and do not have total 
  concealment during this period.
  Augment: For every additional power point you spend, 
  this power’s range and the radius of the burst in which it 
  functions both increase by 5 feet.
  FAR HAND
  Psychokinesis
  Level: Psion/wilder 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: A nonmagical, unattended object weighing up to 
  5 lb.
  Duration: Concentration, up to 1 min.
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You can mentally lift and move an object at will from a 
  distance.
  As a move action, you can propel the object as far as 15 feet 
  in any direction, though the power ends if the distance 
  between you and the object exceeds the power’s range.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 2 additional power points you spend, this 
  power’s range increases by 5 feet.
  2. For every additional power point you spend, the weight 
  limit of the target increases by 2 pounds.
  FIERY DISCORPORATION
  Psychokinesis [Fire]
  Level: Kineticist 5
  Display: Visual
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous and up to one day; see text
  Power Points: 9
  You use your mastery of energy to cheat death.
  If you are within 30 feet of an open flame, you can use this 
  power.
  Any damage that would reduce you to 0 hit points or lower 
  instead has a chance to discorporate you.
  You attempt a Will save (DC 5 + damage dealt); if it 
  succeeds, you simply break apart into dozens of flitting 
  tongues of flame and vanish, along with all your gear and 
  anything you are holding or carrying.
  One day later, you reappear adjacent to an open flame 
  nearest to the place where you discorporated, seeming to 
  materialize from the fire (you choose where you appear 
  along the perimeter of that open flame).
  While discorporated, you do not exist—you can do 
  nothing, nor can any of your enemies do anything to you.
  Augment: For every 3 additional power points you spend, 
  you gain a +1 bonus on your Will save to determine 
  whether you discorporate.
  FORCE SCREEN
  Psychokinesis [Force]
  Level: Psion/wilder 1, psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 1
  You create an invisible mobile disk of force that hovers in 
  front of you.
  The force screen provides a +4 shield bonus to Armor Class 
  (which applies against incorporeal touch attacks, since the 
  force screen is a force effect).
  Since it hovers in front of you, the effect has no armor 
  check penalty associated with it.
  Augment: For every 4 additional power points you spend, 
  the shield bonus to Armor Class improves by 1.
  INERTIAL ARMOR
  Psychokinesis
  Level: Psion/wilder 1, psychic warrior 1
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 1; see text
  Your mind generates a tangible field of force that provides a 
  +4 armor bonus to Armor Class.
  Unlike mundane armor, inertial armor entails no armor 
  check penalty or speed reduction.
  Because inertial armor is composed of psychokinetic force, 
  incorporeal creatures can’t bypass it the way they do normal 
  armor.
  Your inertial armor can be invisible or can appear as a 
  colored glow, at your option.
  The armor bonus provided by inertial armor does not stack 
  with the armor bonus provided by regular armor.
  Augment: For every 2 additional power points you spend, 
  the armor bonus to Armor Class increases by 1.
  INERTIAL BARRIER
  Psychokinesis
  Level: Kineticist 4, psychic warrior 4
  Display: Auditory and mental
  Manifesting Time: 1 standard action
  
  209
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: 7
  You create a skin-tight psychokinetic barrier around 
  yourself that resists blows, cuts, stabs, and slashes, as well as 
  providing some protection against falling.
  You gain damage reduction 5/–.
  Inertial barrier also absorbs half the damage you take from 
  any fall.
  INTELLECT FORTRESS
  Psychokinesis
  Level: Psion/wilder 4
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: 20 ft.
  Area: 20-ft.-radius spread centered on you
  Duration: 1 round
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 7
  You encase yourself and your allies in a shimmering 
  fortress of telekinetic force.
  All damage from powers and psi-like abilities taken by 
  subjects inside the area of the intellect fortress, including 
  ability damage, is halved.
  This lowering takes place prior to the effects of other 
  powers or abilities that lessen damage, such as damage 
  reduction and evasion.
  Powers that are not subject to power resistance are not 
  affected by an intellect fortress.
  You can manifest this power instantly, quickly enough to 
  gain its benefits in an emergency.
  Manifesting the power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  You can use this power even when it’s not your turn.
  Augment: For every additional power point you spend, 
  this power’s duration increases by 1 round.
  MATTER AGITATION
  Psychokinesis
  Level: Psion/wilder 1
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 2 sq. ft. of surface area of an object or creature
  Duration: Concentration, up to 1 min./level
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  You can excite the structure of a nonpsionic, nonmagical 
  object, heating it to the point of combustion over time.
  The agitation grows more intense in the second and third 
  rounds after you manifest the power, as described below.
  1st Round: Readily flammable material (paper, dry grass, 
  tinder, torches) ignites.
  Skin reddens (1 point of damage).
  2nd Round: Wood smolders and smokes, metal becomes hot 
  to the touch, skin blisters (1d4 points of damage), hair 
  smolders, paint shrivels, water boils.
  3rd and Subsequent Rounds: Wood ignites, metal scorches 
  (1d4 points of damage for those holding metallic objects).
  Skin burns and hair ignites (1d6 points of damage), lead 
  melts.
  MY LIGHT
  Psychokinesis [Light]
  Level: Psion/wilder 1, psychic warrior 1
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Effect: 20-ft. cone of light emanating from you
  Duration: 10 min./level (D)
  Power Points: 1
  Your eyes beam forth a 20-foot cone of light.
  You and other creatures can see normally in the light.
  If you walk into an area filled with psionic or magical 
  darkness, my light goes dark while you stay within that area.
  If my light is used in conjunction with elfsight, the cone of 
  light extends out to 40 feet instead of 20 feet.
  Augment: If you spend 2 additional power points, you 
  can manifest this power as a swift action.
  NULL PSIONICS FIELD
  Psychokinesis
  Level: Kineticist 6
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation centered on you
  Duration: 10 min./level (D)
  Saving Throw: None
  Power Resistance: See text
  Power Points: 11
  An invisible barrier surrounds you and moves with you.
  The space within this barrier is impervious to most psionic 
  effects, including powers, psi-like abilities, and 
  supernatural abilities.
  Likewise, it prevents the functioning of any psionic items 
  or powers within its confines.
  A null psionics field suppresses any power or psionic effect 
  used within, brought into, or manifested into its area, but 
  does not negate it.
  A creature under the effect of schism, for example, loses the 
  benefit of the power while inside the field, but the schism 
  resumes functioning when the creature leaves the field.
  Time spent within a null psionics field counts against a 
  suppressed effect’s duration.
  Astral constructs and summoned creatures wink out if they 
  enter a null psionics field.
  They reappear in the same spot once the field goes away.
  Time spent winked out counts normally against the 
  duration of the power that is maintaining the construct or 
  summoned creature.
  Creation powers with instantaneous durations and calling 
  powers are not affected by a null psionics field because the 
  power itself is no longer in effect, only its result.
  
  210
  A normal creature (a normally encountered construct 
  rather than a created one, for instance) can enter the area, as 
  can normal missiles.
  Furthermore, while a psionic sword does not function 
  psionically within the area, it is still a sword (and a 
  masterwork sword at that).
  The power 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 or have a limited duration, 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 psionics does not remove the field.
  Two or more null psionics fields sharing any of the same 
  space have no effect on each other.
  Certain powers may be unaffected by null psionics field (see 
  the individual power descriptions).
  Artifacts and deities are unaffected by mortal power such as 
  this.
  Should a creature’s space extend across the boundary of the 
  area enclosed by the field, any part of the creature that lies 
  outside the effect is unaffected by the field.
  REDDOPSI
  Psychokinesis
  Level: Kineticist 7
  Display: Auditory, mental, and olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Until discharged or 10 min./level
  Power Points: 13
  When you manifest reddopsi, powers targeted against you 
  rebound to affect the original manifester.
  This effect reverses powers that have only you as a target 
  (except dispel psionics and similar powers or effects).
  Powers that affect an area and those that produce effects 
  can’t be reversed.
  Reddopsi also can’t reverse any power with a range of touch.
  Should you rebound a power back against a manifester who 
  also is protected by reddopsi, the power rebounds once more 
  upon you.
  STOMP
  Psychokinesis
  Level: Psychic warrior 1
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Area: Cone-shaped spread
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Power Resistance: No
  Power Points: 1
  Your foot stomp precipitates a psychokinetic shock wave 
  that travels along the ground, toppling creatures and loose 
  objects.
  The shock wave affects only creatures standing on the 
  ground within the power’s area.
  Creatures that fail their saves are thrown to the ground, 
  become prone, and take 1d4 points of nonlethal damage.
  Augment: For every additional power point you spend, 
  this power’s nonlethal damage increases by 1d4 points.
  TELEKINETIC FORCE
  Psychokinesis [Force]
  Level: Psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One object at a time
  Duration: Concentration, up to 1 round/level
  Saving Throw: Will negates (object); see text
  Power Resistance: Yes (object)
  Power Points: 5
  You move an object by concentrating your mind upon its 
  current location and then the location you desire, creating a 
  sustained force.
  You can move an object weighing no more than 250 
  pounds up to 20 feet per round.
  A creature can negate the effect on an object it possesses 
  with a successful Will save or with power resistance.
  The weight can be moved across the ground or through the 
  air.
  This power ends if the object is forced out of range.
  If you cease concentration, the object falls or stops.
  You can drop a weight and pick up another during the 
  power’s duration, as long as you don’t stop concentrating on 
  maintaining the power.
  An object can be telekinetically manipulated as if you were 
  moving it 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 tie or untie simple knots, though 
  delicate activities such as these require Intelligence checks 
  against a DC set by the DM.
  If you spend at least 5 rounds concentrating on an 
  unattended object, you can attempt to break or burst it as if 
  making a Strength check, except that you apply your key 
  ability modifier to the check instead of your Strength 
  modifier.
  Augment: For every additional power point you spend, 
  the weight limit of the target increases by 25 pounds.
  TELEKINETIC MANEUVER
  Psychokinesis [Force]
  Level: Psion/wilder 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Concentration, up to 1 round/level
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 7
  You can affect a foe by concentrating your mind upon its 
  current status and the status you desire, once per round.
  You can perform a bull rush, a disarm, a grapple (including 
  a pin), or a trip.
  
  211
  Resolve these attempts as normal, except that they don’t 
  provoke attacks of opportunity, you use your manifester 
  level in place of your base attack bonus (for disarm and 
  grapple attempts), you use your Intelligence modifier in 
  place of your Strength modifier or Dexterity modifier, and 
  a failed attempt doesn’t allow a reactive attempt by the 
  target (such as normally allowed on disarm or trip 
  attempts).
  No save is allowed against these attempts, but power 
  resistance applies normally.
  Augment: For every 2 additional power points you spend, 
  this power grants a +1 bonus on your checks involving bull 
  rush, disarm, grapple, or trip attempts.
  TELEKINETIC SPHERE, PSIONIC
  Psychokinesis [Force]
  Level: Kineticist 8
  Display: Material
  Manifesting 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 min./level (D)
  Saving Throw: Reflex negates (object)
  Power Resistance: Yes (object)
  Power Points: 15
  As Otiluke’s telekinetic sphere (page 259 of the Player’s 
  Handbook), except as noted here.
  TELEKINETIC THRUST
  Psychokinesis
  Level: Psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Targets: One or more objects or creatures 
  with a total weight of 250 lb. or less
  Duration: Instantaneous
  Saving Throw: Will negates or Will negates (object); see 
  text
  Power Resistance: Yes or Yes (object); see text
  Power Points: 5
  You can affect one or more objects or creatures by 
  concentrating your mind upon, sending them in a deadly 
  hail at your foes—or simply by hurling your foe!
  You can hurl one object or creature per manifester level 
  (maximum fifteen separate targets), as long as all are within 
  the power’s range and each is no more than 10 feet away 
  from another one.
  Each object or creature can be hurled a maximum distance 
  of 10 feet per level.
  You must succeed on ranged attack rolls (one per creature 
  or object thrown) to hit the target of the hurled items with 
  the items, applying your Intelligence modifier to the attack 
  roll instead of your Dexterity modifier.
  Hurled weapons deal their standard damage (your Strength 
  bonus does not apply; arrows or bolts deal damage as 
  daggers of their size when used in this manner).
  Other objects deal damage ranging from 1 point per 25 
  pounds of weight (for less dangerous objects such as an 
  empty barrel) to 1d6 points per 25 pounds of weight (for 
  hard, dense objects such as a boulder).
  Creatures are allowed Will saves (and power resistance) to 
  negate the effect, as are those whose held possessions are 
  targeted by this power.
  If you use this power to hurl a creature against a solid 
  surface, it takes damage as if it had fallen 10 feet (1d6 
  points).
  Augment: For every additional power point you spend, 
  the weight limit of the target or targets increases by 25 
  pounds.
  TORNADO BLAST
  Psychokinesis
  Level: Kineticist 9
  Display: Auditory and visual; see text
  Manifesting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Area: 40-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Power Resistance: No
  Power Points: 17
  You induce the formation of a slender vortex of fiercely 
  swirling air.
  When you manifest it, a vortex of air visibly and audibly 
  snakes out from your outstretched hand.
  If you want to aim the vortex at a specific creature, you can 
  make a ranged touch attack to strike the creature.
  If you succeed, direct contact with the vortex deals 8d6 
  points of damage to the creature (no save).
  Regardless of whether your ranged touch attack hits (and 
  even if you forgo the attack), all creatures in the area 
  (including the one possibly damaged by direct contact) are 
  picked up and violently dashed about, dealing 17d6 points 
  of damage to each one.
  Creatures that make a successful Reflex save take half 
  damage.
  After being dashed about, each creature that was affected 
  finds itself situated in a new space 1d4×10 feet away from 
  its original space in a random direction.
  Walls and other barriers can restrict this relocation; in such 
  a case, the creature ends up adjacent to the barrier.
  Augment: For every additional power point you spend, 
  this power’s area damage (not the damage from direct 
  contact dealt to a specific creature) increases by 1d6 points 
  (to a maximum of 24d6 points).
  For each extra 2d6 points of damage, this power’s save DC 
  increases by 1.
  WEAPON OF ENERGY
  Psychokinesis [see text]
  Level: Psychic warrior 4
  Display: Visual
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates (object, harmless)
  Power Resistance: None
  Power Points: 7
  As claw of energy, except this power can be manifested on a 
  touched weapon.
  This power’s subtype is the same as the type of energy 
  infused in the touched weapon.
  
  212
  PSYCHOMETABOLISM
  ADAPT BODY
  Psychometabolism
  Level: Psion/wilder 5, psychic warrior 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 9
  Your body automatically adapts to hostile environments.
  You can adapt to underwater, extremely hot, extremely 
  cold, or airless environments, allowing you to survive as if 
  you were a creature native to that environment.
  You can breathe and move (though penalties to movement 
  and attacks, if any for a particular environment, remain), 
  and you take no damage simply from being in that 
  environment.
  You need not specify what environment you are adapting to 
  when you manifest this power; simply activate it, and your 
  body will instantly adapt to any hostile environment as 
  needed throughout the duration.
  You can somewhat adapt to extreme environmental 
  features such as acid, lava, fire, and electricity.
  Any environmental feature that normally directly deals 1 or 
  more dice of damage per round (such as lava, which deals 
  20d6 points of damage per round of immersion) deals you 
  only half the usual amount of damage.
  An attack form is not treated as an environment.
  For example, even if you’re adapted to extremely cold 
  conditions, you are still vulnerable to psionic or magical 
  attacks that deal cold damage.
  AFFINITY FIELD
  Psychometabolism
  Level: Psion/wilder 9
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius emanation, centered on you
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates (potentially harmless)
  Power Resistance: Yes
  Power Points: 17
  You create an affinity feedback loop with all creatures 
  within the area.
  While the duration lasts, affected creatures take all damage 
  (including ability damage) as you do and heal all wounds as 
  you do.
  For instance, if you take 10 points of damage from a sword 
  wound, all creatures within the area also take 10 points of 
  damage.
  On the other hand, if you are subject to healing psionics or 
  magic, all creatures in the affinity field are also healed.
  Hit points gained or lost persist after this power ends.
  Creatures in range are also subject to magical and psionic 
  effects of 3rd level or lower (you therefore couldn’t grant all 
  nearby subjects the effects of greater metamorphosis when 
  you manifest it on yourself, for instance).
  Creatures that have an affinity to you gain a saving throw 
  against each new power transferred through the affinity field 
  as if the power were manifested upon them normally.
  All magical and psionic effects transferred to subjects fade 
  at the end of this power’s duration, although instantaneous 
  effects remain, such as the effects of curing power.
  If you suddenly become immune to a particular effect or 
  power, such as might be the case if you manifested iron body 
  on yourself, the effect or power to which you are immune 
  cannot be transferred to creatures that have affinity to you.
  For example, if you manifest animal affinity to gain an 
  enhancement to your Strength score, so too do all creatures 
  in range.
  However, even though animal affinity lasts much longer, 
  when affinity field ends, all affected creatures lose the 
  benefit of whatever power or powers still remain in effect 
  on you.
  On the other hand, any hit point damage taken by subjects 
  through the affinity field remains.
  ANIMAL AFFINITY
  Psychometabolism
  Level: Egoist 2, psychic warrior 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 3
  You forge a psychometabolic affinity with an idealized 
  animal form, thereby boosting one of your ability scores 
  (choose either Strength, Dexterity, Constitution, 
  Intelligence, Wisdom, or Charisma).
  The power grants a +4 enhancement bonus to the ability 
  score you choose, adding the usual benefits provided by a 
  high ability bonus.
  Because you are emulating the idealized form of an animal, 
  you also take on minor aspects of the animal you choose 
  (for instance, if you gain a +4 bonus to Strength, you may 
  appear more bearlike; if gaining a +4 bonus to Dexterity, 
  you may appear more catlike, and so on).
  If you choose to increase the ability you use to manifest 
  powers, you do not gain the benefit of an increased ability 
  score long enough to gain any bonus power points for a 
  high ability score, but the save DCs of your powers increase 
  for the duration of this power.
  Augment: For every 5 additional power points you spend, 
  this power grants a +4 enhancement bonus to another 
  ability.
  ASSIMILATE
  Psychometabolism
  Level: Psion/wilder 9
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One living creature touched
  Duration: Instantaneous and 1 hour; see text
  Saving Throw: Fortitude half
  Power Resistance: Yes
  Power Points: 17
  Your pointing finger turns black as obsidian.
  
  213
  A creature touched by you is partially assimilated into your 
  form and takes 20d6 points of damage.
  Any creature reduced to 0 or fewer hit points by this power 
  is killed, entirely assimilated into your form, leaving 
  behind only a trace of fine dust.
  An assimilated creature’s equipment is unaffected.
  A creature that is partially assimilated into your form (that 
  is, a creature that has at least 1 hit point following your use 
  of this power) grants you a number of temporary hit points 
  equal to half the damage you dealt for 1 hour.
  A creature that is completely assimilated grants you a 
  number of temporary hit points equal to the damage you 
  dealt and a +4 bonus to each of your ability scores for 1 
  hour.
  If the assimilated creature knows psionic powers, you gain 
  knowledge of one of its powers (chosen by the DM) for 1 
  hour.
  You gain some semblance of a creature you completely 
  assimilate for 1 hour, granting you a +10 bonus on Disguise 
  checks made to appear as that creature during that time.
  BIOFEEDBACK
  Psychometabolism
  Level: Psion/wilder 2, psychic warrior 1
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: Psion/wilder 3, psychic warrior 1
  You can toughen your body against wounds, lessening their 
  impact.
  During the duration of this power, you gain damage 
  reduction 2/–.
  Augment: For every 3 additional power points you spend, 
  your damage reduction increases by 1.
  BITE OF THE WOLF
  Psychometabolism
  Level: Psychic warrior 1
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 1
  Your posture becomes stooped forward, and you grow a 
  muzzle complete with fangs.
  You gain one bite attack each round, instead of or in 
  addition to any other attacks you have, that deals 1d8 points 
  of damage (assuming you are a Medium creature) when it 
  hits.
  Your bite attack is a natural weapon, so you are considered 
  armed when attacking with it, and it can be affected by 
  powers, spells, and effects that enhance or improve natural 
  weapons (such as the magic fang spell).
  You can choose to deal nonlethal damage with your bite, 
  taking the standard –4 penalty on your attack roll.
  If you bite as your only attack, you use your highest base 
  attack bonus on the attack roll, and you can apply your full 
  Strength bonus to damage.
  If you bite in addition to making other attacks, the bite is a 
  secondary attack.
  If you are not a Medium creature, your bite attack’s base 
  damage varies as follows: Fine 1d2, Diminutive 1d3, Tiny 
  1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, 
  Colossal 6d6.
  Based on your psychic warrior level, your bite increases in 
  ferocity as noted here: at 5th level your bite deals an extra 
  1d8 points of damage, at 10th level an extra 2d8, at 15th 
  level an extra 3d8, and at 20th level an extra 4d8 points.
  BODY ADJUSTMENT
  Psychometabolism (Healing)
  Level: Psion/wilder 3, psychic warrior 2
  Display: Auditory and material
  Manifesting Time: 1 round
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: Psion/wilder 5, psychic warrior 3
  You take control of your body’s healing process, curing 
  yourself of 1d12 points of damage.
  As usual, when regular damage is healed, an equal amount 
  of nonlethal damage is also healed.
  Augment: For every 2 additional power points you spend, 
  this power heals an additional 1d12 points of damage.
  BODY EQUILIBRIUM
  Psychometabolism
  Level: Psion/wilder 2, psychic warrior 2
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  Power Points: 3
  You can adjust your body’s equilibrium to correspond with 
  any solid or liquid that you stand on.
  Thus, you can walk on water, quicksand, or even a spider’s 
  web without sinking or breaking through (this effect does 
  not confer any resistance to particularly sticky webs).
  You can move at your normal speed, but you cannot run (×4 
  speed) on an unfirm surface without sinking or breaking 
  through.
  If you fall from any height while using this power, damage 
  from the impact is halved.
  BODY PURIFICATION
  Psychometabolism (Healing)
  Level: Psion/wilder 3, psychic warrior 2
  Display: Auditory and material
  Manifesting Time: 1 round
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: Psion/wilder 5, psychic warrior 3
  You restore up to 2 points of damage to a single ability 
  score.
  You cannot use body purification to heal ability drain.
  
  214
  Augment: For every additional power point you spend, 
  this power heals 1 additional point of damage to the same 
  ability score.
  BREATH OF THE BLACK DRAGON
  Psychometabolism [Acid]
  Level: Psion/wilder 6, psychic warrior 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone-shaped burst centered on you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: Yes
  Power Points: 11
  Your mouth spews forth vitriolic acid that deals 11d6 points 
  of acid damage to any targets in the area.
  Augment: For every additional power point you spend, 
  this power’s damage increases by 1d6 points.
  CHAMELEON
  Psychometabolism
  Level: Egoist 2, psychic warrior 1
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  Power Points: 1
  Your skin and equipment take on the color and texture of 
  nearby objects, including floors and walls.
  You receive a +10 enhancement bonus on Hide checks.
  CLAWS OF THE BEAST
  Psychometabolism
  Level: Psychic warrior 1
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: see text
  You call forth the aggressive nature of the beast inherent in 
  yourself, psionically transforming your hands into deadly 
  claws.
  You gain two natural attacks with your claws, each dealing 
  1d4 points of damage (1d6 if you are Large, or 1d3 if you are 
  Small) plus your Strength bonus.
  Your claws are natural weapons, so you are considered 
  armed when attacking with them, and they can be affected 
  by powers, spells, and effects that enhance or improve 
  natural weapons (such as the magic fang spell).
  You can choose to deal nonlethal damage with your claws, 
  taking the standard –4 penalty on your attack roll.
  Your claws work just like the natural weapons of many 
  monsters.
  You can make an attack with one claw or a full attack with 
  two claws at your normal attack bonus, replacing your 
  normal attack routine.
  You take no penalties for two-weapon fighting, and neither 
  attack is a secondary attack.
  If your base attack bonus is +6 or higher, you do not gain 
  any additional attacks—you simply have two claw attacks at 
  your normal attack bonus.
  You can manifest this power with an instant thought, 
  quickly enough to gain the benefit of the power on your 
  turn before you attack.
  Manifesting this power is a swift action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  You cannot manifest this power when it isn’t your turn.
  You can call or dismiss the claws as a swift action during 
  the duration of the power.
  If you attack with a manufactured weapon or another 
  natural attack, you can’t make any claw attacks in that 
  round.
  You can still hold and manipulate items with your claws or 
  cast spells just as well as you could with your hands.
  Augment: If you spend additional power points, you can 
  create larger, sharper, and more deadly claws, as shown on 
  the table below.
  CLAWS OF THE VAMPIRE
  Psychometabolism
  Level: Psychic warrior 3
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 5
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you can 
  use this power to change the nature of that weapon.
  When this power is manifested, your claws take on an 
  ominous glimmer.
  Each time you make a successful claw attack against a living 
  creature of Small or larger size, you are healed of some 
  amount of damage.
  You heal a number of hit points equal to half the base 
  damage dealt by your claws of the vampire, rounded down 
  (additional damage dealt because of a high Strength score 
  or other enhancements does not count toward the amount 
  you heal).
  You heal as many hit points as can be gained while the 
  creature remains at 1 hit point or higher.
  Any damage that would reduce the creature to 0 or fewer 
  hit points does not benefit you.
  
  215
  You do not heal damage if your attack deals nonlethal 
  damage, such as when you attack a creature that has the 
  regeneration ability.
  Moreover, you gain no healing from attacking any creature 
  that is under the effect of biofeedback.
  Using fission on yourself and then attacking your duplicate 
  also fails to grant any healing.
  COMPRESSION
  Psychometabolism
  Level: Psychic warrior 1
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 1
  This power causes instant diminution, halving your height, 
  length, and width and dividing your weight by 8.
  This decrease changes your size category to the next 
  smaller one.
  You gain a +2 size bonus to Dexterity, a –2 size penalty to 
  Strength (to a minimum effective Strength score of 1), a +1 
  size bonus on attack rolls, and a +1 size bonus to Armor 
  Class due to your reduced size.
  If your new size is Tiny, you have a space of 2 1/2 feet and a 
  natural reach of 0 feet (meaning that you must enter an 
  opponent’s square to attack).
  If your new size is Diminutive, you have a space of 1 foot 
  and a natural reach of 0 feet.
  This power doesn’t change your speed.
  All your equipment, worn or carried, is similarly reduced 
  by the power.
  Melee and projectile weapons deal less damage (see Table 
  2–3, page 28 of the Dungeon Master’s Guide).
  Other psionic or magical properties are not affected by this 
  power.
  Any affected 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 effects that reduce size do not stack, which means 
  (among other things) that you can’t use a second 
  manifestation of this power to further reduce yourself.
  Augment: You can augment this power in one or more of 
  the following ways.
  1. If you spend 6 additional power points, this power 
  decreases your size by two size categories.
  You gain a +4 size bonus to Dexterity, a –4 size penalty to 
  Strength (to a minimum effective Strength score of 1), a +2 
  size bonus on attack rolls, and a +2 size bonus to Armor 
  Class due to your reduced size.
  2. If you spend 6 additional power points, you can manifest 
  this power as a swift action instead of a standard action.
  3. If you spend 2 additional power points, this power’s 
  duration is 1 minute per level rather than 1 round per level.
  DISSOLVING TOUCH
  Psychometabolism [Acid]
  Level: Psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature or object touched
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  Your touch, claw, or bite is corrosive, and sizzling moisture 
  visibly oozes from your natural weapon or hand.
  You deal 4d6 points of acid damage to any creature or object 
  you touch with your successful melee touch attack.
  Acid you secrete denatures 1 round after use, losing all 
  efficacy and ability to deal damage.
  You are immune to your own acid.
  Augment: For every 2 additional power points you spend, 
  this power’s damage increases by 1d6 points.
  DISSOLVING WEAPON
  Psychometabolism [Acid]
  Level: Psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: One held weapon; see text
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  As dissolving touch, except your weapon is charged with acid 
  until you make a successful attack.
  DUODIMENSIONAL CLAW
  Psychometabolism
  Level: Psychic warrior 3
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: 5
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you can 
  use this power to improve that weapon.
  One of your claws becomes two-dimensional, making it 
  razor-sharp.
  The weapon is now psionically keen, increasing its threat 
  range from 20 to 19–20.
  This benefit does not stack with other effects that improve 
  a weapon’s threat range.
  The third spatial component of your hand still exists but is 
  temporarily shunted into the Ethereal Plane, so against 
  ethereal or incorporeal targets this power is ineffective.
  ECTOPLASMIC FORM
  Psychometabolism
  Level: Egoist 3, psychic warrior 3
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  
  216
  Duration: 1 min./level (D)
  Power Points: 5
  You and all your gear become a partially translucent mass of 
  rippling ectoplasm that generally conforms to your normal 
  shape.
  You gain damage reduction 10/psionics, and you gain 
  immunity to poison and critical hits.
  Your material armor (including inertial armor) becomes 
  meaningless, although your size, Dexterity, deflection 
  bonuses, and armor bonuses from force effects (such as 
  those gained by inertial armor) still apply to your Armor 
  Class.
  You can manifest powers while in ectoplasmic form, but you 
  must make a Concentration check (DC 20 + power level) 
  for each power you attempt to manifest.
  You cannot physically attack, you lose supernatural abilities 
  (if any), and you can’t speak while in ectoplasmic form.
  You can’t run, but you can fly at a speed of 20 feet (perfect).
  You can pass through small holes or narrow openings, even 
  mere cracks, with all you were wearing or holding in your 
  hands.
  You are subject to the effects of wind, and you can’t enter 
  water or other liquid.
  You also can’t manipulate objects or activate items, even 
  those carried along with you.
  Continuously active items remain active, though in some 
  cases their effects may be moot (such as items that provide 
  armor or natural armor bonuses).
  ELFSIGHT
  Psychometabolism
  Level: Psion/wilder 2, psychic warrior 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: Psion/wilder 3, psychic warrior 1
  You gain low-light vision (as an elf ) for the duration of the 
  power, as well as a +2 bonus on Search and Spot checks.
  In addition, you gain the ability to notice secret or 
  concealed doors by merely passing within 5 feet of one, 
  getting to make a Search check as if you were actively 
  looking for it.
  If elfsight is used in conjunction with my light, the cone of 
  light extends out to 40 feet instead of 20 feet.
  EMPATHIC TRANSFER
  Psychometabolism
  Level: Egoist 2, psychic warrior 2
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Willing creature touched
  Duration: Instantaneous
  Power Points: 3
  You heal another creature’s wounds, transferring some of 
  its damage to yourself.
  When you manifest this power, you can heal as much as 
  2d10 points of damage.
  The target regains a number of hit points equal to the dice 
  result, and you lose hit points equal to half of that amount.
  (This loss can bring you to 0 or fewer hit points).
  Powers and abilities you may have such as damage 
  reduction and regeneration do not lessen or change this 
  damage, since you are taking the target’s pain into yourself 
  in an empathic manner.
  The damage transferred by this power has no type, so even 
  if you have immunity to the type of damage the target 
  originally took, the transfer occurs normally and deals hit 
  point damage to you.
  Alternatively, you can use this power to absorb one poison 
  or one disease afflicting the target creature into yourself.
  When you absorb a poison or disease, you do not take any 
  of the damage previously dealt to the target by the 
  affliction, but you do assume the burden of making the 
  secondary and/or continuing Fortitude saves to combat the 
  affliction.
  Finally, you can use this power to transfer up to 1 point of 
  ability damage per manifester level from the target to 
  yourself.
  Augment: For every additional power point you spend, 
  you can heal an additional 2d10 points of damage (to a 
  maximum of 10d10 points per manifestation).
  ENERGY ADAPTATION
  Psychometabolism [see text]
  Level: Psion/wilder 4, psychic warrior 4
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: 7
  Your body assimilates some of the effect of an energy attack 
  and converts it to harmless light.
  You gain resistance 10 against any attack that deals acid, 
  cold, electricity, fire, or sonic damage.
  When you absorb damage, you can choose to radiate visible 
  light that illuminates a 60-foot radius for a number of 
  rounds equal to the points of damage you successfully 
  resisted, or merely dissipate the energy without giving off a 
  visual display.
  The energy resistance provided by this power increases to 
  20 points at 9th manifester level and to a maximum of 30 
  points at 13th level.
  The power protects your equipment as well.
  The resistance provided by this power does not stack with 
  other forms of energy resistance.
  This power’s subtype is the same as the type of damage it 
  protects against.
  Augment: If you spend 4 additional power points, you 
  can manifest this power as an immediate action.
  ENERGY ADAPTATION, SPECIFIED
  Psychometabolism [see text]
  Level: Psion/wilder 2, psychic warrior 2
  Power Points: 3
  As energy adaptation, except you must choose one type of 
  energy to which you gain resistance when this power is 
  manifested.
  This power’s subtype is the same as the type of damage it 
  protects against.
  
  217
  Augment: If you spend 4 additional power points, you 
  can manifest this power as an immediate action.
  ENERGY CONVERSION
  Psychometabolism [see text]
  Level: Psion/wilder 7
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Personal and close (25 ft. + 5 ft./2 levels); see text
  Effect: Ray; see text
  Duration: 10 min./level
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 13
  As energy adaptation, except that instead of radiating away 
  energy as light, you store up the energy and can later 
  discharge it as a ray.
  To discharge a ray requires a standard action.
  You can choose to fire any number of rays during the 
  power’s duration.
  The ray you fire must be of one of the energy types you 
  have stored (if you have stored more than one type, you can 
  choose what kind of energy to use for each ray).
  If a ray successfully strikes its target (requiring a ranged 
  touch attack), the target takes damage equal to the amount 
  of energy damage of that type you have stored, up to a 
  maximum of three times your manifester level.
  As long as this power remains in effect, you can continue to 
  absorb energy damage and fire additional rays using the 
  stored damage.
  This power’s subtype is the same as the type of energy you 
  discharge in a ray; thus, its subtype can change during the 
  course of the power’s duration.
  EVADE BURST
  Psychometabolism
  Level: Psion/wilder 7, psychic warrior 3
  Display: Material
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: Psion/wilder 13, psychic warrior 5
  You throw off a faux ectoplasmic shell, allowing you to 
  slide out of range of a damaging effect.
  When you manifest this power in conjunction with making 
  a successful Reflex save against an attack that normally 
  deals half damage on a successful save (such as firefall), you 
  instead take no damage.
  You can manifest this power with an instant thought, 
  quickly enough to save yourself if you unexpectedly come 
  within range of a dangerous effect.
  Manifesting this power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  You can even manifest this power when it isn’t your turn.
  Augment: If you spend 4 additional power points, you 
  take only half damage on a failed Reflex save.
  EXHALATION OF THE BLACK DRAGON
  Psychometabolism [Acid]
  Level: Psychic warrior 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 5
  You spit forth vitriolic acid, originating from your mouth, 
  at your target.
  If you succeed on a ranged touch attack, the target takes 
  3d6 points of acid damage.
  Augment: For every 2 additional power points you spend, 
  this power’s damage increases by 1d6 points.
  EXPANSION
  Psychometabolism
  Level: Psychic warrior 1
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: 1
  This power causes instant growth, doubling your height, 
  length, and width and multiplying your weight by 8.
  This increase changes your size category to the next larger 
  one.
  You gain a +2 size bonus to Strength, a –2 size penalty to 
  Dexterity (to a minimum effective Dexterity score of 1), a –
  1 size penalty on attack rolls, and a –1 size penalty to Armor 
  Class due to your increased size.
  If your new size is Large or larger, you have a space of at 
  least 10 feet and a natural reach of at least 10 feet (see Table 
  7–1, page 314 of the Monster Manual).
  This power doesn’t change your speed.
  If insufficient room is available for the desired growth, you 
  attain the maximum possible size and can make a Strength 
  check (using your increased Strength score) to burst any 
  enclosures in the process.
  If you fail, you are constrained without harm by the 
  materials enclosing you—you cannot crush yourself to 
  death by increasing your size.
  All your equipment, worn or carried, is similarly expanded 
  by this power.
  Melee and projectile weapons deal more damage (see Table 
  2–2, page 28 of the Dungeon Master’s Guide).
  Other psionic or magical properties are not affected by this 
  power.
  Any affected 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 effects that increase size do not stack, which 
  means (among other things) that you can’t use a second 
  manifestation of this power to further expand yourself.
  Augment: You can augment this power in one or more of 
  the following ways.
  
  218
  1. If you spend 6 additional power points, this power 
  increases your size by two size categories instead of one.
  You gain a +4 size bonus to Strength, a –4 size penalty to 
  Dexterity (to a minimum effective Dexterity score of 1), a –
  2 size penalty on attack rolls, and a –2 size penalty to Armor 
  Class due to your increased size.
  2. If you spend 6 additional power points, you can manifest 
  this power as a swift action instead of a standard action.
  3. If you spend 2 additional power points, this power’s 
  duration is 1 minute per level rather than 1 round per level.
  FISSION
  Psychometabolism
  Level: Egoist 7
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Effect: Duplicate of yourself
  Duration: 1 round/level (D)
  Power Points: 13
  You can divide yourself, creating a duplicate that comes 
  into existence 5 feet away.
  Your duplicate thinks and acts exactly as you do and follows 
  your orders, although it will not do anything you wouldn’t 
  do yourself.
  Your duplicate has all your abilities but none of your 
  psionic or magical equipment (it does possess a duplicate of 
  all your mundane equipment, clothing, armor, and 
  implements, as well as mundane versions of any psionic or 
  magical equipment you have).
  You and your duplicate evenly split your power points, 
  your remaining usages of pertinent special abilities for the 
  day, and so on.
  You retain your psionic focus, if you maintain such when 
  this power is manifested.
  Treat your duplicate as yourself with two negative levels for 
  the purpose of determining the powers to which the 
  duplicate has access (while the duration of this power lasts, 
  those negative levels cannot be removed by any means).
  Your duplicate has all other physical traits you had at the 
  time you manifest this power.
  Powers, spells, or other effects affecting you when you 
  manifest this power do not transfer to your duplicate.
  When the duration expires or when you dismiss the power, 
  you and your duplicate rejoin, no matter how far from each 
  other you are.
  You gain back any power points the duplicate has not spent.
  At the time of rejoining, you take half of the damage your 
  duplicate has taken since this power was manifested.
  This damage could potentially leave you with negative hit 
  points, but it can’t reduce your hit points to less than –9.
  If your duplicate dies before the duration expires, no 
  rejoining occurs, and you gain one negative level.
  If you die, your duplicate remains in existence, and is for all 
  intents you, but with two negative levels.
  (Once the duration expires, one of the negative levels 
  immediately converts to one lost level; the other negative 
  level can be removed by standard means).
  You can have only one fissioned duplicate in existence at one 
  time; your duplicate cannot use this power.
  You cannot use fusion or metaconcert with a duplicate, or 
  share any other power or effect that pools abilities (the sum 
  of you and you is still just you).
  Similarly, attempting to use powers such as claws of the 
  vampire or vampiric blade to hurt your duplicate only 
  damages your duplicate; these powers do not heal you.
  Empathic transfer and similar powers are likewise ineffective 
  (transferring wounds to yourself isn’t a good healing 
  strategy).
  All powers affecting a fissioned creature, either the original 
  or the duplicate, end when the fission ends.
  All damage, including hit point damage, ability damage, 
  ability drain, and ability burn damage, is added together.
  FORM OF DOOM
  Psychometabolism
  Level: Psychic warrior 6
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Personal; see text
  Target: You
  Duration: 1 round/level (D)
  Power Points: 11
  You wrench from your subconscious a terrifying visage of 
  deadly hunger and become one with it.
  You are transformed into a nightmarish version of yourself,
  complete with an ooze-sleek skin coating, lashing tentacles, 
  and a fright-inducing countenance.
  You effectively gain a +10 bonus on Disguise checks, 
  though you retain your basic shape and can continue to use 
  your equipment.
  This power cannot be used to impersonate someone; while 
  horrible, your form is recognizably your own.
  You gain the frightful presence extraordinary ability, which 
  takes effect automatically when you charge a foe.
  Opponents within 30 feet of you that have fewer Hit Dice 
  or levels than you and that witness your charge become 
  shaken for 5d6 rounds if they fail a Will save (DC 16 + your 
  Cha modifier).
  An opponent that succeeds on the saving throw is immune 
  to your frightful presence for 24 hours.
  Frightful presence is a mind-affecting fear effect.
  Your horrific form grants you a natural armor bonus of +5, 
  damage reduction 5/–, and a +4 bonus to your Strength 
  score.
  In addition, you gain +10 feet to your land speed as well as a 
  +10 bonus on Climb and Jump checks.
  A nest of violently flailing black tentacles sprout from your 
  hair and back.
  You can make up to four additional attacks with these 
  tentacles in addition to your regular melee attacks in each 
  round that you take a full attack action.
  You can make tentacle attacks within the space you 
  normally threaten.
  If you make your tentacle attacks in addition to you regular 
  melee attacks, each tentacle attacks at your highest base 
  attack bonus with a –5 penalty.
  If you forgo all your other attacks, making only tentacle 
  attacks, you make your tentacle attacks at your highest base 
  attack bonus with no penalty.
  These tentacles deal 2d8 points of damage plus one-half 
  your Strength bonus on each successful strike.
  This power functions only while you inhabit your base 
  form (for instance, you can’t be metamorphed or 
  polymorphed into another form, though you can use breath 
  of the black dragon, claws of the beast, and bite of the wolf in 
  
  219
  conjunction with this power for your regular attacks), and 
  while your mind resides within your own body.
  Augment: For every additional power point you spend, 
  this power’s duration increases by 2 rounds.
  FUSE FLESH
  Psychometabolism
  Level: Psion/wilder 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates and Fortitude partial; 
  see text
  Power Resistance: Yes
  Power Points: 11
  You cause the touched subject’s flesh to ripple, grow 
  together, and fuse into a nearly seamless whole.
  The subject is forced into a fetal position (if humanoid), 
  with only the vaguest outline of its folded arms and legs 
  visible below the all-encompassing wave of flesh.
  The subject retains the ability to breathe, eat, and excrete, 
  but may lose the use of its senses (see below).
  If the sudden transformation would prove fatal to the 
  creature (such as fusing a swimming air-breathing subject, 
  or a flying subject), the subject gets a +4 bonus on the save.
  Unless it loses the use of its senses (see below), the creature 
  can still perform purely mental actions, such as manifesting 
  powers.
  If the target fails its Fortitude save to avoid the power’s 
  effect, the subject must immediately attempt a second 
  Fortitude save.
  If this second save is failed, the creature’s eyes and ears fuse 
  over, effectively blinding and deafening it.
  Moreover, it loses its extraordinary, supernatural, and spell-
  like abilities, as well as its ability to manifest powers (if 
  any), and is generally in sorry shape.
  Incorporeal or gaseous creatures and creatures not 
  composed of flesh are immune to fuse flesh, and a 
  shapechanger (such as a lycanthrope or a doppelganger) 
  can revert to its unfused form as a standard action.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1.
  FUSION
  Psychometabolism
  Level: Egoist 8
  Display: Auditory, material, and visual
  Manifesting Time: 1 round
  Range: Touch
  Targets: You and one touched willing creature of your 
  type and your size or smaller
  Duration: 1 min./level (D)
  Power Points: 15, XP
  You and another willing, corporeal, living creature of the 
  same or smaller size fuse into one being.
  As the manifester, you control the actions of the fused 
  being.
  However, you can give up this control to the other creature.
  Once you give up control, you cannot regain it unless the 
  other creature relinquishes it.
  The fused being has your current hit points plus the other 
  creature’s current hit points.
  The fused being knows all the powers you and the other 
  creature know, has the sum of your and the other creature’s 
  power points, and knows or has prepared any spells you or 
  the other creature possesses (if any).
  Likewise, all feats, racial abilities, and class features are 
  pooled (if both creatures have the same ability, the fused 
  being gains it only once).
  For each of the six ability scores, the fused being’s score is 
  the higher of yours and the other creature’s, and the fused 
  being also has the higher Hit Dice or manifester level—
  this effectively means the fused being uses the better 
  saving throws, attack bonus, and skill modifiers of either 
  member, and it manifests powers at the higher of the 
  manifester levels that you or the other creature possessed 
  before becoming fused.
  You decide what equipment is absorbed into the fused 
  being and what equipment remains available for use.
  These fused items are restored once the power ends.
  When the power ends, the fused being separates.
  The other creature appears in an area adjacent to you that 
  you determine.
  If separation occurs in a cramped space, the other creature 
  is expelled through the Astral Plane, finally coming to rest 
  materially in the nearest empty space and taking 1d6 points 
  of damage for each 10 feet of solid material passed through.
  Damage taken by the fused being is split evenly between 
  you and the other creature when the power ends.
  You do not leave the fusion with more hit points than you 
  entered it with, unless you were damaged prior to the fusion 
  and the fused being was subsequently healed.
  In a like manner, the fused being’s remaining power points 
  are split between you and the other creature (you can leave 
  with more points than you entered with, as long as you 
  don’t exceed the maximum power points for your level and 
  ability score).
  Ability damage and negative levels are also split between 
  you and the other creature.
  (If an odd number of negative levels or ability score 
  reductions must be split, you decide whether you or the 
  other creature receives the additional loss).
  If a fused being is killed, it separates into its constituent 
  creatures, both of which are also dead.
  You cannot use fission on a fused being.
  XP Cost: 50 XP.
  GRAFT WEAPON
  Psychometabolism
  Level: Psychic warrior 3
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 24 hours (D)
  Power Points: 5
  You attach any melee weapon you can use in one hand—
  mundane, psionic, or magical—onto the end of one of your 
  arms.
  The weapon becomes a natural extension of your arm, and 
  that hand blends seamlessly into the shaft, hilt, or head of 
  the weapon.
  
  220
  Now that the weapon and you are one, you gain a +1 
  competence bonus on all attack and damage rolls while 
  using the weapon.
  The grafted weapon is considered both a standard weapon 
  and a natural weapon for the purpose of effects that 
  distinguish between either weapon type.
  For instance, the grafted weapon is treated as a natural 
  weapon for the purpose of delivering a touch attack with a 
  power in conjunction with the weapon attack.
  As with any power (or spell) melee touch attack made in 
  conjunction with a natural weapon attack, the touch attack 
  effect is not delivered unless the natural weapon strikes 
  normally; on a failed attack, the touch power (or spell) is 
  wasted.
  For a psychic warrior under the effect of the claws of the 
  beast power, grafting a weapon means that attacks with this 
  hand deal the base damage of the weapon, instead of the 
  claw upon which a psychic warrior normally relies.
  While your hand is grafted to a weapon, you lose the use of 
  that hand and take a –2 penalty on all skill checks requiring 
  the use of hands.
  Powers that temporarily polymorph or metamorph you can 
  ignore the grafted weapon or alter it normally, at your 
  discretion.
  If the weapon takes damage, you take damage as well.
  If you are healed, so is your grafted weapon.
  If your weapon is destroyed, you permanently lose 2 points 
  of Constitution; the ability drain persists until you can 
  restore your natural anatomy (by means of regenerate or a 
  similar effect).
  When this power’s duration expires, the grafted weapon 
  falls to the ground and your hand returns.
  GRIP OF IRON
  Psychometabolism
  Level: Psychic warrior 1
  Display: Visual
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 1
  You can improve your chances in a grapple as an immediate 
  action, gaining a +4 enhancement bonus on your grapple 
  checks.
  You can manifest this power with an instant thought, 
  quickly enough to gain the benefit of the power in the 
  current round.
  Manifesting this power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  You can manifest this power when it isn’t your turn (if you 
  are grappled).
  Augment: For every 4 additional power points you spend, 
  the enhancement bonus on your grapple checks increases 
  by 2.
  HAMMER
  Psychometabolism
  Level: Psion/wilder 1, psychic warrior 1
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 1
  This power charges your touch with the force of a 
  sledgehammer.
  A successful melee touch attack deals 1d8 points of 
  bludgeoning damage.
  This damage is not increased or decreased by your Strength 
  modifier.
  Augment: For every additional power point you spend, 
  this power’s duration increases by 1 round.
  HUSTLE
  Psychometabolism
  Level: Egoist 3, psychic warrior 2
  Display: Auditory
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Effect: 1 extra move action
  Power Points: Egoist 5, psychic warrior 3
  You gain an additional move action in the current round.
  For instance, on your turn you could manifest this power to 
  move into a position that would set up a charge, then take 
  your normal action to charge an opponent.
  Alternatively, you could manifest this power to move up to 
  a foe, then take a full-round action to make attacks on your 
  foe.
  Taking a full round’s worth of attacks and then using this 
  power to move away from your foe does provoke attacks of 
  opportunity.
  You can manifest this power with an instant thought, 
  quickly enough to gain the benefit of the power before you 
  move.
  Manifesting the power is a swift action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  You cannot manifest this power when it isn’t your turn.
  IMMOVABILITY
  Psychometabolism
  Level: Psychic warrior 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Concentration
  Power Points: 7
  You are almost impossible to move.
  Your weight does not vary; instead, you mentally attach 
  yourself to the underlying fabric of the plane.
  Thus, you could conceivably anchor yourself in midair.
  Any creature attempting to physically move you must 
  succeed on an opposed Strength check, and you gain a +20 
  bonus on the check.
  You can’t voluntarily move to a new location unless you 
  stop concentrating, which ends the power.
  You cannot apply your Dexterity bonus to Armor Class; 
  however, your anchored body gains damage reduction 15/–
  .
  
  221
  You cannot make physical attacks or perform any other 
  large-scale movements (you can make small-scale 
  movements, such as breathing, turning your head, moving 
  your eyes, talking, and so on).
  Powers with the teleportation descriptor, or any telekinetic 
  effect, manifested on you automatically fail.
  Augment: If you spend 8 additional power points, you 
  can manifest this power as an immediate action.
  LEECH FIELD
  Psychometabolism
  Level: Psion/wilder 5
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Personal; see text
  Target: You
  Duration: 1 min.
  Power Points: 9
  You raise a field of potentiality that drains the vitality from 
  powers that you successfully save against.
  When you succeed on a saving throw to negate the effect of 
  a foe’s power on you, and the power is one that leech field is 
  effective against (see below), your body erupts in a brief 
  flash of crackling dark energy.
  You gain 1 power point for every 2 power points your foe 
  spent to manifest the power you just saved against (to a 
  maximum number of points equal to your manifester level).
  You cannot gain power points that would cause you to 
  exceed your normal daily maximum.
  This power is effective against any power that targets a 
  single creature and allows the target a saving throw to 
  negate it, except those that are delivered by a touch attack 
  or a ranged touch attack (including a ray).
  Augment: For every 2 additional power points you spend, 
  this power’s duration increases by 1 minute.
  METAMORPHOSIS
  Psychometabolism
  Level: Egoist 4
  Display: Material and olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D) for a creature; 1 hour/level 
  (D) for an object
  Power Points: 7
  You assume the form of a creature of the same type as your 
  normal form, or any other type except construct, elemental, 
  outsider, and undead.
  The assumed form can have as many Hit Dice as your 
  manifester level, to a maximum of 15.
  You can’t assume a form smaller than Fine, nor can you 
  assume an incorporeal, ectoplasmic, or gaseous form.
  You cannot take the form of any creature that has a 
  template.
  Your type and subtype (if applicable) change to match the 
  new form.
  Upon changing, you regain lost hit points as if you had 
  rested for a night (though this healing does not restore 
  ability damage and provide other benefits of resting; and 
  changing back does not heal you further).
  If you are slain while under the effect of this power, you 
  revert to your original form, though you remain dead.
  You gain the Strength, Dexterity, and Constitution scores 
  of the new form but retain your own Intelligence, Wisdom, 
  and Charisma scores.
  You also gain all extraordinary special attacks possessed by 
  the form (such as constrict, improved grab, and poison) but 
  do not gain the extraordinary special qualities possessed by 
  the new form (such as blindsense, fast healing, 
  regeneration, and scent) or any supernatural, psionic, or 
  spell-like abilities.
  You retain all supernatural and spell-like special attacks and 
  special qualities of your normal form, except for those 
  requiring a body part that the new form does not have, if 
  any.
  You keep all extraordinary special attacks and special 
  qualities derived from class levels, but you lose any benefits 
  of the racial traits of your normal form.
  If you have a template, special abilities it provides are 
  likewise not retained.
  If the assumed form is capable of speech, you can 
  communicate normally.
  You retain any manifesting ability you had in your original 
  form.
  You acquire the physical qualities of the new form while 
  retaining your own mind.
  Physical qualities include natural size, mundane movement 
  capabilities (such as burrowing, climbing, walking, 
  swimming, and flight with wings, to a maximum speed of 
  120 feet for flying or 60 feet for nonflying movement), 
  natural armor bonus, natural weapons (such as claws or a 
  bite), racial bonuses on skill checks, racial bonus feats, and 
  any anatomical qualities (presence or absence of wings, 
  number of extremities, and so forth).
  A body with extra limbs does not allow you to make more 
  attacks (or more advantageous two-weapon attacks) than 
  normal.
  You can freely designate the new form’s minor physical 
  qualities (such as hair color, hair texture, and skin color) 
  within the normal ranges for a creature of that type.
  The new form’s significant physical qualities (such as 
  height, weight, and gender) are also under your control, but 
  they must fall within the norms for the new form’s species.
  You are effectively disguised as an average member of the 
  new form’s race.
  If you use this power to create a disguise, you get a +10 
  bonus on your Disguise check.
  When the change occurs, your equipment either remains 
  worn or held by the new form (if it is capable of wearing or 
  holding the item in question) or melds into the new form 
  and becomes nonfunctional.
  When you revert to your normal form, any objects 
  previously melded into the new form reappear in the same 
  location on your body they previously occupied and are 
  once again functional.
  Any new items you wore in the assumed form and can’t 
  wear in your normal form fall off and land at your feet; any 
  that you could wear in either form or carry in a body part 
  common to both forms (mouth, hands, or the like) at the 
  time of reversion are still held in the same way.
  Any part of the body or piece of equipment that is separated 
  from the whole reverts to its normal form.
  You can also use this power to assume the form of an 
  inanimate object.
  
  222
  You gain the object’s hardness and retain your own hit 
  points.
  You can take the shape of almost any simple object you can 
  think of, such as a chair, a sword, or a rug.
  If you attempt to take the form of a complex object, you 
  must make an appropriate skill check.
  For instance, if you want to take the form of a beautiful 
  painting, you must make a Craft (painting) check against a 
  DC set by the DM to determine the quality of the painting.
  If you fail the check, your manifestation of the power does 
  not succeed.
  Likewise, you cannot take the form of a complex 
  mechanical mechanism unless you have some sort of skill 
  associated with the object.
  You cannot use this power to assume the form of a psionic 
  item or a magic item, or any object with a hardness of 15 or 
  higher.
  You also cannot take the form of a psionically animated 
  mechanism or any object formed of ectoplasm.
  As an inanimate object, you lose all mobility.
  You retain your normal senses and your ability to speak.
  You can manifest a power if you make a Concentration 
  check (DC 20 + power level); however, doing so ends the 
  duration of this power.
  If you take damage while in the form of an object, your 
  actual body also takes damage (but the object’s hardness, if 
  any, protects you).
  METAMORPHOSIS, GREATER
  Psychometabolism
  Level: Egoist 9
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D) for a creature; 1 hour/level 
  (D) for an object
  Power Points: 17, XP
  As metamorphosis, except that this power enables you to 
  assume the form of any single nonunique object or creature 
  (of any type) from Fine to Colossal size.
  The assumed form cannot have more Hit Dice than twice 
  your manifester level (to a maximum of 50 HD).
  Unlike metamorphosis, this power allows incorporeal, 
  ectoplasmic, or gaseous forms to be assumed.
  You gain all extraordinary and supernatural abilities (both 
  special attacks and special qualities) of the assumed form, 
  but you lose your own supernatural abilities.
  You also gain the type of the new form (for example, 
  dragon or magical beast) 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 form.
  You can become just about anything you are familiar with.
  You can change form once each round as a swift action.
  The change takes place either immediately before your 
  regular action or immediately after it, but not during the 
  action.
  If you use this power to create a disguise, you get a +10 
  bonus on your Disguise check.
  As an inanimate object, you lose all mobility; however, you 
  retain your ability to manifest powers normally.
  XP Cost: 200 XP.
  METAPHYSICAL CLAW
  Psychometabolism
  Level: Psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 1
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast) or a bite 
  attack (which could be a natural bite attack or one you gain 
  by means of the power bite of the wolf ), you can use this 
  power to provide one of your natural weapons a +1 
  enhancement bonus on attack rolls and damage rolls.
  Augment: If you spend 4 additional power points, this 
  power’s duration increases to 1 hour per level.
  In addition, for every 4 additional power points you spend, 
  this power improves the natural weapon’s enhancement 
  bonus on attack rolls and damage rolls by 1.
  OAK BODY
  Psychometabolism
  Level: Psion/wilder 7, psychic warrior 5
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: Psion/wilder 13, psychic warrior 9
  This power transforms your body into living oak, which 
  grants you several advantages.
  You gain damage reduction 10/slashing and a +5 bonus to 
  natural armor that overlaps (does not stack with) any 
  natural armor bonus you may already have.
  You are immune to ability damage, blindness, deafness, 
  disease, drowning, poison, stunning, and all powers, spells, 
  or attacks that affect your physiology or respiration, 
  because you have no physiology or respiration while this 
  power is in effect.
  You take only half damage from cold effects of all kinds.
  However, you become susceptible to all special attacks that 
  affect wood, and you gain vulnerability to fire (see page 317 
  of the Monster Manual).
  You gain a +4 enhancement bonus to Strength, but you take 
  a –2 penalty to Dexterity (to a minimum Dexterity score of 
  1), and your speed is reduced to half normal.
  You can speak but cannot drink (and thus can’t use potions) 
  or play wind instruments.
  You have an armor check penalty of –4 and an arcane spell 
  failure chance of 25%.
  Your unarmed attacks deal damage equal to a club sized for 
  you (1d4 for Small characters, 1d6 for Medium characters), 
  and you are considered armed when making unarmed 
  attacks.
  When you make a full attack against an object or structure 
  using your unarmed strike, you deal double damage.
  Augment: For every additional power point you spend, 
  this power’s duration increases by 1 minute.
  
  223
  PAINFUL STRIKE
  Psychometabolism
  Level: Psychic warrior 2
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 3
  Your natural weapons cause additional pain.
  Each successful attack you make with a natural weapon 
  deals an extra 1d6 points of nonlethal damage to the target.
  Augment: If you spend 6 additional power points, you 
  can manifest this power as a swift action.
  PREVENOM WEAPON
  Psychometabolism (Creation)
  Level: Psychic warrior 1
  Range: Touch
  Target: Weapon touched
  Power Points: 1
  As prevenom, except your weapon gains the poison coating 
  as long as it remains in your grip.
  PREVENOM
  Psychometabolism (Creation)
  Level: Psychic warrior 1
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level or until discharged
  Power Points: 1
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you can 
  use this power to produce a mild venom that coats one of 
  your claws.
  On your next successful melee attack, the venom deals 2 
  points of Constitution damage.
  A target struck by the poison can make a Fortitude save 
  (DC 10 + 1/2 your manifester level + your key ability 
  modifier) to negate the damage.
  Augment: For every 6 additional power points you spend, 
  this power’s Constitution damage increases by 2 points.
  PSIONIC LION’S CHARGE
  Psychometabolism
  Level: Psychic warrior 2
  Display: Mental
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  You gain the powerful charging ability of a lion.
  When you charge, you can make a full attack in the same 
  round.
  You can manifest this power with an instant thought, 
  quickly enough to gain the benefit of the power as you 
  charge.
  Manifesting the power is a swift action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  You cannot manifest this power when it isn’t your turn.
  Augment: For every additional power point you spend, 
  each of your attacks after a charge in the current round 
  gains a circumstance bonus on damage equal to the number 
  of additional points spent.
  PSIONIC REVIVIFY
  Psychometabolism (Healing) [Good]
  Level: Egoist 5
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes (harmless)
  Power Points: 9, XP
  Psionic revivify lets a manifester reconnect a corpse’s psyche 
  with its body, restoring life to a recently deceased creature.
  The power must be manifested within 1 round of the 
  victim’s death.
  Before the psyche of the deceased has completely left the 
  body, this power halts its journey while repairing 
  somewhat the damage to the body.
  This power functions like the raise dead spell (page 268 of 
  the Player’s Handbook), except that the affected creature 
  receives no level loss, no Constitution loss, and no loss of 
  powers.
  The creature has –1 hit points (but is stable) after being 
  restored to life.
  XP Cost: 200 XP.
  Augment: For every 100 additional experience points 
  that both you and the subject pay, the manifestation of this 
  power can be delayed by 1 additional round.
  For example, if you and the subject both pay 500 XP to 
  augment this power, it works on a creature that has been 
  dead for up to 6 rounds.
  PSIONIC SCENT
  Psychometabolism
  Level: Psychic warrior 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 3
  You gain an enhanced sense of smell, equivalent to the 
  scent ability of some monsters.
  This ability allows you to detect approaching enemies, sniff 
  out hidden foes, and track by sense of smell.
  With the scent ability, you can identify familiar odors just 
  as humanoids do familiar sights.
  You can detect opponents within 30 feet by sense of smell.
  If the opponent is upwind, the range increases to 60 feet; if 
  downwind, it drops to 15 feet.
  Strong scents, such as smoke or rotting garbage, can be 
  detected at twice the ranges noted above.
  Overpowering scents, such as skunk musk or troglodyte 
  stench, can be detected at triple normal range.
  
  224
  When you detect a scent, the exact location of the source is 
  not revealed—only its presence somewhere within range.
  You can take a move action to note the direction of the 
  scent.
  Whenever you come within 5 feet of the source, you 
  pinpoint the source’s location.
  If you have the Track feat, you can follow tracks by smell, 
  making a Wisdom (or Survival) check to find or follow a 
  track.
  The typical DC for a fresh trail is 10 (no matter what kind of 
  surface holds the scent).
  This DC increases or decreases depending on how strong 
  the quarry’s odor is, the number of creatures, and the age of 
  the trail.
  For each hour that the trail is cold, the DC increases by 2.
  The ability otherwise follows the rules for the Track feat.
  If you are tracking with psionic scent, you ignore the effects 
  of surface conditions and poor visibility.
  PSYCHIC VAMPIRE
  Psychometabolism
  Level: Egoist 4, psychic warrior 4
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 7
  This power shrouds your hand or a natural weapon you 
  possess with darkness that you can use to drain an 
  opponent’s power.
  If you manifest this power to affect your hand, the next 
  successful melee touch attack you make (if the victim fails 
  its Fortitude save) drains 2 power points from your foe for 
  every manifester level you have.
  The drained points simply dissipate.
  Your touch attack, charged with psionic power, is treated as 
  an armed attack.
  If you manifest this power to affect a natural weapon you 
  possess, you must make a successful melee attack with the 
  weapon to gain the power’s benefit.
  Against a psionic being that has no power points (such as a 
  psionic character with an empty power point reserve) or a 
  nonpsionic foe, your attack instead deals 2 points of 
  Intelligence, Wisdom, or Charisma damage (your choice).
  PSYCHOFEEDBACK
  Psychometabolism
  Level: Egoist 5, psychic warrior 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 9
  You can readjust your body to boost one physical ability 
  score at the expense of one or more other scores.
  Select one ability score you would like to boost, and 
  increase it by the same amount that you decrease one or 
  more other scores.
  All score decreases are treated as a special form of ability 
  damage, called ability burn, which cannot be magically or 
  psionically healed—it goes away only through natural 
  healing (see page 67).
  You can boost your Strength, Dexterity or Constitution 
  score by an amount equal to your manifester level (or any 
  lesser amount), assuming you can afford to burn your other 
  ability scores to such an extent.
  When the duration of this power expires, your ability boost 
  also ends, but your ability burn remains until it is healed 
  naturally.
  For example, a 12th-level manifester can boost his Strength 
  score by as much as 12 points if he takes 12 points of ability 
  burn to any of his other five scores.
  He might decide to split the points evenly between 
  Charisma, Intelligence, and Wisdom, assigning 4 points of 
  ability burn to each.
  RESTORATION, PSIONIC
  Psychometabolism (Healing)
  Level: Egoist 6
  Display: Material
  Manifesting Time: 3 rounds
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 11
  This power cures all ability damage, and it restores all 
  points drained from a single ability score (your choice if 
  more than one score 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.
  Restoration can remove negative levels.
  It can also restore one level to a creature who has had a 
  level drained, if the number of days since the creature lost 
  the level is equal to or less than your manifester level.
  In such a case, restoration brings the creature up to the 
  minimum number of experience points necessary to 
  advance it to the next higher level, gaining it an additional 
  Hit Die and level benefits accordingly.
  RESTORE EXTREMITY
  Psychometabolism (Healing)
  Level: Egoist 5
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 9
  You restore a severed extremity to a creature that has lost a 
  digit, hand, arm, leg, or even its head.
  This power does not restore life, but it returns a lost 
  extremity to a living or dead creature if the creature is 
  otherwise mostly intact.
  
  225
  The original extremity need not be present when this 
  power is manifested; a new extremity is created by the 
  power.
  If a head is restored to a body, the original head (if not 
  already destroyed) loses all spark of identity, and can be 
  considered so much dead tissue.
  SHADOW BODY
  Psychometabolism
  Level: Psion/wilder 8
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: 15
  Your body and all your equipment are subsumed by your 
  shadow.
  As a living shadow, you blend perfectly into any other 
  shadow and vanish in darkness.
  You appear as an unattached shadow in areas of full light.
  You can move at your normal speed, on any surface, 
  including walls and ceilings, as well as across the surfaces of 
  liquids—even up the face of a waterfall.
  Your space does not change, so you cannot move into 
  locations you would not normally be able to move into.
  While in your shadow body, you gain damage reduction
  10/magic and darkvision out to 60 feet.
  You are immune to extra damage from critical hits, ability 
  damage, disease, drowning, and poison.
  You take only half damage from acid, electricity, and fire of 
  all kinds.
  While affected by this power, you can be detected by 
  powers that read thoughts, life, or presences (including true 
  seeing), or if you make suspicious movements in lighted 
  areas.
  You cannot harm anyone physically or manipulate any 
  objects, but you can use your powers normally.
  Doing so may attract notice, but if you remain in a 
  shadowed area, you get a +15 bonus on your Hide check to 
  remain unnoticed.
  SHARE PAIN
  Psychometabolism
  Level: Psion/wilder 2
  Display: Material and mental
  Manifesting Time: 1 standard action
  Range: Touch
  Targets: You and one willing creature, or two willing 
  creatures; see text
  Duration: 1 hour/level (D)
  Power Points: 3
  This power creates a psychometabolic connection between 
  you and a willing subject so that some of your wounds are 
  transferred to the subject.
  You take half damage from all attacks that deal hit point 
  damage to you, and the subject takes the remainder.
  The amount of damage not taken by you is taken by the 
  subject.
  If your hit points are reduced by a lowered Constitution 
  score, that reduction is not shared with the subject because 
  it is not a form of hit point damage.
  When this power ends, subsequent damage is no longer 
  divided between the subject and you, but damage already 
  shared is not reassigned.
  If you and the subject move farther away from each other 
  than close range, the power ends.
  You can manifest this power on two willing subjects, one of 
  which you designate to share its damage with the other.
  SHARE PAIN, FORCED
  Psychometabolism
  Level: Psion/wilder 3
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 5
  As share pain, except as noted here.
  You attempt to force the sharing of your wounds with an 
  unwilling creature, and for less time.
  If you are immune to the type of damage dealt, or if you 
  convert lethal damage into nonlethal damage, the target 
  takes no damage.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1.
  STRENGTH OF MY ENEMY
  Psychometabolism
  Level: Psychic warrior 2
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 3
  You gain the ability to siphon away your enemy’s strength 
  for your own use.
  One of your natural or manufactured weapons becomes the 
  instrument of your desire, and deals 1 point of Strength 
  damage on each successful hit.
  You gain that point of Strength as an enhancement bonus 
  to your Strength score.
  Strength you siphon from different foes is tracked 
  separately—the total siphoned from each individual foe is 
  considered a separate enhancement bonus to your Strength 
  (maximum +8), and you gain only the highest total.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 3 additional power points you spend, the 
  maximum enhancement bonus you can add to your 
  Strength increases by 2.
  2. If you spend 6 additional power points, you can manifest 
  this power as a swift action.
  SUSPEND LIFE
  Psychometabolism
  Level: Psion/wilder 6, psychic warrior 6
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  
  226
  Duration: Permanent unless ended or dismissed; see text
  Power Points: 11
  You can place yourself into a trance so deep that you are 
  almost in suspended animation.
  Even powers that detect life or thought are incapable of 
  determining that you are alive.
  While you are suspended, you are aware of your 
  surroundings.
  You feel the passage of one day for every year that actually 
  passes.
  Though on a slower schedule, you grow hungry after a 
  “day” without food (though a year passes in actuality) and 
  begin to suffer the effects of thirst and starvation as 
  appropriate.
  If you take any damage, you come out of your trance 4 
  rounds later.
  The trance can also be ended by a successful use of dispel 
  psionics.
  If you choose to dismiss the power, your trance ends 10 
  rounds later.
  SUSTENANCE
  Psychometabolism
  Level: Psion/wilder 2, psychic warrior 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  You can go without food and water for one day.
  Each time you manifest this power, your body 
  manufactures sufficient solid and liquid nourishment to 
  satisfy your needs for that time.
  SYNESTHETE
  Psychometabolism
  Level: Psion/wilder 1, psychic warrior 1
  Display: Material Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  Power Points: 1
  You receive one kind of sensory input when a different 
  sense is stimulated.
  In particular, you can either feel light or feel sound.
  You can shift your stimulated sense between these two 
  options once per round as a swift action.
  Your senses continue to work normally as well, unless they 
  are impaired for some reason.
  Your face must be uncovered to use this power, because it is 
  the skin of your face that acts as the sensory receiver.
  If you are feeling light by absorbing ambient light onto 
  your skin, you have your normal visual abilities (except for 
  darkvision), even if your eyes are closed or you are blinded.
  If your eyes are working normally, you gain a +4 
  circumstance bonus on all Spot and Search checks.
  While feeling light, you are immune to gaze attacks.
  If you are feeling sound by absorbing sound onto your skin 
  and your ears are working normally, the expanded audio 
  input provides you with a +4 circumstance bonus on Listen 
  checks.
  Psionic or magical displacement effects, invisibility effects, 
  illusions, and other similar effects confuse your synesthete 
  senses just as they would your normal senses.
  You can also use this power to see sound if you are 
  deafened, or hear light if you are blinded, thus removing all 
  penalties associated with either condition (though you gain 
  no bonuses for using the power in this way if you are not 
  deafened or blinded).
  THICKEN SKIN
  Psychometabolism
  Level: Egoist 1, psychic warrior 1
  Display: Material and olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: 1
  Your skin or natural armor thickens and spreads across 
  your body, providing a +1 enhancement bonus to your 
  Armor Class.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 3 additional power points you spend, the 
  enhancement bonus increases by 1.
  2. If you spend 6 additional power points, you can manifest 
  this power as a swift action.
  TOUCHSIGHT
  Psychometabolism
  Level: Psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal; see text
  Target: You
  Duration: 1 min./level (D)
  Power Points: 5
  You generate a subtle telekinetic field of mental contact, 
  allowing you to “feel” your surroundings even in total 
  darkness or when your sight would otherwise be obscured 
  by your physical environment.
  Your touchsight field emanates from you out to 60 feet.
  You ignore invisibility, darkness, and concealment, though 
  you must have line of effect to a creature or an object to 
  discern it.
  You do not need to make Spot or Listen checks to notice 
  creatures; you can detect and pinpoint all creatures within 
  60 feet.
  In many circumstances, comparing your regular senses to 
  what you learn with touchsight is enough to tell you the 
  difference between visible, invisible, hiding, and concealed 
  creatures.
  Augment: For every 2 additional power points you spend, 
  the radius of your touchsight field increases by 10 feet.
  TRUE METABOLISM
  Psychometabolism
  Level: Psion/wilder 8
  Display: Material
  Manifesting Time: 1 round
  Range: Personal
  
  227
  Target: You
  Duration: 1 min./level
  Power Points: 15
  You are difficult to kill while this power persists.
  You automatically heal damage at the rate of 10 hit points 
  per round.
  This power is not effective against damage from starvation, 
  thirst, or suffocation.
  Also, attack forms that don’t deal hit point damage (for 
  example, most poisons) ignore true metabolism.
  You can also use this power to regrow lost portions of your 
  body and to reattach severed limbs or body parts, if you do 
  nothing but concentrate on regrowing the lost body part or 
  reattaching the severed limb for the duration of the power.
  You do not gain the benefits described earlier when you
  manifest true metabolism for this purpose.
  You must have a Constitution score to gain any of this 
  power’s benefits.
  TRUEVENOM WEAPON
  Psychometabolism (Creation)
  Level: Psychic warrior 4
  Range: Touch
  Target: Weapon touched
  Power Points: 7
  As truevenom, except your weapon gains the poison coating 
  as long as it remains in your grip, until the effect is 
  discharged, or until the duration expires, whichever occurs 
  first.
  TRUEVENOM
  Psychometabolism
  Level: Psychic warrior 4
  Display: Material; see text
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 min./level or until discharged
  Saving Throw: None and Fortitude negates; see text
  Power Points: 7
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you can 
  use this power to produce a horrible poison that coats one 
  of your claws.
  On your next successful melee attack with the claw during 
  the power’s duration, the poison deals 1d8 points of 
  Constitution damage immediately and another 1d8 points 
  of Constitution damage 1 minute later.
  The target of your attack can negate each instance of 
  damage with a Fortitude save.
  VAMPIRIC BLADE
  Psychometabolism
  Level: Psychic warrior 3
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: 0 ft.
  Target: One weapon you hold
  Duration: 1 round/level
  Power Points: 5
  As claws of the vampire, except your weapon is affected as 
  long as it remains in your grip or until this power’s duration 
  expires.
  VIGOR
  Psychometabolism
  Level: Psion/wilder 1, psychic warrior 1
  Display: Material and olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 1
  You suffuse yourself with power, gaining 5 temporary hit 
  points.
  Using this power again when an earlier manifestation has 
  not expired merely replaces the older temporary hit points 
  (if any remain) with the newer ones.
  Augment: For every additional power point you spend, 
  the number of temporary hit points you gain increases by 5.
  PSYCHOPORTATION
  ASTRAL CARAVAN
  Psychoportation
  Level: Nomad 3
  Display: None
  Manifesting Time: 1 hour
  Range: Personal
  Targets: You and touched willing creatures
  Duration: See text
  Power Points: 5
  You lead a caravan into the Astral Plane, leaving the 
  Material Plane behind.
  Since the Astral Plane touches upon other planes, you can 
  travel astrally to any of these other planes as you wish, but 
  only if you know your way (see below).
  You can bring other willing creatures with you, provided 
  that these subjects have each manifested astral traveler and 
  are linked hand to hand with you at the time of the astral 
  caravan’s manifestation.
  These fellow travelers are dependent upon you and must 
  accompany you at all times.
  If something happens to you during the journey that causes 
  you to break hand-to-hand contact, your companions are 
  stranded wherever you leave them.
  Because the planes are a dangerous place, those who lead 
  astral caravans usually choose to manifest this power only if 
  they have a large party of travelers assembled.
  Sometimes groups of lower-level adventurers may hire you 
  to lead forays beyond the Material Plane.
  The astral caravan power lasts while you and your fellow 
  travelers maintain your original formation, until (1) you 
  reach your intended destination plane, (2) you desire to end 
  the power while still traversing the Astral Plane, (3) you or 
  anyone traveling with you breaks the hand-to-hand chain 
  connecting the travelers for 2 consecutive rounds, or (4) the 
  power is terminated by some outside means, such as dispel 
  psionics.
  When the power ends, you and your fellow travelers halt in 
  whatever portion of the Astral Plane you happen to be 
  
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  traversing (the Astral Plane is in many ways subjective in 
  location; in any event, one place on the Astral looks much 
  like any other).
  While you are traveling through the Astral Plane, those 
  natives who happen to glimpse you and your fellow 
  travelers perceive you to be moving at a speed of 30 feet 
  (you can’t run), with you flying in the lead and your fellow 
  travelers strung out behind you, each linked to the next by 
  one hand.
  The DM determines the nature of the natives that may 
  glimpse your passage, as well as their animosity, 
  benevolence, or apathy.
  The DM has encounter tables (in the Dungeon Master’s 
  Guide) suitable for the Astral Plane and any destination 
  plane.
  Depending on your knowledge of the planes, your journey 
  through the subjective space that is the Astral Plane may 
  take a longer or shorter period of time.
  For each 24 hours you travel, make a Knowledge (the 
  planes) check against a DC set by the DM.
  Unless a location is particularly hard to find and well 
  guarded, or conversely easy to find and well advertised, the 
  average DC for an astral caravan journey should be set at 20.
  You cannot take 20 on this check, though you can take 10.
  Each check may be modified by your degree of familiarity 
  with the destination or by some connection you have with 
  the place; see the tables below.
  Each successful check indicates that you are one step closer 
  to your goal.
  To finally arrive at your location, you must succeed on six 
  checks within a span of 12 days.
  (If you fail to make six successful checks within the first 12 
  days, you can continue to make one check per day until you 
  get the requisite six successes within a span of 12 
  consecutive days).
  When you successfully make the requisite number of 
  checks, the journey ends, and you appear on your chosen 
  plane within 10–1,000 (1d%×10) miles of your intended 
  destination on that plane.
  Augment: If you spend 2 additional power points, this 
  power weaves a quasi-real filmy membrane around yourself 
  and all those adjacent to each other in the caravan (being 
  linked by hand is not required if this membrane is used).
  You remain visible within the translucent, amorphous 
  enclosure.
  You can pick up or drop willing passengers, easily reaching 
  through the film.
  Anything you hold is enveloped by the film.
  Any attacks made through the enclosure in either direction 
  have a 25% miss chance due to the rippling membrane.
  When you manifest this power in its augmented form, your 
  apparent speed to those observing on the Astral Plane is 40 
  feet, and you can make a Knowledge (the planes) check 
  once every 12 hours to attempt to make it to your 
  destination (six successful checks within 12 consecutive 
  days still sees you to your desired goal).
  
  229
  ASTRAL TRAVELER
  Psychoportation
  Level: Psion/wilder 1, psychic warrior 1
  Display: None
  Manifesting Time: 1 hour
  Range: Touch
  Target: Creature touched
  Duration: See text
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 1
  This power allows you or a creature you touch to participate 
  in an astral caravan created through use of the astral caravan 
  power.
  While participating in a journey allowed by the astral 
  caravan power, you must hold the hand of both your fellow 
  passenger ahead of you (or the caravan leader) and your 
  fellow passenger behind you (unless you happen to be the 
  last in the hand-linked line).
  If you or any one of your fellow passengers breaks the 
  hand-to-hand link for 2 consecutive rounds, the impetus 
  through the Astral Plane provided by astral caravan fails.
  See the astral caravan power for more information.
  All those who are part of the caravan who are capable of 
  performing purely mental actions, such as manifesting a 
  power, may do so while maintaining hand-to-hand contact 
  with their fellow travelers.
  When astral travelers begin their journey, each one is 
  connected to the Material Plane by an insubstantial silvery 
  cord.
  A githyanki silver sword (see page 167) is the only known 
  weapon that can damage a silvery cord.
  The last creature in the line of those making up the caravan 
  is sometimes referred to as the rear guard, because he or she 
  has one hand free and can use it to wield a weapon without 
  relinquishing his or her grip on the next traveler in line.
  The weightless, subjective environment of the Astral Plane 
  allows the caravan to flex and bend as necessary to bring 
  the rear guard’s weapon to bear.
  BALEFUL TELEPORT
  Psychoportation (Teleportation)
  Level: Nomad 5
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One corporeal creature
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Power Resistance: Yes
  Power Points: 9
  You psychoportively disperse minuscule portions of the 
  subject, dealing 9d6 points of damage.
  Targets can be protected from the effects of baleful teleport 
  by dimensional anchor.
  Augment: For every additional power point you spend, 
  this power’s damage increases by 1d6 points.
  For each extra 2d6 points of damage, this power’s save DC 
  increases by 1 and your manifester level increases by 1 for 
  the purpose of overcoming power resistance.
  BANISHMENT, PSIONIC
  Psychoportation
  Level: Nomad 6
  Display: Auditory and material
  Manifesting 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
  Power Resistance: Yes
  Power Points: 11
  As banishment (page 203 of the Player’s Handbook), except as 
  noted here.
  Psions gain no benefit from presenting objects or 
  substances that the target hates, fears, or otherwise opposes.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1 and your manifester 
  level increases by 1 for the purpose of overcoming power 
  resistance.
  BURST
  Psychoportation
  Level: Nomad 1, psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 1
  This power increases your land speed by 10 feet.
  (This adjustment counts as an enhancement bonus to 
  speed).
  You can manifest this power with an instant thought, 
  quickly enough to gain the benefit of the power on your 
  turn before you move.
  Manifesting this power is a swift action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  You cannot manifest this power when it isn’t your turn.
  CALL WEAPONRY
  Psychoportation (Teleportation)
  Level: Psychic warrior 1
  Display: Material
  Manifesting Time: 1 round
  Range: 0 ft.
  Effect: One weapon; see text
  Duration: 1 min./level; see text (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You call a weapon “from thin air” into your waiting hand 
  (actually, it is a real weapon hailing from another location 
  in space and time).
  You don’t have to see or know of a weapon to call it—in 
  fact, you can’t call a specific weapon; you just specify the 
  kind (longsword, shortbow, warhammer, or some other).
  
  230
  If you call a projectile weapon, it comes with 3d6 
  nonmagical bolts, arrows, or sling bullets, as appropriate.
  The weapon is made of ordinary materials as appropriate for 
  its kind.
  If you relinquish your grip on the weapon you called for 2 
  or more consecutive rounds, it automatically returns to 
  wherever it originated.
  Weapons gained by call weaponry are distinctive due to their 
  astral glimmer.
  They are considered magic weapons and thus are effective 
  against damage reduction that requires a magic weapon to 
  overcome.
  Augment: For every 4 additional power points you spend, 
  this power improves the weapon’s enhancement bonus on 
  attack rolls and damage rolls by 1.
  For example, if you spend 13 power points, you call a 
  weapon with a +3 enhancement bonus on attack rolls and 
  damage rolls.
  CATFALL
  Psychoportation
  Level: Psion/wilder 1, psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Until landing or 1 round/level
  Power Points: 1
  You recover instantly from a fall and can absorb some 
  damage from falling.
  You land on your feet no matter how far you fall, and you 
  take damage as if the fall were 10 feet shorter than it 
  actually is.
  This power affects you and anything you carry or hold (up 
  to your maximum load).
  You can manifest this power with an instant thought, 
  quickly enough to gain the benefit of the power while you 
  fall.
  Manifesting the power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  You can manifest this power even when it isn’t your turn.
  Augment: For every additional power point you spend, 
  this power reduces your damage as if the fall were an 
  additional 10 feet shorter.
  DECELERATION
  Psychoportation
  Level: Psion/wilder 1
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One Medium or smaller creature
  Duration: 1 min./level
  Saving Throw: Reflex negates
  Power Resistance: Yes
  Power Points: 1
  You warp space around an individual, hindering the 
  subject’s ability to move.
  The subject’s speed (in any movement mode it possesses) is 
  halved.
  A subsequent manifestation of deceleration on the subject 
  does not further decrease its speed.
  Augment: For every 2 additional power points you spend, 
  this power can affect a target one size category larger.
  DECEREBRATE
  Psychoportation [Teleportation]
  Level: Psion/wilder 7
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 13
  With decerebrate, you selectively remove a portion of the 
  subject’s brain stem.
  The creature loses all cerebral function, vision, hearing, and 
  other sensory abilities, and all voluntary motor activity.
  The subject becomes limp and unresponsive.
  Without extreme measures, such as greater restoration or 
  some other suitable effect of 7th level or higher, the 
  creature perishes in 1d4 days.
  DIMENSION DOOR, PSIONIC
  Psychoportation (Teleportation)
  Level: Psion/wilder 4, psychic warrior 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target or Targets: You and touched objects or other 
  touched willing creatures
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Power Resistance: No and Yes (object)
  Power Points: 7
  As dimension door (page 221 of the Player’s Handbook), except 
  as noted here.
  Augment: If you spend 6 additional power points, you 
  can manifest this power as a move action.
  DIMENSION SLIDE
  Psychoportation (Teleportation)
  Level: Psychic warrior 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You; see text
  Duration: Instantaneous
  Power Points: 5
  You instantly transfer yourself from your current location 
  to any other spot within range to which you have line of 
  sight.
  You can bring along possessions that amount to as much as 
  a medium load, including living creatures that weigh as 
  much as 20 pounds.
  Movement caused by the use of dimension slide does not 
  provoke attacks of opportunity.
  If you somehow attempt to transfer yourself to a location 
  occupied by a solid body or a location you can’t see (which 
  
  231
  might happen if your perceptions are being controlled by a 
  telepath), the power simply fails to function.
  Augment: If you spend 4 additional power points, you 
  can manifest this power as a move action.
  DIMENSION SWAP
  Psychoportation (Teleportation)
  Level: Nomad 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: You and one ally in range, or any two allies in 
  range; see text
  Duration: Instantaneous
  Saving Throw: Will negates (harmless, object)
  Power Resistance: Yes (harmless, object)
  Power Points: 3
  You instantly swap positions between your current position 
  and that of a designated ally in range.
  Alternatively, you can swap the positions of any two allies 
  in range.
  This power affects creatures of Large or smaller size.
  You can bring along objects, but not other creatures.
  Special: A psychic warrior can manifest this power to swap 
  positions with an ally, but not to swap the positions of two 
  allies.
  Augment: For every 2 additional power points you spend, 
  this power can affect a target one size category larger.
  DIMENSIONAL ANCHOR, PSIONIC
  Psychoportation
  Level: Nomad 4
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 min./level
  Saving Throw: None
  Power Resistance: Yes (object)
  Power Points: 7
  As dimensional anchor (page 221 of the Player’s Handbook), 
  except as noted here.
  DISINTEGRATE, PSIONIC
  Psychoportation
  Level: Psion/wilder 6
  Display: Auditory, material, and visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial (object)
  Power Resistance: Yes
  Power Points: 11
  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 22d6 points of damage.
  Any creature reduced to 0 or fewer hit points by this power 
  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 power disintegrates only part of any very large 
  object or structure targeted.
  The ray affects even objects constructed entirely of force, 
  but not psionic effects such as a null psionics 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 manifestation.
  Augment: For every additional power point you spend, 
  the damage this power deals to a subject that fails its saving 
  throw increases by 2d6 points.
  Augmenting this power does not change the amount of 
  damage the target takes if it succeeds on its saving throw.
  DISMISSAL, PSIONIC
  Psychoportation
  Level: Nomad 4
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One extraplanar creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  As dismissal (page 222 of the Player’s Handbook), except as 
  noted here.
  DISSIPATING TOUCH
  Psychoportation (Teleportation)
  Level: Psion/wilder 1, psychic warrior 1
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature or object touched
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes (object)
  Power Points: 1
  Your mere touch can disperse the surface material of a foe 
  or object, sending a tiny portion of it far away.
  This effect is disruptive; thus, your successful melee touch 
  attack deals 1d6 points of damage.
  Augment: For every additional power point you spend, 
  this power’s damage increases by 1d6 points.
  DIVERT TELEPORT
  Psychoportation (Teleportation)
  Level: Psion/wilder 7
  Display: Visual
  Manifesting Time: 1 immediate action; see text
  Range: Medium (100 ft. + 10 ft./level)
  Area: A circle, centered on you, with a radius of 50 ft. + 10 
  ft./level
  Effect: Diverts the teleportation of any object or creature 
  whose weight does not exceed your maximum load
  Duration: 10 min./level (D)
  
  232
  Saving Throw: Will negates (foils diversion)
  Power Resistance: Yes (foils diversion)
  Power Points: 13
  Similar to detect teleportation, except that you know the 
  intended destination, and you can divert the final 
  destination of any teleportation attempt made by others 
  within the area.
  This is an immediate action, like manifesting a quickened 
  power, and counts toward the limit of one quickened power 
  per round.
  You can manifest this power even if it is not your turn.
  You can divert the destination of both incoming and 
  outgoing teleportations, psionic and magical.
  You must overcome the power resistance of creatures that 
  possess it to make a successful diversion, and the 
  teleporting creature can make a Will save to foil the 
  diversion as well.
  For the purpose of this power, “divert” means you choose 
  the actual destination of any teleportation attempt you can 
  affect, as if you yourself were teleporting to that location, 
  regardless of the teleportation range of the effect you are 
  diverting.
  The destination you choose must be a location with which 
  you are very familiar or that you have studied carefully.
  DREAM TRAVEL
  Psychoportation
  Level: Nomad 7
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Targets: You and touched creature or creatures (up to 
  one/level)
  Duration: 1 hour/level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 13
  You and any creature you touch are drawn along a crystal 
  arc of reverie to the edge of conscious thought and into the 
  region of dreams.
  You can take more than one creature along with you 
  (subject to your level limit), but each one must be touching 
  another one.
  You physically enter the land of dreams, leaving nothing 
  behind.
  In the region of dreams, you move through a menagerie of 
  thoughts, desires, and phantoms created by the minds of 
  dreamers everywhere.
  For every minute you move through dream, you can “wake”
  to find yourself five miles displaced in the waking world.
  Thus, a character can use this power to travel rapidly by 
  physically entering where only dreams normally prowl, 
  moving the desired distance, and then stepping back into 
  the waking world.
  You know where you will come out in the waking world.
  Dream travel can also be used to travel to other planes that 
  contain creatures that dream, but doing this requires 
  crossing into the dreams of outsiders, where you are subject 
  to the vagaries of many dream realities—a potentially 
  perilous proposition, at your DM’s option.
  Transferring to another plane of existence in this fashion 
  requires 1d4 hours of uninterrupted travel.
  Any creatures that come along when dream travel is 
  manifested also make the transition to the borders of 
  unconscious thought.
  A creature separated from you wanders off into the 
  dreamscape.
  When the duration ends, all affected creatures return to the 
  waking world as much as 1,000 miles (d%×10) from their 
  starting point.
  If a creature remains in the dreamscape, it is powerless to 
  leave unless it can manifest the dream travel power itself or 
  someone who manifests the power seeks out the lost 
  creature.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1.
  ETHEREAL JAUNT, PSIONIC
  Psychoportation
  Level: Nomad 7
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 13
  As ethereal jaunt (page 227 of the Player’s Handbook), except 
  as noted here.
  ETHEREALNESS, PSIONIC
  Psychoportation
  Level: Psion/wilder 9
  Manifesting Time: 1 standard action
  Range: Touch
  Targets: You and one other touched willing 
  creature/three levels; all targets must be joined by linked 
  hands
  Duration: 1 min./level (D)
  Saving Throw: None
  Power Resistance: Yes (harmless)
  Power Points: 17
  As etherealness (page 228 of the Player’s Handbook), except as 
  noted here.
  FLOAT
  Psychoportation
  Level: Psion/wilder 1, psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 1
  You mentally support yourself in water or similar liquid.
  You can swim at a speed of 10 feet using the power alone, or 
  use it to boost your swim speed by 10 feet.
  FLY, PSIONIC
  Psychoportation
  Level: Nomad 4
  Display: Auditory
  Manifesting Time: 1 standard action
  
  233
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: 7
  As fly (page 232 of the Player’s Handbook), except as noted 
  here.
  FREEDOM OF MOVEMENT, PSIONIC
  Psychoportation
  Level: Psion/wilder 4, psychic warrior 4
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: 7
  As freedom of movement (page 233 of the Player’s Handbook), 
  except as noted here.
  KNOCK, PSIONIC
  Psychoportation
  Level: Psion/wilder 2
  Display: Material
  Manifesting 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 spell text
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  As knock (page 246 of the Player’s Handbook), except as noted 
  here.
  LEVITATE, PSIONIC
  Psychoportation
  Level: Nomad 2, psion/wilder 2, psychic warrior 2
  Display: Olfactory
  Manifesting 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: 10 min./level (D)
  Saving Throw: None
  Power Resistance: Yes (harmless, object)
  Power Points: 3
  As levitate (page 248 of the Player’s Handbook), except as 
  noted here.
  Special: When a psion, wilder, or a psychic warrior 
  manifests this power, the target is the manifester (not a 
  willing creature or an object).
  OVERLAND FLIGHT, PSIONIC
  Psychoportation
  Level: Psion/wilder 6
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 11
  As overland flight (page 259 of the Player’s Handbook), except 
  as noted here.
  PHASE DOOR, PSIONIC
  Psychoportation
  Level: Psion/wilder 7
  Display: Visual
  Manifesting 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
  Power Resistance: No
  Power Points: 13
  As phase door (page 261 of the Player’s Handbook), except as 
  noted here.
  This power is subject to dispel psionics.
  PLANE SHIFT, PSIONIC
  Psychoportation
  Level: Psion/wilder 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Targets: Willing creature touched, or up to eight willing 
  creatures joining hands
  Duration: Instantaneous
  Power Points: 9
  As plane shift (page 262 of the Player’s Handbook), except as 
  noted here.
  PSIONIC LOCK
  Psychoportation
  Level: Psion/wilder 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Door, chest, or portal touched, up to 30 sq. 
  ft./level in size
  Duration: Permanent
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  A psionic lock manifested upon a door, chest, or portal 
  psionically locks it.
  You can freely pass your own lock without affecting it; 
  otherwise, a door or object secured with psionic lock can be 
  opened only by breaking in or by a successful dispel psionics 
  effect.
  Add +10 to the normal DC to break open a door or portal 
  affected by this power.
  RETRIEVE
  Psychoportation (Teleportation)
  Level: Psion/wilder 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  
  234
  Target: One object you can hold or carry in one hand, 
  weighing up to 10 lb./level
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Power Resistance: No
  Power Points: 11
  You automatically teleport an item you can see within 
  range directly to your hand.
  If the object is in the possession of an opponent, it comes to 
  your hand if your opponent fails a Will save.
  Augment: For every additional power point you spend, 
  the weight limit of the target increases by 10 pounds.
  SKATE
  Psychoportation
  Level: Psion/wilder 1, psychic warrior 1
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Personal or touch; see text
  Target: You or one willing creature or one unattended 
  object (total weight up to 100 lb./level); see text
  Duration: 1 min./level (D)
  Saving Throw: None
  Power Resistance: Yes (harmless, object)
  Power Points: 1
  You, another willing creature, or an unattended object can 
  slide along solid ground as if on smooth ice.
  If you manifest skate on yourself or another creature, the 
  subject of the power retains equilibrium by mental desire 
  alone, allowing her to gracefully skate along the ground, 
  turn, or stop suddenly as desired.
  The skater’s land speed increases by 15 feet.
  (This adjustment is treated as an enhancement bonus).
  As with any effect that increases speed, this power affects 
  the subject’s maximum jumping distance.
  The subject can skate up or down any incline or decline she 
  could normally walk upon without mishap, though skating 
  up an incline reduces the subject’s speed to normal, while 
  skating down a decline increases her speed by an additional 
  15 feet.
  (This adjustment is treated as a circumstance bonus).
  If you manifest skate on an object, treat the object as having 
  only one-tenth of its normal weight for the purpose of 
  dragging it along the ground.
  TELEPORT TRIGGER
  Psychoportation (Teleportation)
  Level: Nomad 5
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 9
  You specify a situation that triggers your automatic 
  manifestation of a psionic teleport, taking you to a 
  predetermined location.
  You must know the psionic teleport power and have 
  sufficient power points to manifest it when the specified 
  situation occurs.
  The teleport trigger goes off on the initiative count 
  immediately after the specified situation occurs, even if you 
  are flat-footed or you have already taken your turn in the 
  current round.
  The specified situation can be described in general terms
  (“if I’m attacked”) or specific terms (“if my hit points drop 
  to 9 or lower”).
  TELEPORT, PSIONIC GREATER
  Psychoportation (Teleportation)
  Level: Psion/wilder 8
  Power Points: 15
  As greater teleport (page 293 of the Player’s Handbook), except 
  as noted here.
  TELEPORT, PSIONIC
  Psychoportation (Teleportation)
  Level: Nomad 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal and touch
  Target or Targets: You and touched objects or other 
  touched willing creatures
  Duration: Instantaneous
  Saving Throw: None or Will negates (object)
  Power Resistance: No or Yes (object)
  Power Points: 9
  As teleport (page 292 of the Player’s Handbook), except as 
  noted here.
  TELEPORTATION CIRCLE, PSIONIC
  Psychoportation (Teleportation)
  Level: Nomad 9
  Display: Mental
  Manifesting Time: 10 minutes
  Range: 0 ft.
  Effect: 5-ft.-radius circle that teleports those who activate 
  it
  Duration: 10 min./level (D)
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 17
  As teleportation circle (page 293 of the Player’s Handbook), 
  except as noted here.
  TEMPORAL ACCELERATION
  Psychoportation
  Level: Psion/wilder 6
  Display: None
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round (in apparent time); see text
  Power Points: 11
  You enter another time frame, speeding up so greatly that 
  all other creatures seem frozen, though they are actually 
  still moving at normal speed.
  You are free to act for 1 round of apparent time.
  You can manifest powers, cast spells, move, or perform 
  other types of actions, subject to the restrictions outlined 
  below.
  
  235
  While your temporal acceleration is in effect, other creatures 
  are invulnerable to your attacks and powers.
  This means you cannot target a creature with any attack or 
  power.
  However, a power you manifest that affects an area and has 
  a duration longer than the remaining duration of your 
  temporal acceleration has its normal effect on creatures in the 
  area once this power ends.
  You can affect an unattended object but not an object held, 
  carried, or worn by another creature.
  You are undetectable by any means while your temporal 
  acceleration lasts.
  While under the effect of this power, you cannot enter an 
  area protected by a null psionics field or by a power or spell 
  that neutralizes high-level powers or spells.
  Normal and magical fire, cold, acid, and the like can still 
  harm you.
  When your temporal acceleration expires, you resume acting 
  during your current turn in the standard time frame.
  You are shaken for 1 round upon your return to the 
  standard time frame.
  Splintered or partitioned minds within your own mind, 
  such as might be in effect through the use of powers such 
  as schism, are not temporally speeded up, even if your 
  second mind manifested this power (your primary mind 
  gains the benefit, while your second mind remains stuck in 
  the standard time frame).
  Manifesting this power is a swift action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  You cannot manifest this power when it isn’t your turn.
  Augment: For every 4 additional power points you spend, 
  this power’s duration (in apparent time) increases by 1 
  round.
  TIME HOP
  Psychoportation
  Level: Psion/wilder 3
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One Medium or smaller creature, or one object 
  weighing 300 lb. or less
  Duration: 1 round/level; see text
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  The subject of the power hops forward in time 1 round for 
  every manifester level you have.
  In effect, the subject seems to disappear in a shimmer of 
  silver energy, then reappear after the duration of this power 
  expires.
  The subject reappears in exactly the same orientation and 
  condition as before.
  From the subject’s point of view, no time has passed at all.
  In each round of the power’s duration, on what would have 
  been the subject’s turn, it can attempt a DC 15 Wisdom 
  check.
  Success allows the subject to return.
  The subject can act normally on its next turn after this 
  power ends.
  If the space from which the subject departed is occupied 
  upon his return to the time stream, he appears in the 
  closest unoccupied space, still in his original orientation.
  Determine the closest space randomly if necessary.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 2 additional power points you spend, you can 
  affect a creature of one size category larger, or double the 
  weight of an object to be affected.
  2. For every 2 additional power points you spend, this 
  power can affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  TIME HOP, MASS
  Psychoportation
  Level: Nomad 8
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: All willing creatures in range
  Duration: Up to 1 hour/level; see text
  Power Points: 15
  As time hop, except you can affect any number of willing 
  subjects in range, including yourself.
  You can choose which creatures are affected by the power.
  The subjects hop forward in time a number of hours equal 
  to your manifester level, or some shorter number of hours; 
  you decide how many hours the mass time hop lasts when 
  you manifest the power.
  Augment: If you spend 6 additional power points, you 
  can manifest this power as an immediate action.
  TIME REGRESSION
  Psychoportation
  Level: Nomad 9
  Display: None
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 17, XP
  You can regress apparent time 1 round into the past.
  In effect, you “replay” the previous round of activity.
  The power regresses time to the point along the time 
  stream just prior to your previous turn, undoing the effects 
  of everyone else’s actions in the meantime.
  Once you have used time regression, only you retain
  knowledge of what happened during the round that is 
  being replayed; however, you can communicate that 
  knowledge verbally to your companions, if desired.
  During the round that you live through a second time, you 
  can act on knowledge you previously gained by already 
  living through the immediate future.
  In all likelihood, you’ll probably not choose to manifest 
  time regression during your second pass through the time 
  stream, instead taking completely new actions, but you pay 
  the XP cost all the same.
  XP Cost: 1,000 XP.
  
  236
  TIMELESS BODY
  Psychoportation
  Level: Psion/wilder 9
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 17
  Your body ignores all harmful (and helpful) effects, 
  beginning when you finish manifesting this power and 
  ending at the end of your next turn.
  While timeless body is in effect, you are invulnerable to all 
  attacks and powers.
  This power cannot be quickened.
  WALL WALKER
  Psychoportation
  Level: Psychic warrior 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 3
  You can walk on vertical surfaces or even traverse ceilings 
  (you need not make Climb checks to traverse these 
  surfaces).
  Because of the need to keep at least one foot in contact with 
  the wall or ceiling at all times, you cannot jump or use the 
  run action, and you can move at only half speed.
  You retain your Dexterity bonus to Armor Class, if any, and 
  opponents gain no special bonuses against you.
  TELEPATHY
  APOPSI
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 9
  Display: Auditory, material, and visual
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living psionic creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 17, XP
  By using this power, you delete 1d4 powers permanently 
  from the subject’s mind.
  You specify the level of each power, and the DM randomly 
  determines which of the subject’s powers is actually 
  deleted.
  Psychic chirurgery or reality revision can be used to restore the 
  lost powers, but it must be performed within 1 week of 
  losing the powers.
  XP Cost: 50 XP per level of the deleted powers.
  ATTRACTION
  Telepathy (Charm) [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 hour/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You plant a compelling attraction in the mind of the 
  subject.
  The attraction can be toward a particular person or an 
  object.
  The subject will take reasonable steps to meet, get close to, 
  attend, or find the object of its implanted attraction.
  For the purpose of this power, “reasonable” means that, 
  while attracted, the subject doesn’t suffer from blind 
  obsession.
  He will act on this attraction only when not engaged in 
  combat.
  The subject won’t leap into a fire or over a cliff, or climb 
  into the jaws of a dragon.
  He can still recognize danger but will not flee unless the 
  threat is immediate.
  If you make the subject feel an attraction to yourself, you 
  can’t command him indiscriminately, although he will be 
  willing to listen to you (even if he disagrees).
  This power grants you a +4 bonus on any interaction checks 
  you make involving the subject (such as Bluff, Diplomacy, 
  Intimidate, and Sense Motive).
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1 and the bonus on 
  interaction checks increases by 1.
  AURA ALTERATION
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 6
  Display: Material
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One willing creature
  Duration: 10 min./level or instantaneous; see text
  Power Points: 11
  You can use this power in one of two ways: to disguise the 
  subject’s aura (alignment) and level, or to remove a 
  compulsion or charm effect from the subject.
  Disguise: If you use this power to disguise the subject’s 
  alignment and level, the power has a duration of 10 
  minutes per level.
  You can change the subject’s alignment by only one step.
  For instance, you could not make a chaotic evil creature 
  appear lawful good, but you could make it appear chaotic 
  neutral or neutral evil.
  You can adjust the subject’s apparent level up or down by a 
  number equal to one-half your own level (rounded down) 
  or less.
  Remove Compulsion: If you use this power to attempt to 
  cleanse the subject’s aura of a baleful or controlling effect, 
  the duration is instantaneous.
  This power can remove the compulsion of a curse or a 
  geas/quest effect.
  
  237
  It can also negate any charm and compulsion powers of 6th 
  level or lower, such as crisis of breath or death urge.
  When aura alteration is manifested for this purpose, the 
  subject gains another saving throw to remove the 
  compulsion afflicting it against the original save DC, but 
  with a +2 bonus.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every additional power point you spend, the duration 
  of the disguise aura increases by 10 minutes.
  2. If you spend 2 additional power points, the subject’s 
  alignment shifts an additional step (chaotic evil to lawful 
  evil, for instance); if you spend 4 additional power points, 
  the subject’s alignment changes to its opposite (chaotic evil 
  to lawful good, for instance).
  AVERSION
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Telepath 2
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 hour/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You plant a powerful aversion in the mind of the subject.
  If the object of the implanted aversion is an individual or a 
  physical object, she will prefer not to approach within 30 
  feet of it.
  If it is a word, she will try not to utter it; if it is an action, 
  she will not willingly attempt to perform it; and if it is an 
  event, she will not willingly attend it.
  The subject will take reasonable steps to avoid the object of 
  its aversion, but will not put herself in jeopardy by doing so.
  For instance, you could make a subject have an aversion to 
  fighting or to her sword, but if fighting is the only way to 
  save herself, she’ll ignore the aversion until the threat is 
  over.
  If the subject is forced into taking an action she has an 
  aversion to, she takes a –2 penalty on any attack rolls, ability 
  checks, or skill checks involved.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1 and the duration 
  increases by 1 hour.
  BESTOW POWER
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Target: One psionic creature
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You link your mind with another psionic creature’s mind, 
  creating a brief conduit through which mental energy can 
  be shared.
  When you manifest this power, the subject gains up to 2 
  power points.
  You can transfer only as many power points to a subject as 
  it has manifester levels.
  Because of the intimate nature of this power, it cannot be 
  fabricated into a psionic item—only power points 
  generated by a psionic creature in the moment can be 
  shared using bestow power.
  Augment: For every 3 additional power points you spend, 
  the subject gains 2 additional power points.
  BRAIN LOCK
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Telepath 2
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid
  Duration: Concentration + 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  The subject’s higher mind is locked away.
  He stands dazed, unable to take any psionic actions 
  (including manifesting powers or using psionic feats that 
  require a decision to be used) nor any mental actions at all.
  A brain locked subject is not stunned, so attackers get no 
  special advantage against him.
  A brain locked flyer must descend to the closest safe level 
  area below it.
  An air-breathing swimmer must make for the surface.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. If you spend 2 additional power points, this power can 
  also affect an animal, fey, giant, magical beast, or monstrous 
  humanoid.
  2. If you spend 4 additional power points, this power can 
  also affect an aberration, dragon, elemental, or outsider in 
  addition to the creature types mentioned above.
  CALL TO MIND
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Mental
  Manifesting Time: 1 minute
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 1
  By meditating on a subject, you can recall natural memories 
  and knowledge otherwise inaccessible to you.
  On a failed Knowledge check, you can manifest this power 
  to gain a new check with a +4 competence bonus.
  If successful, you instantly recall what was previously 
  buried in your subconscious.
  CATAPSI
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 5, psychic warrior 5
  Display: Mental and visual
  Manifesting Time: 1 standard action
  
  238
  Range: 30 ft.
  Area: 30-ft.-radius emanation centered on you
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Power Resistance: Yes
  Power Points: 9
  By manifesting this power, you generate psychic static, 
  interfering with the ability of other psionic characters to 
  manifest their powers or use psi-like abilities (you are not 
  affected by your own catapsi manifestation).
  All psionic activity within the area requires 4 more power 
  points to manifest than normal, unless a character makes a 
  Will save each time he attempts to manifest a power.
  Using a psi-like ability becomes a full-round action, instead 
  of a standard action, in a catapsi field.
  If two or more fields of catapsi overlap, the effects are not 
  cumulative.
  The limit on the number of power points a subject can 
  spend on a power remains in effect; thus, a subject may not 
  be able to manifest its highest-level powers.
  If manifesting a power would cause the manifester to 
  exceed his available power points or his spending limits, 
  the manifestation fails automatically, but no power points 
  are expended.
  Augment: For every 4 additional power points you spend, 
  this power’s range and the radius of its area both increase 
  by 5 feet.
  CHARM, PSIONIC
  Telepathy (Charm) [Mind-Affecting]
  Level: Telepath 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid
  Duration: 1 hour/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  As charm person (page 209 of the Player’s Handbook), except 
  as noted here.
  Augment: You can augment this power in one or more of 
  the following ways.
  1. If you spend 2 additional power points, this power can 
  also affect an animal, fey, giant, magical beast, or monstrous 
  humanoid.
  2. If you spend 4 additional power points, this power can 
  also affect an aberration, dragon, elemental, or outsider in 
  addition to the creature types mentioned above.
  3. If you spend 4 additional power points, this power’s 
  duration increases to one day per level.
  In addition, for every 2 additional power points you spend 
  to achieve any of these effects, this power’s save DC 
  increases by 1.
  For example, if you spend 8 additional power points (4 to 
  affect an aberration and 4 to increase the duration), this 
  power’s save DC increases by 4.
  CLOUD MIND
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 2
  Display: None
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 min./level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You make yourself completely undetectable to the subject 
  by erasing all awareness of your presence from its mind.
  This power has the following effects.
  First, you are invisible and inaudible to the creature.
  It cannot even detect your presence by means of 
  blindsense, blindsight, scent, or tremorsense.
  It cannot pinpoint your location by any means.
  Second, the subject remains unaware of your actions, 
  provided you do not make any attacks or cause any obvious 
  or directly threatening changes in the subject’s 
  environment.
  For example, you could open a door and slip out without 
  the subject noticing, but if you opened a door and let in 
  allies that the subject can see, it would note the arrival of 
  those allies.
  You could remove a hand-sized, unattended object from the 
  subject’s presence without risking notice, but moving a 
  larger object or an attended object might end the effect (see 
  below).
  If you attack the subject creature, the effect ends.
  If you take an action that creates a sustained and obvious 
  change in the subject’s environment—for example, 
  attacking a creature aside from the subject or moving a 
  large or attended object the subject can see—the subject 
  immediately gains a new saving throw against the power.
  An ally of the subject creature that is able to see or perceive 
  you can use a move action to warn the subject and thereby 
  grant it a new saving throw.
  CLOUD MIND, MASS
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 6
  Target: One creature/level
  Power Points: 11
  As cloud mind, except as noted above.
  Each creature is affected individually; it’s possible for you to 
  cloud the minds of half a band of trolls, while the trolls that 
  succeeded on their saving throws perceive you normally.
  CONCEAL THOUGHTS
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1, psychic warrior 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One willing creature
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 1
  You protect the subject’s thoughts from analysis.
  While the duration lasts, the subject gains a +10 
  circumstance bonus on Bluff checks against those 
  attempting to discern its true intentions with Sense 
  Motive.
  
  239
  It also gains a +4 bonus on its saving throw against any 
  power or spell used to read its mind (such as read thoughts or 
  mind probe).
  CO-OPT CONCENTRATION
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 6
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Concentration, up to 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 11
  You take over control of a power that was manifested by the 
  subject and that must be maintained through 
  concentration.
  Once you wrest control of the power from the subject, you 
  have several options.
  • Allow the power to function as normal.
  • Keep the power targeted on the subject (if a personal 
  power) but decide how the power fulfills its function each 
  round.
  • Retarget the power on yourself (if a personal power).
  • Choose not to concentrate on the co-opted power in the 
  next round, ending the power at that point.
  When the duration of co-opt concentration expires, the power 
  you took control of ends (even if this would mean that the 
  power ends earlier than normal).
  CORRESPOND
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 4
  Display: Mental
  Manifesting Time: 10 minutes
  Range: See text
  Target: One creature with an Intelligence score of 3 or 
  higher
  Duration: 1 round/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You forge a passive mental link with a creature with which 
  you have previously had physical or mental contact.
  The subject need not be within sight or even on the same 
  plane as you are.
  The subject recognizes you, and you can mentally 
  communicate with it for the duration (though nothing 
  forces the subject to respond to you), exchanging messages 
  of twenty-five words or less once per round.
  Receiving a message is not an action and does not provoke 
  attacks of opportunity; however, sending a message is 
  equivalent to a standard action that can provoke attacks of 
  opportunity.
  CRISIS OF BREATH
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Telepath 3
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One breathing humanoid
  Duration: 1 round/level
  Saving Throw: Will negates, Fortitude partial; see text
  Power Resistance: Yes
  Power Points: 5
  You compel the subject to purge its entire store of air in one 
  explosive exhalation, and thereby disrupt the subject’s 
  autonomic breathing cycle.
  The subject’s lungs do not automatically function again 
  while the power’s duration lasts.
  If the target succeeds on a Will save when crisis of breath is 
  manifested, it is unaffected by this power.
  If it fails its Will save, it can still continue to breathe by 
  taking a standard action in each round to gasp for breath.
  An affected creature can attempt to take actions normally 
  (instead of consciously controlling its breathing), but each 
  round it does so, beginning in the round when it failed its 
  Will save, the subject risks blacking out from lack of 
  oxygen.
  It must succeed on a Fortitude save at the end of any of its 
  turns in which it did not consciously take a breath.
  The DC of this save increases by 1 in every consecutive 
  round after the first one that goes by without a breath; the 
  DC drops back to its original value if the subject spends an 
  action to take a breath.
  If a subject fails a Fortitude save, it is disabled (0 hp).
  In the following round, it drops to –1 hit points and is 
  dying.
  Curing powers or spells can revive a dying subject 
  normally, so long as this power’s duration has expired; if the 
  power is still in effect, a revived creature is still subject to 
  Fortitude saves in each round when it does not consciously 
  breathe.
  Augment: You can augment this power in one or more of 
  the following ways.
  1. If you spend 2 additional power points, this power can 
  also affect an animal, fey, giant, magical beast, or monstrous 
  humanoid.
  2. If you spend 4 additional power points, this power can 
  also affect an aberration, dragon, elemental, or outsider in 
  addition to the creature types mentioned above.
  3. If you spend 6 additional power points, this power can 
  affect up to four creatures all within a 20-ft.-radius burst.
  In addition, for every 2 additional power points you spend 
  to achieve any of these effects, this power’s save DC 
  increases by 1.
  For example, if you spend 10 additional power points (4 to 
  affect an aberration and 6 to increase the number of 
  targets), this power’s save DC increases by 5.
  CRISIS OF LIFE
  Telepathy [Mind-Affecting, Death]
  Level: Telepath 7
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Power Resistance: Yes
  Power Points: 13
  
  240
  You interrupt the subject’s autonomic heart rhythm, killing 
  it instantly on a failed saving throw if it has 11 Hit Dice or 
  less.
  If the target makes its saving throw or has more than 11 Hit 
  Dice, it takes 7d6 points of damage.
  Augment: For every additional power point you spend, 
  this power can kill a subject that has Hit Dice equal to 11 + 
  the number of additional points.
  DAZE, PSIONIC
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Material and mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature that has 4 HD or less
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  As daze (page 217 of the Player’s Handbook), except as noted 
  here.
  Augment: For every additional power point you spend, 
  this power can affect a target that has Hit Dice equal to 4 + 
  the additional points.
  DEATH URGE
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 4
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You plant a hidden death-urge impulse in the subject’s 
  unconscious.
  On the subject’s next turn, it looks for the quickest method 
  to end its life and attempts to do so.
  The subject takes no other action on its turn except 
  attempting to harm itself.
  If armed, the subject attacks itself as a full-round action.
  The attack automatically succeeds and deals damage as a 
  critical hit.
  If unarmed, the subject moves adjacent to the nearest 
  enemy and provokes an attack of opportunity, offering its 
  opponent an opening, which the opponent may or may not 
  choose to take advantage of.
  If the subject is unarmed and no enemy is nearby, the 
  subject simply does nothing at all.
  At the Dungeon Master’s option, a subject close to an 
  immediate and lethal hazard such as a cliff or a fire might 
  hurl itself off the cliff or into the fire instead of striking 
  itself with a weapon.
  Augment: For every 4 additional power points you spend, 
  this power’s save DC increases by 2 and its duration 
  increases by 1 round.
  DÉJÀ VU
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  Your mental impulse forces the subject to repeat the 
  actions it took on its previous turn.
  If the situation has changed in such a way that the subject 
  can’t take the same actions again (if its foe is dead, or the 
  subject has run out of power points, and so on), the subject 
  stands still and takes no actions for 1 round.
  In any event, the subject can still defend itself, and it 
  retains its Dexterity bonus to AC even if it stands still.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1.
  DÉJÀ VU
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  Your mental impulse forces the subject to repeat the 
  actions it took on its previous turn.
  If the situation has changed in such a way that the subject 
  can’t take the same actions again (if its foe is dead, or the 
  subject has run out of power points, and so on), the subject 
  stands still and takes no actions for 1 round.
  In any event, the subject can still defend itself, and it 
  retains its Dexterity bonus to AC even if it stands still.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1.
  DEMORALIZE
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Mental and olfactory
  Manifesting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft.-radius spread centered on you
  Duration: 1 min./level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You fill your enemies with self-doubt.
  Any enemy in the area that fails its save becomes shaken for 
  the duration of the power.
  Allies and creatures without an Intelligence score are 
  unaffected.
  
  241
  Augment: For every 2 additional power points you spend, 
  this power’s range and the radius of its area both increase 
  by 5 feet, and the power’s save DC increases by 1.
  DETECT HOSTILE INTENT
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 2, psychic warrior 2
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft.-radius emanation centered on you
  Duration: 10 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  While the duration of this power lasts, you become aware 
  of the presence of any creatures with hostile intent within 
  30 feet of you, and their direction from you (but not their 
  specific location).
  The power detects active aggression, as opposed to 
  vigilance.
  For instance, if you walk up to a door with an assassin 
  behind it, you sense that hostility is somehow associated 
  with the door.
  However, a soldier assigned to guard the door would not 
  register.
  In addition, while this power is active you cannot be 
  surprised or caught flat-footed by creatures that are 
  susceptible to mind-affecting powers.
  While under the effect of this power, you can make Sense 
  Motive checks as a free action against anyone within 30 feet 
  of you.
  The power can penetrate barriers, but 3 feet of stone, 3 
  inches of common metal, 1 inch of lead, or 6 feet of wood or 
  dirt blocks it.
  DISABLE
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Area: Cone-shaped emanation centered on you
  Duration: 1 min./level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You broadcast a mental compulsion that convinces one or 
  more creatures of 4 Hit Dice or less that they are disabled 
  (see page 307 of the Player’s Handbook).
  Creatures with the fewest HD are affected first.
  Among creatures with equal Hit Dice, those who are closest 
  to the power’s point of origin are affected first.
  Hit Dice that are not sufficient to affect a creature are 
  wasted.
  Creatures that are rendered helpless or are destroyed when 
  they reach 0 hit points cannot be affected.
  Creatures affected by this power believe that they have 
  somehow been brought to the brink of unconsciousness 
  and must act accordingly.
  While it’s possible for an important nonplayer character to 
  attempt some sort of “heroic” action, common NPCs and 
  creatures under the effect of this power typically cower or 
  retreat.
  Any creature that attempts to take a standard action 
  immediately breaks the compulsion and can act normally.
  A creature that attempts to heal itself or that receives 
  healing is likewise freed of the compulsion, and if it is not 
  actually wounded, the healing is wasted.
  A creature that takes damage is also instantly freed of the 
  compulsion (although the damage still counts against its 
  actual current hit points).
  Augment: For every 2 additional power points you spend, 
  this power’s range increases by 5 feet and its save DC 
  increases by 1.
  In addition, for every additional power point you spend to 
  increase the range and the save DC, this power can affect 
  targets that have Hit Dice equal to 4 + the number of 
  additional points.
  DISTRACT
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1, psychic warrior 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You cause your subject’s mind to wander, distracting her.
  Subjects under the effect of distract make all Listen, Spot, 
  Search, and Sense Motive checks at a –4 penalty.
  DOMINATE, PSIONIC
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Telepath 4
  Display: Mental
  Manifesting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid
  Duration: Concentration
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  As dominate person (page 224 of the Player’s Handbook), 
  except as noted here.
  Augment: You can augment this power in one or more of 
  the following ways.
  1. If you spend 2 additional power points, this power can 
  also affect an animal, fey, giant, magical beast, or monstrous 
  humanoid.
  2. If you spend 4 additional power points, this power can 
  also affect an aberration, dragon, elemental, or outsider in 
  addition to the creature types mentioned above.
  3. For every 2 additional power points you spend, this 
  power can affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  In addition, for every 2 additional power points you spend 
  to achieve any of these effects, this power’s save DC 
  increases by 1.
  
  242
  For example, if you spend 8 additional power points (4 to 
  affect an aberration and 4 to affect two additional 
  creatures), this power’s save DC increases by 4.
  EGO WHIP
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will half; see text
  Power Resistance: Yes
  Power Points: 3
  Your rapid mental lashings assault the ego of your enemy, 
  debilitating its confidence.
  The target takes 1d4 points of Charisma damage, or half 
  that amount (minimum 1 point) on a successful save.
  A target that fails its save is also dazed for 1 round.
  Augment: For every 4 additional power points you spend, 
  this power’s Charisma damage increases by 1d4 points and 
  its save DC increases by 2.
  EMPATHIC FEEDBACK
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 4, psychic warrior 3
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: Psion/wilder 7, psychic warrior 5
  You empathically share your pain and suffering with your 
  attacker.
  Each time a creature strikes you in melee, it takes damage 
  equal to the amount it dealt to you or 5 points, whichever is 
  less.
  This damage is empathic in nature, so powers and abilities 
  the attacker may have such as damage reduction and 
  regeneration do not lessen or change this damage.
  The damage from empathic feedback has no type, so even if
  you took fire damage from a creature that has immunity to 
  fire, empathic feedback will damage your attacker.
  Augment: For every additional power point you spend, 
  this power’s damage potential increases by 1 point.
  For example, if a psychic warrior spends 8 points to 
  manifest this power, her attacker takes damage equal to the 
  amount it dealt to her or 8 points, whichever is less.
  EMPATHIC TRANSFER, HOSTILE
  Telepathy [Mind-Affecting]
  Level: Telepath 3, psychic warrior 3
  Display: Auditory and material
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 5
  You transfer your hurt to another.
  When you manifest this power and then make a successful 
  touch attack, you can transfer 50 points of damage (or less, 
  if you choose) from yourself to the touched creature.
  You immediately regain hit points equal to the amount of 
  damage you transfer.
  You cannot use this power to gain hit points in excess of 
  your full normal total.
  The transferred damage is empathic in nature, so powers 
  and abilities the subject may have such as damage 
  reduction and regeneration do not lessen or change this 
  damage.
  The damage transferred by this power has no type, so even 
  if the subject has immunity to the type of damage you 
  originally took, the transfer occurs normally and deals hit 
  point damage to the subject.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every additional power point you spend, you can 
  transfer an additional 10 points of damage (maximum 90 
  points per manifestation).
  2. If you spend 6 additional power points, this power affects 
  all creatures in a 20-foot-radius spread centered on you.
  EMPATHY
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft.-radius spread centered on you
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You detect the surface emotions of any creature you can see 
  that is in the power’s area.
  You can sense basic needs, drives, and emotions.
  Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, 
  curiosity, friendliness, and many other kinds of sensations 
  and moods can all be perceived.
  You gain a +2 insight bonus on any Bluff, Diplomacy, 
  Intimidate, or Sense Motive checks that you make in the 
  round when you cease concentrating on this power.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every additional power point you spend, this power’s 
  range and the radius of its area increases by 5 feet.
  2. If you spend 2 additional power points, this power’s 
  maximum duration increases to 1 hour/level.
  EMPTY MIND
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1, psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 1
  You empty your mind of all transitory and distracting 
  thoughts, improving your self-control.
  
  243
  You gain a +2 bonus on all Will saves until your next action.
  You can manifest this power instantly, quickly enough to 
  gain its benefit in an emergency.
  Manifesting this power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  You can use this power even when it is not your turn.
  Augment: For every 2 additional power points you spend, 
  the bonus on your Will saves increases by 1.
  FALSE SENSORY INPUT
  Telepathy [Mind-Affecting]
  Level: Telepath 3
  Display: Mental
  Manifesting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Target: One creature
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  You have a limited ability to falsify one of the subject’s 
  senses.
  The subject thinks she sees, hears, smells, tastes, or feels 
  something other than what her senses actually report.
  You can’t create a sensation where none exists, nor make 
  the subject completely oblivious to a sensation, but you can 
  replace the specifics of one sensation with different 
  specifics.
  For instance, you could make a human look like a dwarf (or 
  one human look like another specific human), a closed 
  door look like it is open, a vat of acid smell like rose water, a 
  parrot look like a bookend, stale rations taste like fresh 
  fruit, a light pat feel like a dagger thrust, a scream sound 
  like the howling wind, and so on.
  You can switch between senses you falsify round by round.
  You can’t alter the size of an object by more than 50% by 
  using this power.
  Thus, you couldn’t make a castle look like a hovel, but you 
  could make it look like a different castle, or a rough hillock 
  of approximately the same size.
  If this power is used to distract an enemy manifester who is 
  attempting to use his powers, the enemy must make a 
  Concentration check as if being grappling or pinned.
  Because you override a victim’s senses, you can fool a victim 
  who is using true seeing or some other method of gathering 
  information, assuming you know that the victim is actively 
  using such an effect and you can maintain concentration.
  Augment: For every 2 additional power points you spend, 
  this power can affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  ID INSINUATION
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Concentration + 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  As confusion (page 212 of the Player’s Handbook), except as 
  noted here.
  Swift tendrils of thought disrupt the unconscious mind of 
  any one creature, sapping its might.
  As long as the manifester remains concentrating fully on 
  this power, the subject is confused, making it unable to 
  independently determine it will do.
  Roll on the following table at the beginning of each of the 
  subject’s turns to see what the subject does in that round.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1, and the power can 
  affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  INFLICT PAIN
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will partial; see text
  Power Resistance: Yes
  Power Points: 3
  You telepathically stab the mind of your foe, causing 
  horrible agony.
  The subject suffers wracking pain that imposes a –4 penalty 
  on attack rolls, skill checks, and ability checks.
  If the target makes its save, it takes only a –2 penalty.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1, and the power can 
  affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  
  244
  INSANITY
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 7
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 13
  As confusion (page 212 of the Player’s Handbook), except as 
  noted here.
  Creatures affected by this power are permanently confused 
  and constantly behave randomly.
  Roll on the following table at the beginning the subject’s 
  turn each round to see what the subject does in that round.
  Only psychic chirurgery, reality revision, and other similarly 
  extreme measures can restore the subject’s sanity.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1, and the power can 
  affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  MENTAL DISRUPTION
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You generate a mental wave of confusion that instantly 
  sweeps out from your location.
  All creatures you designate in the affected area (you can 
  choose certain creatures to be unaffected) must make a Will 
  save or become dazed for 1 round.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every 2 additional power points you spend, this 
  power’s save DC increases by 1.
  2. For every 2 additional power points you spend, this 
  power’s range and the radius of its area both increase by 5 
  feet.
  METACONCERT
  Telepathy [Mind-Affecting]
  Level: Psychic warrior 5, telepath 5
  Display: Visual; see text
  Manifesting Time: 1 minute
  Range: 20 ft.
  Target: You and up to nine other willing psionic creatures 
  in range
  Duration: 1 min./level (D)
  Power Points: 9
  You link your psychic might with other psionic creatures, 
  creating an entity more powerful than the sum of its parts.
  When you manifest this power, a number of power points 
  you designate flows from each participant into a collective 
  pool.
  Thus, if ten psionic characters each contribute 10 power 
  points, the initial total of the pooled power points is 100.
  One individual is chosen as the metaconcert conductor by 
  mutual consent of the other participants (this is usually the 
  manifester, but doesn’t have to be).
  Until the power ends, this conductor directs the efforts of 
  the group.
  Misty strands of glowing power link the brows of all the 
  participants in a complex and shifting pattern.
  All the powers of each participant are known to the mental 
  entity created with metaconcert (which is under the 
  conductor’s command).
  This entity can’t take any more actions than a normal 
  individual, but it manifests all its powers more effectively.
  Each participant contributing to the entity provides a 
  cumulative +1 bonus to save DCs that apply when 
  manifesting a power or using a psi-like ability.
  Likewise, each individual provides a cumulative +1 bonus 
  when the entity makes its own saving throws in response to 
  powers or psi-like abilities.
  If the psionic entity takes ability damage from a psionic 
  attack, such as mind thrust, the total is divided among all the 
  members as determined by the conductor (so, if a ten-
  person group took 3 points of ability damage, the conductor 
  could select three different participants to each take 1 point 
  of damage).
  If the entity manifests a power that has an XP cost, all the 
  participants pay an equal share (the conductor pays the 
  remainder if the cost can’t be divided evenly).
  Once linked, the participants must remain within a 20-foot-
  radius area, and as a group can move at a speed of 10 feet.
  If a participant moves outside the 20-foot-radius area 
  occupied by the others (whether willingly or involuntarily), 
  that individual drops out of the group, and the power point 
  pool of the metaconcert is instantly recalculated.
  All participants who leave before a metaconcert ends or is 
  dismissed reclaim a number of power points equal to the 
  
  245
  current power point pool divided by the number of 
  members.
  If the conductor drops out, the power ends.
  For example, if a participant left a metaconcert composed of 
  eight individuals, he would reclaim 1/8 of the power points 
  currently in the pool (round down).
  That same number of points is removed from the power 
  point pool.
  When a metaconcert ends normally or is dismissed,
  remaining power points in the pool are divided among all 
  the participants (the conductor receives the remainder if 
  the points can’t be divided evenly).
  Augment: For every additional power point you spend, 
  this power’s duration increases by 1 minute.
  MICROCOSM
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 9
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Area: One creature; or one or more creatures 
  within a 15-ft.-radius sphere
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 17
  This power enables you to warp the consciousness and 
  senses of one or more creatures, sending the victim into a 
  catatonic state.
  When microcosm is manifested, you can target either a 
  single creature within range or a group of creatures all 
  located within the power’s area.
  Single Target: If microcosm targets a single creature, that 
  creature’s senses are pinched off from the real world if it 
  currently has 100 or fewer hit points.
  The subject’s senses are all completely fabricated from 
  within its own mind, though it may not realize this.
  In reality, the subject sprawls limply, drooling and 
  mewling, and eventually dies of thirst and starvation 
  without care.
  The subject lives within its own made-up world until the 
  time of its actual death.
  Area Effect: If microcosm is manifested on an area, it sends all 
  affected creatures into a shared catatonia (the world is a 
  construct, but within the world, the victims can interact 
  with each other).
  It affects only creatures that currently have 30 or fewer hit 
  points, and only up to a total of 300 hit points of such 
  creatures.
  The power affects creatures with the lowest hit point totals 
  first.
  (Creatures with negative hit points count as having 0 hit 
  points).
  Manifesting microcosm a second time on an affected 
  creature turns its sensory pathways outward once more.
  Otherwise, only very potent powers (such as psychic 
  chirurgery or reality revision) or similar effects (such as 
  miracle or wish) can undo the mental crosswiring that this 
  power brings about.
  Augment: For every additional power point you spend, 
  the number of individual and group hit points the power 
  can affect increases by 10.
  For example, if you spend 2 additional points, the single 
  target version of the power affects a creature that currently 
  has 120 or fewer hit points, and the area effect version is 
  usable against creatures that each currently have 50 or 
  fewer hit points, up to a total of 320 hit points of such 
  creatures.
  MIND BLANK, PERSONAL
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 7, psychic warrior 6
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: One day
  Power Points: Psion/wilder 13, psychic warrior 11
  As psionic mind blank (see below), except as noted here.
  MIND BLANK, PSIONIC
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 8
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: One day
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 15
  The subject is protected from all devices, powers, and spells 
  that detect, influence, or read emotions or thoughts.
  This power protects against powers with the mind-affecting 
  or scrying descriptors.
  Psionic mind blank even foils bend reality, limited wish, miracle,
  reality revision, and wish when they are used in such a way as 
  to affect the subject’s mind or to gain information about it 
  (however, metafaculty can pierce the protective quality of 
  psionic mind blank).
  In the case of remote viewing or scrying that scans an area 
  the creature is in, the effect works but the creature simply 
  isn’t detected.
  Remote viewing (scrying) attempts that are targeted 
  specifically at the subject do not work at all.
  MIND PROBE
  Telepathy (Charm) [Mind-Affecting]
  Level: Telepath 5
  Display: Auditory, material, and visual
  Manifesting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Will partial; see text
  Power Resistance: Yes
  Power Points: 9
  All the subject’s memories and knowledge are accessible to 
  you, from memories deep below the surface to those still 
  easily called to mind.
  You can learn the answer to one question per round, to the 
  best of the subject’s knowledge.
  
  246
  If the subject succeeds on a Will save, it is not required to 
  answer the question; however, making a save does not end 
  the power.
  You can ask the subject a new question (or the same 
  question) in subsequent rounds for as long as the power’s 
  duration persists.
  You can probe a sleeping subject and automatically get an 
  answer to your question.
  If the subject then succeeds on a Will save, it wakes after 
  providing the answer and thereafter can resist answering 
  by making Will saves as described above.
  Subjects that do not wish to be probed can attempt to move 
  beyond the power’s range, unless they are somehow 
  hindered.
  You pose the questions telepathically, and the answers to 
  those questions are imparted directly to your mind.
  You and the subject do not need to speak the same 
  language, though less intelligent creatures may yield up 
  only appropriate visual images in answer to your questions.
  MIND SEED
  Telepathy (Compulsion) [Evil, Mind-Affecting]
  Level: Telepath 8
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One touched Medium or smaller humanoid
  Duration: Instantaneous; see text
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 15, XP
  You impress the totality of your psyche into a subject’s 
  subconscious.
  If successfully implanted, the seed of your mind 
  “germinates” over the period of one week.
  During this time, the subject begins to unconsciously take 
  on your mannerisms.
  For instance, if you habitually mutter, “Sure, sure, sure”, 
  this same litany is soon heard from the subject’s lips, 
  though it is not uttered consciously.
  When integration is complete (after one week), the subject 
  becomes you in mind as you were when you manifested the 
  power, but the subject’s level is eight lower than your own.
  (In effect, the subject has received eight negative levels—
  but these are negative levels that can’t be removed).
  The subject does not have any of your physical ability 
  scores or equipment, but does have the Intelligence, 
  Wisdom, and Charisma scores you had when you were 
  eight levels lower.
  The subject also knows the powers you knew when you 
  were eight levels lower.
  While the subject is initially your mental duplicate, the two 
  personalities diverge over time.
  Although the subject starts off with memories of your 
  experiences, it possesses its original “soul” and physical 
  body and is free to develop its own personality based on its 
  own new experiences.
  Thus, the subject is not your slave or servant, but instead a 
  nonplayer character in its own right that shares your earlier 
  memories.
  Protection from evil or a similar spell or power can prevent 
  you from implanting mind seed, or prevent a seed from 
  germinating while the protective power lasts.
  Otherwise, a germinating seed can be removed (prior to 
  germination) only by psychic chirurgery, reality revision, or 
  similarly high-level effects.
  Manifesting mind seed again during the germination period 
  also cleanses the subject’s mind.
  XP Cost: 3,000 XP.
  MIND SWITCH
  Telepathy [Mind-Affecting]
  Level: Telepath 6
  Display: Visual
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: You and one other creature
  Duration: 10 min./level
  Saving Throw: Will negates; see text
  Power Resistance: Yes
  Power Points: 11, XP
  You can attempt to take control of a nearby living creature, 
  forcing your mind (and soul) into its body, and its mind 
  into your body.
  You can target any creature whose Hit Dice are equal to or 
  less than your manifester level.
  You possess the target’s body and force the creature’s mind 
  into your body unless it succeeds on a Will save.
  You can move your mind back into your own body 
  whenever you desire, which returns the subject’s mind to 
  its own body and ends the power.
  If the manifestation succeeds, your life force occupies the 
  host body, and the host’s life force takes over yours.
  You can call on rudimentary or instinctive knowledge of 
  the subject creature, but not upon its acquired or learned 
  knowledge (such as skills and feats it possesses).
  The same is true for the subject in your body.
  The mind switch brings about the following changes.
  • You gain the type of your assumed body.
  • You gain the Strength, Dexterity, and Constitution scores 
  of your assumed body.
  • You gain the natural armor, natural attacks, movement, 
  and other simple physical characteristics of your assumed 
  body.
  • You gain the extraordinary special attacks and qualities of 
  your assumed body, but you do not gain supernatural or 
  spell-like abilities.
  • You gain the possessions and equipment of your assumed 
  body.
  • You retain your own hit points, saving throws (possibly 
  modified by new ability scores), class abilities, supernatural 
  and spell-like abilities, spells and powers, and skills and 
  feats (although skill checks use your new ability scores, and 
  you may be temporarily unable to use feats whose 
  requirements you do not meet in your new body).
  Supernatural abilities that require a certain body part, such 
  as a beholder’s eye rays or a dragon’s breath weapon, may be 
  unavailable in your new form.
  For example, if you were a 10th-level human psion with 70 
  hit points who used mind switch on a 1st-level goblin 
  warrior with 4 hit points, you are now a goblin psion with 
  70 hit points in the goblin’s body, and your target is now a 
  1st-level human warrior with 4 hit points in your natural 
  body.
  
  247
  (When using this power, you should be careful about 
  whom or what you allow to occupy your natural body, and 
  what you let the subject do with it).
  If either body is killed while the power is in effect, the 
  other participant also dies when the power ends.
  If one participant’s body becomes petrified, imprisoned by 
  temporal stasis or imprisonment, or incapacitated in some 
  other way, the other participant will be incapacitated in 
  that way when the power ends.
  A targeted dispel psionics (or similar spells or effects) 
  successfully manifested on either participant causes both 
  minds to return to their original bodies.
  XP Cost: 100 XP.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1.
  MIND SWITCH, TRUE
  Telepathy [Mind-Affecting]
  Level: Telepath 9
  Manifesting Time: 1 minute
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Power Resistance: Yes
  Power Points: 17, XP
  As mind switch, except as noted here.
  You permanently exchange bodies with the subject.
  Since this power’s duration is instantaneous, you cannot be 
  forced to return to your natural body by means of dispel 
  psionics, an antimagic field, or a similar effect.
  If the subject’s body dies while you are in it, you are dead.
  The subject immediately loses one level, but otherwise 
  survives the experience in your natural body.
  If your natural body dies while the subject is in it, you 
  immediately lose one level, but you likewise survive the 
  experience in your new body.
  Your “natural” body is always considered to be the last one 
  you switched out of.
  If you exchange bodies with a chain of multiple subjects, 
  you need worry only about the welfare of the last body you 
  switched with.
  In other words, if your mind is expelled from your current 
  body, your mind returns to the last body you switched with, 
  not to your original body.
  Similarly, if your original body dies but you have since 
  switched minds with a second subject, you take no penalty.
  You lose a level only if the body you inhabited immediately 
  prior to your current body is killed.
  XP Cost: 10,000 XP.
  MIND THRUST
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You instantly deliver a massive assault on the thought 
  pathways of any one creature, dealing 1d10 points of 
  damage to it.
  Augment: For every additional power point you spend, 
  this power’s damage increases by 1d10 points.
  For each extra 2d10 points of damage, this power’s save DC 
  increases by 1.
  MIND TRAP
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 3
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round
  Saving Throw: None
  Power Resistance: Yes (harmless)
  Power Points: 5
  You set up a trap in your mind against psionic intruders.
  Anyone who attacks you with a telepathy power 
  immediately loses 1d6 power points.
  This power’s effect does not negate the power that is 
  currently being used against you.
  You can manifest this power instantly, quickly enough to 
  gain its benefit in an emergency.
  Manifesting the power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  You can use this power even when it is not your turn.
  Augment: For every additional power point you spend, 
  this power’s duration increases by 1 round.
  MINDLINK
  Telepathy [Mind-Affecting]
  Level: Telepath 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels); see text
  Targets: You and one other willing creature within range 
  that has an Intelligence score of 3 or higher
  Duration: 10 min./level
  Saving Throw: None; see text
  Power Resistance: Yes (harmless)
  Power Points: 1
  You forge a telepathic bond with your target.
  You can communicate telepathically through the bond 
  even if you do not share a common 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).
  Augment: You can augment this power in one or both of 
  the following ways.
  1. If you spend 4 additional power points, you can attempt 
  to create a telepathic bond with a creature that is not 
  willing (Will save negates).
  2. For every additional power point you spend, this power 
  can affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  
  248
  MINDLINK, THIEVING
  Telepathy [Mind-Affecting]
  Level: Telepath 4
  Duration: 10 min./level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  As mindlink, except that if the target is a psionic character 
  or creature that knows powers, you can temporarily borrow 
  a power of your choice (you are aware of what powers the 
  subject knows, up to the highest level of power you can 
  manifest).
  Borrowing the subject’s power is a separate standard action 
  that provokes an attack of opportunity.
  If that attack succeeds, the mental communication 
  provided by this power ends immediately.
  The borrowed power fades from the subject’s awareness 
  and appears within your own.
  You can now spend power points to manifest the borrowed 
  power just as if it were one of your powers known.
  You maintain knowledge of the borrowed power until the 
  duration of your thieving mindlink expires, at which time 
  you lose knowledge of the power and the power reappears 
  in the mind of the subject, no matter how far from you the 
  subject is.
  Even if the subject is slain, you lose knowledge of the 
  borrowed power when this power’s duration expires.
  Augment: For every 2 additional power points you spend, 
  this power’s save DC increases by 1.
  MINDWIPE
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 4
  Display: Auditory, mental, and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 7
  You partially wipe your victim’s mind of past experiences, 
  bestowing two negative levels upon it.
  If the subject has at least as many negative levels as Hit 
  Dice, it dies.
  If the subject survives, each negative level gives it several 
  disadvantages (see page 310 of the Player’s Handbook).
  In addition, for each negative level it gains, a psionic 
  creature loses knowledge of one power from its highest 
  available level, and a number of power points from its 
  maximum power point total sufficient to manifest that 
  power.
  The effects of multiple negative levels stack.
  If the subject survives, it loses these two negative levels 
  after 1 hour.
  (No Fortitude save is necessary to avoid gaining the 
  negative level permanently).
  Augment: You can manifest this power in one or both of 
  the following ways.
  1. For every 2 additional power points you spend, this 
  power’s save DC increases by 1.
  2. For every 3 additional power points you spend, this 
  power bestows an additional negative level on the subject.
  MISSIVE
  Telepathy [Mind-Affecting, Language-Dependent]
  Level: Psion/wilder 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Effect: Mental message delivered to subject
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  You send a telepathic message of up to ten words to any 
  living creature within range.
  Missive is strictly a one-way exchange from you to the 
  subject.
  If you do not share a common language, the subject “hears”
  meaningless mental syllables.
  Augment: For every 2 additional power points you spend, 
  this power’s range increases by 5 feet and its save DC 
  increases by 1.
  MISSIVE, MASS
  Telepathy [Mind-Affecting, Language-Dependent]
  Level: Psion/wilder 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Targets: All creatures in a 400 ft. + 40 ft./level radius 
  centered on you; see text
  Effect: Mental message delivered to subjects
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 3
  You send a telepathic message of up to twenty-five words to 
  all creatures within range.
  You can include or exclude from this broadcast any
  creature you can see, as well as any creature that you know 
  or know of.
  Mass missive is strictly a one-way exchange from you to the 
  subjects.
  If you do not share a common language, the subjects “hear”
  meaningless mental syllables.
  Augment: For every 2 additional power points you spend, 
  this power’s range increases by 40 feet and its save DC 
  increases by 1.
  MODIFY MEMORY, PSIONIC
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Telepath 4
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  
  249
  As modify memory (page 255 of the Player’s Handbook), except 
  as noted here.
  PERSONALITY PARASITE
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 4
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One Medium or smaller humanoid
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You attempt to briefly partition the mind of your foe, 
  calving off a minor personality that is antagonistic to the 
  main personality.
  The parasitic personality functions with complete 
  autonomy from the main personality.
  It does not control the body physically, but it can take one 
  standard action each round that is purely mental, such as 
  manifesting a power, in the same turn that the subject takes 
  its normal actions.
  The parasitic personality manifests powers using the 
  subject’s power point reserve and known powers, but can 
  only manifest powers three or more levels lower than the 
  highest level of power the subject can normally manifest.
  Thus, if the highest level of power the subject can normally 
  manifest is 3rd level or lower, the parasitic personality 
  cannot manifest any powers.
  The parasitic personality actively attempts to manifest 
  powers that negatively impact the subject, using the 
  highest-level powers possible (so as to deplete the subject’s 
  power point reserve), and the most deadly to the subject?.
  You do not have control over what the parasitic personality 
  does (it is under the DM’s control), though it always works 
  against the interest of the subject.
  Both minds communicate with each other telepathically.
  If a creature is targeted by a compulsion or charm effect 
  while under the effect of this power, it can make a second 
  saving throw if the first one fails.
  If both saving throws fail, then this power ends and the 
  creature is affected by the charm or compulsion effect.
  The parasitic personality does not gain any advantages if 
  the main personality is subjected to a haste or schism effect.
  POWER LEECH
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/wilder 4
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Any psionic creature
  Duration: Concentration, up to 1 round/level; see text
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  Your brow erupts with an arc of crackling dark energy that 
  connects with your foe, draining it of 1d6 power points and 
  adding 1 of those points to your reserve (unless that gain 
  would cause you to exceed your maximum).
  The drain continues in each round you maintain 
  concentration while the subject of the drain remains in 
  range.
  If the subject is drained to 0 power points, this power ends.
  Concentrating to maintain power leech is a full-round action 
  (you can take no other actions aside from a 5-foot step) 
  instead of a standard action.
  PSIONIC BLAST
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 3
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft. cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  The air ripples with the force of your mental attack, which 
  blasts the minds of all creatures in range.
  Psionic blast stuns all affected creatures for 1 round.
  Augment: For every 2 additional power points you spend, 
  the duration of the stun effect increases by 1 round.
  PSYCHIC CHIRURGERY
  Telepathy [Mind-Affecting]
  Level: Telepath 9
  Display: Auditory, mental, and visual
  Manifesting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 17, XP; see text
  You can repair psychic damage or grant another creature 
  knowledge of powers you know, depending on the version 
  of this power you manifest.
  Repair Psychic Damage: You can remove any compulsions 
  and charms (such as crisis of breath and death urge) affecting 
  the subject.
  In fact, you can remove any instantaneous or permanent 
  effect caused by a psychic power with psychic chirurgery.
  Unlike with aura alteration, these effects end or are negated 
  as soon as this power is manifested, with no need for 
  another saving throw.
  You can remove all negative levels affecting the subject, 
  regardless of how it lost those levels, restoring it to the 
  highest level it had previously attained.
  Also, you can restore levels lost to energy drain or a similar 
  effect if the level drain occurred within a number of hours 
  equal to your manifester level.
  You can also remove all psionic effects penalizing the 
  subject’s ability scores, heal all ability damage, and remove 
  any ability drain affecting the subject.
  Psychic chirurgery negates all forms of insanity, confusion, 
  the effect of such powers as microcosm, and so on, but it does 
  not restore levels or Constitution points lost due to death.
  Transfer Knowledge: If desired, you can use this power to 
  directly transfer knowledge of a power you know to 
  another psionic character.
  
  250
  You can give a character knowledge of a power of any level 
  that she can manifest, even if the power is not normally on 
  the character’s power list.
  Knowledge of powers gained through psychic chirurgery does 
  not count toward the maximum number of powers a 
  character can know per level.
  XP Cost: Each time you use psychic chirurgery to implant 
  knowledge of a power in another creature, you pay an XP 
  cost equal to 1,000 × the level of the power implanted.
  If you and the subject are both willing to do so, you can 
  split this cost evenly.
  PSYCHIC CRUSH
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 5
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will partial; see text
  Power Resistance: Yes
  Power Points: 9
  Your will abruptly and brutally crushes the mental essence 
  of any one creature, debilitating its acumen.
  The target must make a Will save with a +4 bonus or 
  collapse unconscious and dying at –1 hit points.
  If the target succeeds on the save, it takes 3d6 points of 
  damage.
  Augment: For every 2 additional power points you spend, 
  this power’s damage increases by 1d6 points.
  PSYCHIC REFORMATION
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 4
  Display: Auditory, mental, and visual
  Manifesting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 7, XP; see text
  When this power is manifested, the subject can choose to 
  spend its most recently gained skill points differently 
  (picking new skills and abandoning old ones if it chooses) 
  and to choose a different feat from the one it selected when 
  advancing from its previous level to its current level.
  The subject can also choose to forget powers it acquired 
  when advancing to its current level, replacing them with 
  new ones.
  The subject can undo decisions of these sorts that were 
  made at lower levels, if both the subject and the manifester 
  agree to pay the necessary XP before this power is 
  manifested (see below).
  The subject must abide by the standard rules for selecting 
  skills and feats, and so it cannot take feats for which it 
  doesn’t qualify or take cross-class skills as class skills.
  For instance, a subject, upon attaining her current level, put 
  2 skill points into Spot and chose the Dodge feat as part of 
  her benefits for level advancement.
  She has since decided that she would rather have put 2 
  points in Autohypnosis and taken the Burrowing Power 
  metapsionic feat instead.
  After this power is manifested on her, she can reverse her 
  earlier decisions.
  She could also choose to change the power or powers she 
  learned when reaching her current level, but she is happy 
  with her original decision, and so does not change her 
  powers known.
  XP Cost: This power costs 50 XP to manifest to reformat 
  choices made when the character reached her current level.
  For each additional previous level into which the revision 
  reaches, the power costs an additional 50 XP.
  The manifester and subject split all XP costs evenly.
  READ THOUGHTS
  Telepathy [Mind-Affecting]
  Level: Telepath 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation centered on you
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: Will negates; see text
  Power Resistance: No
  Power Points: 3
  You know the surface thoughts of the mind of any creature 
  in the area that fails a Will save.
  A target that succeeds on its save is not affected by this 
  manifestation of the power, even if it leaves the area and 
  then reenters the area before the duration expires.
  Creatures of animal intelligence have simple, instinctual 
  thoughts that you can pick up.
  If you read the thoughts of a creature with an Intelligence 
  of 26 or higher (and at least 10 points higher than your own 
  Intelligence score), you are stunned for 1 round and the 
  power ends.
  This power does not let you pinpoint the location of an 
  affected mind if you don’t have line of sight to the subject.
  Each round, you can turn to use this power in a new area.
  The power 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.
  SCHISM
  Telepathy [Mind-Affecting]
  Level: Telepath 4
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 7
  Your mind splits into two independent parts.
  Each part functions in complete autonomy, like two 
  characters in one body.
  Your new “second mind” does not control your body 
  physically but is free to take one standard action in each 
  round if the action is purely mental (such as manifesting a 
  power) in the same round you take your normal actions.
  
  251
  Your second mind can manifest powers using your power 
  point reserve, but only as if your manifester level were six 
  lower than it is.
  Thus, if your manifester level is 8th, your second mind has 
  a manifester level of 2nd, limiting the number of power 
  points you can spend with your second mind to 2.
  Your second mind doesn’t provoke attacks of opportunity 
  when manifesting a power, because doing so doesn’t 
  distract your primary mind.
  Your second mind takes its first action on your turn in the 
  round after schism is manifested.
  Both your minds communicate with each other 
  telepathically.
  If you are subject to a compulsion or charm effect while 
  you are of two minds, make a second saving throw if you 
  fail the first.
  If you fail both, then the schism ends and you are affected 
  normally by the power.
  If you fail just one, the schism ends immediately, but you are 
  not subject to the compulsion or charm.
  Your second mind does not gain any advantages if you are 
  subject to a haste effect, although you gain the overall 
  standard benefits.
  SENSE LINK
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One willing creature
  Duration: Concentration, up to 1 min./level
  Power Points: 1
  You perceive what the subject creature perceives using its 
  sight, hearing, taste, or smell.
  Only one sense is linked, and you cannot switch between 
  senses with the same manifestation.
  For example, you could see what the subject sees, or hear 
  what it hears, or taste what it tastes, and so on.
  You make any skill checks involving senses, such as Spot or 
  Listen, as the subject, and only within the subject’s field of 
  view.
  You lose your Dexterity bonus to AC while directly sensing 
  what the subject senses.
  Most manifesters choose to link to the subject’s vision, 
  taste, or hearing.
  Once sense link is manifested, the link persists even if the 
  subject moves out of the range of the original manifestation 
  (but the link does not work across planes).
  You do not control the subject, nor can you communicate 
  with it by means of this power.
  The strength of the subject’s linked sense could be 
  enhanced by other powers or items, allowing you the same 
  enhanced sense.
  You are subject to any gaze attack affecting the subject 
  creature (if you linked vision).
  If you are blinded or deafened, or suffer some other sensory 
  deprivation, the linked creature functions as an 
  independent sensory organ, and provides you the benefit of 
  the linked sense from its perspective while this power’s 
  duration lasts.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. If you spend 2 additional power points, you can have the 
  subject perceive one of your senses instead of the other way 
  around.
  2. If you spend 4 additional power points, you can link to a 
  second sense of the same subject.
  SENSE LINK, FORCED
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 2
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  As sense link, except you can use this power on any creature 
  (willing or unwilling), and this power can’t be augmented.
  SHATTER MIND BLANK
  Telepathy
  Level: Psion/wilder 5
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft.-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 9
  This power can negate a psionic mind blank or a personal mind 
  blank affecting the target.
  If the target fails its save and does not overcome your 
  attempt with its power resistance, you can shatter the mind 
  blank by making a successful check (1d20 + your 
  manifester level, maximum +20) against a DC equal to 11 + 
  the manifester level of the creator of the mind blank effect.
  If you succeed, the psionic mind blank or personal mind blank 
  ends, allowing you to affect the target thereafter with mind-
  affecting powers.
  SOLICIT PSICRYSTAL
  Telepathy
  Level: Psion/wilder 3
  Display: Auditory
  Manifesting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Your psicrystal
  Duration: 1 round/level (D)
  Saving Throw: No
  Power resistance: No
  Power Points: 5
  Your psicrystal takes over the responsibility of maintaining 
  concentration on any single power you have manifested 
  and are concentrating on.
  While maintaining this concentration, the psicrystal is 
  limited to move actions in each round, as normal.
  When the duration of solicit psicrystal expires, the power you 
  transferred to the psicrystal ends (even if this would mean 
  that the power ends earlier than normal).
  If necessary, the psicrystal makes Concentration checks 
  using your Concentration modifier.
  You can manifest this power (and transfer the 
  responsibility) with an instant thought, quickly enough to 
  
  252
  gain the benefit of the power before you take any other 
  actions in a round.
  Manifesting the power is a swift action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  You cannot manifest this power when it isn’t your turn.
  Augment: For every additional power point you spend, 
  this power’s maximum duration increases by 1 round.
  SUGGESTION, PSIONIC
  Telepathy (Compulsion) [Mind-Affecting, Language-
  Dependent]
  Level: Telepath 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 hour/level or until completed
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  As suggestion (page 285 of the Player’s Handbook), except as 
  noted here.
  Augment: For every 2 additional power points you spend, 
  this power can affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  TELEMPATHIC PROJECTION
  Telepathy (Charm) [Mind-Affecting]
  Level: Psion/wilder 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 min./level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You alter the subject’s mood, adjusting its attitude toward 
  you by one step in a positive direction.
  For instance, an unfriendly creature can be made 
  indifferent, or a hostile creature unfriendly (see 
  Influencing NPC Attitudes, page 72 of the Player’s 
  Handbook).
  You can grant a +4 bonus on your own (or others’) Bluff, 
  Diplomacy, Intimidate, Perform, or Sense Motive checks 
  involving the affected creature.
  THOUGHT SHIELD
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 2, psychic warrior 2
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 3
  You fortify your mind against intrusions, gaining power 
  resistance 13 against all mind-affecting powers.
  You can manifest this power instantly, quickly enough to
  gain its benefits in an emergency.
  Manifesting the power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  You can use this power even when it’s not your turn.
  Augment: For every additional power point you spend, 
  this power’s duration increases by 1 round, and the power 
  resistance it provides increases by 1 point.
  TONGUES, PSIONIC
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 2
  Display: None
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: 3
  As tongues (page 294 of the Player’s Handbook), except as 
  noted here.
  This power does not enable you to speak with creatures 
  immune to mindaffecting powers.
  TOWER OF IRON WILL
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 5
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: 10 ft.
  Area: 10-ft.-radius emanation centered on you
  Duration: 1 round
  Saving Throw: None (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 9
  You generate a bastion of thought so strong that it offers 
  protection to you and everyone around you, improving the 
  self-control of all.
  You and all creatures in the power’s area gain power 
  resistance 19 against all mindaffecting powers.
  You can manifest this power instantly, quickly enough to 
  gain its benefits in an emergency.
  Manifesting the power is an immediate action, like 
  manifesting a quickened power, and it counts toward the 
  normal limit of one quickened power per round.
  You can use this power even when it is not your turn.
  Augment: For every additional power point you spend, 
  this power’s duration increases by 1 round and the power 
  resistance it provides increases by 1 point.
  ULTRABLAST
  Telepathy [Mind-Affecting]
  Level: Psion/wilder 7
  Display: Auditory; see text
  Manifesting Time: 1 standard action
  Range: 15 ft.
  Area: 15-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 13
  
  253
  You “grumble” psychically (which both psionic and 
  nonpsionic creatures can detect), then release a horrid 
  shriek from your subconscious that disrupts the brains of 
  all enemies in the power’s area, dealing 13d6 points of 
  damage to each enemy.
  Augment: For every additional power point you spend, 
  this power’s damage increases by 1d6 points.
  FROSTBURN (3.5)
  PSYCHOKINESIS
  ENERGY EMANATION
  Psychokinesis [see text]
  Level: Psion/wilder 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 5 ft.
  Target: 5-ft.-radius emanation, centered on you
  Duration: 1 round/level
  Saving Throw: Fortitude half
  Power Resistance: Yes
  Power Points: 3
  You expel concentrated energy from your body, dealing 
  1d6 points of energy damage to all creatures within the area 
  every round.
  Creatures in the area must make a new Fortitude save each 
  round.
  The energy is the type you choose: cold, electricity, fire, or 
  sonic.
  Once chosen, you emanate the same energy type for the 
  power’s duration.
  Cold: This energy type deals +1 point of damage per die.
  Electricity: This energy type provides a +2 bonus to the save 
  DC and a +2 bonus on manifester level checks for the 
  purpose of overcoming power resistance.
  Fire: This energy type deals +1 point of damage per die.
  Sonic: This energy type deals –1 point of damage per die and 
  ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every 3 additional power points you spend, 
  this power’s damage increases by one die (d6).
  For each extra die of damage, this power’s save DC 
  increases by 1.
  ENERGY FLASH
  Psychokinesis [see text]
  Level: Psion/wilder 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Touched creature, or up to 1 cu. ft. of water/level
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Power Resistance: Yes
  Power Points: 7
  On a successful touch attack, you deal 7d6 points of damage 
  to the creature touched, doing either cold, electricity, fire, 
  or sonic damage.
  In addition to the energy damage, on a failed Fortitude save 
  (the same save that determines full or half damage), a target 
  is dazed for 1 round.
  Cold: This energy type deals +1 point of damage per die.
  Electricity: This energy type provides a +2 bonus to the save 
  DC and a +2 bonus on manifester level checks for the 
  purpose of overcoming power resistance.
  Fire: This energy type deals +1 point of damage per die.
  Sonic: This energy type deals –1 point of damage per die and 
  ignores an object’s hardness.
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: For every additional power point you spend, 
  this power’s damage increases by one die (d6).
  For each extra two dice of damage, this power’s save DC 
  increases by 1.
  ENERGY NULLIFICATION FIELD
  Psychokinesis [see text]
  Level: Kineticist 5
  Display: Visual and auditory
  Manifesting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 10 min./level (D)
  Saving Throw: None
  Power Resistance: See text
  Power Points: 9
  An invisible field of energy surrounds you.
  This power functions like null psionics field, but applies only 
  to powers with the energy descriptor you choose when you 
  first manifest this power: cold, electricity, fire, or sonic.
  PSYCHOMETABOLISM
  MIND OVER ENERGY
  Psychometabolism
  Level: Psion/wilder 6, psychic warrior 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 11
  You mentally reinforce your living tissue with pure psionic 
  will, gaining immunity to the energy type you choose for 
  the duration of the power: cold, electricity, fire, or sonic.
  SLOW BREATHING
  Psychometabolism
  Level: Psion/wilder 1, psychic warrior 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  
  254
  Duration: 1 hour/level
  Saving Throw: None (harmless)
  Power Resistance: No (harmless)
  Power Points: 1
  You reduce the need for oxygen in your body, increasing 
  your ability to become acclimated to the thin air of high 
  altitude.
  You gain a +4 competence bonus on saving throws against 
  altitude sickness (see page 90 of the Dungeon Master’s Guide).
  Augmentation: For every additional power point you 
  spend, the competence bonus increases by 2.
  MAGIC OF INCARNUM 
  (3.5)
  METACREATIVITY
  INCARNUM FUSION
  Metacreativity
  Level: Psychic warrior 3, shaper 4
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: Psychic warrior 5, shaper 7
  You gain damage reduction 2/adamantine, and your claws 
  are treated as weapons of your alignment for the purpose of 
  overcoming damage reduction.
  Claws created by means of the power claws of the beast, or a 
  similar spell or effect, can be affected by this power if you 
  do not otherwise possess natural claw attacks.
  Essentia: Every point of essentia invested in this power 
  increases the damage reduction by 1 point.
  Your claws also gain an enhancement bonus on attack rolls 
  and damage rolls equal to the number of points of invested 
  essentia.
  SOUL CRYSTAL
  Metacreativity
  Level: Psion/wilder 7
  Display: Material
  Manifesting Time: 1 round
  Range: 0 ft.
  Effect: One soul-imbued crystal shard
  Duration: 1 hour/level or until discharged
  Saving Throw: None
  Power Resistance: No
  Power Points: 13
  You call into being a shard of psionic crystal and entice the 
  soul of a powerful psion not yet born to enter the shard.
  You then imbue the soul crystal with a single power you 
  know and can manifest, and a number of power points you 
  expend from your power reserve (in addition to the points 
  necessary to manifest soul crystal in the first place).
  You can choose to bestow a number of power points up to 
  twice your manifester level.
  Any creature you give the created soul crystal to can then 
  manifest the imbued power, using the power point reserve 
  you bestowed in the crystal.
  The wielder’s manifester level is equal to your own 
  manifester level when you create the crystal, so the wielder 
  can choose to augment the power you implanted in the 
  crystal (if manifester level and the soul crystal’s remaining 
  power point reserve permit) or possibly use the power 
  multiple times.
  The imbued power can be manifested only by spending 
  power points from the reserve you initially created when 
  you made the soul crystal, so if you give the crystal to 
  another manifester, that character can’t use her own power 
  points to manifest the power in the soul crystal.
  Manifesting a power from the soul crystal is a standard 
  action that provokes an attack of opportunity.
  The person using the soul crystal makes all decisions about 
  targeting the imbued power, just as if she were a psion 
  manifesting the power herself.
  The soul crystal persists until the duration of the power 
  lapses or there are no longer sufficient power points 
  remaining in the crystal’s reserve to manifest the imbued 
  power one time.
  PSYCHOMETABOLISM
  OPEN CHAKRA, PSIONIC
  Psychometabolism
  Level: Psion/wilder 4, psychic warrior 4
  Display: Auditory, material
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 24 hours
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 7
  You use your psionic powers to pry open one chakra, 
  allowing a creature to form a chakra bind that it otherwise 
  could not.
  You can open a creature’s crown, feet, or hands chakra with 
  this power.
  A creature benefiting from this power can bind a soulmeld 
  or magic item to his opened chakra just as if he had gained 
  the ability to form a chakra bind from a feat or class feature.
  Augment: If you spend 6 additional power points, you 
  can open the subject’s arms, brow, or shoulders chakra.
  If you spend 10 additional power points, you can open the 
  subject’s throat or waist chakra.
  PSIONICS HANDBOOK 
  (3.0)
  CLAIRSENTIENCE
  ANCHORED NAVIGATION
  Clairsentience (Wis)
  Level: Psion 4
  
  255
  Display: Ol, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You know where you are in relation to a fixed starting 
  point.
  While the duration lasts, you are aware of your exact 
  distance and route (physical or psychoportive) back to a 
  fixed starting point.
  You must designate the “anchored” starting point when you 
  first manifest the power.
  To designate other anchored starting points, you must 
  manifest additional anchored navigation powers.
  For instance, if you designated a starting point using this 
  power before entering a maze, you can retrace your steps 
  through the maze automatically while the power lasts.
  This power also allows teleport to return you to the fixed 
  point with no chance of error.
  Moreover, this power allows normal telepathic 
  communication with any receptive beings within a 60-foot 
  radius of the fixed point, regardless of distance.
  Use of anchored navigation is confined to the plane of 
  existence where you manifest it.
  AUGURY
  Clairsentience (Wis)
  Level: Psion 2
  Display: Ol, Au
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  An augury can tell you whether a particular action will 
  bring good or bad results for you in the immediate future.
  For example, if a parry is considering destroying a weird sea 
  that closes a portal, an augury might determine whether it’ a 
  good idea.
  The base chance for receiving a meaningful reply is 70% 
  plus 1% per manifester level; the DM makes the roll 
  secretly.
  The DM may determine that the question is 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 power fails, you get the “nothing” result.
  A psion who gets the “nothing” result has no way to tell 
  whether it resulted from 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 
  augury.
  Thus, it might miss the long-term consequences the 
  contemplated action.
  All auguries manifested by the same person about the same 
  action use the same die to result as the first augury.
  AURA SIGHT
  Clairsentience (Wis)
  Level: Psion 4
  Display: Vi
  Manifestation Time: 1 action
  Range: 30 ft.
  Area: 30-ft.-radius emanation, centered on you
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You discern auras.
  Auras are invisible to the naked eye, but 10 the psionic 
  viewer appear as glowing halos or envelopes of colored 
  light that surround all things.
  The amount of information revealed depends on how long 
  you study a particular area.
  1st round: Presence of good or evil auras in the area.
  You can’t pin an aura to a particular object or individual at 
  this stage.
  2nd round: Number of auras (creatures, objects, powers, or 
  spells) in the area.
  3rd round: The owner of each aura is revealed, unless the 
  individual is somehow hidden.
  If your character level is 5 or more levels below a target’s 
  actual experience level or HD, you are “overwhelmed” by 
  its presence and stunned for 1 round, and the power ends.
  Of course, this also reveals something.
  CLAIRAUDIENCE/CLAIRVOYANCE
  Clairsentience (Wis)
  Level: Psion 2
  Display: Vi, Au
  Manifestation Time: 1 action
  Range: See text
  Effect: Psionic sensor
  Duration: 1 minute/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  Clairaudience/clairvoyance enables you to concentrate upon 
  some locale and hear or see (your choice) almost as if you 
  were there.
  Distance is not a factor, but the locale must be known—a 
  place familiar to you or an obvious one (such as behind a 
  door, around a comer, in a copse of trees, and so on).
  The power does not allow psionically enhanced senses to 
  work through it.
  If the chosen locale is magically or psionically dark, you see 
  nothing.
  If it is naturally pitch black, you can see in a 10-foot radius 
  around the center of the power’s effect.
  Lead sheeting, magical protection (such as antimagic field, 
  mind blank, or nondetection) or psionic protection (such as 
  null psionics field) blocks the power, and you sense that the 
  power is so blocked.
  The power creates an invisible sensor, similar to that 
  created by a remote viewing power, that can be dispelled or 
  negated.
  
  256
  The power functions only on your current plane of 
  existence.
  COMBAT PRECOGNITION
  Clairsentience (Wis)
  Level: Psion 1/Psychic Warrior 1
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  Your awareness extends a fraction of a second into the 
  future, allowing you to better evade an opponent’s blows.
  You gain a +1 insight bonus to AC.
  If you are caught flat-footed, this bonus to AC does not 
  apply.
  COMBAT PRESCIENCE
  Clairsentience (Wis)
  Level: Psion 2/Psychic Warrior 2
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  Your awareness extends a fraction of a second into the 
  future, allowing you to better land blows against your 
  opponent.
  You gain a +2 insight bonus on your attack roll.
  DANGER SENSE
  Clairsentience (Wis)
  Level: Psion 3/Psychic Warrior 3
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  You can sense the presence of danger before your Sense 
  would normally allow it.
  Your intuitive sense alerts you to danger from traps, giving 
  you a +4 insight bonus on Reflex saves to avoid traps and a 
  +4 insight bonus to AC against attacks by traps.
  DARKVISION
  Clairsentience (Wis)
  Level: Psion 2/Psychic Warrior 2
  Display: Vi
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: None
  Power Resistance: Yes (harmless)
  Power Points: 3
  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.
  DESTINY DISSONANCE
  Clairsentience (Wis) [Mind-affecting]
  Level: Psion 1
  Display: Ma, Me
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature or object touched
  Duration: Until discharged
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  Your mere touch grants your foe an imperfect, unfocused 
  glimpse of the many possible futures in store.
  Unused to and unable to process the information, the 
  subject takes 1d8 points of subdual damage from the 
  dissonance.
  Your touch attack, charged with a psionic power, is treated 
  as an armed attack.
  DETECT POISON
  Clairsentience (Wis)
  Level: Psion 0
  Display: Ol
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Area: One creature, one object, or a 5-foot cube
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You determine whether a creature, object, or area has been 
  poisoned or is poisonous.
  You can determine the exact type of poison with a 
  successful Wisdom check (DC 20).
  A character with the Alchemy skill may additionally try an 
  Alchemy check at DC 20.
  Note: The power 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
  Clairsentience (Wis)
  Level: Psion 0/Psychic Warrior 0
  Display: Vi, Au
  Manifestation Time: 1 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: None
  
  257
  Power Resistance: No
  Power Points: 1
  You detect psionic auras.
  The amount of information revealed depends on how long 
  you study a particular area or subject:
  1st Round: Presence or absence of psionic auras.
  2nd Round: Number of different psionic auras and the 
  strength of the strongest aura.
  An overwhelming aura stuns you for 1 round and the 
  power ends.
  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 Psicraft checks to determine the 
  discipline involved in each.
  (Make one check per aura; DC 15 + power level, or 15 + half 
  manifester level for a non power effect).
  Psionic areas, multiple disciplines, or strong local psionic 
  emanations may confuse or conceal weaker auras.
  Aura Strength: An aura’s psionic power and strength depend 
  on a power’s functioning power level or an item’s 
  manifester level.
  If an aura falls into more than one category, detect psionics 
  indicates the stronger of the two.
  Time Aura Lingers: How long the aura lingers depends on its 
  original strength:
  Note: Each round, you can turn to detect things in a new 
  area.
  You can tell the difference between magical and psionic 
  auras.
  The power 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 REMOTE VIEWING
  Clairsentience (Wis)
  Level: Psion 4
  Display: Vi, Me
  Manifestation Time: 1 action
  Range: 120 ft.
  Area: A 120-ft.-radius emanation centered on you
  Duration: 24 hours
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You immediately become aware of any attempt to observe 
  you by means of clairaudience/clairvoyance or remote viewing.
  The power’s effect radiates from you and moves as you 
  move.
  The power also reveals the use of other means of viewing, 
  including magical scrying (unless the Psionics Are 
  Different option is used).
  You know the location of every psionic sensor within the 
  power’s area.
  If the viewing attempt originates within the area, you also 
  know its location.
  If the attempt originates outside this range, you and the 
  remote viewer immediately make opposed.
  Remote View checks.
  (A Remote View check is the same as an Intelligence check 
  for a creature without the Remote View skill.
  If opposing magical scrying, your Remote View check is 
  opposed by the opponent’s Scry check) If you at least match 
  the remote viewer’s result, you get a visual image of the 
  remote viewer and a sense of the remote viewer’s direction 
  and distance from you (accurate to within one-tenth the 
  distance).
  DIVINATION
  Clairsentience (Wis)
  Level: Psion 4
  Display: Vi, Me
  Manifestation Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 7
  Similar to augury but more powerful, a divination power 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 1 week.
  The advice can be as simple as a short phrase, or it might 
  take the form of a cryptic rhyme or omen.
  For example, suppose the question is “What are our chances 
  of storming the front gate of the Dreaming Tower?” The 
  DM knows that the front gate is guarded by eight invisible 
  Huge monstrous spiders waiting to ambush gatecrashers, 
  but estimates that your party could win past after a hard 
  fight.
  Therefore the divination response might be: “Terrible 
  danger is conquered by resolute strength of arms and an 
  equal measure of cunning strategy”.
  In all cases, the DM controls what information you receive.
  Note that if your party doesn’t act on the information, the 
  conditions probably change so that the information is no 
  longer useful.
  The base chance for a correct divination is 70% + 1% per 
  manifester level.
  The DM adjusts the chance if unusual circumstances 
  require it (if, for example, unusual precautions against 
  Clairsentience powers have been taken).
  If the dice roll fails, you know the power failed, unless 
  specific psionics or magic yielding false information is at 
  work.
  As with augury, multiple divinations about the same action 
  by the same manifester use the same dice roll result as the 
  first divination and yield the same answer each time.
  
  258
  EMULATE POWER
  Clairsentience (Wis)
  Level: Psion 7
  Display: Ma
  Manifestation Time: 1 action
  Range: See text
  Target, Effect, or Area: See text
  Duration: See text
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 13, XP cost
  When manifesting emulate power, you choose any other 
  power, regardless of discipline or whether you know the 
  power, of 6th level or less, and duplicate its effect as if you 
  had manifested that power.
  However, you pay a high price for this flexibility.
  XP Cost: 300 XP or the XP requirement of the emulated 
  power, whichever is greater.
  EXPANDED VISION
  Clairsentience (Wis)
  Level: Psion 1/Psychic Warrior 1
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  Your field of vision is wider than normal, granting you 
  reduced penalties and even bonuses in specific situations.
  In effect, you have a 315-degree arc of sight, allowing you 
  some slight vision of creatures that might otherwise fully 
  flank you.
  Thus, opponents flanking you gain only a +1 bonus on their 
  attack rolls instead of +2 (although rogues can still take 
  sneak attacks because you are still partly flanked).
  All your Spot checks gain a +1 enhancement bonus.
  Concurrently, you suffer a –2 enhancement penalty against 
  all gaze attacks while the power persists.
  FATE OF ONE
  Clairsentience (Wis)
  Level: Psion 4
  Display: Me, Vi
  Manifestation Time: See text
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 7
  Your limited omniscience allows you to reroll a saving 
  throw, attack roll, or skill check, and use the better of the 
  two rolls for your result.
  You can manifest this power instantly, quickly enough to 
  gain its benefits in a clutch situation.
  Manifesting the power is a free action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  FORESIGHT
  Clairsentience (Wis)
  Level: Psion 8
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal or touch
  Target: See text
  Duration: 10 minutes/level
  Saving Throw: None or Will negates (see text)
  Power Resistance: No or Yes (harmless)
  Power Points: 15
  You gain a powerful sixth sense in relation to yourself or 
  another.
  Once the power is manifested, you receive instantaneous 
  warnings of impending danger or harm to the subject of 
  the power.
  Thus, if you are the subject of the power you would be 
  warned in advance if a rogue were about to attempt a sneak 
  attack on you, or if a creature were about to leap out from 
  an unexpected direction, or if an attacker were specifically 
  targeting you with a power, spell, or ranged weapon.
  You are never surprised or flat-footed.
  In addition, the power gives you a general idea of what 
  action you might take to best protect yourself—duck, jump 
  right, close your eyes, and so on—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 object of the power, you 
  receive warnings about that creature.
  You must communicate what you learn to the other 
  creature for the warning to be useful, and it 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 power) 
  can all be accomplished before some danger befalls me 
  power’s subject, provided you act on the warning without 
  delay.
  The subject, however, does not gain the insight bonus to 
  AC or Reflex saves.
  GREATER EMULATION
  Clairsentience (Wis)
  Level: Psion 9
  Display: Ma
  Manifestation Time: 1 action
  Range: See text
  Target, Effect, or Area: See text
  Duration: See text
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 17, XP cost
  As emulate power, except that you can duplicate the effect of 
  any other power, regardless of its discipline or whether you 
  know the power, of 8th level or lower.
  XP Cost: 5,000 XP or the XP requirement of the emulated 
  power, whichever is greater.
  HYPERCOGNITION
  Clairsentience (Wis); and Psychometabolism (Str)
  Level: Psion 8
  
  259
  Display: Me
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 15
  You make lightning-fast deductions based on only the 
  slightest clue, pattern, or scrap of memory resident in your 
  mind.
  You can make reasonable statements about a person, place, 
  or object, seemingly from very little knowledge.
  However, it is in fact the result of a rigorously logical 
  process you forced your mind to undertake, digging up and 
  correlating every possible piece of knowledge bearing on 
  the topic (possibly even extracting echoes from the Astral 
  Plane).
  The nature of the knowledge you gain concerning the 
  subject of your analysis is subject to your DM’s discretion 
  but might include the answer to a riddle, the way out of a 
  maze, stray bits of information about a person, legends 
  about a place or object, or even a conclusion concerning a 
  dilemma that your conscious mind is unable to produce.
  Your DM may ask for an Intelligence check to receive the 
  desired information (DM secretly determines the DC).
  Intelligence checks made with the aid of hypercognition 
  have a +30 bonus.
  IDENTIFY
  Clairsentience (Wis)
  Level: Psion 1
  Display: Me, Ma
  Manifestation Time: 8 hours
  Range: Touch
  Target: Up to 1 touched object per level
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  This power determines the single most basic function of a 
  psionic item, including how to activate that function (if 
  appropriate), and how many charges are left (if any).
  If a psionic item has multiple different functions that are 
  equally basic, identify determines the lowest-level function.
  If these functions are also of equal level, the DM decides 
  randomly which is identified.
  IMPROVED ANCHORED NAVIGATION
  Clairsentience (Wis)
  Level: Psion 7
  Duration: 1 day/level
  Power Points: 13
  As anchored navigation, except the effect of the power 
  extends across all planar boundaries, and it is useful for all 
  psychoportation powers (and in the minimum time for the 
  method of travel utilized).
  INKLING
  Clairsentience (Wis)
  Level: Psion 0
  Power Points: 1
  As augury, except the base chance for receiving a 
  meaningful reply is 50%.
  Note: You may only manifest inkling a number of times per 
  day equal to your Wisdom modifier +1, regardless of 
  further payment of power points or number of free 
  manifestations left in the day.
  This restriction reflects the strain you put on your mind by 
  using such a low-level power to attempt to wrench 
  information from the future.
  INVISIBILITY PURGE
  Clairsentience (Wis)
  Level: Psion 3
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 5
  You surround yourself with a sphere of power with a radius 
  of 5 feet per manifester level that negates all forms of 
  invisibility.
  Anything invisible becomes visible while in the area.
  KNOW DIRECTION
  Clairsentience (Wis)
  Level: Psion 0/Psychic Warrior 0
  Display: Me
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 1
  You instantly know which way is north.
  If in a place where magnetic field lines do not specify 
  north, you may know the direction of a prominent 
  landmark, at the DM’s discretion.
  You only know the direction of north immediately after 
  manifesting this power.
  Subsequent movement on your part could confuse matters 
  once again.
  KNOW LOCATION
  Clairsentience (Wis)
  Level: Psion 1
  Display: Me
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 1
  You generally know where you are.
  This power is useful to characters who frequently travel via 
  teleportation, gates, or via other planes of existence.
  The power reveals general information about the 
  character’s location.
  The information is usually no more detailed than a 
  summary that locates you according to a prominent local 
  landmark, such as “approximately 20 miles west-northwest 
  of Greyhawk City”.
  
  260
  If no prominent locations are nearby, answers such as 
  “adrift on the Sunless Sea” are also possible, which at least 
  provide some information about location.
  Subsequent movement on your part could confuse matters 
  once again.
  METAFACULTY
  Clairsentience (Wis)
  Level: Psion 9
  Display: Vi, Ol, Me
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None (see text)
  Power Resistance: See text
  Power Points: 17, XP cost
  You gain exceptional insight concerning any individual or 
  creature whom you have previously detected via any other 
  Clairsentience or Telepathy power.
  For purposes of this power, “exceptional insight” includes a 
  name, a mental image of the subject, the subject’s 
  alignment, and the subject’s location (an image of the 
  subject’s current location that is good enough to teleport to 
  as if studied carefully).
  Powers, special abilities, and spells do not protect against 
  metafaculty’s ability to find the truth, not even mind blank or 
  spells such as wish.
  XP Cost: You expend a number of XP equal to the total level 
  (or HD) of the individual you focus on × 500.
  Thus, you would expend 5,000 XP to gain exceptional 
  insight about a 10th-level or 10-HD subject.
  You can never expend so much XP using metafaculty that 
  you would lose a level.
  If that would be the case, metafaculty simply fails to work 
  (which provides some information by itself).
  NONDETECTION
  Clairsentience (Wis)
  Level: Psion 3
  Display: None
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature or object touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Power Resistance: Yes (harmless, object)
  Power Points: 5
  The warded creature or object becomes difficult to detect 
  by Clairsentience powers such as clairaudience/clairvoyance 
  and remote viewing, or psionic and magic items that allow 
  others to view the subject from afar.
  If a Clairsentience power is attempted against the warded 
  creature or item, the manifester of the Clairsentience 
  power must succeed at a manifester level check (1d20 + 
  manifester level) with a DC of 11 + the manifester level of 
  the psionic creature or character who manifested 
  nondetection.
  If you manifested nondetection on yourself or on an item 
  currently in your possession, the DC is 15 + your 
  manifester level.
  If manifested on a creature, nondetection wards the creature’s 
  gear as well as the creature itself.
  OBJECT READING
  Clairsentience (Wis)
  Level: Psion 1
  Display: Au, Ma
  Manifestation Time: 1 action
  Range: Touch
  Target: One object
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  You can learn details of an inanimate object’s previous 
  owner.
  Objects accumulate psychic impressions left by their 
  previous owners, which can be read by use of this power.
  The amount of information revealed depends on how long 
  you study a particular object.
  1st Round: Last owner’s race.
  2nd Round: Last owner’s gender.
  3rd Round: Last owner’s age.
  4th Round: Last owner’s alignment.
  5th Round: How last owner gained and lost the object.
  6th+ Round: Previous-to-last owner’s race, and so on.
  An object without any previous owners reveals no 
  information.
  You can continue to run down the list of previous owners 
  and learn details about them as long as the power’s duration 
  lasts.
  If you read the same object again, you do not pick up where 
  you left off in the list of previous owners.
  POISON SENSE
  Clairsentience (Wis)
  Level: Psion 3
  Display: Ol
  Manifestation Time: 1 action
  Range: 30 ft.
  Target: 30-ft.-radius spread, centered on you
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  You sense poison’s presence in your immediate locale.
  While the duration lasts you become aware of the presence 
  of poison within 30 feet of you, and its general location.
  For instance, if you walk up to a door with a hidden poison 
  needle trap, you sense that poison is somehow associated 
  with the door.
  You can determine the exact type of poison with a 
  successful Wisdom check (DC 16).
  A character with the Alchemy skill may additionally try an 
  Alchemy check (DC 16).
  Note: The power can penetrate barriers of up to 3 feet of 
  stone, 3 inches of common metal, 1 inch of lead, or 6 feet of 
  wood or dirt.
  POWER RESISTANCE
  Clairsentience (Wis)
  
  261
  Level: Psion 5
  Display: Ma, Vi
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 9
  You grant the subject a power resistance (PR) equal to 12 + 
  your manifester level.
  In order to affect a creature that has power resistance with a 
  power, roll the creature’s power resistance or higher on 
  1d20 + manifester level A creature with power resistance 
  may voluntarily lower it in order to accept a psionic effect.
  PRECOGNITION
  Clairsentience (Wis)
  Level: Psion 6
  Display: Vi, Au
  Manifestation Time: 10 minutes
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 5
  Similar to divination but more powerful, the precognition 
  power provides you with a useful vision in reply to a 
  question concerning a specific goal, event, or activity that is 
  to occur within a year.
  The vision can be as simple as a short glimpse of a 
  meaningful image, or it might take the form of a full-length 
  dream lasting several minutes.
  For example, suppose the question is “What is the greatest 
  danger our party will face in the coming year?” The DM 
  eventually wants to pit the player characters against a black 
  dragon he has long prepared, and he considers this is in all 
  likelihood the worst threat that “fate” has in store for the 
  party.
  Therefore the precognition response might be this vision: 
  “You see you and your comrades standing before the mouth 
  of a high, dark cave-mouth.
  The entrance is blocked by a steaming pool of acid, while 
  the rock all around is scorched by acid and lacerated by 
  what can only be gargantuan claws”.
  In all cases, the DM controls what information you receive.
  Note that 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 precognition is 80%, plus 1% per 
  manifester level.
  The DM adjusts the chance if unusual circumstances 
  require it (if, for example, unusual precautions against 
  Clairsentience powers have been taken).
  If the dice roll fails, you know the power failed, unless 
  specific psionics or magic yielding false information is at 
  work.
  As with divinations, multiple precognitions about the same 
  action by the same manifester use the same die roll result as 
  the first precognition and yield the same answer each time.
  PROWESS
  Clairsentience (Wis)
  Level: Psychic Warrior 3
  Display: Me
  Manifestation Time: See text
  Range: Personal
  Target: You
  Power Points: 5
  If an enemy provokes an attack of opportunity, you can 
  take it, even if you’ve already taken your allotted number of 
  attacks of opportunity this round (usually one).
  You may not make two attacks of opportunity against the 
  same target in one round even if using this power, unless 
  the target provokes two separate attacks.
  You can manifest this power instantly, quickly enough to 
  gain an extra attack of opportunity in the same round.
  Manifesting the power is a free action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  RECALL AGONY
  Clairsentience (Wis)
  Level: Psion 5
  Power Points: 9
  As recall pain, except the wounds revealed by folding the 
  fourth dimension are worse: The foe takes 9d6 points of 
  damage.
  RECALL DEATH
  Clairsentience (Wis) [Death]
  Level: Psion 8
  Range: Close (25 ft. + 5 ft./2 levels)
  Saving Throw: Will partial
  Power Points: 15
  As recall pain, except the wounds revealed by folding the 
  fourth dimension are mortal.
  The target is entitled to a Will save to survive the attack.
  If she succeeds, she instead sustains 3d6+15 points of 
  damage.
  RECALL PAIN
  Clairsentience (Wis)
  Level: Psion 2
  Display: Ma
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 3
  The fabric of time parts to your will, revealing wounds your 
  foe has received in the past (or has yet to receive).
  That foe takes 3d6 points of damage as the past (or future) 
  impinges briefly on the present.
  REMOTE VIEW TRAP
  Clairsentience (Wis)
  Level: Psion 6
  Display: Vi, Me
  Manifestation Time: 1 action
  Range: Personal
  
  262
  Target: You
  Duration: 24 hours + 1 hour/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 11
  When others use clairaudience/clairvoyance, remote viewing, 
  or other means of observing you from afar, your prepared 
  trap gives them a nasty surprise.
  Prior to an attempt to view you from afar, you and the 
  remote viewer immediately make opposed Remote View 
  checks, but you gain a +10 insight bonus on your check.
  (A Remote View check is the same as an Intelligence check 
  for a creature without the Remote View skill.
  If opposing a magical scrying, your Remote View check is 
  opposed by the opponent’s Scry check).
  If you meet or beat the remote viewer’s result, you are 
  undetected.
  Moreover, the would-be observer takes 4d14 points of 
  bioelectrical (electricity), damage for his trouble.
  You are aware of the attempt to view you, but not of the 
  perpetrator or the perpetrator’s location.
  REMOTE VIEWING
  Clairsentience (Wis)
  Level: Psion 3
  Display: Au, Vi (see text)
  Manifestation Time: 1 hour
  Range: See text
  Effect: Psionic sensor
  Duration: 1 minute/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  You can see and hear some creature, who may be at any 
  distance.
  You must succeed at a Remote View check to do so.
  The difficulty of the task 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, you get a –5 
  penalty on the Remote View check.
  This power creates a barely detectable translucent image 
  (roughly similar to your own, but not enough to allow 
  recognition) located near the subject.
  Any creature with an intelligence score of 12 or higher can 
  notice the image with a successful Remote View check (or 
  Intelligence check against DC 20).
  Missive and darkvision can be manifested through remote 
  viewing.
  Aura sight can be manifested through remote viewing but 
  with only a 5% chance per manifester level of operating 
  correctly.
  SEE INVISIBILITY
  Clairsentience (Wis)
  Level: Psion 2
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cone
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You see any objects or beings that are invisible, as well as 
  any that are astral or ethereal, as if they were normally 
  visible.
  The power does not reveal the method used to obtain 
  invisibility, although an astral traveler is easy to identify if 
  he has a silver cord.
  It does not reveal illusions or enable you to see through 
  opaque objects.
  It does not reveal creatures that are simply hiding, 
  concealed, or otherwise hard to see.
  SENSITIVITY TO PSYCHIC IMPRESSIONS
  Clairsentience (Wis)
  Level: Psion 2
  Display: Au, Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Area within a 25-ft. + 5 ft./2 levels-radius spread, 
  centered on you
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 2
  You gain historical vision in a given location.
  Rooms, streets, tunnels, and other discrete locations 
  accumulate psychic impressions left by powerful emotions 
  experienced in a given area.
  These impressions offer you a picture of the location’s past.
  The types of events most likely to leave psychic 
  impressions are those that elicited strong emotions: battles 
  and betrayals, marriages and murders, births and great pain, 
  or any other event where one emotion dominates.
  Everyday occurrences leave no residue for the manifester to 
  detect.
  The vision of the event is dreamlike and shadowy.
  You do not gain special knowledge of those involved in the 
  vision, though you might be able to read large banners or 
  other writing if they are in your language.
  For example, you manifest sensitivity to psychic impressions in 
  the nave of a shattered chapel.
  The vision you gain is: A mob of terrified parishioners flees 
  the chapel through front and side doors, and even through 
  windows.
  
  263
  Meanwhile, a demonic presence bursts through floor of the 
  nave and systematically begins to desecrate the former holy 
  site.
  The primary emotion noted by you is terror.
  You can sense one distinct event per round of 
  concentration, if any exist at all.
  Your sensitivity extends into the past a number of years 
  equal to 100 × your level.
  SEQUESTER
  Clairsentience (Wis)
  Level: Psion 7
  Display: None
  Manifestation Time: 1 action
  Range: Touch
  Target: One creature or one object (up to a 2-ft. 
  cube/level) Touched
  Duration: 1 day/level (D)
  Saving Throw: Will negates (object)
  Power Resistance: Yes (object)
  Power Points: 13
  This power not only prevents Clairsentience powers 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.
  (It also shields against divination magic, unless the Psionics 
  Are Different option is in use).
  Thus, sequester can mask a secret door, a treasure vault, and 
  so on.
  The power does not prevent the subject from being 
  discovered through tactile means or through the use of 
  devices (such as a robe of eyes or a third eye view).
  Living creatures (and even undead creatures) affected by 
  sequester become comatose and are effectively in a state of 
  suspended animation until the power wears off or is 
  negated.
  Note: The Will save prevents a character from being 
  sequestered.
  There is no saving throw to see the sequestered creature or 
  object or to detect it with a Clairsentience power.
  SHIELD OF PRUDENCE
  Clairsentience (Wis)
  Level: Psion 6/Psychic Warrior 6
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 11
  Your awareness extends a few fractions of a second into the 
  future, allowing you to better evade an opponent’s blows.
  You gain a +6 insight bonus to AC.
  lf you are caught flat-footed, shield of prudence still grants a 
  +4 insight bonus to AC.
  STEADFAST GAZE
  Clairsentience (Wis)
  Level: Psion 1
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Power Points: 1
  Your gaze suffers no distractions, granting you immunity to 
  all gaze attacks while the duration lasts.
  STEADFAST PERCEPTION
  Clairsentience (Wis)
  Level: Psychic Warrior 4
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 7
  Your gaze suffers no distractions, granting you a +4 
  enhancement bonus on your saving throw to resist all 
  figments, glamers, and other illusory effects.
  Moreover, your Spot and Search skills receive a +2 
  enhancement bonus while this power remains in effect.
  TRUE SEEING
  Clairsentience (Wis)
  Level: Psion 5
  Display: Vi
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 9
  You confer on the subject the ability to see all things as 
  they actually are.
  The subject sees through normal and magical or psionic 
  darkness, notices secret doors hidden by magic or psionics, 
  sees the exact locations of creatures or objects under blur or 
  displacement effects, sees invisible creatures or objects 
  normally, sees through illusions, sees through falsified 
  sensory input, and sees the true form of polymorphed, 
  changed, or transmuted things.
  Further, the subject can focus her vision to see into the 
  Ethereal Plane.
  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 cancel concealment, including that caused by 
  fog and the like.
  True seeing does not help the viewer see through mundane 
  disguises, spot creatures that are simply hiding, or notice 
  secret doors hidden by mundane means.
  In addition, the power effects cannot be further enhanced 
  with known psionics or magic, so one cannot use true seeing 
  through a third eye open or in conjunction with 
  clairaudience/clairvoyance.
  UBIQUITOUS VISION
  Clairsentience (Wis)
  
  264
  Level: Psion 3/Psychic Warrior 3
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 2 rounds/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  You have “eyes in the back of your head”, and in the sides 
  and top as well (though only in effect, not literally) 
  granting you reduced penalties and bonuses in specific 
  situations.
  In effect, you have a 360-degree sphere of sight, allowing 
  you perfect view of creatures that might otherwise flank 
  you.
  Thus, flanking opponents gain no bonus on their attack 
  rolls instead of +2, and rogues are denied their sneak arrack 
  because you do not lose your bonus to Dexterity (but they 
  may still sneak attack you if you are caught flat-footed).
  Your Spot checks gain a +3 enhancement bonus, and your 
  Search checks gain a +1 enhancement bonus.
  Concurrently, you suffer a –4 enhancement penalty on 
  saves against all gaze attacks during the power’s duration.
  UNDEAD SENSE
  Clairsentience (Wis)
  Level: Psion 3
  Display: Vi
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Spread of 25-ft.-radius + 5 ft./2 levels, centered on 
  you
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  You sense the presence of undead.
  While the duration lasts, you become aware of the presence 
  of undead within the affected space and their general 
  location.
  For instance, if you walk along a corridor where incorporeal 
  wraiths are waiting within the wall to spring a trap, you 
  sense that undead are either in or behind the wall.
  The type of undead is not revealed, but numbers are.
  VIGILANCE
  Clairsentience (Wis)
  Level: Psychic Warrior 2
  Display: Me
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You gain the ability to see 30 feet in total darkness, fog, silty 
  water, dust-laden air, and similar vision-impairing media.
  Vision is black and white only but otherwise like normal 
  sight.
  In magically obscured regions, such as magical darkness or 
  fog, vigilance allows you to see only 10 feet.
  The power does not grant you the ability to see through 
  solid objects.
  METACREATIVITY
  ASTRAL CONSTRUCT I
  Metacreativity (Int)
  Level: Psion 1
  Display: Vi, Ma
  Manifestation Time: 1 full round
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: One created astral construct
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  This power creates one 1st-level astral construct (see 
  Chapter 8: Monsters) of solidified ectoplasm that attacks 
  your enemies.
  It appears where you designate and acts immediately, on 
  your turn.
  It attacks your opponents to the best of its ability.
  You can mentally direct it not to attack, to attack particular 
  enemies, or to perform other actions.
  The astral construct acts normally on the last round of the 
  power and dissipates at the end of its turn.
  It is not necessary to learn a lower-level astral construct 
  power before learning a higher-level version.
  ASTRAL CONSTRUCT II
  Metacreativity (Int)
  Level: Psion 2
  Effect: One or more astral constructs, no two of which 
  can be more than 30 ft. apart
  Power Points: 3
  As astral construct I, except you can create one 2nd-level 
  astral construct or 1d3 1st-level astral constructs.
  ASTRAL CONSTRUCT III
  Metacreativity (Int)
  Level: Psion 3
  Effect: One or more astral constructs, no two of which 
  can be more than 30 ft. apart
  Power Points: 5
  As astral construct I, except you can create one 3rd-Ievel 
  astral construct, 1d3 2nd-level astral constructs, or 1d4+1 
  1st-level astral constructs.
  ASTRAL CONSTRUCT IV
  Metacreativity (Int)
  Level: Psion 4
  Effect: One or more astral constructs, no two of which 
  can be more than 30 ft. apart
  Power Points: 7
  As astral construct I, except you can create one 4th-level 
  astral construct, 1d3 3rd-level astral constructs, or 1d4+1 
  astral constructs of lower level.
  
  265
  ASTRAL CONSTRUCT V
  Metacreativity (Int)
  Level: Psion 5
  Effect: One or more astral constructs, no two of which 
  can be more than 30 ft. apart
  Power Points: 9
  As astral construct I, except you can create one 5th-level 
  astral construct, 1d3 4th-level astral constructs, or 1d4+1 
  astral constructs of lower level.
  ASTRAL CONSTRUCT VI
  Metacreativity (Int)
  Level: Psion 6
  Effect: One or more astral constructs, no two of which 
  can be more than 30 ft. apart
  Power Points: 11
  As astral construct I, except you can create one 6th-level 
  astral construct, 1d3 5th-level astral constructs, or 1d4+1 
  astral constructs of lower level.
  ASTRAL CONSTRUCT VII
  Metacreativity (Int)
  Level: Psion 7
  Effect: One or more astral constructs, no two of which 
  can be more than 30 ft. apart
  Power Points: 13
  As astral construct I, except you can create one 7th-level 
  astral construct, 1d3 6th-level astral constructs, or 1d4+1 
  astral constructs of lower level.
  ASTRAL CONSTRUCT VIII
  Metacreativity (Int)
  Level: Psion 8
  Effect: One or more astral constructs, no two of which 
  can be more than 30 ft. apart
  Power Points: 15
  As astral construct I, except you can create one 8th-level 
  astral construct, 1d3 7th-level astral constructs, or 1d4+1 
  astral constructs of lower level.
  ASTRAL CONSTRUCT IX
  Metacreativity (Int)
  Level: Psion 9
  Effect: One or more astral constructs, no two of which 
  can be more than 30 ft. apart
  Power Points: 17
  As astral construct I, except you can create one 9th-level 
  astral construct, 1d3 8th-level astral constructs, or 1d4+1 
  astral constructs of lower level.
  BOLT
  Metacreativity (Int)
  Level: Psion 0/Psychic Warrior 0
  Display: Ma
  Manifestation Time: 1 action
  Range: 0 ft.
  Effect: A nonmagical bolt, arrow, or sling bullet
  Duration: 2 rounds
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You create a single, nonmagical, standard-size crossbow 
  bolt, arrow, or sling bullet, which dissipates into its 
  constituent ectoplasmic particles when the duration lapses.
  BURNING RAY
  Metacreativity (Int) [Fire]
  Level: Psion 2
  Display: Vi (see text)
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 3
  A ray of hellish, ectoplasm projects from your brow (your 
  “third eye”).
  You must succeed at a ranged touch attack to strike a target 
  with the ray, which deals 3d6 points of fire damage.
  CONTINGENCY
  Metacreativity (Int)
  Level: Psion 7
  Display: Ol
  Manifestation Time: At least 10 minutes (see text)
  Range: Personal
  Target: You
  Duration: 1 day/level or until discharged
  Power Points: 13
  You can place another power upon your person so that the 
  latter power comes into effect under some condition you 
  dictate when manifesting contingency.
  The contingency power and the power it is to bring into 
  effect are manifested at the same time.
  The 10-minute manifestation time is the minimum total for 
  both manifestations; if the companion power has a 
  manifestation time longer than 10 minutes, use that 
  manifestation time instead.
  The power to be brought into effect by the contingency must 
  be one that affects your person and be of a power level no 
  higher than one-third your manifester level (rounded 
  down, maximum 6th level).
  The conditions needed to bring the power into effect must 
  be clear, although they can be general For example, a 
  contingency manifested with combat prescience might 
  prescribe that any time you enter combat, the combat pre 
  science power instantly comes into effect.
  The contingency immediately brings into effect the second 
  power, the latter being “manifested” instantaneously when 
  the prescribed circumstances occur.
  Note that if complicated or convoluted conditions are 
  prescribed, the whole power complex (contingency and the 
  companion power) may fail when called on.
  The companion power occurs based solely on the stated 
  conditions, regardless of whether you want it to.
  You can use only one contingency power at a time; if a 
  second is manifested, the first one (if still active) is negated.
  
  266
  CREATE FOOD AND WATER
  Metacreativity (Int)
  Level: Psion 3
  Display: Au, Ma
  Manifestation Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Food and water to sustain three humans or one 
  horse/level for 1 day
  Duration: 1 day (see text)
  Saving Throw: None
  Power Resistance: No
  The food that this power fashions is simple fare of your 
  choice—highly nourishing, if rather bland.
  The food decays and becomes inedible within 24 hours.
  The water created by this power is just like clean rain water.
  The water doesn’t go bad as the food does.
  DISMISS ECTOPLASM
  Metacreativity (Int)
  Level: Psion 4
  Display: Vi, Au
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 30-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: No
  Power Points: 7
  You dismiss creatures or objects composed of ectoplasm 
  (such as astral constructs), or that were formerly composed 
  of ectoplasm (such as items created using any of the creation 
  powers).
  The power affects everything in a 30-foot radius.
  Creatures that fail their saving throw dissipate into so much 
  constituent ectoplasm, which evaporates in the course of 1 
  round.
  Unattended objects automatically fail their saving throws 
  unless they are psionically enhanced in some fashion, in 
  which case they save as psionic items (see Chapter 8: 
  Psionic Items).
  Characters in ectoplasmic form who fail their saving throws 
  may be displaced.
  Roll d%: On a 01–50 result they are physically shifted to a 
  random location in the Astral Plane, and on 51–00 they are 
  destroyed outright.
  To observers, it looks lethal either way.
  ECTO PUPPET
  Metacreativity (Int)
  Level: Psion 2
  Display: Au, Vi (see text)
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: A “tethered” astral construct of the highest level 
  you can manifest
  Duration: Concentration, up to 1 round/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  As astral construct I, except the astral construct is visibly 
  tethered to you, and you directly control its actions.
  It appears within 5 feet of you and can move up to the 
  noted range.
  The “tether” consists of filamentous light connecting your 
  hands with its forelimbs (when you raise your right hand, 
  the construct raises the corresponding appendage).
  Except for being visibly tethered, the astral construct is as 
  described in Chapter 8: Monsters.
  The power creates an astral construct of the highest level 
  possible, corresponding to the highest-level astral construct 
  power you know.
  As a consequence of your direct control, the construct gains 
  a +2 enhancement bonus to Strength and Dexterity, and a 
  +2 enhancement bonus on Will saves.
  In practice, the cost to manifest ecto puppet is variable, and is 
  equal to the cost of the astral construct power you emulate + 
  2.
  ECTOPLASMIC ARMOR
  Metacreativity (Int)
  Level: Psion 5/Psychic Warrior 5
  Display: Vi (see text)
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 9
  The subject is dressed in a suit of shimmering ectoplasmic 
  armor that provides a +10 armor bonus to AC.
  Other armor cannot be worn at the same time as 
  ectoplasmic armor.
  If subject takes off the ectoplasmic armor, it immediately 
  dissipates.
  Treat ectoplasmic armor as leather armor for purposes of 
  armor check penalty or speed reduction.
  Because the armor is composed of astral ectoplasm 
  (emulating force for the purposes of this power), 
  incorporeal creatures can’t bypass it the way they do normal 
  armor.
  ECTOPLASMIC COCOON
  Metacreativity (Int)
  Level: Psion 2
  Display: Ma, Au
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature of Medium-size or smaller
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates
  Power Resistance: Yes
  Power Points: 3
  You draw writhing strands of ectoplasm from the Astral 
  Plane that wrap up the subject like a mummy.
  The subject can still breathe but is otherwise helpless, 
  being unable to see or take any physical actions.
  The subject cannot speak because the ectoplasmic strands 
  muffle sounds, but the subject’s nostrils are clear.
  The subject can execute purely mental actions (such as 
  manifesting powers).
  The writhing, regenerating nature of the cocoon prevents 
  its occupant from making a physical bid for escape.
  
  267
  However, cutting or damaging a large enough strand can 
  free the cocooned victim.
  The strands have hardness 17 and 30 hit points.
  Creatures that are cocooned high in the air fall, and 
  cocooned swimmers may drown.
  ECTOPLASMIC SHAMBLER
  Metacreativity (Int)
  Level: Psion 5
  Display: Ma, Au, Ol (see text)
  Manifestation Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: One ectoplasmic construct, 60 ft. wide and up to 
  30 ft. high
  Duration: 1 minute/level
  Saving Throw: See text
  Power Resistance: No
  Power Points: 9
  You fashion an ephemeral, many-legged mass of pseudo-
  living ectoplasm called an ectoplasmic shambler.
  The shambler moves as you direct it at a speed of 10 feet.
  It can completely surround objects (and opponents) over 
  which it is manifested or onto which it moves, because it 
  has the consistency of thick mist.
  The vision of those within the shambler is limited to 10 
  feet, and manifesting powers (or casting spells) within the 
  shambler’s “belly” is impossible.
  Creatures enveloped by the shambler, regardless of Armor 
  Class, sustain 1 point of damage at the end of each round 
  they remain within the roiling turbulence of the shambler’s 
  medium.
  A strong wind that blows against the shambler reduces its 
  speed to 0 during the first round, and in subsequent rounds 
  moves it in the direction of the wind at a speed of 5 feet.
  FABRICATE
  Metacreativity (Int)
  Level: Psion 4
  Display: Ma
  Manifestation Time: See text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to 1 cubic yard/level (see text)
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You convert material of one sort into a product that is of the 
  same material.
  Thus, you can fabricate a wooden bridge from a clump of 
  trees, a rope from a patch of hemp, clothes from flax or 
  wool, and so forth.
  Creatures and psionic or magic items cannot be created or 
  altered by fabricate.
  The quality of items made by this power 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 manifester level instead of 1 cubic yard.
  You must make an appropriate Craft check to fabricate 
  articles requiring a high degree of craftsmanship (jewelry, 
  swords, glass, crystal, and so on).
  Manifesting requires 1 full round per cubic yard (or cubic 
  foot) of material to be affected by the power.
  FINGER OF FIRE
  Metacreativity (Int) [Fire]
  Level: Psion 0
  Display: Vi (see text)
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  A ray of unstable, burning ectoplasm projects from your 
  pointing finger.
  You must succeed at a ranged touch attack with the ray to 
  deal damage to a target.
  The ray deals 1d3 points of fire damage.
  FIREFALL
  Metacreativity (Int) [Fire]
  Level: Psion 1
  Display: Vi (see text)
  Manifestation Time: 1 action
  Range: 20 ft.
  Area: 10-ft. radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: Yes
  Power Points: 1
  Motes of unstable ectoplasm flare and dissipate explosively 
  within the area you designate.
  Any creature in the area takes 1d4 points of fire damage.
  Flammable materials such as cloth, paper, parchment, thin 
  wood, and so on, burn if the flames touch them.
  A character can extinguish burning items as a full-round 
  action.
  FLAMING SHROUD
  Metacreativity (Int)
  Level: Psion 6
  Display: Ma (see text)
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature of Large size or smaller
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Power Resistance: Yes
  Power Points: 11
  You draw writhing strands of unstable ectoplasm from the 
  Astral Plane and wrap the subject in a shroud of hellish fire.
  If the target fails its Reflex save, it suffers 11d6 points of fire 
  damage.
  GENESIS
  Metacreativity (Int)
  Level: Psion 9
  Display: Ma
  Manifestation Time: 1 week (8 hours/day)
  
  268
  Range: 0 ft.
  Effect: See text
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 17
  You create a finite plane with limited access: a demiplane.
  Demiplanes created by this power are very small, very 
  minor planes.
  This power should be manifested only while you are on the 
  Ethereal or Astral Plane.
  Manifestation of the power creates a local density 
  fluctuation that precipitates the creation of a demiplane.
  At first, the fledgling plane grows at a rate of 1 foot in 
  radius per day to an initial maximum radius of 10 feet per 
  manifester level as it rapidly draws substance from 
  surrounding ethereal vapors and protomatter or astral 
  ectoplasm.
  Once the new demiplane reaches its maximum size, it 
  doesn’t really stop growing, but its growth rate decreases 
  dramatically to only 1/2 inch in radius per week (just over 2 
  feet per year).
  The environment within the demiplane is determined by 
  the manifester when genesis is first manifested, reflecting 
  most any desire the psion can visualize, as long as the DM 
  approves (although no environmental effect within the 
  plane can duplicate effects greater than those of 3rd-level 
  powers).
  Factors such as solid ground, air, water, and temperature 
  must be determined by the manifester.
  This power cannot create life, nor can it create construction 
  such as buildings, roads, wells, dungeons, and so forth; such 
  particulars must be introduced to the demiplane in some 
  other fashion.
  All demiplanes created with genesis are in contact with the 
  Astral and Ethereal Planes.
  Antigenesis: It is possible to manifest genesis on normal 
  planes and demiplanes, but only the most perverse or evil 
  shaper would consider doing so.
  If genesis is manifested within a normal plane or demiplane, 
  the power takes effect according to the speed noted above; 
  however, the energies of the new plane are exactly canceled 
  by the energies of the original plane, creating a growing 
  dead spot like a cancer on the original plane.
  The expanding boundary of the dead spot utterly wipes 
  away all construction, crumbles natural land forms, and 
  evaporates water, leaving behind a uniformly level plain of 
  inert dust.
  Living things that pass the boundary of the growing dead 
  spot are not directly harmed.
  But plants can find no sustenance in the dust of the dead 
  spot, marine creatures die even more quickly when water 
  turns to dust, and mobile animals know enough to leave the 
  area alone.
  An antigenesis wave dies out after 100d10 years, or can be 
  canceled by yet another manifestation of genesis.
  GREASE
  Metacreativity (Int)
  Level: Psion 1
  Display: Ol
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Area: One object or a 10-ft. × 10-ft. square
  Duration: 1 round/level (D)
  Saving Throw: See text
  Power Resistance: No
  Power Points: 1
  A grease power covers a solid surface with a layer of slippery 
  grease.
  Any creature entering the area or caught in it when the 
  power is manifested must make a successful Reflex save or 
  slip, skid, and fall.
  Those who successfully save can move at half speed across 
  the surface.
  However, those who remain in the area must each make a 
  new saving throw each round to avoid falling and to be able 
  to move.
  The DM should adjust saving throws by circumstance.
  The power can also be used to create a greasy coating on an 
  item—a rope, ladder rungs, weapon handle, and so on.
  Material objects not in use are always affected by this 
  power, while objects wielded or employed by creatures 
  receive a Reflex save to avoid the effect.
  If the initial saving throw fails, the creature immediately 
  drops the item.
  A saving throw must be made each round the creature 
  attempts to pick up or use the greased item.
  IMPROVED FABRICATE
  Metacreativity (Int)
  Level: Psion 6
  Target: Up to 10 cubic yd./level
  Power Points: 11
  As fabricate, except ten times as much material is affected by 
  the power.
  INCARNATE
  Metacreativity (Int)
  Level: Psion 5
  Display: Ma
  Manifestation Time: 2 rounds
  Range: See text
  Target, Effect, or Area: See text
  Duration: Permanent (see text)
  Saving Throw: None
  Power Resistance: No
  Power Points: 9, XP cost
  You invest other powers with self-sustaining energy so that 
  they become permanent.
  You must be at least the minimum level required to 
  manifest the power.
  This power has no affect on powers that already create a 
  permanent effect.
  You can’t incarnate a power with no duration or a duration 
  of instantaneous.
  You can’t incarnate a power that has an XP cost of its own, 
  nor can you incarnate a power of level 6 or higher.
  You must expend XP when manifesting this power.
  You can never expend so much XP that doing so would 
  drop you one or more levels (though you could forgo 
  gaining a level in order to incarnate a particularly costly 
  power).
  The XP costs vary depending on the target.
  
  269
  Incarnate can be negated by a higher-level psion who also 
  manifests incarnate or by use of psychic chirurgery.
  The DM may not allow some powers to become permanent 
  through incarnate.
  (Use the permanency spell description for a guide to what 
  can and cannot be made permanent).
  You know before you attempt to incarnate a power if you 
  can or cannot make it permanent.
  XP Cost: To make a power permanent in regard to yourself, 
  you must expend a number of XP equal to the power’s level 
  x 300.
  To make a power permanent in regard to another creature, 
  you must expend a number of XP equal to the power’s level 
  × 600.
  To make a power permanent on an abject or location, you 
  must expend a number of XP equal to the power’s level × 
  900.
  LESSER METAPHYSICAL WEAPON
  Metacreativity (Int)
  Level: Psion 1/Psychic Warrior 1
  Power Points: 1
  As metaphysical weapon, except the weapon gains a +1 
  enhancement bonus on attack and damage rolls.
  MAJOR CREATION
  Metacreativity (Int)
  Level: Psion 5
  Manifestation Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: See text
  Power Points: 9
  As minor creation, except you can also create an object of 
  mineral nature: stone, crystal, metal, and so on.
  The duration of the created item varies with its relative 
  hardness and rarity:
  Items are not psionic or magical).
  See the DUNGEON MASTER’s Guide for details.
  MASS COCOON
  Metacreativity (Int)
  Level: Psion 7
  Display: Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: A 10-ft. cube-sized cocoon
  Duration: 2 hours/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 13
  As ectoplasmic cocoon, except you can cocoon several 
  creatures (or a single large creature that fits in a 10-foot 
  cube) in a mass of writhing, tightening ectoplasm.
  Also, no saving throw is granted; targets within the area are 
  caught and cocooned unless they are too big to fit inside.
  Teleport and other forms of travel provide a means of escape, 
  but the cocoon extends into the Ethereal Plane, blocking 
  ethereal travel The mass cocoon resists negate psionics, but it 
  can be disintegrated or destroyed through brute force (it has 
  hardness 25 and too hit points).
  METAPHYSICAL WEAPON
  Metacreativity (Int)
  Level: Psion 3/Psychic Warrior 3
  Display: Vi (see text)
  Manifestation Time: 1 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 manifestation)
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Power Resistance: Yes (harmless, object)
  Power Points: 5
  A weapon gains a +3 enhancement bonus on attack and 
  damage rolls.
  The enhanced weapon glows with pale silver radiance (not 
  sufficient to provide illumination).
  An enhancement bonus does not stack with a masterwork 
  weapon’s +1 bonus on attacks.
  Alternatively, you can affect up to fifty arrows, bolts, or 
  bullets.
  The projectiles must all be of the same type, and they have 
  to be together in one group (such as in the same quiver).
  Projectiles (but not thrown weapons) lose their 
  enhancement when used.
  MIND STORE
  Metacreativity (Int)
  Level: Psion 8
  Display: Ma (see text)
  Manifestation Time: 10 minutes
  Range: Touch
  Effect: One storage crystal
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 15
  This power makes a storage crystal containing the essence 
  of your living mind (this power can’t be used on a dead 
  subject).
  Until such time as you perish, the storage crystal is utterly 
  inert.
  If you are slain at some later date, your soul transfers into 
  the storage crystal, which begins to dimly glow.
  Upon transference, your physical remains (should they still 
  exist) become inert matter and cannot thereafter be 
  restored to life.
  The transfer from the slain body to the storage crystal 
  works over any distance, physical or extradimensional, 
  
  270
  unless some sort of special planar geometry supersedes the 
  transfer.
  Once the storage crystal is activated by your physical body’s 
  demise, you have the abilities of a psicrystal of the 
  appropriate level, plus all the powers you knew and the 
  power points you possessed when mind store was 
  manifested but at one level lower.
  You have thirty days to grow an organic body, after which 
  time your sentience fades and your soul passes on if it 
  hasn’t entered a new body.
  To grow a body, you (in the storage crystal) must spend ten 
  days in uninterrupted solitude.
  The body’s constituent parts are pulled as ectoplasm from 
  the Astral Plane, and slowly molded and transformed into a 
  living, breathing body that is an exact duplicate of your 
  body at the time you manifested mind store (the crystal itself 
  slowly breaks down and becomes a part of the new organic 
  body).
  When the ten days are completed, you completely and 
  totally inhabit the new body.
  You possess all the abilities you possessed when mind store 
  was manifested, at one level lower, but you have none of 
  your equipment.
  If the growing body is struck for any amount of damage, it 
  is destroyed and your soul passes on.
  Conceivably, you could manifest mind switch to utilize a 
  temporary body, but only an evil psion would smash the 
  storage crystal with an imbedded mind in order to 
  permanently usurp the subject’s organic body (unless the 
  subject is, itself, irredeemably evil).
  MINOR CREATION
  Metacreativity (Int)
  Level: Psion 1/Psychic Warrior 1
  Display: Ma
  Manifestation Time: 1 action
  Range: 0 ft.
  Effect: An unattended, nonmagical object of nonliving 
  plant matter, up to 1 cu. ft./level
  Duration: 1 hour/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You create a nonmagical, nonpsionic, unattended object of 
  nonliving, vegetable matter: linen clothes, a hemp rope, a 
  wooden ladder, and so on.
  The volume of the item created cannot exceed 1 cubic foot 
  per manifester level.
  You must succeed at an appropriate skill check to make a 
  complex item, such as a Craft (bowmaking) check to make 
  straight arrow shafts.
  Attempting to use any created object as a material 
  component in a spell causes the spell to fail.
  PSYCHOLUMINESCENCE
  Metacreativity (Int)
  Level: Psion 1
  Display: Vi (see text), Au
  Manifestation Time: 1 action
  Range: Touch
  Target: Object touched
  Duration: 10 minutes/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  The object touched begins to glow with a silvery light, 
  shedding in a 20-foot radius.
  Creatures who suffer penalties in bright light suffer them 
  while exposed to this psycholuminescence.
  The power cannot be manifested on a creature.
  If the power is manifested on a small object that is then 
  inside or under a lightproof covering, the power’s effects 
  are blocked until the covering is removed.
  Psycholuminescence 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 
  (unless the Psionics Are Different option is in force).
  QUINTESSENCE
  Metacreativity (Int)
  Level: Psion 4
  Display: Ma (see text)
  Manifestation Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1 ounce dollop of quintessence (see text)
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You can collapse a bit of time from the continuum, forming 
  a 1-inch-diameter dollop of thick, gooey material called 
  quintessence.
  Quintessence shimmers like a silver mirror from some 
  angles but is transparent from others.
  It brings a cool shock that slowly fades to complete 
  numbness after contact with the skin.
  You can smooth a dollop of quintessence around any small 
  object, such as a key, a ring, a seal, or an insignia.
  Objects sealed within quintessence are protected from the 
  effects of time; in practical terms, they enter a state of stasis.
  Living flesh with only partial contact with quintessence is 
  also partially pulled out of the timestream.
  This disruption deals 1 point of damage per round 
  beginning 10 rounds after partial contact begins.
  Quintessence can be manually scraped away from a 
  protected object, freeing it to rejoin the time stream.
  Removing the protective film is 75% likely to force the 
  quintessence to evaporate back into the continuum.
  Otherwise, it coalesces again into a 1-inch-diameter bead, 
  available for later usage.
  Large quantities of quintessence could theoretically be 
  gathered to preserve large items or structures (or even a 
  complete living creature, which would prevent the damage 
  taken from partial contact).
  However, psionic characters and creatures are generally 
  loath to do so because accumulations of quintessence 
  weighing 1 pound or more generate a half-strength catapsi 
  effect (DC 16, radius 5 feet, all are affected, including 
  caster).
  SUDDEN MINOR CREATION
  Metacreativity (Int)
  Level: Psion 2/Psychic Warrior 2
  Manifestation Time: 1 action
  
  271
  Power Points: 3
  As minor creation, except manifestation time is 1 action 
  instead of 1 minute.
  TRINKET
  Metacreativity (Int)
  Level: Psion 0
  Display: Ma
  Manifestation Time: 1 round
  Range: 0
  Effect: One unattended, nonmagical object of nonliving 
  plant matter, up to 1 cu. in.
  Duration: 1 minute
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  As minor creation, except the object you create is smaller, 
  and you create it quicker.
  For instance, you could create a wooden ring, a piece of 
  paper, a handkerchief, a thin glove, or other item.
  You cannot create a dried herb.
  poison, or other distillate of dead plant matter that has a 
  special secondary effect.
  TRUE CREATION
  Metacreativity (Int)
  Level: Psion 8
  Duration: Instantaneous
  Power Points: 15, XP cost
  As major creation, except items created are permanent and 
  cannot be negated by dispelling magic or negating powers.
  For all intents and purposes, these items are completely 
  real.
  XP Cost: The XP cost equals 10 times the cost of the item in 
  gold pieces (see the Player’s Handbook for item costs), or a 
  minimum of 1 XP.
  WALL OF ECTOPLASM
  Metacreativity (Int)
  Level: Psion 4
  Display: Vi (see text)
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall whose area is up to one 10-ft. square/level or 
  a sphere or hemisphere with a radius of up to 1 ft./level
  Duration: 1 minute/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  You fashion a roiling wall of ectoplasm, imbuing it with 
  solidity.
  The wall cannot move and is immune to damage of all 
  kinds.
  Wall of ectoplasm is susceptible to powers that negate 
  psionics, but it gains a +4 bonus on any check to determine 
  if the wall is negated.
  Spells, powers, and breath weapons cannot pass through 
  the wall in either direction, although psychoportive travel 
  can bypass the barrier.
  It blocks ethereal creatures as well as material creatures 
  (though ethereal creatures can usually get around the wall 
  by floating under or over it through material floors and 
  ceilings).
  The wall is opaque, so neither vision nor gaze attacks 
  operate through it.
  You can form the wall into a flat, vertical plane whose area 
  is up to one 10-foot square per level or into a sphere or 
  hemisphere with a radius of up to 1 foot per level.
  The wall of ectoplasm must be continuous and unbroken 
  when formed.
  If its surface is broken by any object or creature, the power 
  fails.
  WHITEFIRE
  Metacreativity (Int) [Fire]
  Level: Psion 3
  Display: Vi (see text)
  Manifestation Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: Yes
  Power Points: 5
  You draw unstable ectoplasm from the Astral plane that 
  ignites with hellish, white-hot fury.
  Whitefire deals 5d4 points of fire damage to all creatures 
  within the area you designate (you must be able to see the 
  target area or a portion of it).
  Unattended objects also take damage.
  Whitefire sets fire to combustibles and damages objects in 
  the area.
  It can melt metals with a low melting point, such as lead, 
  gold, copper, silver, or bronze.
  PSYCHOKINESIS
  ABLATING
  Psychokinesis (Con)
  Level: Psion 6/Psychic Warrior 6
  Display: Ma, Ol
  Manifestation Time: 1 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 hour/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 11
  You create a psychokinetic shield around the subject that 
  bolsters its powers’ chance to survive a negate psionics power 
  (or dispel magic spell).
  When ablating is manifested on a creature or object, add +6 
  to the DC of the negation check or dispel check for each 
  ongoing power subject to negate psionics.
  Thus, the DC for each power check is equal to 11 + the 
  power-to-be-negated’s manifester level +6.
  Ablating ends when its duration expires or after a negate 
  psionics is manifested on its subject.
  Negate psionics can negate ablating, but against a targeted 
  negation, ablating is always checked last.
  
  272
  Against an area negation, ablating is checked according to 
  its level (but because of its relatively high level, it could 
  well be negated before weaker powers).
  AMPLIFIED INVISIBILITY
  Psychokinesis (Con)
  Level: Psion 4
  Display: Ma
  Target: You or creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Power Points: 7
  As invisibility, except the power persists through one attack 
  made by you.
  It ends normally after a second attack.
  BIOCURRENT
  Psychokinesis (Con)
  Level: Psion 1
  Display: Vi (see text)
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Any two living creatures who are no more than 15 
  ft. apart
  Duration: Concentration, up to 1 minute/level (see text)
  Saving Throw: Fortitude half
  Power Resistance: Yes
  Power Points: 1
  Your body’s psionically fueled bioelectric currents produce 
  an arc of blue-white electricity that targets a primary foe for 
  1d4 points of electricity damage per round that you meet 
  the requirements (see below).
  Electricity also arcs off the primary foe to strike one 
  additional foe initially within 15 feet of the primary foe, or 
  who subsequently moves within 15 feet of the primary foe 
  while the duration lasts.
  Secondary foes also take 1d4 points of damage per round 
  the duration lasts.
  Should either the primary or secondary foe fall to below 0 
  hit points, biocurrent’s electrical arc randomly retargets 
  another primary and secondary foe while the duration 
  continues.
  Targeted foes may move or make a saving throw each round 
  for half damage (on that round only), but as long as they 
  remain in range, they continue to be affected.
  Maintaining biocurrent is a full-round action (you are 
  limited to only 5-foot steps and no other actions).
  If you take damage while maintaining biocurrent, you must 
  make a successful Concentration check.
  If any of these requirements are not met, the electrical arc 
  winks out.
  BRILLIANT BLAST
  Psychokinesis (Con)
  Level: Psion 5
  Display: Vi (see text) Manifestation Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: A 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half Power Resistance: Yes
  Power Points: 9
  You psychokinetically focus even the tiniest ambient light 
  into a shriveling blast of brilliance, dealing 9d4 points of 
  heat damage to all creatures within the area.
  Unattended objects also take damage.
  CLAIRTANGENCY
  Psychokinesis (Can)
  Level: Psion 5
  Display: Vi, Au, Me
  Manifestation Time: 1 action
  Range: See text
  Area: See text
  Duration: Up to 1 minute/level (see text) (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  You can emulate a far hand or far punch effect at any 
  distance, simultaneously emulating 
  clairaudience/clairvoyance.
  You can concentrate upon some locale and see almost as if 
  you were there.
  Distance is not a factor, but the locale must be known—a 
  place familiar to you or an obvious one (such as behind a 
  door, around a comer, in a copse of trees, and so on).
  Once you are gazing upon a particular location, you may 
  use an effect similar to either far hand or far punch (you 
  don’t need to manifest either power).
  Clairtangency’s duration is up to 1 minute/level when used 
  with a far hand effect, but it expires as soon as a far punch 
  effect is used.
  CONCUSSION
  Psychokinesis (Con)
  Level: Psion 2
  Display: Au
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One individual
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Power Resistance: Yes
  Power Points: 3
  A target you select is pummelled with telekinetic force for 
  3d6 points of damage.
  You may choose to have the power deal an equal amount of 
  subdual damage instead.
  Concussion always affects a subject within range that you can 
  see, even if the subject is in melee or has partial cover or 
  concealment.
  Inanimate objects (doors, walls, locks, and so on) cannot be 
  damaged by the power.
  CONE OF SOUND
  Psychokinesis (Con) [Sonic]
  Level: Psion 3
  Display: VI, Au (see text)
  Manifestation Time: 1 action
  Range: 60 ft.
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex half
  
  273
  Power Resistance: Yes
  Power Points: 5
  You release a focused scream of sonic energy that deals 5d4 
  points of damage to each creature within its area.
  The cone begins at your mouth, instigated by the barest 
  whisper.
  (Cone of sound doesn’t work in an area of magical silence).
  Unattended objects also take damage, and the sonic energy 
  can break fragile items.
  If the damage caused to an interposing barrier shatters or 
  breaks through it, the sound may continue beyond the 
  barrier if the power’s range permits; otherwise, it stops 
  there just as any other power effect does.
  CONTROL AIR
  Psychokinesis (Con)
  Level: Psion 2
  Display: Me
  Manifestation Time: 1 action
  Range: 1,000 feet + 500 ft./level
  Area: 1,000-ft.-radius spread + 500 ft./level
  Duration: Concentration, up to 1 minute/level
  Saving Throw: See text
  Power Resistance: No
  Power Points: 3
  You have some control over wind speed and direction.
  The speed of air within the area can be increased or 
  decreased by up to 10 +5/level miles per hour.
  You can alter the direction of any wind that moves at this 
  speed or less by up to 90 degrees from its original direction.
  High winds can create a stinging spray of sand or dust, fan a 
  large fire, heel over a small boat, and blow gases or vapors 
  away.
  If powerful enough, they can even knock characters down 
  (see Table 3–17 in Chapter 3 of the DUNGEON MASTER’s 
  Guide for specific effects of various wind speeds).
  CONTROL BODY
  Psychokinesis (Con)
  Level: Psion 2
  Display: Ma
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium-size or smaller
  Duration: Concentration, up to 1 minute/level
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 3
  You psychokinetically control the actions of any humanoid 
  that is Medium-size or smaller.
  Control body doesn’t require mental contact with the 
  subject.
  You can force the subject to perform, although you have 
  only rudimentary control over his limbs.
  You can make the subject stand up, sit down, walk, turn 
  around, and so on, but operating the vocal cords is too 
  difficult, and power manifestation is not possible.
  You can force the subject to engage in combat, but its attack 
  roll and AC are not its own.
  The controlled subject’s attack bonus is equal to your base 
  attack bonus + the subject’s Strength modifier (or Dexterity 
  modifier if a ranged attack) with a –4 circumstance penalty 
  applied.
  The controlled subject cannot make attacks of opportunity 
  against creatures the subject threatens.
  The controlled subject’s AC gains no benefit from his 
  Dexterity score, but he does gain a positive benefit, if any, 
  equal to half your own Dexterity modifier.
  of course, you could also hold the subject immobile, 
  rendering it helpless.
  Subjects resist this control, and those forced to take actions 
  against their natures receive one new saving throw with a 
  morale bonus of +2.
  You need to see the subject to control it.
  While the subject’s body is under control, the subject’s 
  mind is not.
  Creatures that can trigger abilities by an act of will alone 
  can continue to do so.
  Thus, a psion in the grip of a control body power could 
  attempt to manifest powers.
  Attempting to manifest powers in this fashion requires a 
  Concentration check for each power manifested against a 
  DC of 10 + the level of the power the subject attempts to 
  manifest.
  CONTROL FLAMES
  Psychokinesis (Con)
  Level: Psion 2
  Display: Au
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One nonmagical fire source up to 1 sq. ft./level (see 
  text)
  Duration: Concentration, up to 1 minute/level
  Saving Throw: See text
  Power Resistance: No
  Power Points: 3
  You pyrokinetically control the intensity or movements of 
  one fire source.
  A nonmagical fire source can be controlled if its bed or base 
  is equal to or less than 1 square foot/level; larger fires 
  cannot be controlled.
  You can freely switch control between fire sources, or 
  change the character of control while you maintain 
  concentration, but only one specified change can be made 
  to one fire source in a round.
  When control over a fire source lapses, that fire 
  immediately returns to its original state (or goes out if it has 
  no fuel or has been moved beyond its original bed).
  Increase/Decrease Flame: You can increase a fire’s size by 
  up to 1 square foot/level.
  Each 1-square-foot expansion increases the potential 
  damage the flames can deal by +1.
  You can increase a fire’s size beyond the original area, as 
  long as it was equal to or smaller than the allowed size to 
  begin with.
  You can artificially keep a fire burning that would normally 
  expire for lack of fuel, but dousing a controlled fire in 
  sufficient water still puts it out.
  For instance, an opponent targeted by burning oil or 
  otherwise at risk of catching fire must succeed at a Reflex 
  save (DC 15) to avoid this fate.
  On a failed saving throw, the victim takes 1d6 points of 
  damage.
  
  274
  Normally the victim is allowed a Reflex save each round to 
  put out the flames, but a 4th-level psion using control flames 
  can artificially keep the flames alive, and moreover, 
  mentally fan them so that the victim takes 1d6+4 points of 
  damage each round.
  You can decrease the intensity of a flame by 1 square 
  foot/level.
  Each such decrease in flame intensity causes a –1 reduction 
  to its damage potential (to a minimum of 1 point).
  Reducing a fire’s size to zero extinguishes it permanently.
  Animate Fire: You can make a fire move as if a living 
  creature.
  An animated fire moves with a speed of 30 feet.
  It can have a crude humanoid or crude shape (or something 
  more artistic, with an appropriate Craft [sculpting] check 
  against a DC set by the DM), as long as the fire’s overall 
  volume does not exceed its original volume.
  A fire that moves away from its fuel or its original bed dies 
  as soon as control over it lapses.
  The animated fire can attack a target using the controller’s 
  base attack bonus to deliver touch attacks.
  A successful attack has a chance to set the foe on fire (the 
  foe must roll a Reflex save [DC 15] to avoid this).
  Normally the victim is allowed a Reflex save each round to 
  put out the flames; otherwise the fire burns for another 1d6 
  points of damage.
  Additional hits by the animated fire mean additional 
  chances of ignition.
  The damage from multiple normal fires stacks, but the 
  victim gets a saving throw each round to negate each fire.
  It is possible to switch control from the animated fire to 
  intensify flames that are already burning (thus denying the 
  foe Reflex saves after the first).
  CONTROL LIGHT
  Psychokinesis (Con)
  Level: Psion 1
  Display: Au
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 9 10-ft. cubes + 3 1 o-ft. cubes/level
  Duration: Concentration, up to 1 minute/level
  Saving Throw: See text
  Power Resistance: No
  Power Points: 1
  You manipulate ambient light levels within the area.
  You can increase or decrease total illumination in an area 
  by up to 20% per manifester level This increases or 
  decreases overall effective range of vision for characters and 
  creatures dependent on light by the same percentage.
  For instance, a human can see 30 feet with the light of a 
  torch.
  If control light is used to increase illumination by 20%, 
  humans can see 36 feet and elves (with low-light vision) can 
  see 72 feet within the power’s area.
  If you decrease the ambient light in an area by 100% (at 5th 
  level or higher), even those with low-light vision are 
  blinded within the affected area.
  The change in intensity can be gradual or sudden.
  Decreasing ambient light grants circumstance bonuses to 
  Hide checks in the area by +1 for each 40% graduation.
  You can increase the ambient light in the area to “blinding 
  intensity”, blinding all normally sighted creatures in the 
  area who fail Fortitude save for 1 round.
  CONTROL OBJECT
  Psychokinesis (Con)
  Level: Psion 1
  Display: Ma
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One nonmagical, unattended object weighing up 
  to 100 pounds
  Duration: Concentration, up to 1 round/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You telekinetically “bring to life” inanimate objects.
  Though not actually alive, objects move under your control.
  For instance, a chair may walk, a dead tree shuffle, a stone 
  waddle.
  Live vegetation may not be controlled in this fashion, nor 
  may already animate objects or undead.
  The controlled object moves like a puppet, with jerky and 
  clumsy movements.
  If rigid, it makes creaking, groaning, or grating sounds as 
  you control it.
  The object can move with a speed of 10 feet.
  A controlled object that attacks an opponent has one slam 
  attack with an attack bonus of +0, dealing 1d4 points of 
  bludgeoning damage.
  Note: You may attempt to “control” a normal lock, making 
  it move in such a way as to attempt to unlock itself.
  Using this power in this fashion grants a +4 competence 
  bonus on Open Lock checks involving that particular lock.
  CONTROL SHADOW
  Psychokinesis (Con)
  Level: Psion a/Psychic Warrior 0
  Display: 01
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Shadow cast by any object or creature with a total 
  area of up to 100 sq. ft.
  Duration: Concentration, up to 1 minute/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You control the shadow cast by anyone or anything.
  The controlled shadow is like a puppet that parodies 
  imagined actions of the object or creature casting the 
  shadow, even if the subject stands still.
  You can even make the shadow move away from its source, 
  so long as it is cast along a wall or flat surface and remains 
  within range.
  CONTROL SOUND
  Psychokinesis (Con)
  Level: Psion 3
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  
  275
  Target: One sound or mixture of related sounds
  Duration: Concentration, up to 1 minute/level
  Saving Throw: See text
  Power Resistance: No
  Power Points: 5
  You shape and alter existing sounds.
  You can target one sound, such as a person speaking or 
  singing, or a group of related sounds, such as the patter of 
  many raindrops or the tramp of soldiers passing by.
  A sound as quiet as a snapping finger can be controlled, but 
  no quieter.
  You can substitute any nonmagical sound you’ve heard for 
  the target sound.
  For instance, you could replace the sound of a dragon’s 
  snores with the sound of a trickling waterfall.
  You can change the words of a speaker into inarticulate 
  babble or into other words entirely (though a speaker 
  generally winds to a halt when every word comes out as 
  something unintended).
  If you attempt to exactly duplicate the voice of a specific 
  individual, or an inherently terrifying sound (such as a 
  dragon’s roar), you must succeed at a Bluff check with a +5 
  circumstance bonus opposed by the defender’s Sense 
  Motive check to avoid arousing suspicion.
  You can muffle a sound all the way to nothing, or magnify a 
  sound of such loudness that it can shatter nonmagical 
  objects of crystal, glass, ceramics, or porcelain (vials, bottles, 
  flasks, jugs, mirrors, and so forth).
  When a sound is destructively magnified in this manner, 
  all applicable objects within a 3-foot radius of the 
  originating sound are smashed into dozens of pieces.
  Objects weighing more than 1 pound per manifester level 
  are not affected.
  Alternatively, you can modulate a sound so that it affects 
  only a single item of the appropriate material weighing up 
  to 10 pounds per manifester level, if within 5 feet of the 
  originating sound.
  Crystalline creatures of any weight take 1d6 points of 
  damage per manifester level (maximum 10d6) if within 5 
  feet of the originating sound.
  CREATE SOUND
  Psychokinesis (Con)
  Level: Psion 1
  Display: Vi
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Sounds (see text)
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You create a volume of sound that arises, recedes, 
  approaches, or remains at a fixed place.
  You choose what type of sound the power creates when 
  first manifesting it and cannot thereafter change its basic 
  character.
  The volume of sound created, however, depends on your 
  level.
  You can produce as much noise as four normal humans per 
  manifester level (maximum twenty humans).
  Thus, talking, singing, shouting, walking, marching, or 
  running sounds can be created.
  The noise produced 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 cat is equal to the noise from twenty 
  humans.
  If you wish to create a specific message, only a few words 
  can be created, and they repeat over and over until the 
  duration expires or is dismissed.
  If you attempt to exactly duplicate the voice of a specific 
  individual or an inherently terrifying sound (such as a 
  dragon’s roar), you must succeed at a Bluff check with a +2 
  circumstance bonus opposed by the defender’s Sense 
  Motive check to avoid arousing suspicion.
  Create sound can be used as a basis for control sound effects.
  DETONATION
  Psychokinesis (Con)
  Level: Psion 9
  Power Resistance: Yes (object)
  Power Points: 17
  As concussion, except detonation deals 17d6 points of damage.
  You may choose to have the power deal an equal amount of 
  subdual damage instead.
  DISINTEGRATE
  Psychokinesis (Con)
  Level: Psion 6
  Display: Vi, Au, Ma
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Power Resistance: Yes
  Power Points: 11
  A slick, translucent ray springs from your pointing finger, 
  causing the creature or object it strikes to glow and vanish, 
  leaving behind only a trace of fine dust.
  You must make a successful ranged touch attack to hit.
  Up to a 10-foot cube of nonliving matter is affected, so the 
  power disintegrates only part of any very large object or 
  structure targeted.
  The ray affects even magical and psionic matter or energy 
  of a magical or psionic nature, such as a wall of force or a wall 
  of ectoplasm, but not a null psionics field or similar areas that 
  negate psionics or magic.
  A creature or object that makes a successful Fortitude save 
  is only partially affected.
  It suffers 5d6 points of damage instead of disintegrating.
  Only the first creature or object struck can be affected (that 
  is, the ray only affects one target per manifestation).
  DISSOLUTION
  Psychokinesis (Con)
  Level: Psion 9
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature or object
  
  276
  Duration: Instantaneous
  Saving Throw: None (see text)
  Power Resistance: Yes
  Power Points: 17
  A creature or object you select is disintegrated, leaving 
  behind only a trace of fine dust.
  Dissolution is like disintegrate except that it affects up to a 50-
  foot cube of nonliving, nonmagical matter whose hardness 
  is less than 15.
  A creature or object that makes a successful Fortitude save 
  is only partially affected, taking 10d6 points of damage 
  instead of disintegrating.
  Only the first creature or object targeted can be affected 
  (that is, the power affects only one target per 
  manifestation).
  FAR HAND
  Psychokinesis (Con)
  Level: Psion 0
  Display: Vi
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: A nonmagical, unattended object weighing up to 
  5 pounds
  Duration: Concentration
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You can lift and move an object at will from a distance.
  As a move-equivalent action, you can move the object up to 
  15 feet in any direction, though the power ends if the 
  distance between you and the object ever exceeds the 
  power’s range.
  FAR PUNCH
  Psychokinesis (Con)
  Level: Psion 0/Psychic Warrior 0
  Display: Vi, Me
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One individual
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  A target you select is buffeted with telekinetic force for 1 
  point of damage.
  Far punch always affects a target within range that you can 
  see, even if the target is in melee or has partial cover or 
  concealment.
  However, a shield spell protects the target.
  Inanimate objects (doors, walls, locks, and so on) cannot be 
  damaged by the power.
  GREATER BIOCURRENT
  Psychokinesis (Con)
  Level: Psion 6
  Target: Any four living creatures that are no more than 15 
  ft. apart
  Power Points: 11
  As bicurrent except you deal 6d6 points of electricity damage 
  per round you meet the requirements.
  Electricity also arcs off the primary target to strike three 
  additional foes initially within 15 feet of the primary foe, or 
  who subsequently move within 15 feet of the primary foe 
  while the duration lasts.
  Secondary foes also take 6d6 points of damage per round 
  the duration lasts.
  Should any of the primary or secondary foes fall to below 0 
  hit points, greater biocurrent’s electrical arc randomly 
  retargets another primary and other secondary foes while 
  the duration continues.
  Targeted foes may move or make a saving throw each round 
  for half damage (on that round only), but as long as they 
  remain in range, they continue to be affected.
  GREATER CONCUSSION
  Psychokinesis (Con)
  Level: Psion 3
  Power Points: 5
  As concussion, except greater concussion deals 5d6 points of 
  damage.
  You may choose to have the power deal an equal amount of 
  subdual damage instead.
  IMPROVED CLAIRTANGENCY
  Psychokinesis (Con)
  Level: Psion 8
  Power Points: 15
  As clairtangency, except you can emulate telekinesis in 
  conjunction with a clairaudience/clairvoyance effect (you 
  don’t need to manifest telekinesis to use this power).
  Improved clairtangency’s duration is up to 1 minute/level 
  when the telekinesis effect is used as a sustained force, but it 
  expires immediately after a violent thrust.
  IMPROVED TELEKINESIS
  Psychokinesis (Con)
  Level: Psion 7
  Duration: Concentration, up to 10 minutes/level, or 
  instantaneous (see text)
  Power Points: 13
  As telekinesis, except stronger and longer lasting (if a 
  sustained force).
  When generating a sustained force, you move a creature or 
  object weighing up to 100 pounds per manifester level up 
  to 50 feet per round.
  When generating a violent thrust, objects cause damage as 
  noted in telekinesis, and creatures within the weight range 
  take 6d6 points of damage (as if they had fallen from 60 
  feet).
  INERTIAL BARRIER
  Psychokinesis (Con)
  Level: Psion 4/Psychic Warrior 4
  Display: Au, Me
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level or until discharged
  
  277
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 7
  You create a psychokinetic barrier around the subject that 
  resists blows, cuts, stabs, and slashes, as well as providing 
  some protection against falling.
  The subject gains damage reduction 10/+5.
  Once the power has prevented a total of 10 points of 
  damage per manifester level (maximum 150 points), it is 
  discharged.
  Inertial barrier also absorbs up to half the damage from a fall.
  Damage absorbed from a fall counts toward discharging the 
  effect.
  The psychokinetic barrier delays the effects of gases in the 
  atmosphere for 2d4 rounds.
  INVISIBILITY
  Psychokinesis (Con)
  Level: Psion 2
  Display: None
  Manifestation Time: 1 action
  Range: Personal or touch
  Target: You or a creature or object weighing no more than 
  100 lb./level
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates (harmless, object)
  Power Resistance: Yes (harmless, object)
  Power Points: 3
  The creature or object touched vanishes from sight, even 
  from darkvision.
  If the recipient is a creature carrying gear, the gear 
  vanishes, too.
  If you manifest the power on someone else, neither you nor 
  your allies can see the subject, unless you can normally see 
  invisible things or employ psionics 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 her becomes visible, such as a 
  trailing rope.
  Of course, the subject is not magically silenced, and certain 
  other conditions can render the recipient detectable (such 
  as stepping in a puddle).
  The power ends if the subject attacks any creature.
  For purposes of this power, an “attack” includes any power 
  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 negate the 
  power.
  Causing harm indirectly is not an attack.
  Thus, an invisible being can open doors, talk, eat, climb 
  stairs, fashion an astral construct and have it attack for her, 
  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 on.
  If she attacks directly, however, she immediately becomes 
  visible along with all her gear.
  Note that powers that specifically affect allies but not foes 
  are not attacks for this purpose, even when they include 
  foes in their area.
  An invisible attacker gains a +2 bonus on his attack roll (for 
  the single attack, either melee or ranged, that he is allowed 
  before becoming visible), and the defender against such an 
  attack loses any Dexterity bonus to Armor Class.
  LESSER CONCUSSION
  Psychokinesis (Con)
  Level: Psion 1
  Power Points: 1
  As concussion, except lesser concussion deals 1d6 points of 
  damage.
  MASS CONCUSSION
  Psychokinesis (Con)
  Level: Psion 4
  Display: Ma
  Manifestation Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft. radius sphere
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 7
  As concussion, except telekinetic pressure causes all 
  creatures and objects within the area to explosively rupture, 
  dealing 7d4 points of damage to creatures and unattended 
  objects.
  MATTER AGITATION
  Psychokinesis (Con)
  Level: Psion 1
  Display: Au, Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 2 sq. ft. of surface area of an object or creature
  Duration: Concentration, up to 2 rounds/level
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  You can excite the structure of a nonmagical object, heating 
  it to the point of combustion over time.
  If you shift your focus to another object, the first object 
  cools and the second object begins to heat up.
  1st Round: Readily flammable materials (paper, dry grass, 
  tinder, torches) ignite.
  Skin reddens (1 point of damage).
  2nd Round: Wood smolders and smokes, metal becomes hot 
  to the touch, skin blisters (1d4 points of damage), hair 
  smolders, paint shrivels, water boils.
  3rd Round: Wood ignites, metal scorches (1d4 points of 
  damage for those holding metallic objects).
  Skin burns and hair ignites (1d6 points of damage), lead 
  melts.
  You can continue to agitate a chosen surface area up to the 
  duration of the power if concentration holds, but you can 
  only deal a maximum of 1d6 points of damage against a 
  living or undead subject.
  
  278
  MATTER MANIPULATION
  Psychokinesis (Con)
  Level: Psion 8
  Display: Au, Me
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 1 cu. ft./level of inanimate material
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 15, XP cost
  You can weaken or strengthen the substance of an object or 
  structure.
  You can affect both mundane and magical inanimate 
  material.
  Weakening an object’s substance decreases its hardness and 
  hit points, and strengthening it increases its hardness and 
  hit points.
  You can increase or decrease an object’s hardness by up to 5 
  from its base hardness (see Table 8–12, Table 8–13, and 
  Table 8–15 in Chapter 8 of the Player’s Handbook).
  When hardness increases, the object (or portion of an 
  object) gains 3 hit points per inch of thickness per 
  increased hardness.
  When hardness decreases, the object (or portion of an 
  object) loses 2 hit points per inch of thickness per 
  decreased hardness (to a minimum of 1 hit point/inch of 
  thickness).
  You can’t decrease the hardness (or the hit points) of an 
  object that already has a hardness of 0.
  For instance, you can increase the hardness of a 1-inch-
  thick rope from 0 to 5, at the same time giving it a total of 
  17 hit points.
  You could also reduce the hardness of a stone wall to 3 and 
  its hit points/inch of thickness to 5, making the affected 
  area much more easily breached.
  Working Manipulated Metals: An object or portion thereof 
  whose hardness is decreased or increased is permanently 
  changed.
  If several ingots of iron were increased to hardness 15, they 
  would possess the strength qualities of mithral (although 
  having more hit points).
  If mithral were manipulated to hardness 20, it would share 
  the special characteristics of a weapon or armor forged of 
  adamantine (though it would look like mithral).
  Hardening adamantine to 25 is possible, but this confers no 
  benefits other than a higher hardness and more hit 
  points/inch of thickness.
  You can also harden or weaken a preforged weapon, armor, 
  or other finished item.
  XP Cost: The item’s final hardness × 100 XP.
  MATTER REARRANGEMENT
  Psychokinesis (Con)
  Level: Psion 5
  Display: Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Nonmagical metal objects weighting up to a total 
  of 1/10 pound, each no more than 1 inch from another
  Duration: instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 9, XP cost
  You can transmute one metal into another.
  Each time you manifest the power, you affect a metal object
  up to 1/10 pound, or several metal objects whose total 
  weight does not exceed 1/10 pound.
  In practical terms, 1/10 pound equals five standard coins (5 
  cp, 5 sp, 5 gp, and so on).
  XP Cost: The XP cost equals the gp value of the newly 
  transmuted metal, or a minimum of 1 XP.
  For instance, if you transmute 5 copper coins into 5 gold 
  coins, the cost is 5 XP.
  If you transmute 5 copper coins to 5 platinum coins, the 
  cost is 50 XP.
  MY LIGHT
  Psychokinesis (Con) [Light]
  Level: Psion 0
  Display: Au, Vi
  Manifestation Time: 1 action
  Range: Personal and 20 ft.
  Target: You and 20-ft. cone
  Duration: 10 minutes/level (D)
  Power Points: 1 Your eyes beam forth a 20-foot-long 
  cone of light.
  You and other creatures can see normally in the light.
  If you walk into an area filled with psionic or magical 
  darkness, my light goes dark while you stay within it.
  NEGATE PSIONICS
  Psychokinesis (Con)
  Level: Psion 3
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Area: One psionic character or creature, or one 
  object; or 30-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  You can use negate psionics to end ongoing powers that are 
  manifested on a creature or object, to temporarily suppress 
  the psionic abilities of a psionic item, or to end ongoing 
  power (or at least their effects) within an area.
  A negated power ends as if its duration had expired.
  Negate psionics can negate (but not counter) the ongoing 
  effects of supernatural abilities as well as psionic powers.
  Negate psionics affects spell-like abilities just as it affects 
  powers (and spells).
  You can’t use negate psionics to undo the effects of any power 
  with instantaneous duration.
  You choose to use negate psionics in one of two ways: a 
  targeted negation or an area negation: Targeted Negation: 
  One object, creature, or power is the target of the power.
  You make a negation check against the power or against 
  each ongoing power currently in effect on the object or 
  creature.
  A negation check is 1d20 + 1 per manifester level 
  (maximum +10) against a DC of 11 + the power-to-be-
  negated’s manifester level.
  
  279
  If the object that you target is a psionic item, you make a 
  negation check against the item’s manifester level.
  If you succeed, 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.
  You automatically succeed in your negation check against 
  any power that you manifest yourself.
  Area Negation: The power affects everything within a 30-
  foot radius.
  For each creature that is the target of one or more powers, 
  you make a negation check against the power with the 
  highest manifester level If that fails, you make negation 
  checks against progressively weaker powers until you 
  negate one power (which discharges the negate psionics so 
  far as that target is concerned) or fail all your checks.
  The creature’s psionic items are not affected.
  For each object that is the target of one or more powers, 
  you make negation checks as with creatures.
  Psionic items are not affected by area negations.
  For each ongoing power with an area centered within the 
  negate psionics target area, you make a negation check to 
  negate the power.
  For each ongoing power whose area overlaps with that of 
  the negation, you make a negation check to end the effect 
  but only within the area of the negate psionics.
  NULL PSIONICS FIELD
  Psychokinesis (Con)
  Level: Psion 6
  Display: Vi, Au
  Manifestation Time: 1 action
  Range: 10 ft.
  Area: A 10-ft.-radius emanation, centered on you
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: See text
  Power Points: 11
  An invisible barrier surrounds you and moves with you.
  The space within this barrier is totally impervious to most 
  psionic effects.
  Likewise, it prevents the functioning of any psionic items 
  or psionic powers within its confines.
  The field suppresses any powers or psionic effects used 
  within, brought into, or manifested into the area, but does 
  not negate them.
  A dominated creature, for example, is not dominated while 
  inside the field, but the power resumes functioning when it 
  leaves the field.
  Time spent within a null psionics field counts against the 
  suppressed power’s duration.
  Astral constructs wink out if they enter the field (or are 
  inside one when it is created).
  The construct reappears in the same spot once the null 
  psionics field no longer covers the spot where the construct 
  was.
  Time spent winked out counts normally against the 
  duration of the power that’s maintaining the creature.
  If the construct has power resistance, when you manifest 
  the null psionics field you must make a manifester level 
  check (1d20 + manifester level) against the construct’s PR 
  to make it wink out.
  A psionic sword does not function psionically within the 
  area, but it is still a sword (and a masterwork sword at that).
  The power has no effect on constructs that are imbued with 
  psionics during their creation process and are thereafter 
  self-supporting (unlike astral constructs that persist only so 
  long as a power’s duration).
  Undead and outsiders are likewise unaffected (unless 
  summoned).
  These creatures’ psionic powers, spell-like abilities, or 
  supernatural abilities, however, may be temporarily 
  nullified by the field.
  A negate psionics power does not remove the field.
  Two or more null psionics fields have no appreciable effect on 
  each other.
  Artifacts, relics, and creatures of demigod or higher status 
  are unaffected by mortal psionics such as this.
  Note: Should you be larger than the area enclosed by the 
  field, any part of your person that lies outside the field is 
  unaffected by the field.
  POWER TURNING
  Psychokinesis (Con)
  Level: Psion 7
  Display: Vi, Me
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Until completely expended or 10 
  minutes/level
  Power Points: 13
  Powers (and spell-like effects) targeted against you rebound 
  on the original manifester.
  This power only turns psionic powers that have you as a 
  target.
  Effect and area powers are not affected.
  Power turning also fails to affect touch range powers.
  Thus, a charm person power manifested at you could be 
  turned back upon and possibly charm the manifester, but 
  whitefire could not be turned back, and neither could destiny 
  dissonance.
  From 7 to 10 (1d4+6) power levels are affected by the 
  turning.
  The DM secretly rolls the exact number.
  Each power turned subtracts its level from the amount of 
  power turning left.
  A power might be only partially turned.
  Subtract these from the power level of the incoming 
  psionic power.
  Divide the number of the remaining levels of the incoming 
  power by the power level of the incoming power to see 
  what fraction of the effect gets through.
  For damaging power, you and the original manifester each 
  suffer a fraction of the damage.
  For nondamaging powers, each of you has a proportional 
  chance to be affected.
  If you and an attacker are both warded by power turning 
  effects in operation, a resonating field is created.
  Roll randomly to determine the result:
  
  280
  PSYCHIC VAMPIRE
  Psychokinesis (Con)
  Level: Psion 5/Psychic Warrior 5
  Display: Vi (see text), Me
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 9
  This power shrouds your hand with darkness that you can 
  use to drain an opponent’s power.
  Your successful melee touch attack drains 2 power 
  points/level from your foe and transfers them immediately 
  to you.
  You can’t gain more power points than you normally have 
  available in a day.
  The stolen power points remain in your reserve until used 
  normally.
  Your touch attack, charged with a psionic power, is armed 
  as an armed attack.
  Against psionic beings who have no power points (such as a 
  psionic character with an empty power point reserve, or a 
  psionic monster that freely manifests its powers), your 
  touch instead deals 1 point of temporary Intelligence, 
  Wisdom, or Charisma damage (your choice).
  You gain 1 power point from this drain.
  You have the same effect on nonpsionic opponents.
  REDDOPSI
  Psychokinesis (Con)
  Level: Psion 7
  Display: Au, Ol, Me
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Until expended or 10 minutes/level
  Power Points: 13
  When you manifest reddopsi [red-ob-sigh], psionic powers 
  (excluding attack modes) targeted against you rebound on 
  the original manifester.
  This reverses only powers that have you as a target.
  Area powers and those that target effects are not affected.
  Reddopsi also fails to reflect touch range powers.
  Reddopsi can reverse any power, but ends as soon as it has 
  done so, no matter how minor the power.
  Should you reverse a power back on a manifester who also 
  is affected by reddopsi, the power rebounds once more upon 
  you.
  SEVER THE TIE
  Psychokinesis (Con)
  Level: Psion 2
  Display: Au, Ma
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several undead creatures within a 10-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 3
  You disrupt an undead creature’s tie to the Negative Energy 
  Plane, damaging or destroying the creature.
  Your psychokinetic “scythe” deals 3d8 points of damage to 
  all undead within the area.
  Undead that are brought to 0 hit points or below by use of 
  the power fall limply and molder into dust (if corporeal), or 
  slowly disperse (if incorporeal).
  STOMP
  Psychokinesis (Con)
  Level: Psion 1
  Display: Au, Vi
  Manifestation Time: 1 action
  Range: 20 ft.
  Area: Two-dimensional “cone” (see text)
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Power Resistance: No
  Power Points: 1
  Your foot stomp precipitates a psychokinetic shock rave 
  that travels along the ground, toppling creatures and loose 
  objects.
  The area is conelike but extends in only two dimensions, 
  flat along the ground (creatures in the air above the shock 
  wave are not affected).
  All creatures standing in the area who fail their Reflex saves 
  are thrown to the ground and take 1d4 subdual damage in 
  the process.
  Rising from a prone position is a move-equivalent action.
  TELEKINESIS
  Psychokinesis (Con)
  Level: Psion 4/Psychic Warrior 4
  Display: Vi
  Manifestation Time: 1 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) (see text)
  Power Resistance: Yes (object) (see text)
  Power Points: 7
  You move objects or creatures by concentrating on them.
  The power can provide either a gentle, sustained force or a 
  single short, violent thrust (manifester’s choice).
  Sustained Force: A sustained force moves a creature or 
  object weighing up to 25 pounds per manifester level up to 
  20 feet per round.
  A creature can negate the effect against itself or against an 
  object it possesses with a successful Will save or with power 
  resistance.
  This version of the power lasts up to 1 round per manifester 
  level, but it ends if you cease concentration.
  
  281
  The weight can be moved vertically, horizontally, or both.
  An object cannot be moved beyond your range.
  The power 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 fine 
  actions such as these require Intelligence checks against a 
  DC set by the DM.
  Violent Thrust: Alternatively, the telekinetic power can be 
  expended in a single round.
  You can hurl one or more objects or creatures that are 
  within range and all within 10 feet of each other toward 
  any target within 10 feet/level of all the objects.
  You can hurl up to a total weight of 25 pounds per 
  manifester level.
  You must succeed at attack rolls (one per creature or object 
  thrown) to hit the target with the items, using your base 
  attack plus your Intelligence modifier.
  Weapons cause standard damage (with no Strength bonus).
  Other objects cause damage ranging from 1 point per 25 
  pounds (for less dangerous objects such as a barrel) to 1d6 
  points of damage per 25 pounds for hard, dense objects 
  (such as a boulder).
  Creatures who fall within the weight capacity of the power 
  can be hurled, but they are allowed Will saves to negate the 
  effect, as are those whose held possessions are targeted by 
  the power.
  If creatures are telekinetically hurled against solid surfaces, 
  they take damage as if they had fallen 10 feet (1d6 points).
  TELEKINETIC SPHERE
  Psychokinesis (Con) [Force]
  Level: Psion 8
  Display: Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1-ft.-diameter/level sphere, centered on creatures 
  or objects
  Duration: 1 minute/level (D)
  Saving Throw: Reflex negates (object)
  Power Resistance: Yes (object)
  Power Points: 15
  A globe of shimmering force encloses a creature or object, 
  provided it is small enough to fit within the diameter of the 
  sphere.
  ‘The sphere contains its subject for the power’s duration.
  The sphere is not subject to damage of any sort except from 
  a third eye negate (or similar magical items), disintegrate, or a 
  targeted negate psionics power.
  These destroy the sphere without harm to the subject.
  Nothing can pass through the sphere, inside or out, though 
  the subjects can breathe normally.
  Creatures or objects inside the globe are nearly weightless.
  Anything contained within a telekinetic sphere weighs only 
  one-sixteenth of its normal weight.
  You can telekinetically lift anything in the sphere that 
  normally weighs up to 5,000 pounds.
  Telekinetic control extends to a maximum distance of 
  medium range from you (100 feet + 10 feet per manifester 
  level) after the sphere has actually encapsulated its 
  contents.
  You move objects or creatures in the sphere by 
  concentrating on them.
  The sphere begins moving the round after manifesting the 
  power.
  A round’s concentration (a standard action) moves the 
  sphere up to 30 feet.
  If you cease concentrating, the sphere does not move that 
  round (if on a level surface) or descends at its falling rate (if 
  aloft) until it reaches a level surface, the power’s duration 
  ends, or you begin concentrating again.
  Because of the reduced weight, the sphere falls at a rate of 
  only 60 feet per round, which is not fast enough to cause 
  damage to its contents.
  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 power’s 
  duration.
  You can move the sphere telekinetically even if you are in 
  it.
  Note that even if more than 5,000 pounds of weight is 
  englobed, the perceived weight is only one-sixteenth of the 
  actual weight, so the sphere can be rolled without 
  exceptional effort.
  TRUE CONCUSSION
  Psychokinesis (Con)
  Level: Psion 7
  Power Points: 13
  As concussion, except true concussion deals 13d6 points of 
  damage.
  You may choose to have the power deal an equal amount of 
  subdual damage instead.
  TRUE TELEKINESIS
  Psychokinesis (Con)
  Level: Psion 9
  Duration: Concentration, up to 10 minutes/level, or 
  instantaneous (see text)
  Power Points: 17
  As telekinesis and improved telekinesis, except stronger and 
  longer lasting (if a sustained force).
  When generating a sustained force, you move a creature or 
  object weighing up to 500 pounds per manifester level up 
  to 100 feet per round.
  When generating a violent thrust, objects cause damage as 
  noted in telekinesis, and creatures within the weight range 
  take 16d6 points of damage (as if they had fallen from 160 
  feet).
  PSYCHOMETABOLISM
  ADAMANT GRASP
  Psychometabolism(Str)
  Level: Psychic Warrior 5
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  
  282
  Target: You
  Duration: 1 round/level
  Power Points: 9
  All your grapple checks receive a +10 competence bonus 
  while the duration lasts.
  ADAPT BODY
  Psychometabolism (Str)
  Level: Psion 5/psychic Warrior 5
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 9
  You can adapt your body to hostile environments.
  You choose the environment at the time you manifest the 
  power.
  You can adapt to underwater, extremely hot, extremely 
  cold, and even airless environments, allowing you to 
  survive like a creature native to that environment, if any.
  You can breathe and move, and you take no damage simply 
  from being in that environment.
  You can somewhat adapt to extreme environments such as 
  acid, lava, fire, electricity, and other volatile areas.
  Any environment that normally directly deals 1 or more 
  dice of damage per round (such as lava, which deals 20d6 
  points of damage per round of immersion) is too extreme 
  for this power (although it subtracts the first die of damage 
  from the total dealt per round).
  An attack form does not constitute an environment.
  For example, even if you’re adapted to arctic conditions, 
  you are still vulnerable to psionic or magical attacks that 
  deal cold damage.
  AFFINITY FIELD
  Psychometabolism (Str)
  Level: Psion 9
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: 20 ft.
  Area: 20-ft.-radius emanation, centered on you
  Duration: 10 minutes (D)
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 17
  You create an affinity feedback loop with all creatures 
  within the area.
  While the duration lasts, affected creatures feel all physical 
  forces that you feel.
  Hit point gain or loss persists after this power ends.
  For instance, if you take 10 points of damage from a sword 
  wound, all creatures within the area also take 10 points of 
  damage.
  On the other hand, if you are subject to healing psionics or 
  magic, all creatures in the affinity field are also healed.
  Creatures in range are also subject to magical and psionic 
  effects of 3rd level or less, but all magic and psionic effects 
  transferred to others fade at the end of this power’s 
  duration, although instantaneous effects remain, such as 
  the effects of curing power.
  For instance, if you manifest animal affinity to gain the 
  average Strength score of a black bear, so too do all 
  creatures in range.
  However, even though animal affinity lasts much longer, 
  when affinity field ends, all affected creatures lose the 
  benefit of whatever power or powers still remain in affect 
  on you.
  ANIMAL AFFINITY
  Psychometabolism (Str)
  Level: Psion 2/Psychic Warrior 2
  Display: Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 3
  You forge a psychometabolic affinity with a chosen kind of 
  animal (“animal” is a creature type defined in the Monster 
  Manual), from which you emulate one ability score.
  You can emulate only one ability score per manifestation of 
  animal affinity, although multiple manifestations can affect 
  you, as long as each emulates different ability score.
  Any of the six ability scores can be enhanced in this 
  fashion.
  You can increase your own ability score by a maximum or 
  1d4+1 points.
  Thus, if you have a Dexterity of 10, you could raise it to a 
  maximum of 15 (on a good roll).
  The new ability score takes the place of your own for the 
  duration of the power.
  You cannot emulate gross physical qualities such as wings, 
  claws, fangs, and related anatomies, but you do take on 
  some subtle characteristics of the chosen animal, at the 
  DM’s discretion.
  BIOFEEDBACK
  Psychometabolism (Str)
  Level: Psion 1/Psychic Warrior 1
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 1
  You can constrict bleeding around wounds, lessening their 
  impact.
  You take a portion of any attack that deals damage as points 
  of subdual damage equal to your Strength modifier.
  Thus, a character with a Strength score of 15 who is dealt 10 
  points of damage by a power or weapon actually takes 8 
  points of normal damage and 2 points of subdual damage.
  This power is not retroactive to wounds received prior to 
  manifesting biofeedback.
  BITE OF THE TIGER
  Psychometabolism (Str)
  Level: Psion 3/Psychic Warrior 3
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  
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  Target: You
  Duration: 1 hour/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  Your posture becomes stooped forward, and you grow a 
  tigerlike muzzle complete with rending fangs.
  The power grants you a bite attack (which does not draw an 
  attack of opportunity) with a base damage of 2d8 points.
  You can use this power in conjunction with feats, powers, 
  or spells allowing additional attacks in one round, and it 
  can be used with: multiple attacks gained through level 
  advancement.
  See Psychometabolism Powers in Chapter 4: Psionics for 
  how to handle multiple attacks.
  BITE OF THE WOLF
  Psychometabolism (Str)
  Level: Psion 1/Psychic Warrior 1
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: 1
  Your posture becomes stooped forward, and you grow a 
  wolflike muzzle complete with fangs.
  The power grants you a bite attack (which does not draw an 
  attack of opportunity) with a base damage of 1d8 points.
  You can use this power in conjunction with feats, powers, 
  or spells allowing additional attacks in one round, and it 
  can be used with multiple attacks gained through level 
  advancement.
  See Psychometabolism Powers in Chapter 4: Psionics for 
  how to handle multiple attacks.
  BODY ADJUSTMENT
  Psychometabolism (Str)
  Level: Psion 2
  Display: Au, Ma
  Manifestation Time: 1 full round
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  You take control of your own living body, allowing you to 
  heal injury.
  You cure yourself of 3d6 points of damage.
  Alternatively, you can focus on a disease or poison.
  You must manifest body adjustment separately for each 
  different condition.
  If used against a disease, your next daily Fortitude save to 
  attempt to throw off the infection gains a bonus equal to 4 + 
  your manifester level.
  If used against a poison, your secondary Fortitude save 
  (usually made 1 minute after the first exposure to poison) 
  gains a bonus equal to 4 + your manifester level Multiple 
  uses of body adjustment for use against poison or disease do 
  not stack.
  Finally, you can use body adjustment to heal 2 points of 
  temporary ability damage.
  You don’t gain all three benefits from a single manifestation 
  of this power.
  BODY EQUILIBRIUM
  Psychometabolism (Str)
  Level: Psion 2/Psychic Warrior 2
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 3
  You can adjust your body equilibrium to correspond with 
  any solid or liquid that you stand on.
  Thus, you can walk on water, quicksand, or even a spider’s 
  web without sinking breaking through (this does not 
  confer any resistance to particularly sticky webs).
  You can move at your normal speed, but you cannot run (×4 
  speed) on an unfirm surface without sinking or breaking.
  If you fall while using this power, damage from the impact 
  is halved.
  BREATH OF THE DRAGON
  Psychometabolism (Str) [Fire]
  Level: Psion 6/Psychic Warrior 6
  Display: Vi (see text), Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: Yes
  Power Points: 11
  You breathe forth raging fire, originating from your mouth 
  and extending outward in a cone.
  This attack deals 11d4 points of fire damage.
  CHAMELEON
  Psychometabolism (Str)
  Level: Psion 2
  Display: Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Power Points: 3
  Your skin and equipment take on the color and texture of 
  nearby objects, including floors and walls.
  You receive a +10 enhancement bonus on Hide checks.
  CLAWS OF THE BEAR
  Psychometabolism (Str)
  Level: Psion 2/Psychic Warrior 2
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: 3
  
  284
  Your forearms lengthen, your hands broaden into wide 
  paws, and you grow sicklelike bear claws on both hands.
  The power grants you a claw attack (which does not draw 
  an attack of opportunity) with a base damage of id12.
  You can use this power in conjunction with feats, powers, 
  or spells allowing additional attacks in 1 round, and it can 
  be used with multiple attacks gained through level 
  advancement.
  See Psychometabolism Powers in Chapter 4: Psionics for 
  how to handle multiple attacks.
  CLAWS OF THE VAMPIRE
  Psychometabolism (Str)
  Level: Psion 3/Psychic Warrior 3
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: 5
  The fingernails on both your hands grow to wicked, 2-
  inchlongpoints.
  The power grants you a claw attack (which does not draw 
  an attack of opportunity) with a base damage of 1d8.
  Simultaneously, you heal as many points of damage as you 
  deal with claws of the vampire.
  You can use this power in conjunction with feats, powers, 
  or spells allowing additional attacks in one round, and it 
  can be used with multiple attacks gained through level 
  advancement.
  See Psychometabolism Powers in Chapter 4: Psionics for 
  how to handle multiple attacks.
  COMPRESSION
  Psychometabolism (Str)
  Level: Psion 1/Psychic Warrior 1
  Display: Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 1
  You can decrease your size.
  You shrink up to 10% per your manifester level, decreasing 
  by this amount in height, width and depth (to a maximum 
  reduction of 50%).
  Weight decreases by approximately the cube of the size 
  decrease as follows:
  Your equipment also shrinks.
  Your hit points, Armor Class and attack rolls do not change, 
  but Strength decreases along with size.
  For every 10% of reduction, your Strength score suffers an 
  enlargement penalty of –1, to a minimum score of 1.
  Multiple psionic or magical effects that decrease size do not 
  stack.
  DISPLACEMENT
  Psychometabolism (Str)
  Level: Psion 3/Psychic Warrior 3
  Display: Au
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 5
  Emulating the displacement ability of the displacer beast, 
  you appear to be about 2 feet away from your true location.
  You benefit from a 50% miss chance as if you had total 
  concealment.
  However, unlike actual total concealment, displacement does 
  not prevent enemies from targeting you normally.
  True seeing reveals your true location.
  DISSOLVING TOUCH
  Psychometabolism (Str) [Acid]
  Level: Psion 4/psychic Warrior 4
  Display: Vi
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature or object touched
  Duration: Until discharged
  Saving Throw: None
  Power Resistance: Yes (object)
  Power Points: 7
  Your touch (or bite) is corrosive.
  You deal 7d6 points of acid damage to any creature or object 
  you touch.
  If making an unarmed attack, or using any of the bite or 
  claw powers, this damage is in addition to any other 
  damage you deal.
  If you successfully grapple or pin a foe, your grasp deals 
  10d6 points of acid damage.
  If you can entirely enclose an object (or a very small 
  creature) in the grip of both of your hands, you deal 12d6 
  points of damage.
  Acid you secrete denatures 1 round after use, losing all 
  efficacy and ability to deal damage.
  You are immune to the acid you secrete.
  DUODIMENSIONAL HAND
  Psychometabolism (Str)
  Level: Psion 3
  Display: Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  Power Points: 5
  Your hand becomes two-dimensional, making it razor-
  sharp.
  Instead of bludgeoning damage, your unarmed attacks do 
  slashing or piercing damage (your choice), but your damage 
  potential does not increase.
  
  285
  Additionally, your hand is now psionically keen, increasing 
  its critical threat range to 17–20.
  If a combination of powers would allow you to manifest 
  duodimensional hand on a weapon (such as the graft weapon 
  power), the threat range can increased to no more than 17–
  20, but the damage multiplier is that of the weapon.
  Note: The third spatial component of your hand still exists 
  but is temporarily shunted into the Ethereal Plane, so 
  against ethereal or incorporeal targets this power is 
  ineffective.
  ECTOPLASMIC FORM
  Psychometabolism (Str)
  Level: Psion 3
  Display: Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 2 minutes/level (D)
  Power Points: 5
  You and all your gear become a partially translucent mass of 
  rippling ectoplasm that generally conforms to your normal 
  shape.
  You gain damage reduction 20/+1.
  Your material armor (including natural armor) becomes 
  worthless, although your size, Dexterity, deflection 
  bonuses, and armor bonuses from force effects (such as 
  those gained by the feat Inertial Armor) still apply.
  You become immune to poison and critical hits.
  You cannot attack or manifest powers while in ectoplasmic 
  form.
  As with polymorph self, you lose supernatural abilities, if any, 
  while in ectoplasmic form.
  You cannot run, but you can swim with a +15 circumstance 
  bonus on your Swim skill.
  You can pass through small holes or narrow openings, even 
  mere cracks, along with all you are wearing or holding in 
  your hands while the duration persists.
  ELFSIGHT
  Psychometabolism (Str)
  Level: Psion 0/psychic Warrior 0
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute
  Power Points: 1
  You gain low-light vision (as an elf) for the duration of the 
  power.
  If elfsight is used in conjunction with my light, you can see 
  twice as far as indicated in the latter power’s description.
  EMPATHIC TRANSFER
  Psychometabolism (Str)
  Level: Psion 1
  Display: Ma, Au
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes (harmless)
  Power Points: 1
  You transfer the hurts of others to yourself.
  when you manifest this power, you can transfer up to 8 
  points of damage per manifester level from the subject 
  creature to yourself.
  Alternatively, you can absorb one poison or one disease 
  afflicting the subject creature into yourself.
  When you absorb a poison or disease, you do not absorb the 
  damage done previously dealt by the affliction, but you do 
  take up the burden of making the secondary and/or 
  continuing Fortitude saves against the affliction.
  Finally, you can choose to transfer up to 1 point of 
  temporary ability damage per manifester level from the 
  subject to yourself.
  In most cases, you would only use empathic transfer with the 
  intent to heal yourself using another Psychometabolism 
  power, but self-healing is not mandatory.
  ENERGY BARRIER
  Psychometabolism (Sir)
  Level: Psion 5/Psychic Warrior 5
  Display: Vi (see text)
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level or until discharged
  Power Points: 9
  Your body assimilates and converts energy attacks to 
  harmless light.
  You gain resistance 10 to a specific energy attack (you 
  ignore the first 10 points of damage dealt by a specified 
  energy source).
  Once the power has prevented a total of 10 points of 
  damage per manifester level (maximum 150 points) from 
  specified energy attacks, it is discharged.
  Specified energy attacks include powers and spells that deal 
  acid, cold, electricity, fire, and sonic damage.
  When you absorb damage, you radiate visible light for a 
  number of rounds equal to the points of damage you 
  successfully ignore.
  The light is strong enough to illuminate a 60-foot-radius 
  area.
  ENERGY CONVERSION
  Psychometabolism (Sir)
  Level: Psion 7
  Range: Personal and Medium (100 ft. + 10 ft./level)
  Target: You and one object or creature
  Power Points: 13
  As energy barrier, except you can discharge stored energy in 
  a ray as a single ranged touch attack.
  This is a standard action.
  The ray is composed of the energy type you absorbed.
  You can choose to fire the ray prior to complete saturation 
  of your energy barrier, though this ends the power.
  If the ray successfully strikes the target, the target takes a of 
  number hit points equal to the total number of hit points 
  successfully ignored by the energy barrier.
  
  286
  EXPANSION
  Psychometabolism (Str)
  Level: Psion 2/Psychic Warrior 2
  Display: Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 3
  You can increase your size.
  You grow up to 10% per your manifester level, increasing 
  by this amount in height, width, and depth (to a maximum 
  growth of 100%).
  Weight increases by approximately the cube of the size 
  increase as follows:
  Equipment worn or carried is also enlarged.
  If insufficient room is available for the desired growth, you 
  burst weak enclosures.
  However, your larger size is constrained without harm by 
  stronger materials.
  You cannot crush yourself.
  Your hit points, Armor Class, and base attack bonus do not 
  change, but Strength increases along with size.
  For every 20% of enlargement, you gain a +1 enlargement 
  bonus to Strength.
  Multiple psionic or magical effects that increase size do not 
  stack.
  Psionic and magical properties are not enhanced with this 
  power.
  FEEL LIGHT
  Psychometabolism (Str)
  Level: Psion 1/Psychic Warrior 1
  Display: Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Power Points: 1
  You experience light translated through tactile sensation 
  (by touch).
  Your entire body becomes a receiver for light.
  In effect, your body replaces your eyes.
  You can “see” what your eyes would normally reveal.
  Your field of vision does not change, but if you have 
  darkvision, sight is not translated to touch via feel light.
  If your eyes are working normally, the expanded view gives 
  you a +1 enhancement bonus on all Spot and Search
  checks.
  If this power is used in conjunction with hear light, the 
  bonus is +2.
  FEEL SOUND
  Psychometabolism (Str)
  Level: Psion 1/Psychic Warrior 1
  Display: Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Power Points: 1
  As feel light, except you experience sound translated 
  through tactile sensation (by touch).
  Your entire body becomes a receiver for sound.
  In effect, your body replaces your ears.
  You can “hear” what your ears would normally reveal.
  Your range of hearing does not change.
  If your ears are working normally, the expanded reception 
  gives you a +1 enhancement bonus on all Listen checks.
  If this power is used in conjunction with see sound, the 
  bonus is +2.
  FISSION
  Psychometabolism (Str)
  Level: Psion 7
  Display: Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 13
  You can divide yourself, creating a duplicate up to 5 feet 
  away.
  Your duplicate thinks and acts exactly as you do and follows 
  your orders, although it will not do anything you wouldn’t 
  do yourself.
  Your duplicate has all your abilities but none of your 
  equipment.
  Your duplicate has all your hit points, half your power 
  points (figured after you deduct the cost of this power), and 
  other physical traits you had at the time you manifested the 
  power.
  Powers, spells, or other effects affecting you do not affect 
  your duplicate.
  When the duration expires or when you dismiss the power, 
  you and your duplicate rejoin, no matter how far from each 
  other you are.
  You take half of the damage your duplicate has suffered at 
  the time of rejoining.
  This could potentially put you at 0 hit points or lower, but it 
  can’t bring you to –10 hit points or less.
  Also, you lose half of the power points your duplicate used 
  up.
  If one of you dies before the duration expires, there is no 
  rejoining; however, you (either in your original flesh or 
  that of your duplicate) gain one negative level.
  GRAFT WEAPON
  Psychometabolism (Str)
  Level: Psion 5/Psychic Warrior 5
  
  287
  Display: Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 9
  You permanently attach any weapon—mundane, psionic, 
  or magical—onto the end of one of your arms.
  The weapon becomes a natural extension of your arm, and 
  that hand is nowhere to be seen.
  If you are proficient with the weapon, you add +1 to all 
  attack and damage rolls while using the weapon (this stacks 
  with all other bonuses, including those granted by Weapon 
  Focus and Weapon Specialization).
  The grafted weapon becomes subject to powers that 
  normally do not effect equipment, such as expansion.
  More importantly, since the weapon is a natural part of 
  your body, powers that normally only enhance unarmed 
  attacks and touch attacks now apply to your grafted weapon 
  (such as hammer, duodimensional hand, or even dissolving 
  touch).
  However, you lose the use of one hand and receive a –2 
  competence penalty on all skill checks requiring the use of 
  hands.
  Powers that temporarily polymorph or metamorphose you 
  (or just your hands) can ignore the grafted weapon or alter 
  it normally, at your discretion.
  If the weapon takes damage, you take the damage as well.
  If you are healed, so is your grafted weapon.
  If your weapon is destroyed, you lose 2 points of 
  Constitution; the ability damage persists until you can graft 
  another weapon or restore your natural anatomy (see 
  below).
  You can change out weapons by using this power again.
  If you manifest this power without any weapon, your 
  natural anatomy returns (but you can’t use this power to 
  recover a limb lost through some other mishap).
  HAMMER
  Psychometabolism (Str)
  Level: Psion 1
  Display: Au, Ma
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature or object touched
  Duration: Until discharged
  Saving Throw: None
  Power Resistance: Yes (object)
  Power Points: 1
  This power charges your mere touch with the force of a 
  sledgehammer.
  A successful melee touch attack deals 1d8 points of 
  bludgeoning damage.
  Your touch attack, charged with a psionic power, is treated 
  as an armed attack.
  HEAR LIGHT
  Psychometabolism (Str)
  Level: Psion 1/Psychic Warrior 1
  Display: Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Power Points: 1
  As feel light, except you experience light translated through 
  auditory sensation (by hearing).
  You can “see” with your ears because any light waves that 
  reach you are converted to sound, and you “hear” the image.
  You can see what your eyes would normally reveal, but if 
  you have darkvision, sight is not translated to sound via 
  hear light.
  If your eyes are working normally, the expanded view gives 
  you a +1 enhancement bonus on all Spot and Search 
  checks.
  If this power is used in conjunction with feel light, the 
  bonus is +2.
  HUSTLE
  Psychometabolism (Str)
  Level: Psychic Warrior 1
  Display: Au
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Effect: 1 extra partial action
  Power Points: 1
  You can take an extra partial action, but you must wait until 
  your next round’s worth of actions to do so.
  In effect, you give up a standard action on the round you 
  manifest this power, but gain an extra partial action on the 
  following round.
  This benefit counts as an enhancement bonus.
  IMMOVABILITY
  Psychometabolism (Str)
  Level: Psion 4/Psychic Warrior 4
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 7
  You are almost impossible to move.
  Your weight does not vary; instead, you mentally attach 
  yourself to the underlying fabric of the plane.
  Thus, you could conceivably anchor yourself in midair.
  You oppose any attempt to move you by a Strength check 
  modified by a bonus equal to three times your manifester 
  level Thus, at 8th level, your bonus to resist being moved is 
  +24.
  Once immovable, you can’t move to a new location unless 
  you first dismiss the power or its duration expires.
  While you are immovable, you lose all Dexterity bonuses to 
  AC.
  Neither can you attack or make any other movement.
  However, your anchored body gains damage reduction 
  20/+3.
  IMPROVED BIOFEEDBACK
  Psychometabolism (Str)
  Level: Psion 3/Psychic Warrior 3
  Duration: 1 hour/level (D)
  
  288
  Power Points: 5
  As biofeedback, except you take a portion of each damaging 
  attack as subdual damage equal to twice your Strength 
  modifier, and the duration is extended.
  IMPROVED VIGOR
  Psychometabolism (Str)
  Level: Psion 6
  Power Points: 11
  As vigor, except you gain 13 temporary hit points.
  IRON BODY
  Psychometabolism (Str)
  Level: Psion 8
  Display: Au
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 15
  This power transforms your body into living iron, which 
  grants you several powerful resistances and abilities.
  You gain damage reduction 50/+3.
  You are immune to blindness, critical hits, damage to 
  ability scores (except if that damage comes as a result of 
  psionic combat), deafness, disease, drowning, poison, 
  stunning, and all powers, spells or attacks that affect your 
  physiology or respiration, because you have no physiology 
  or respiration while this power is in effect.
  You only suffer 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 suffer a –6 enhancement penalty to Dexterity as 
  well (to a minimum Dexterity score of 1), and your speed is 
  reduced to half normal.
  You cannot drink (and thus can’t use potions), nor play 
  wind instruments.
  Your unarmed attacks deal 1d6 points of normal damage, 
  and you are considered “armed” when making unarmed 
  attacks (a small manifester instead deals 1d4 points of 
  damage).
  Your weight increases by a factor of 10, causing you to sink 
  like a stone in water.
  However, you could survive the crushing pressure and lack 
  of air at the bottom of the ocean—at least until the power 
  expires.
  LESSER BODY ADJUSTMENT
  Psychometabolism (Str)
  Level: Psion 1
  Power Points: 1
  As body adjustment, except you cure yourself of 1d8 hit 
  points, or gain just a +1 bonus on your next Fortitude save 
  against poison or disease, or heal 1 point of temporary 
  ability damage.
  You don’t gain all three benefits simultaneously for a single 
  manifestation.
  LESSER NATURAL ARMOR
  Psychometabolism (Str)
  Level: Psion 0
  Display: Ol, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute
  Power Points: 1
  Your skin grows thick ridges, providing a +1 natural armor 
  bonus to your AC.
  Unlike mundane armor, natural armor entails no armor 
  check penalty or speed reduction.
  METAMORPHOSIS
  Psychometabolism (Str)
  Level: Psion 5
  Display: Ma, Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 9
  As polymorph self, except you can also assume the form of 
  inanimate objects as well as creatures.
  Thus, you could change yourself into a rock (if no smaller 
  than Diminutive size), or a boulder (if no more than one 
  size larger than your normal size).
  As with polymorph self, you can switch forms each round.
  You can take the shape of most any object you can think of, 
  such as a chair, a sword, or a rug, but if you attempt to take 
  the form of a complex object, you must make an 
  appropriate skill check.
  For instance, if you take the form of a beautiful painting, 
  you must make a Craft (painting) check against a DC set by 
  your DM to determine the quality of the painting.
  Likewise, you cannot take the form of a complex clockwork 
  or mechanical mechanism unless you have some sort of 
  skill associated with the object.
  You cannot metamorphose into inherently psionic or 
  magical materials or objects, or any object with a hardness 
  of 15 or greater.
  You also cannot take the form of a psionically animated 
  mechanism or any sort of object formed of ectoplasm.
  As an inanimate object, you lose all mobility; however, you 
  retain your ability to manifest powers normally.
  If you take damage as an object, you also take damage (but 
  the objects natural hardness, if any, protects you).
  NATURAL ARMOR
  Psychometabolism (Str)
  Level: Psion 4
  Duration: 1 hour/level (D)
  Power Points: 7
  As lesser natural armor, but you gain a +4 natural armor 
  bonus to AC.
  Also, the duration is considerably longer.
  OAK BODY
  Psychometabolism (Str)
  Level: Psion 7
  Display: Au
  Manifestation Time: 1 action
  
  289
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 13
  As iron body, but this power transforms your body into 
  living oak.
  You gain damage reduction 20/+1.
  You are immune to blindness, damage to ability scores, 
  deafness, disease, drowning, poison, stunning, and all 
  powers, spells, or attacks that affect your physiology or 
  respiration, because you have no physiology or respiration 
  while this power is in effect.
  You only suffer three-quarters damage from acid and cold 
  of all kinds.
  However, you also become vulnerable to all special attacks 
  that affect wood.
  You gain a +3 enhancement bonus to Strength, but you 
  suffer a –3 enhancement penalty to Dexterity as well (to a
  minimum score of 1), and your speed is reduced to half 
  normal.
  You cannot drink (and thus can’t use potions), nor play 
  wind instruments.
  Your unarmed attacks deal 1d6 points of normal damage, 
  and you are considered “armed” when making unarmed 
  attacks (a Small manifester instead deals 1d4 points of 
  damage).
  Your weight increases by a factor of five, but you float in 
  water.
  PAINFUL TOUCH
  Psychometabolism (Str)
  Level: Psion 2/Psychic Warrior 2
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 3
  Your unarmed attacks cause additional pain.
  When you make a successful unarmed attack that deals 
  damage (or in conjunction with any bite or claw powers), 
  you deal an additional 1d6 points of subdual damage to the 
  target.
  POLYMORPH SELF
  Psychometabolism (Str)
  Level: Psion 4/Psychic Warrior 4
  Display: Ma, Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 7
  You change your form to that of another creature.
  The new form can range in size from Diminutive to one 
  size larger than your normal form, and can have no more 
  hit dice than you have, and in any case the assumed form 
  cannot have more than 15 hit dice.
  You cannot change into constructs, elementals, outsiders,
  or undead unless you are already are one of these types.
  Upon changing, you regain lost hit points as if having 
  rested for a day (though this healing does not restore 
  temporary ability damage and provide other benefits of 
  resting for a day; and changing back does not heal you 
  further).
  If slain, you revert to your original form, though you 
  remain dead.
  You acquire the physical and natural abilities of the 
  creature you have polymorphed into while retaining your 
  own mind.
  Physical abilities include natural size and Strength, 
  Dexterity, and Constitution scores.
  Natural abilities include armor, natural weapons (such as 
  claws, bite, swoop and rake, and constriction; but not 
  petrification, breath weapons, energy drain, energy effect, 
  etc.), and similar gross physical qualities (presence or 
  absence of wings, number of extremities, etc.).
  A body with extra limbs does not allow a character to make 
  more attacks (or more advantageous two-weapon attacks) 
  than normal.
  Natural abilities also include mundane movement 
  capabilities, such as walking, swimming, and flight with 
  wings, but not psionic or magical flight and other psionic 
  or magical forms of travel, such as blink, dimension door, 
  phase door, plane shift, teleport, and teleport without error.
  Extremely high speeds for certain creatures are the result of 
  extraordinary magical, or psionic ability, so they are not 
  granted by this power.
  (In general, non-flying speeds greater than 60 and flying 
  speeds greater that 120).
  Other mundane abilities (such as an owl’s low-light vision) 
  are considered natural abilities and are retained.
  Any part of the body or piece of equipment that is separated 
  from the whole reverts to its original form.
  Your new scores and faculties are average ones for the race 
  or species into which you have been transformed.
  You cannot, for example, turn into a mighty weight lifter to 
  give yourself great Strength.
  Likewise, you cannot change into a bigger or powerful 
  version of a creature (or a smaller weaker version).
  Nor can you turn into a variant form of a creature.
  For example you can turn he subject into an ogre, but not a 
  half-dragon ogre.
  You retain your Intelligence, Wisdom, and Charisma 
  scores, level and class, hit points (despite any change to 
  your Constitution score), alignment, base attack bonus, and 
  base saves.
  (New Strength, Dexterity, and Constitution scores may 
  affect final attack and save bonuses, as well as the DCs for 
  affected powers).
  You retain your own type (for example, “humanoid”), 
  extraordinary abilities, psionics, spells, and spell-like 
  abilities, but not your supernatural abilities.
  You do not gain the supernatural abilities (such as breath 
  weapons and gaze attacks) or the extraordinary abilities of 
  the new creature.
  When the polymorph occurs, your equipment, if any, 
  transforms to match the new form.
  If the new form is a creature who does not use equipment 
  (aberration, animal, beast, magical beast, construct, dragon, 
  elemental, ooze, some outsiders, plant, some undead 
  creatures, some shapechangers, or vermin), the equipment 
  melds into the new form and becomes nonfunctional.
  If the new form uses equipment (fey, giant, humanoid, 
  some outsiders, many shapechangers, many undead 
  
  290
  creatures), your equipment changes to match the new form 
  and retains its properties.
  You can freely designate the new form’s minor physical 
  qualities (such as hair color, hair texture, and skin color) 
  within the normal ranges for a creature of that type.
  The new form’s significant physical qualities (such as 
  height, weight, and gender) are also under your control, but 
  must fall within the norms for the new form’s species.
  You can be changed into a member of your species or even 
  into yourself.
  You are effectively disguised as an average member of the 
  new form’s race.
  If you use this power to create a disguise, you get a +10 
  bonus on your Disguise check.
  Incorporeal or gaseous forms cannot be assumed, and 
  incorporeal or gaseous creatures are immune to being 
  polymorphed.
  A natural shapeshifter (a lycanthrope, doppelganger, 
  experienced druid, etc.).
  can take its natural form as a standard action.
  PSYCHOFEEDBACK
  Psychometabolism (Str)
  Level: Psion 4/Psychic Warrior 4
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute (D)
  Power Points: 7
  You can use power points to boost your Strength, Dexterity, 
  and Constitution modifiers as a free action.
  While the duration lasts, you can use power points on a 
  round-by-round basis to boost any or all of your ability 
  score modifiers (not the actual ability score) by a number 
  equal to half the power points you expend for that round as 
  a free action.
  For example, you can boost your Strength modifier by as 
  much as 8 points (if you spend 16 power points).
  Unless you again spend 16 power points the following 
  round, though, your Strength modifier returns to its former 
  lower level.
  You could simultaneously boost two scores, or all three, as 
  long as you pay the total power point cost.
  You don’t have to boost an ability modifier every round to 
  keep the power in effect—as long as the duration lasts, you 
  have the potential to boost your ability modifiers on any 
  round you choose.
  REJUVENATION
  Psychometabolism (Str)
  Level: Psion 3
  Display: Au
  Manifestation Time: 1 minute
  Range: Personal
  Target: You
  Duration: 10 hours
  Power Points: 5
  Rejuvenation cures 1 point of temporary ability damage per 
  hour, up to a maximum of 10 points.
  It does not restore permanent ability drain (such as from a 
  wraith’s touch).
  SEE SOUND
  Psychometabolism (Str)
  Level: Psion 1/Psychic Warrior 1
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Power Points: 1
  As feel sound, except you experience sound translated 
  through visual sensation (by sight).
  You must be able to see normally or also have feel light 
  active.
  Your eyes convert sound to light: You can see sound even 
  in darkness, as long as some noise is present to give objects 
  shape.
  You are “blinded” in complete silence.
  Your range of sight does not change.
  If your ears are working normally, the expanded reception 
  gives you a +1 enhancement bonus on all Listen checks.
  If used in conjunction with feel light, the bonus is +2.
  SHADOW BODY
  Psychometabolism (Str)
  Level: Psion S
  Display: Au
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 15
  Your body and all your equipment are subsumed by your 
  shadow, which grants you several powerful resistances and 
  abilities.
  As a living shadow, you blend perfectly into any other 
  shadow and vanish in darkness.
  You appear as an unattached shadow in areas of full light.
  You can move at your normal speed, but you can move on 
  any surface, including walls and ceilings, as well as across 
  the surfaces of liquids—even up the face of a waterfall.
  While in shadow form, you can be detected by powers that 
  detect thoughts, life, or presences (including true seeing), or 
  by suspicious movements in lighted areas.
  You cannot harm anyone physically or manipulate any 
  object, but you can use your psionic powers normally.
  Using psionic powers may attract notice, but if you remain 
  in a shadowed area, you add +15 to your Hide checks.
  You are nearly undetectable in darkness (although certain 
  power displays could briefly pinpoint your exact location).
  You gain damage reduction 50/+5.
  You are immune to all things noted in iron body, as well as to 
  things that would harm an iron golem.
  SHAPECHANGE
  Psychometabolism (Str)
  Level: Psion 9
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  
  291
  Power Points: 17
  As polymorph self, except this power enables you to assume 
  the form of any single creature of less than deity status 
  (including unique dragon types, or the like) or any single 
  object.
  The assumed form can be no smaller than a flea and no 
  larger than 200 feet in its largest dimension.
  Unlike polymorph self, this power allows incorporeal forms 
  to be assumed.
  Your new form works like a polymorph self form.
  You still do not gain the supernatural, magical, psionic, or 
  spell-like abilities of your new form, though you do gain its 
  extraordinary abilities while keeping your own.
  You also gain the type of the new form (for example, 
  “dragon” or “magical beast”) in place of your own.
  Parts of your body or pieces of equipment that are separated 
  from you do not revert to their original forms.
  Thus, a new form’s poisonous bite is effective.
  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.
  For example, you are in combat and assume the form of a 
  will o’ wisp.
  When this form is no longer useful, you change into a 
  stone golem and walk away.
  When pursued, you change into a flea, which hides on a 
  horse until it can hop off.
  From there, you can become a dragon, an ant, or just about 
  anything you are familiar with.
  If you use this power to create a disguise, you get a +10 
  circumstance bonus on your Disguise check.
  SUSPEND LIFE
  Psychometabolism (Str)
  Level: Psion 6/Psychic Warrior 6
  Display: Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 11
  You can place yourself into a trance so deep that all your life 
  functions are essentially halted.
  Even powers that detect life or thought are incapable of 
  determining that you yet live.
  While you are suspended, you feel the passage of one day 
  for every year that actually passes.
  Though on a slower schedule, you grow hungry after a 
  “day” without food (though a year may pass in actuality) and 
  begin to suffer the effects of thirst and starvation as 
  appropriate.
  You are also aware of your surroundings, though events 
  that take less time than 10 minutes occur too quickly for 
  you to note them.
  If you take damage, you come out of your trance in 4 
  rounds.
  If you choose to come out of the trance voluntarily, it takes 
  10 rounds.
  Once you leave the trance, you must manifest this power 
  once more to return to a state of suspension.
  SUSTENANCE
  Psychometabolism (Str)
  Level: Psion 2
  Display: Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  You can go without food and water for one day.
  Each time you manifest this power, your body 
  manufactures sufficient nutrition and liquids to fully satisfy 
  your needs for that time.
  TALONS
  Psychometabolism (Str)
  Level: Psion 0/Psychic Warrior 0
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute
  Power Points: 1
  The fingernails on both your hands grow to wicked, 1-
  inchlong points.
  Your unarmed attacks deal +1 damage (normal instead of 
  subdual damage).
  Equally important, you are considered armed and thus do 
  not draw an attack of opportunity for an unarmed attack.
  The +1 damage bonus stacks with the base damage granted 
  by the various claw powers.
  TRUE METABOLISM
  Psychometabolism (Str)
  Level: Psion 9
  Display: Ma
  Manifestation Time: 1 full round
  Range: Personal
  Target: You
  Duration: 1 minute
  Power Points: 17
  You regenerate 10 hit points every round for 1 minute.
  VALOR
  Psychometabolism (Str)
  Level: Psychic Warrior 0
  Display: Au
  Manifestation Time: See text
  Range: Personal
  Target: You
  Power Points: 1
  You can immediately apply a +1 morale bonus on a saving 
  throw.
  You can manifest this power instantly, quickly enough to 
  gain the +1 morale bonus on a saving throw in the same 
  round.
  Manifesting the power is a free action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  
  292
  VERVE
  Psychometabolism (Str)
  Level: Psion 0/Psychic Warrior 0
  Display: Ma, Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute (D)
  Power Points: 1
  You gain 1 temporary hit point.
  See Chapter 8 of the Player’s Handbook for more on 
  temporary hit points.
  VIGOR
  Psychometabolism (Str)
  Level: Psion 1/Psychic Warrior 1
  Display: Ma, Ol
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 1
  You suffuse yourself with power, gaining 3 temporary hit 
  points per manifester level (maximum 18 hit points).
  These hit points do not stack with temporary hit points
  from other sources or with additional uses of vigor.
  See Chapter 8 of the Player’s Handbook for more on 
  temporary hit points.
  PSYCHOPORTATION
  ASTRAL PROJECTION
  Psychoportation (Dex)
  Level: Psion 9
  Display: None
  Manifestation Time: 30 minutes
  Range: Touch
  Targets: You plus one additional creature touched per 
  two levels
  Duration: See text
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 17
  Freeing your spirit from your physical body, this power 
  allows you to project an astral body into another plane 
  altogether.
  You can bring the astral forms of other creatures with you, 
  provided the creatures are linked in a circle with you at the 
  time of the manifestation.
  These fellow travelers are dependent upon you and must 
  accompany you at all times.
  If something happens to you during the journey, the 
  companions are stranded wherever you left them.
  You project your astral self into the Astral Plane, leaving 
  your physical body behind on the Material Plane in a State 
  of suspended animation.
  The power projects an astral copy of you and all you wear or 
  carry onto the Astral Plane.
  Since the Astral plane touches upon every other plane, you 
  can travel astrally to other planes as you will.
  You then leave the Astral Plane, forming a new physical 
  body (and equipment) on the plane of existence you have 
  chosen to enter.
  On the Astral plane or any outer plane, the astral body is 
  connected at all times to the material body by a silvery cord.
  If the cord is broken, the affected person is killed, astrally 
  and materially.
  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 astral form is slain, the cord simply 
  returns to the person’s body where it rests on the Material 
  Plane, 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 their 
  physical bodies.
  The power lasts until you desire to end it, or until it is 
  terminated by some outside means, such as negate psionics 
  manifested upon either the physical body or the astral 
  form, or the destruction of your body back on the Material 
  Plane (which kills you).
  ASTRAL STEED
  Psychoportation (Dex)
  Level: Psion 3
  Display: Ma
  Manifestation Time: 10 minutes
  Range: 0 ft.
  Effect: One quasi-real, horselike creature
  Duration: 1 hour/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  You call a quasi-real, horselike creature from the Astral 
  Plane.
  The steed can be ridden only by you or by the one person 
  for whom you specifically call the mount.
  An astral steed looks partially amorphous, and its 
  translucent body appears to constantly ripple.
  Its body forms the rudiments of a saddle, bit, and bridle.
  It does not fight, but all normal animals shun it and refuse 
  to attack it.
  (Dire animals and nonintelligent creatures, such as vermin, 
  can attack it).
  The mount is otherwise identical with a phantom steed as 
  described in Chapter 11 of the Player’s Handbook, 
  including the improved abilities of a mount called at higher 
  manifester levels.
  BALEFUL TELEPORT
  Psychoportation (Dex) [Teleportation]
  Level: Psion 5
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  
  293
  Target: Any object or creature whose weight does not 
  total more than 300 lb./level
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 9
  You psychoportively disperse minuscule portions of the 
  subject, dealing 9d6 points of damage.
  Targets are protected from the effects of a baleful teleport by 
  dimensional anchor.
  BANISHMENT
  Psychoportation (Dex)
  Level: Psion 6
  Display: Au, Ma
  Manifestation Time: 1 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
  Power Resistance: Yes
  Power Points: 11
  Banishment is a more powerful version of the dismissal 
  power.
  It enables you to force extraplanar creatures out of your 
  home plane.
  Up to 2 HD of creatures per manifester level can be 
  banished.
  To target a creature, you must present at least one object or 
  substance that it hates, fears, or otherwise opposes.
  For each such object or substance, you gain +1 on your 
  manifester level check to overcome the target’s PR (If any) 
  and +2 on the saving throw DC.
  For example, if this power were manifested on a demon 
  that hated light and was vulnerable to holy water and iron 
  weapons, you might present iron, holy water, and a torch 
  while manifesting the power.
  The three items would add +3 to your check to overcome 
  the demon’s spell resistance (or power resistance, if psionic) 
  and add +6 to the power’s DC.
  At the DM’s option, certain rare items might work twice as 
  well (+2 to penetrate resistance and +4 to the power’s DC).
  BURST
  Psychoportation (Dex)
  Level: Psion 0/Psychic Warrior 0
  Display: Au
  Manifestation Time: See text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round
  Power Points: 1
  The subject receives a burst of speed.
  The subject has a speed equal to her original speed +10 on 
  her next round of actions.
  You can manifest this power instantly on yourself, quickly 
  enough to gain the benefit of the speed increase in the 
  same round.
  Manifesting the power is a free action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  If manifested on another creature, the manifestation time is 
  1 action.
  CALL COHORT
  Psychoportation (Dex) [Teleportation]
  Level: Psychic Warrior 6
  Display: Ma, Vi
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Your cohort, if any
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 11
  Call cohort teleports your cohort to you from any distance 
  within a plane (but not between planes).
  A cohort is gained with the Leadership feat (described in 
  Chapter 2 of the DUNGEON MASTER’s Guide).
  You determine the arrival point of your cohort at any point 
  within close range.
  If your cohort is not separated from you when you manifest 
  this power, it instead allows you to teleport your cohort 
  from one point to another within close range.
  CALL WEAPONRY
  Psychoportation (Dex) [Teleportation]
  Level: Psion 1/Psychic Warrior 1
  Display: Au, Ma
  Manifestation Time: 1 action
  Range: Touch
  Effect: 1 unattended weapon (see text)
  Duration: 1 hour/level (see text) (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1 (see text)
  You call a weapon “from thin air” into your waiting hand 
  (actually, it is a real weapon hailing from some other 
  random location in the multiverse).
  You don’t have to see or know of a weapon to call it—in 
  fact, you can’t ever call a specific weapon.
  You just specify the type.
  If the specified weapon type is one you can call at your 
  level, it appears.
  If you call a projectile weapon, it comes complete with 3d6 
  bolts, arrows, or sling bullets, as appropriate (the 
  ammunition does not have an enhancement bonus, even at 
  10th level and above).
  If you relinquish your grip on the weapon you called for 2 
  or more rounds, it automatically returns to wherever it 
  originally came from.
  As your level increases, you can summon better and better 
  weapons, although the power point cost is also greater.
  
  294
  Weapons with enhancement bonuses are assumed to be 
  psionic, unless you specify otherwise.
  Weapons gained by call weaponry are distinctive due to the 
  low hum they emit.
  CATFALL
  Psychoportation (Dex)
  Level: Psion 0/Psychic Warrior 0
  Display: Au
  Manifestation Time: See text
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 1
  You recover instantly from a fall and can absorb some 
  damage from falling.
  You land on your feet no matter how far you fall, and the 
  first 3 points of falling damage are treated as subdual 
  damage.
  You can manifest this power instantly, quickly enough to 
  save yourself if you unexpectedly fall.
  Manifesting the power is a free action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  DIMENSION DOOR
  Psychoportation (Dex) [Teleportation]
  Level: psion 4/Psychic Warrior 4
  Display: Vi
  Manifestation Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Target: You and touched objects or other touched willing 
  creatures (see text)
  Duration: Instantaneous
  Power Points: 7
  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 staring direction, such as 
  “900 feet straight downward”, or “upward to the northwest, 
  45-degree angle, 1,200 feet”.
  You can bring along up to 500 pounds of nonliving matter 
  or 250 pounds of living matter.
  After using this power, you can’t take any other actions 
  until your next turn.
  If you arrive in a place that is already occupied by a solid 
  body, you become trapped in the Astral Plane.
  Each round that you are trapped in the Astral Plane in this 
  way, you may make a Will save (DC 25) to return to the 
  Material plan at a random open space on a suitable surface 
  within 100 feet of the intended location.
  If there is no free space within 100 feet, make a Will save 
  each minute to appear in a free space within 1,000 feet.
  If there is no free space within 1,000 feet, you are stuck on 
  the Astral Plane until rescued.
  DIMENSION SLIDE
  Psychoportation (Dex)
  Level: Psion 3
  Display: Vi Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You (see text)
  Duration: Instantaneous
  Power Points: 5
  You instantly transfer yourself from your current location 
  to any other spot within range that you can see directly.
  You arrive at exactly the spot desired, if you can see it.
  You cannot dimension slide through solid objects; even a 
  curtain blocks you.
  You cannot bring along more than your medium load 
  carrying capacity, nor can you bring along any living matter 
  that weighs more than 20 pounds.
  After using this power, you can’t take any other actions 
  until your next turn.
  If you somehow attempt to transfer yourself to a location 
  occupied by a solid body (perhaps your perceptions are 
  being controlled by a telepath), the power simply fails to 
  function.
  DIMENSIONAL ANCHOR
  Psychoportation (Dex)
  Level: Psion 4
  Display: Au
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10ft./level)
  Effect: Ray
  Duration: 1 minute/level
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 7
  A slick, translucent ray springs from your outstretched 
  hand.
  You must make a ranged touch attack to hit the target.
  Any creature or object struck is covered with a shimmering 
  ectoplasmic film that completely blocks bodily 
  extradimensional travel.
  Forms of movement barred by the dimensional anchor 
  include those granted by spells such as astral projection, 
  blink, dimension door, dimension slide, ethereal jaunt, 
  etherealness, gate, maze, phase door, plane shift, shadow walk, 
  dream walk, teleport, and similar spell-like, magical, or 
  psionic abilities.
  The dimensional anchor does not interfere with the 
  movement of creatures already in ethereal or astral form 
  when the power is manifested, nor does it block 
  extradimensional perception or attack forms such as a 
  basilisk’s gaze.
  Dimensional anchor does not prevent astral constructs from 
  disappearing at the end of an astral construct power.
  Dimensional anchor protects a subject from the effects of 
  baleful teleport.
  DISMISSAL
  Psychoportation (Dex)
  Level: Psion 4
  Display: Au
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One extraplanar creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  
  295
  This power forces an extraplanar creature back to its proper 
  plane.
  Add the creature’s HD to its saving throw and subtract your 
  level as well.
  If the power succeeds, the creature is instantly whisked 
  away, but there is a 20% chance of actually sending the 
  subject to a plane other than its own.
  DISSIPATING TOUCH
  Psychoportation (Dex) [Teleportation]
  Level: Psion 1
  Display: Au, Vi (see text)
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature or object touched
  Duration: Until discharged
  Saving Throw: None
  Power Resistance: Yes (object)
  Power Points: 1
  Your mere touch can disperse the surface material of a foe 
  or object, sending a tiny portion of it far away.
  This is disruptive; thus, your successful melee touch attack 
  deals 1d8 points of damage.
  Your touch attack, charged with a psionic power, is treated 
  as an armed attack.
  DIVERT TELEPORT
  Psychoportation (Dex) [Teleportation]; and Psychokinesis 
  (Con) [Teleportation]
  Level: Psion 7
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft, + 10 ft./level)
  Area: A circle, centered on you, with a radius of 100 ft. + 10 
  ft./level
  Effect: Diverts the teleportation of any object or creature 
  whose weight does not total more than 300 lb./level
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates (foils diversion)
  Power Resistance: Yes (foils diversion)
  Power Points: 13
  As sense psychoportation, except you can divert the final 
  destination of any teleportation made by others within the 
  area.
  This is a free action, like manifesting a quickened power, 
  and counts toward the limit of one quickened power per 
  round.
  You can divert the destination of both incoming and 
  outgoing teleportations, both psionic and magical.
  You must overcome the power resistance of creatures that 
  possess it for a successful diversion, and the teleporting 
  creature can make a Will save to foil the diversion as well.
  For purposes of this power, “divert” means you choose the 
  actual destination of any teleportation you can affect.
  The destination you choose must be a location to which 
  you yourself have previously teleported.
  DREAM TRAVEL
  Psychoportation (Dex)
  Level: Psion 8
  Display: Vi
  Manifestation Time: 1 action
  Range: Touch
  Targets: Up to one touched creature/level
  Duration: 1 hour/level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 15
  You and any creature you touch are drawn along a crystal 
  arc of reverie to the edge of conscious thought, and into the 
  region of dreams.
  You can take more than one creature along with you 
  (subject to your level limit), but all must be touching each 
  other.
  You physically enter the land of dreams, leaving nothing 
  behind.
  In the region of dreams, you move through a menagerie of 
  thoughts, desires, and phantoms created by the minds of 
  dreamers everywhere.
  For every minute you move through dream, you can “wake”
  to find yourself five miles displaced in the waking world.
  Thus, a character can use this power to travel rapidly by 
  physically entering where only dreams normally prowl, 
  moving the desired distance, and then stepping back into 
  the waking world.
  You know where you will come out in the waking world.
  Dream travel can also be used to travel to other planes that 
  contain creatures who dream, but this requires crossing 
  into the dreams of outsiders, where you are subject to the 
  vagaries of many dream realities.
  This is a potentially perilous proposition, at your DM’s 
  option.
  Transferring to another plane of existence requires 1d4 
  hours on an uninterrupted journey.
  Any creatures touched by you when dream travel is 
  manifested also make the transition to the borders of 
  unconscious thought.
  They may opt to follow you, wander off into the dreams of 
  others, or stumble back into the waking world (50% chance 
  for either of the latter results if they are lost or abandoned 
  by you).
  Creatures unwilling to accompany you into the region of 
  dreams receive a will save, negating the effect if successful.
  ETHEREAL JAUNT
  Psychoportation (Dex)
  Level: Psion 6/Psychic Warrior 6
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 11
  You become ethereal, along with your equipment.
  You are in a place called the Ethereal plane that overlaps 
  the normal physical, Material Plane.
  When the power expires, you return to material existence.
  Note: An ethereal creature is invisible, incorporeal, and 
  capable of moving in any direction, even up or down (albeit 
  at half normal speed).
  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.
  
  296
  Sight and hearing onto the Material Plane are limited to 60 
  feet.
  Force effects and magical 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 
  powers you manifest while ethereal affect only other 
  ethereal things.
  Certain material creatures or objects have attacks or effects 
  that work on the Ethereal Plane (such as the basilisk and its 
  gaze attack).
  By contrast, treat other ethereal creatures and ethereal 
  objects as if they had become material.
  If you end the power and become material while inside a 
  material object (such as a solid wall), you are shunted off to 
  the nearest open space and suffer 1d6 points of damage per 
  5 feet that you so travel.
  ETHEREALNESS
  Psychoportation (Dex)
  Level: Psion 7
  Range: Touch (see text)
  Targets: You and one other touched creature/3 levels
  Duration: 1 minute/level (D)
  Power Resistance: Yes
  Power Points: 13
  As ethereal jaunt, except you and other creatures joined by 
  linked hands (along with their equipment) become 
  ethereal.
  Besides yourself, you can bring one creature per three 
  manifester levels to the Ethereal Plane.
  Once ethereal, the creatures need not stay together.
  When the power expires, all affected creatures in the 
  Ethereal Plane return to material existence.
  FEATHER FALL
  Psychoportation (Dex)
  Level: Psion 1
  Display: Au
  Manifestation Time: See text
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Any free-falling objects or creatures in a 10-ft. 
  radius whose weight does not total more than 300 lb./level
  Duration: Until landing or 1 round/level
  Saving Throw: Will negates (object)
  Power Resistance: Yes (object)
  Power Points: 1
  The creatures or objects affected fall slowly.
  The rate of fall is instantly changed to a mere 60 feet per 
  round (equivalent to the end of a fall from a few feet), with 
  no damage incurred upon landing while the power is in 
  effect.
  However, when the duration expires, a normal rate of fall 
  occurs.
  You can manifest this power instantly, quickly enough to
  save yourself if you unexpectedly fall.
  Manifesting the power is a free action, like manifesting a 
  quickened power, and it counts toward the normal limit of 
  one quickened power per round.
  This power has no special effect on ranged weapons unless 
  they are falling quite a distance.
  If manifested on a falling item, such as a boulder dropped 
  from the top of a castle wall, the item does half normal 
  damage based on weight (1d6 per 400 pounds) with no 
  bonus for the height of the drop.
  The power works only upon free-falling objects.
  It does not affect a sword blow or a charging or flying 
  creature.
  FLOAT
  Psychoportation (Dex)
  Level: Psion 0/Psychic Warrior 0
  Display: Au
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Any object or creature whose weight does not 
  total more than 300 lb./level
  Duration: Concentration
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You can mentally support one creature or object in water or 
  similar liquid at will from a distance.
  You cannot move the floating object, but if the subject of 
  the power is animate, it can move through the water 
  without fear of submerging (or drowning, if an unskilled 
  swimmer).
  The power ends if the distance between you and the subject 
  ever exceeds the power’s range.
  FLY
  Psychoportation (Dex)
  Level: Psion 3
  Display: Vi
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Power Resistance: Yes (harmless)
  Power Points: 5
  The power’s subject can fly at a speed of 90 feet (60 feet if 
  the creature wears medium or heavy armor).
  The subject can fly up at half speed and descend at double 
  speed.
  The flying subject’s maneuverability is good.
  Using the fly power requires as much concentration as 
  walking, so the subject can attack or manifest powers 
  normally.
  The subject of fly can charge but not run, and it cannot 
  carry aloft more weight than its maximum load (see 
  Chapter 9 of the Player’s Handbook), plus any armor it wears.
  Should the duration expire while the subject is still aloft, 
  the psionic effect fails slowly.
  The subject drops 60 feet per round for 1d6 rounds.
  If it reaches the ground in this time, it is safe.
  If not, it falls the rest of the distance (falling damage is 1d6 
  per 10 feet of fall).
  Since negating a power effectively ends it, the subject falls 
  immediately if fly is negated.
  
  297
  FREEDOM OF MOVEMENT
  Psychoportation (Dex)
  Level: Psion 4
  Display: Au
  Manifestation Time: 1 action
  Range: Personal or touch
  Target: You or creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Power Resistance: No or Yes (harmless)
  Power Points: 7
  This power enables you or the creature you touch to move 
  and attack normally for the duration of the power, even 
  under the influence of psionics that usually impedes 
  movement, such as ectoplasmic cocoon.
  The power also allows a character to move and attack 
  normally while underwater, even with cutting weapons 
  such as axes and swords and with smashing weapons such 
  as flails, hammers, and maces, provided that the weapon is 
  wielded in the hand rather than hurled.
  The power does not, however, allow water breathing 
  without further appropriate psionic adaptation.
  GLIDE
  Psychoportation (Dex)
  Level: Psion 2
  Display: Vi
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: None
  Power Resistance: Yes (harmless)
  Power Points: 3
  The power’s subject can glide through the air with a speed 
  of 20 feet (10 feet if the creature wears medium or heavy 
  armor).
  The subject can only fly upward at a speed of 5 feet but may 
  descend at a speed of 50 feet.
  The gliding subject’s maneuverability is poor.
  Using the glide power requires as much concentration as 
  running, so the subject cannot attack or manifest powers 
  normally.
  The subject of glide cannot carry aloft more weight than its 
  medium load carrying capacity (see Chapter 9 of the Player’s 
  Handbook), plus any armor it wears.
  Should the duration expire while the subject is still aloft, 
  the psionic effect fails slowly.
  The subject drops 50 feet per round for 1d6 rounds.
  If it reaches the ground in that time, it is safe.
  If not, it falls the rest of the distance (falling damage is 1d6 
  per 10 feet of fall).
  Since negating a power effectively ends it, the subject falls 
  immediately if glide is negated.
  IMPROVED ETHEREALNESS
  Psychoportation (Dex)
  Level: Psion 8
  Duration: 10 minutes/level (D)
  Power Resistance: Yes
  Power Points: 15
  As etherealness, except the duration is an order of magnitude 
  greater.
  IMPROVED FLY
  Psychoportation (Dex)
  Level: Psion 6
  Power Points: 11
  As fly, except the subject can fly at a speed of 180 feet (150 
  feet if the creature wears medium or heavy armor).
  KNOCK
  Psychoportation (Dex)
  Level: Psion 2
  Display: Ma
  Manifestation Time: 1 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
  Power Resistance: No
  Power Points: 3
  The knock power opens stuck, barred, locked, or psionically 
  locked doors (and magically held and arcane locked doors, 
  unless the Psionics Are Different option is in use).
  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 psionically locked door, the power does not 
  remove the psionic lock but simply suspends its functioning 
  for 10 minutes.
  In all other cases, the door does not relock itself or becomes 
  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.
  Note that the effect is limited by the area.
  A 4th-level manifester can manifest knock on a door of 40 
  square feet or less.
  Each power can undo up to two means of preventing egress 
  through a portal.
  Thus if a door is locked, barred, and held, or quadruple 
  locked, opening it requires two knock powers.
  LEVITATE
  Psychoportation (Dex)
  Level: Psion 2/Psychic Warrior 2
  Display: Ol
  Manifestation Time: 1 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: 10 minutes/level (0)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  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.
  
  298
  You can mentally direct the recipient to move up or down 
  up to 20 feet each round; doing so is a move-equivalent 
  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 speed).
  A levitating creature who attacks with a melee or ranged 
  weapon finds himself increasingly unstable; the first attack 
  has an attack roll penalty of –1, the second –2, and so on, up 
  to a maximum penalty of –5.
  A full round spent stabilizing allows the creature to begin 
  again at –1.
  PHASE DOOR
  Psychoportation (Dex)
  Level: Psion 7
  Display: Vi
  Manifestation Time: 1 action
  Range: Touch
  Effect: Ethereal 5-ft. × 8-ft. opening, 1 ft./level deep
  Duration: One usage/2 levels
  Saving Throw: None
  Power Resistance: No
  Power Points: 13
  You create 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-size 
  or smaller) through the door.
  This counts as two uses of the door.
  The door does not allow light, sound, psionic effects, or 
  spell effects through it, nor can you see through it without 
  using it.
  Thus, the power can provide an escape route, though 
  certain creatures, such as phase spiders, can follow with 
  ease.
  True seeing psionics or magical effects reveal a phase door but 
  do not allow its use.
  A phase door is subject to negate psionics.
  If anyone is within the passage when it is negated, she is 
  harmlessly ejected just as if she were inside a magical 
  passwall effect.
  A phase door can be made permanent with a incarnate power.
  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, HD, and hit points don’t 
  qualify.
  PLANE SHIFT
  Psychoportation (Dex)
  Level: Psion 7
  Display: Au, Me
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched, or up to eight willing creatures 
  joining hands
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 13
  You move yourself or some other creature to another plane 
  of existence or alternate dimension.
  If several willing persons link hands in a circle, up to eight 
  can be affected by the plane shift at the same time.
  Pinpoint 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 the creatures instantaneously 
  and then ends.
  The creatures need to find other means if they are to travel 
  back.
  PROBABILITY TRAVEL
  Psychoportation (Dex)
  Level: Psion 9
  Display: None
  Manifestation Time: 1 minute
  Range: Touch
  Targets: You plus one additional creature touched per 
  two levels
  Duration: See text
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 17
  As astral projection, except you and your companions, if any, 
  traverse the Astral Plane as you will physically instead of 
  with an astral surrogate.
  With probability travel, you possess no silver cord and thus 
  are not vulnerable to those who might sever it.
  However, if you perish while out journeying amid the 
  planes, you are just as dead as if you had perished in your 
  home plane.
  PSIONIC LOCK
  Psychoportation (Dex)
  Level: Psion 2
  Display: Ma
  Manifestation Time: 1 action
  Range: Touch
  Target: The door, chest, or portal touched, up to 30 square 
  ft./level in size
  Duration: Permanent
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  A psionic lock power manifested upon a door, chest, or portal 
  psionically locks it.
  You can freely pass your own lock without affecting it; 
  otherwise, a door or object secured with psionic lock can be 
  opened only by breaking in or by a successful negate psionics 
  or knock power.
  Add +10 to the normal DC to bash open a door or portal 
  affected by this power.
  
  299
  Note that knock does not remove psionic lock; it only 
  suppresses it for 10 minutes.
  RETRIEVE
  Psychoportation (Dex) [Teleportation]
  Level: Psion 6
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One object you could hold in one hand, weighing 
  up to 10 lb./level
  Duration: Instantaneous
  Saving Throw: None (see text)
  Power Resistance: No
  Power Points: 11
  You can teleport an item you can see within range directly 
  to your hand.
  If the object is in the possession of or held by an opponent, 
  you make a psionically ranged disarm attempt as if with a 
  weapon of equal size to your opponent’s, which does not 
  draw an attack of opportunity (see Disarm in the Player’s 
  Handbook).
  You gain a +12 competence bonus to your attempt.
  If you win, you successfully retrieve the contended object.
  SENDING
  Psychoportation (Dex)
  Level: Psion 5
  Display: Me
  Manifestation Time: 10 minutes
  Range: See text
  Target: One creature
  Duration: 1 round (see text)
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  You contact a particular creature with whom 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.
  Creatures with Intelligence scores as low as 1 can 
  understand the sending, though the subject’s ability to 
  react is limited normally by its Intelligence.
  Even if the sending is received, the subject creature 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, at the DM’s option).
  SENSE PSYCHOPORTATION
  Psychoportation (Dex)
  Level: Psion 2
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: A circle, centered on you, with a radius of 100 ft. + 10 
  ft./level
  Duration: 1 hour/level (D)
  Saving Throw: No
  Power Resistance: No
  Power Points: 3
  You sense the use of various Psychoportation powers and 
  similar spells within the area.
  You sense the use of these powers whether or not you can 
  directly see them.
  When you sense the use of a specified effect, you know 
  exactly when the creature is using the power.
  Specified powers include dimension door, dimension slide, 
  ethereal jaunt, etherealness, fly, spider climb, teleport, and 
  possibly others your DM determines.
  SKATE
  Psychoportation (Dex)
  Level: Psion 1/Psychic Warrior 1
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Touch
  Target: You or one willing creature or one object (total 
  weight up to 100 lb./level)
  Duration: 1 minute/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You, another willing creature, or an unattended object can 
  slide along solid ground as if on smooth ice.
  If skate is manifested on yourself or another creature, the 
  subject of the power retains equilibrium by mental desire 
  alone, allowing her to gracefully skate along the ground, 
  turn, or stop suddenly as desired.
  The subject’s base speed is equal to her normal speed + 15 
  while the duration lasts.
  The subject can skate up or down any incline or decline she 
  could normally walk upon without mishap, though skating 
  up an incline reduces the subject’s speed to the normal rate, 
  while skating down a decline adds +30 to the skater’s 
  normal speed.
  This benefit counts as an enhancement bonus.
  If manifested on an object, treat the object as weighting 
  only one-tenth of its normal weight for purposes of 
  dragging it along the ground.
  SPIDER CLIMB
  Psychoportation (Dex)
  Level: Psion 1
  Display: Ma
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 1
  The subject can climb and travel on vertical surfaces or 
  even traverse ceilings as well as a spider does.
  The affected creature must have bare hands and feet to 
  climb in this manner.
  The subject climbs at half its speed.
  A creature with a Strength score of at least 20 +1 per 
  manifester level can pull the subject off a wall.
  
  300
  TELEPORT TRIGGER
  Psychoportation (Dex) [Teleportation]
  Level: Psion 5
  Display: Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 9
  You specify a situation whereby you automatically manifest 
  a teleport power to a predetermined location (you must 
  know the teleport power and have sufficient power points to 
  pay its cost).
  The teleport occurs on the initiative count immediately after 
  the specified situation, even if you are flat-footed or if you 
  have already taken a normal action.
  Specified situations can be general (“if I’m attacked”) or 
  specific (“if my hit points reach 8 or less”).
  Otherwise, rules for teleportation work normally.
  TELEPORT WITHOUT ERROR
  Psychoportation (Dex) [Teleportation]
  Level: Psion 7
  Power Points: 13
  As teleport, except with no chance that you arrive off target.
  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.
  TELEPORT
  Psychoportation (Dex) [Teleportation]
  Level: Psion 5
  Display: Vi
  Manifestation Time: 1 action
  Range: Personal and touch
  Target: You and touched objects or other touched willing 
  creatures weighing up to 50 lb./level
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Power Resistance: No and Yes (object)
  Power Points: 9
  This power instantly transports you to a designated 
  destination.
  Distance is not a factor, but interplanar travel is not 
  possible.
  You can bring along objects and willing creatures totaling 
  up to 50 pounds per manifester level.
  As with all powers where the range is personal and the 
  target is you, you need not make a saving throw, nor is 
  power resistance applicable to you.
  Only objects held or in use (attended) by another person 
  receive saving throws and power resistance.
  You must have some clear idea of the location and layout of 
  the destination.
  You can’t simply teleport to the warlord’s tent if you don’t 
  know where that tent is, what it looks like, or what’s in it.
  The clearer your mental image, the more likely the 
  teleportation works.
  Areas of strong physical, psionic, or magical energies may 
  make teleportation more hazardous or even impossible.
  Note: Teleportation is instantaneous travel through the 
  Astral Plane.
  Anything that blocks astral travel also blocks teleportation.
  To see how well the teleportation works, roll d% and 
  consult the table below.
  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’ve been there often or you have used other means (such 
  as remote viewing) to study the place.
  “Seen casually” is a place that you have seen more than once 
  but with which you are not very familiar.
  “Viewed once” is a place that you have seen once, possibly 
  using psionics.
  “Description” is a place whose location and appearance you 
  know through someone else’s description, perhaps even 
  from a precise map.
  “False destination” is a place that doesn’t exist, such as if you 
  have mistranslated an ancient tome and tried to teleport 
  into a nonexistent treasure vault that you believe you read
  about, or if a traitorous guide has carefully described an 
  enemy’s sanctum to you when that sanctum is completely 
  different from what the traitor described.
  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 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 1d10×1d10% of the distance that was 
  to be traveled.
  For example, it you tried to travel 120 miles, landed off 
  target, and rolled 6 and 3 on the two d10s, then you would 
  be 18% off target.
  That’s 21 miles, in this case.
  The DM would determine the direction off target 
  randomly, such as by rolling 1d8 and designating 1 as 
  north, 2 as northeast, and so on.
  If you were teleporting to a coastal city and wound up 21 
  miles out at sea, you could be in trouble.
  Similar Area: You wind up in an area that’s visually or 
  thematically similar to the target area.
  A wizard heading for her home laboratory might wind up 
  in another wizard’s laboratory or in an alchemy supply shop 
  that has many of the same tools and implements as in her 
  laboratory.
  Generally, you appear in the closest similar place, but since 
  the power has no range limit, you could conceivably wind 
  up somewhere else across the globe.
  Mishap: You and anyone else teleporting with you have 
  gotten “scrambled”.
  
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  You each suffer 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 suffer more 
  damage and must reroll.
  TELEPORTATION CIRCLE
  Psychoportation (Dex) [Teleportation]
  Level: Psion 8
  Display: Me
  Manifestation Time: 10 minutes
  Range: Touch
  Effect: A circle up to 5 ft. in radius that teleports those 
  who activate it
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 15
  You create a circle on the floor or other horizontal surface 
  that teleports, as teleport without error, any creature who 
  stands on it to a designated spot.
  Once you designate the destination for the circle, you can’t 
  change it.
  The power 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, such 
  ash, placing it on a raised platform.
  The DC for a rogue (only) to use the Search skill to find the 
  circle and thwart it with Disable Device is 34.
  TEMPORAL ACCELERATION
  Psychoportation (Dex)
  Level: Psion 8
  Duration: 2 rounds (apparent time)
  Power Points: 15
  As temporal velocity, except you are free to act for 2 rounds of 
  apparent time and are disoriented for 1 round afterward.
  TEMPORAL VELOCITY
  Psychoportation (Dex)
  Level: Psion 9
  Display: None
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 3d4 rounds (apparent time)
  Power Points: 17
  You enter another time frame, speeding 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 3d4 rounds of apparent lime.
  Normal and magical fire, cold, acid, and the like can still 
  harm you.
  While temporal velocity is in effect, other creatures are 
  invulnerable to your attacks and power; however, you can 
  manifest powers and leave their effects to appear when the 
  temporal velocity power ends.
  (The powers’ durations do not begin until the temporal 
  velocity duration is over).
  You cannot move or harm items held, carried, or worn by a 
  creature stuck in the standard time frame, but you can 
  affect any item that is not in another creature’s possession.
  You are undetectable while temporal velocity lasts.
  You cannot enter an area protected by a null psionics field or 
  by powers or spells that neutralize high-level powers or 
  spells.
  When temporal velocity lapses, you are disoriented on your 
  return to the standard time frame.
  You suffer a –2 penalty on all attack rolls, saving throws, 
  and skill checks for half the number of rounds (round 
  down) you were accelerated.
  TIME HOP
  Psychoportation (Dex)
  Level: Psion 3
  Display: Vi, Au (see text)
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Any object or creature whose weight is 600 lb. or 
  less
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  The subject of the power hops forward in rime 3d6 rounds 
  (always into the future, never into the past).
  In effect, the subject seems to disappear in a shimmer of 
  silver electricity, then reappear after 3d6 rounds.
  The subject reappears in exactly the same orientation and 
  condition as before.
  For the subject, no time has passed at all.
  If the space from which the subject departed is occupied 
  upon his return to the time stream, he appears in the 
  closest unoccupied space, still in his original orientation.
  Determine the closest space randomly if necessary.
  TIME REGRESSION
  Psychoportation (Dex)
  Level: Psion 9
  Display: None
  Manifestation Time: 1d4+1 rounds
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 17, XP cost
  You can regress apparent time 1d4+1 rounds into the past.
  In effect, you “replay” the previous few rounds of activity.
  The power regresses time to the point along the timestream 
  when you first began manifesting the power.
  (You replay the same 1d4+1 rounds noted in the 
  manifestation time).
  Once you’ve regressed, only you retain knowledge of the 
  next 1d4+1 rounds; however, you can communicate that 
  knowledge verbally to your companions, if desired.
  During the rounds that you live through a second time, you 
  can act on knowledge you gained by living through the 
  immediate future.
  In all likelihood, you’ll probably not choose to manifest 
  time regression during your second pass through the time 
  
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  stream, instead taking completely new actions, but you pay 
  the XP cost all the same.
  XP Cost: Each manifestation costs 500 XP.
  TRACE TELEPORT
  Psychoportation (Dex) [Teleportation]
  Level: Psion 6
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Circle, centered on you, with a radius of 100 ft. + 10 
  ft./level
  Effect: Traces the teleportation of any object or creature 
  whose weight does not total more than 300 lb./level
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (foils trace)
  Power Resistance: Yes (foils trace)
  Power Points: 11
  As sense psychoportation, except you can trace the origination 
  or destination of any teleportation made by others within 
  the area.
  You can trace both psionic and magical teleportations.
  You must pierce the power resistance of creatures that 
  possess it for a successful trace, but the creature conducting 
  the teleportation can make a Will save to foil the trace.
  For purposes of this power, “trace” means you could 
  teleport to the location yourself if you so desired (and know 
  the teleport power), as if you had “seen casually” the trace 
  location.
  This power does not grant you any information on the 
  conditions at the other end of the trace beyond mental 
  coordinates.
  TELEPATHY
  APOPSI
  Telepathy (Cha)
  Level: Psion 9
  Display: Vi, Ma, Au
  Manifestation Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living psionic creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 17
  Using apopsi [ab-po-sigh], you delete 1d4 powers 
  permanently from the subject’s mind.
  You specify the level of each power, and the DM randomly 
  determines which of the subject’s powers is actually 
  deleted.
  Psychic chirurgery may be used to restore the lost power, but 
  it must be performed within 1 week of losing the power.
  ATTRACTION
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 1
  Display: Au
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 hour/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You plant a compelling attraction in the mind of the 
  subject.
  The attraction can be toward a particular person, an object, 
  an action, or an event.
  The power’s subject will take reasonable steps to meet, get 
  close to, attend, find, or perform the, object of its implanted 
  attraction.
  For the purposes of this power, “reasonable” means that 
  while fascinated, the subject doesn’t suffer from blind 
  obsession.
  He won’t leap into a fire or over a cliff, or climb into the 
  arms of a dragon.
  He can still recognize danger, but he will not flee unless 
  the threat is immediate.
  If you make the subject feel an attraction to yourself, you 
  can’t command him indiscriminately although he will be 
  willing to listen to you (even if he disagrees).
  This power grants you a +4 bonus to your Charisma 
  modifier when dealing with the subject.
  AURA ALTERATION
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 6
  Display: Ma
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous or 10 minutes/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 11
  You can disguise the subject’s aura (alignment), level, or 
  remove compulsions such as crisis of breath, fatal attraction, 
  curses, geases, and quests.
  Aura alteration can also sever all charm and compulsion 
  powers of 6th level or lower that might affect a target.
  If disguising the subject’s alignment or level, the power has 
  a duration of 10 minutes/level You may change the 
  subject’s alignment by only one degree.
  For instance, you could not make a chaotic evil creature 
  appear lawful good, but you could make it appear chaotic 
  neutral or neutral evil.
  You may adjust the subject’s apparent level by a number 
  equal to half your own level (round down).
  If attempting to cleanse the subject’s aura, the duration is 
  instantaneous.
  When aura alteration is manifested, the subject gains 
  another saving throw against the affliction at the original 
  DC, but with a +2 bonus on her roll.
  You can remove the afflictions noted above, and you may 
  be able to remove others at the DM’s discretion.
  AVERSION
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 2
  Display: Au, Ma
  Manifestation Time: 1 action
  
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  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 hour/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You plant a powerful aversion in the mind of the subject.
  The aversion can be toward a particular parson, an object, 
  an action, or an event.
  The power’s subject will take reasonable steps to avoid the 
  object of its implanted aversion.
  If a physical object, she will not approach within 30 feet of 
  it.
  If a word, she will not utter or think it, if an action she will 
  not perform it, and if an event she will not attend it.
  For example, you can’t make the subject have an aversion to 
  fighting (which is a combination of many actions), but you 
  could give her an aversion to her sword, causing her to drop 
  it and back away.
  If not taking a taboo action directly threatens the subject, 
  she may perform the action at a –2 morale penalty on any 
  attack rolls, ability checks, or skill checks involved.
  BRAIN LOCK
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 2
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium-size or smaller
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  The subject’s higher mind is locked away.
  He stands mentally paralyzed, unable to take any actions.
  The brain locked subject is not stunned (so attackers get no 
  special advantage).
  He can defend himself against physical attacks (Dexterity 
  bonus to AC still applies), but otherwise can’t move, and 
  can’t use psionic powers.
  A brain locked flyer cannot flap its wings and falls.
  A swimmer can’t swim and may drown.
  CATAPSI
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 5/Psychic Warrior 5
  Display: Vi, Me
  Manifestation Time: 1 action
  Range: Medium 100 feet
  Area: 100-ft.-radius emanation centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates (see text)
  Power Resistance: Yes
  Power Points: 9
  With catapsi [kat-ah-sigh], you generate psychic static, 
  making it more difficult for other psionic characters to 
  manifest their powers (you are not affected by your own 
  catapsi manifestation).
  All psionic activity within the area requires twice as many 
  power points to manifest, unless opponents make a 
  successful Will save each time they manifest a power.
  Freely manifesting 0-level powers takes 1 full round, 
  instead of 1 action, in a catapsi field.
  If two or more fields of catapsi overlap, one field cancels out 
  the other (determine randomly).
  CHARM MONSTER
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 3
  Target: One living creature
  Duration: 1 day/level
  Power Points: 5
  As charm person, except that the power is not restricted by 
  creature type or size, and you need not speak the creature’s 
  language.
  CHARM PERSON
  Telepathy (Cha) [Compulsion, Mind-Affecting, Language-
  Dependent]
  Level: Psion 1
  Display: Me
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One person
  Duration: 1 hour/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  This power makes a humanoid of Medium-size or smaller 
  regard you as his trusted friend and ally.
  If the creature is currently being threatened or attacked by 
  you or your allies, however, he receives a +5 bonus on his
  saving throw.
  The power does not enable you to control the charmed 
  person as if he were an automaton, but he 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 him to do anything he 
  would not ordinarily do.
  (Retries are not allowed).
  A charmed person never obeys suicidal or obviously harmful 
  orders, but he might believe you if you assured him that the 
  only chance to save your life is for him to hold back an 
  onrushing red dragon for “just a few seconds”.
  Any act by you or your apparent allies that threatens the 
  charmed person breaks the power.
  Note also that you must speak the person’s language to 
  communicate your commands, or else be good at 
  pantomiming.
  CONCEAL THOUGHTS
  Telepathy (Cha)
  Level: Psion 1
  Display: Vi
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 hour/level
  Saving Throw: Yes (harmless)
  
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  Power Resistance: Yes (harmless)
  Power Points: 1
  You protect your thoughts from analysis.
  While the duration lasts, the feat Psychic Inquisitor fails to 
  operate against you, and you gain a +20 circumstance bonus 
  on Bluff checks against those attempting to discern your 
  true intentions with Sense Motive.
  You also gain a +4 bonus on your saving throw against any 
  power used to read your mind (such as detect thoughts or 
  mind probe).
  CONFIDANTE
  Telepathy (Cha)
  Level: Psion 9
  Duration: Instantaneous
  Power Points: 17, XP cost
  As lesser mindlink, except the telepathic bond is permanent 
  between you and one other creature.
  XP Cost: 2,000 XP.
  CRISIS OF BREATH
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 3
  Display: Au
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature of Huge size or smaller
  Duration: 2 rounds/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  You compel the subject to purge its entire store of air in one 
  explosive exhalation, and thereby disrupt the subject’s 
  autonomic breathing cycle.
  The subject’s lungs do not automatically breathe in again 
  while the power’s duration lasts.
  Those who choose to consciously control their breathing 
  each round (in an attempt to regain some air) are limited 
  only to partial actions during that round as they gasp for 
  breath.
  Affected creatures can choose to take action normally, but 
  each round they do so they risk blacking out from lack of 
  oxygen.
  They must succeed at a Constitution check (DC 10) every 
  round that passes without a breath to remain conscious.
  Every round that goes by without a breath, the DC 
  increases by 1, but the DC drops back to 10 if a normal 
  breath is taken.
  If a subject fails a Constitution check, it is staggered (0 hp).
  The following round it drops to –1 hit points and is dying, 
  unless the duration lapses first.
  Failing a lapse in the power’s duration, the subject dies on 
  the third round.
  DAZE
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion o/psychic Warrior 0
  Display: Me, Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One person
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  This power clouds the mind of a humanoid of Medium-size 
  or smaller so that he takes no actions.
  Humanoids of 5 or more HD are not affected.
  The dazed subject is not stunned (so attackers get no special 
  advantage against him), but he can’t move, use psionic 
  powers, cast spells, and so on.
  DEMORALIZE
  Telepathy (Cha) [Mind-Affecting)
  Level: Psion 1
  Display: Ol, Me
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several living creatures, no two of which are more 
  than 15 ft. apart
  Duration: 1 minute/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You fill your enemies with self-doubt, conferring on them a 
  –1 morale penalty on all saving throws, attack rolls, and 
  skill checks.
  Allies are unaffected.
  DETECT THOUGHTS
  Telepathy (Cha) [Mind-Affecting)
  Level: Psion 2
  Display: Vi, Me
  Manifestation Time: 1 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: Will negates (see text)
  Power Resistance: No
  Power Points: 3
  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 mental 
  strength of each.
  3rd Round: Surface thoughts of any mind in the area.
  A target’s Will save prevents you from reading its thoughts, 
  and you must manifest detect thoughts again to have another 
  chance.
  Creatures of animal intelligence have simple, instinctual 
  thoughts that you can pick up.
  
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  Note: Each round, you can turn to detect thoughts in a new 
  area.
  The power 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.
  DISABLE
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 1
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several living creatures within a 15-ft.-radius burst
  Duration: 1 minute/level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You broadcast a mental compulsion that convinces one or 
  more creatures that they are disabled (at 0 hit points).
  Roll 2d4 to determine how many total HD of creatures can 
  be affected.
  Creatures with the fewest HD are affected first.
  Among creatures with equal HD, those who are closest to 
  the power’s point of origin are affected first.
  No creature with 5 or more HD is affected, and HD that are 
  not sufficient to affect a creature are wasted.
  Creatures affected by the power believe that they have 
  somehow been reduced to 0 hit points, and must act 
  accordingly.
  While its possible that some may attempt one last “heroic”
  action (expecting to then lose consciousness from the 
  exertion), most will cower or retreat.
  Creatures do attempt to take actions immediately pierce the 
  compulsion, and may act normally.
  Creatures that attempt to heal themselves or who receive 
  healing are likewise freed of the compulsion, and if they are 
  not otherwise wounded, the healing is wasted.
  Creatures who are attacked and take damage are also 
  instantly freed of the compulsion.
  When the duration ends, the creatures’ hit points “return”
  to their previous level (as they perceive the true state of 
  their health).
  Note: Extra hit points are irrelevant for determining how 
  many HD a creature has.
  An ogre with 4d8+8 hit points still only has 4 HD and can 
  be affected by the power.
  DISTRACT
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 0/Psychic Warrior 0
  Display: Au
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You cause your subject’s mind to wander, distracting her.
  Subjects of distract make all Listen, Spot.
  Search, and Sense Motive checks at a –1 penalty.
  DOMINATION
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 4
  Display: Me
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium-size or smaller
  Duration: 1 day/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You can control the actions of any humanoid of Medium-
  size or smaller.
  You establish a telepathic link with the subject’s mind.
  If you and your subject share a common language, you can 
  generally force the subject to perform as you desire, within 
  the limits of his abilities, If no common language is shared, 
  you can only communicate basic commands, such as “Come 
  here”, “Go there”, “Fight”, “Stand still”, and so on.
  You know what the subject is experiencing but do not 
  receive direct sensory input from him.
  Subjects resist this control, and those forced to take actions 
  against their natures receive a new saving throw with a 
  bonus of +1 to +4, depending on the type of action required.
  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 subject are on the 
  same plane.
  You need not see the subject to control it.
  Protection from evil or a similar spell or power can prevent 
  you from exercising control or using the telepathic link 
  while the subject is so warded, but it does not prevent the 
  establishment of domination or negate it.
  EMPATHY
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 1
  Display: Me
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You detect the surface emotions of any creature you can see 
  that is in range.
  You can sense basic needs, drives, and emotions.
  Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, 
  curiosity, friendliness, and so on, can all be sensed.
  
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  FALSE SENSORY INPUT
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 3
  Display: Me
  Manifestation Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Target: One living creature.
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  You have a limited ability to falsify one of the subject’s 
  senses.
  The subject thinks she sees, hears, smells, tastes or feels 
  something other than what her senses actually report.
  You can’t fabricate a sensation where none exists, nor make 
  the subject completely oblivious to a sensation, but you can 
  falsify the specifics of one sensation for different specifics.
  For instance, you could make a human look like a dwarf (or 
  one human look like another specific human), a closed 
  door look like it is open, a vat of acid smell like rose water, a 
  parrot look like a bookend, stale rations taste like fresh 
  fruit, a light pat feel like a dagger thrust, a scream sound 
  like the howling wind, and so on.
  You can switch between senses you falsify round by round.
  You can’t alter a sensation’s “intensity” by more than 50%.
  Thus, you couldn’t make a castle look like a hovel, but you 
  could make it look like a different castle, or a rough hillock 
  of approximately the same size.
  While you might be able to make acidic fumes smell nice, 
  you can’t get acid to taste like candy.
  If this power is used to distract an enemy psion who is 
  attempting to manifest a power, the enemy must make a 
  Concentration check as if against a nondamaging power 
  (the DC equals the distracting power’s save DC + 3 in this 
  case).
  FATAL ATTRACTION
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 4
  Display: Me (detectable only by victim)
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 7
  You plant a hidden death-urge impulse in the subject’s 
  unconscious.
  The impulse slowly takes root and reinforces itself in the 
  dark cellars of the subject’s mind over a period of 1d4 days.
  The subject’s conscious mind remains completely unaware 
  of the death urge secretly swelling within like an abscess.
  The subject’s companions, if any, may each make, one 
  Wisdom check on the final day of the time period to notice 
  that he seems unaccountably dour and fatalistic.
  When the urge has grown to an overpowering psychosis 
  (after 1d4 days), the subject looks for the quickest, most 
  likely method to end his life and attempts to do so.
  For instance, if standing next to a cliff, he would step off.
  If nothing better offered itself, the subject would attempt to 
  perform a coup de grace on himself.
  If he had no weapon, he would attempt to batter himself to 
  death on a wall or other surface.
  If the subject goes through with a method but fails to die, 
  he can make another Fortitude save against the original DC 
  to break the compulsion.
  Otherwise, the urge secretly grows again over 1d4 days, and 
  the cycle repeats.
  FATE LINK
  Telepathy (Cha)
  Level: Psion 3
  Display: Ol
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Any two living creatures that are initially no more 
  than 30 ft. apart.
  Duration: 1 hour/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  You temporarily link the fates of any two creatures, if both 
  fail their saving throws.
  If either linked creature experiences pain, both feel it.
  When one loses hit points, the other loses the same 
  amount.
  If either dies, the other must immediately succeed at a 
  Fortitude save or gain a number of negative levels equal to 
  the character level of the creature that died (minimum 
  one).
  All other effects are not transferred by the fate link.
  You could attempt to create a chain of fate linked creatures, 
  if desired.
  FORCED MINDLINK
  Telepathy (Cha)
  Level: Psion 4
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  As lesser mindlink, except you can attempt to create a 
  telepathic bond with a creature who is not willing.
  Even if you create a bond with an unwilling creature, it can 
  still decide not to “speak” with you through the telepathic 
  bond.
  GREATER DOMINATION
  Telepathy (Cha) [Compulsion, Mind-Affecting)
  Level: Psion 5
  Power Points: 9
  As domination, except you can control a subject with whom 
  you do not share a common language.
  INFLICT PAIN
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 2
  Display: Au
  Manifestation Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  
  307
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You telepathically stab the mind of your foe, causing 
  horrible agony.
  The telepathic strike deals 3d6 points of damage.
  INSANITY
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 7
  Display: Me
  Manifestation Time: 1 action
  Range: Medium (100 fro + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 13
  Creatures affected by this power are permanently insane 
  and constantly behave randomly, as indicated on the follow 
  table:
  Except on a result of 1, roll again each round to see what 
  the subject does that round.
  Wandering creatures leave the scene as if uninterested.
  Attackers are not at any special advantage when attacking 
  them.
  Actions are checked at the beginning of each creature’s 
  turn.
  Any insane creature that is attacked automatically attacks 
  its attackers on its next rum.
  Only psychic chirurgery and other extreme measures can 
  restore the subject’s sanity.
  INTRUSIVE SENSE LINK
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 2
  Power Points: 3
  As sense link, except the subject creature senses what you 
  sense (one sense only).
  For example, if you link taste and then eat something 
  particularly foul (DM’s discretion), the subject creature 
  must make another Will save against the original DC or be 
  stunned for 1 round.
  If you eat something that causes you damage, the subject 
  creature takes no damage but must make a saving throw 
  against the original DC or be stunned for 1d2 rounds.
  Likewise, if you link sight and are subject to a gaze attack, 
  so is the subject.
  LESSER DOMINATION
  Telepathy (Cha) [Compulsion, Mind-Affecting, Language-
  Dependent]
  Level: Psion 3
  Power Points: 7
  As domination, except that if no common language is shared 
  between you and the subject, the power does not function 
  at all.
  LESSER MINDLINK
  Telepathy (Cha)
  Level: Psion 1
  Display: Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: You and one other creature who is initially no 
  more than 30 ft. away
  Duration: 10 minutes/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You forge a telepathic bond with another creature, which 
  must have an Intelligence score of 6 or higher.
  The bond can be established only with a willing subject, 
  who therefore receives no saving throw and gains no 
  benefit from power resistance.
  You can communicate telepathically through the bond 
  even if you do not share a common 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 nor from one plane to another).
  MASS DOMINATION
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 7
  Targets: One creature/level, no two of which can be more 
  than 30 ft. apart
  Power Points: 13
  As domination, except you can affect more creatures and can 
  control a subject with whom you do not share a common 
  language.
  You can give different directions to different creatures.
  MASS SUGGESTION
  Telepathy (Cha) [Compulsion, Mind-Affecting, Language-
  Dependent]
  Level: Psion 6
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One creature/level, no two of which can be more 
  than 30 ft. apart
  Power Points: 11
  As suggestion, except that it can affect more creatures.
  The same suggestion applies to all these creatures.
  METACONCERT
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 5
  Display: Vi (see text)
  Manifestation Time: 1 minute
  Range: 10 feet
  Target: You and up to fifteen other psions who also know 
  metaconcert
  Duration: 1 round/level (D)
  
  308
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  You link your psychic might with other psions, creating an 
  entity more powerful than the sum of its parts.
  All participants (up to sixteen total, including you) must be 
  willing; thus, saving throws and power resistance do not 
  reply.
  Once linked, all your power points flow into a collective 
  pool, the total of which is 20% more than the sum of the 
  participants’ pools.
  Thus, if ten psions each contribute 10 power points, the 
  initial total of the pooled power points is 120.
  When the power is manifested, one individual is chosen as 
  the lead mind by mutual consent of the other participants.
  Until the power ends, this “conductor” directs the efforts of 
  the group.
  Visually, misty strands of glowing power link the brows of 
  all the participants in a complex and shifting pattern.
  All the powers of each participant are known to the mental 
  entity constructed by metaconcert.
  This entity can’t take any more actions than a normal 
  individual, but it manifests all its powers more effectively.
  Each individual psion making up the entity provides a 
  cumulative +1 bonus to DCs set when manifesting a power 
  (including using a psionic attack mode) and a cumulative 
  +1 bonus when making saving throws against powers 
  (including will saves against psionic attack modes).
  If the psionic entity takes temporary ability damage from a 
  psionic attack, the total is divided up among all the 
  members as they see fit (so if a ten-psion group took 3 
  points of ability damage, they could select three different 
  participants to each take only 1 point).
  Once linked, the participants must remain within a 20-foot-
  diameter area, and as a group may only move at a speed of 
  10 feet.
  Participants can willingly drop out before the overall 
  metaconcert ends, but they come away with 0 power points.
  Participants who accidentally move beyond the range of 
  the power or who are forcibly removed also end up with 0 
  power points.
  When metaconcert ends normally or is dismissed, remaining 
  power points in the pool are evenly divided among all the 
  participants (round down).
  You do not leave a metaconcert with more power points than 
  you joined with—extra power points are lost in bright arcs 
  of light.
  MICROCOSM
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 9
  Display: Ma
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Area: One living creature or one or more 
  creatures within a 15-foot-radius sphere
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 17
  When microcosm is manifested, you can target either a 
  single creature or a group.
  Targeted: If microcosm targets a single creature, that 
  creature’s senses are pinched off from the real world if it 
  has 100 or fewer hit points.
  The subject’s senses are all completely fabricated from 
  within its own mind, though it may not realize this.
  In reality, the subject sprawls limply, drooling and 
  mewling, and will eventually die of thirst and starvation 
  without aid.
  However, the subject lives within its own made-up world 
  until the time of its actual death.
  Area Effect: If microcosm is manifested as an area effect, it 
  sends creatures in a 15-foot-radius sphere into their own 
  (unlinked) catatonias.
  It affects only creatures that have 30 or fewer hit points, 
  and only up to a total of 300 hit points of such creatures.
  The power affects creatures with the lowest hit point totals 
  first until the next creature would put the total over the 300 
  hit point limit.
  (Creatures with negative hit points count as having 0 hit 
  points).
  Manifesting microcosm a second time on a subject can turn 
  its sensory pathways outward once more.
  Otherwise, only very powerful psionic powers or similar 
  effects (such as psychic chirurgery or the spell greater 
  restoration) can undo the mental crosswiring that creates a 
  private world.
  MIND BLANK
  Telepathy (Cha)
  Level: Psion 8
  Display: Ol
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 day
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 15
  The subject is totally protected from all devices and power 
  that detect, influence, or read emotions or thoughts.
  This protects against all mind-affecting powers and effects, 
  as well as information gathering by Clairsentience powers 
  or effects (except metafaculty).
  Mind blank even foils extraordinary powers and spells (such 
  as limited wish, miracle, and wish) when they are used in 
  such a way as to affect the subject’s mind or to gain 
  information about him.
  In the case of remote viewing or scrying that scans an area 
  that the creature is in, the power works but the creature 
  simply isn’t detected.
  Remote viewing and scrying attempts that are targeted 
  specifically at the subject do not work at all.
  Mind blank is not effective against psionic attack modes.
  MIND PROBE
  Telepathy (Cha)
  Level: Psion 5
  Display: Vi, Ma, Au
  Manifestation Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  
  309
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 9
  All the subject’s memories and knowledge are accessible to 
  you, from memories deep below the surface to those still 
  easily called to mind.
  You can learn the answer to one question per round, to the 
  best of the subject’s knowledge.
  You can also probe a sleeping subject, though the subject 
  may make a Will save against the DC of the mind probe to 
  wake after each question.
  Subjects who do not wish to be probed can attempt to move 
  beyond the power’s range, unless somehow hindered.
  You pose the questions telepathically, and the answers to 
  those questions are imparted directly to your mind.
  You and the subject do not need to speak the same 
  language, though less intelligent creatures may yield up 
  only appropriate visual images in answer to your questions.
  Creatures protected by mind blank are immune to mind 
  probe.
  MIND SEED
  Telepathy (Cha) [Compulsion.
  Mind-Affecting]
  Level: Psion 8
  Display: Ma
  Manifestation Time: 3 rounds
  Range: 5 feet
  Target: One humanoid of Medium-size or smaller
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 15, XP cost
  You impress the totality of your psyche into a subject’s 
  subconscious.
  If successfully implanted, the seed of your mind 
  “germinates” over a period of one week.
  During this time, the subject begins to unconsciously take 
  on your mannerisms.
  For instance, if you habitually mutter, “Sure, sure, sure”, 
  this same litany will soon be heard from the subject’s lips, 
  though never consciously.
  Any time before the sevenday deadline, the mind seed can 
  be purged from the subject’s mind with psychic chirurgery or 
  the spell greater restoration (manifesting mind seed again also 
  cleanses the mind).
  When integration is complete (after seven days), the 
  subject becomes you in mind as you were when you 
  manifested the power but eight levels lower in experience.
  He does not possess any of your physical statistics or 
  equipment, but does possess your ability scores in 
  Intelligence, Wisdom, and Charisma as they were eight 
  levels earlier.
  The subject also knows the powers you knew at the 
  appropriate level.
  As soon as the subject becomes your mental duplicate, the 
  two personalities begin to diverge.
  Although the subject starts off with your experiences, he 
  possesses his original “soul” and physical body and is free to 
  develop his own personality based on its own experiences.
  Thus, the subject is not your slave or servant, but instead an 
  NPC in his own right who shares your earlier memories.
  Protection from evil or a similar spell or power can prevent 
  you from implanting mind seed.
  XP Cost: 3,000 XP.
  MIND SWITCH
  Telepathy (Cha)
  Level: Psion 6
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: You and one other living Medium-size or smaller 
  creature
  Duration: Until you return to your body
  Saving Throw: Will negates (see text)
  Power Resistance: Yes
  Power Points: 11
  You can attempt to take control of a nearby living creature, 
  forcing its mind (and soul) into your body.
  You may move your mind back into your own body 
  whenever your desire (which returns the subject’s mind to 
  its own body).
  The power ends when you send your mind back to your 
  own body.
  Attempting to switch minds is a full-round action.
  It is blocked by protection from evil or a similar magical or
  psionic ward.
  You possess the body and force the creature’s mind into 
  your body unless it succeeds at a Will save.
  If successful, your life force occupies the host body, and the 
  host’s life force takes over yours.
  You can call on rudimentary or instinctive knowledge of 
  the subject creature, but not upon its real or acquired 
  knowledge (as can it in your body).
  For example, you do not automatically know the language 
  or powers of the creature.
  You each retain your own alignment, Intelligence, 
  Wisdom, and Charisma scores, class, level, skills, base 
  attack bonus, base saving throw bonuses, hit points 
  (regardless of new Constitution score), power points (if 
  any), and power resistance (if any).
  You each gain the new body’s Strength, Constitution, and 
  Dexterity scores (including modifiers based on these 
  abilities), as well as natural (but not magical) armor.
  Neither of you gains the other’s special abilities.
  As a standard action, you can return to your own body, if 
  within range (which ends the power).
  If your new body is slain, you return to your own body, if 
  within range, and the life force of the original body departs.
  If your new body is slain beyond the range of the power, 
  you die, but the switched creature lives on in your body 
  permanently.
  If your body is slain while inhabited by the power’s subject, 
  it dies, and you continue to inhabit the new body 
  permanently.
  Any life force with nowhere to go is treated as slain.
  A successful targeted negate psionics manifested on either 
  switched body causes both minds to return to their original 
  bodies, if within range.
  If they are out of range, negate psionics has no effect.
  MINDLINK
  Telepathy (Cha)
  
  310
  Level: Psion 3
  Targets: One creature/level, no two of which are initially 
  more than 30 ft. apart
  Power Points: 5
  As lesser mindlink, except you can link more than just 
  yourself and one other creature.
  MINDWIPE
  Telepathy (Cha)
  Level: Psion 4
  Display: Vi, Ma, Au
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude Negates
  Power Resistance: Yes
  Power Points: 7
  You partially wipe your victim’s mind of past experiences, 
  bestowing one negative level per two manifester levels 
  (maximum five negative levels).
  If the subject has at least as many negative levels as HD, he 
  dies.
  Each negative level gives a creature the following penalties: 
  –1 penalty on attack rolls, saving throws, skill checks, 
  ability checks, and effective level (for determining the 
  power, duration, DC, and other details of power, spells, or 
  special abilities).
  The creature also loses 5 hit points.
  Additionally, a psionic character or creature loses one 
  power from her highest available level (a spellcaster loses 
  one spell or spell slot from her highest available level).
  Negative levels stack.
  Assuming the subject survives, he regains lost levels after a 
  number of hours equal to your manifester level.
  Usually, negative levels have a chance of permanently 
  draining the subject’s levels, but the negative levels from 
  mindwipe don’t last long enough to do so.
  MISSIVE
  Telepathy (Cha)
  Level: Psion 0
  Display: Vi
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Effect: Mental message delivered to subject
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You send a telepathic message of up to ten words to any 
  living creature within range.
  Missive is strictly a one-way exchange from you to the 
  subject.
  If you do not share a common language, the subject “hears”
  meaningless mental syllables.
  MONSTER DOMINATION
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 9
  Target: One living creature
  Duration: 1 day/level
  Power Points: 17
  As domination, except any kind of creature can be 
  dominated, regardless of size or type (though it must be 
  alive).
  PSYCHIC CHIRURGERY
  Telepathy (Cha)
  Level: Psion 9
  Display: Vi, Au, Me
  Manifestation Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 17, XP cost (see text)
  You can repair psychic damage.
  You can also grant another creature knowledge of powers 
  you know.
  Repair Damage: You can remove any compulsions ant 
  charms (such as crisis of breath and fatal attraction), even 
  those higher than 6th level (such as true domination and 
  thrall).
  In fact, you can remove any ongoing or permanent effect 
  caused by a psychic power with psychic chirurgery, save for 
  hit points.
  You can also restore all drained levels (or disperse all 
  negative levels) afflicting the subject, regardless of how he 
  lost those levels, restoring him to the highest level he had 
  previously achieved.
  The drained levels are restored only if the time since the 
  subject lost the level is no more than 1 hour per manifester 
  level.
  Unlike aura alteration, these effects end or are reversed as 
  soon as the manifestation time is completed without need 
  for another saving throw.
  You can also remove all psionic effects penalizing the 
  subject’s abilities, heal all temporary damage to all ability 
  scores and restore all points permanently drained from all 
  ability scores.
  Psychic chirurgery also removes all forms of insanity, 
  confusion, and so on, but it does not restore levels or 
  Constitution points lost due to death.
  Transfer Knowledge: If desired, you can directly transfer 
  knowledge of a power you know to another psionic 
  character.
  You can’t give a character knowledge of a psionic power of a 
  level higher than she could normally manifest, but you 
  could give her knowledge of a power that is not normally 
  on the character’s power list.
  Knowledge of powers granted through psychic chirurgery 
  does not count toward the maximum number of powers a 
  character can know per level.
  XP Cost: Each time you use psychic chirurgery to implant 
  knowledge of a power in another creature, you pay an XP 
  cost equal to 3,000 × the level of the power implanted.
  SCHISM
  Telepathy (Cha)
  Level: Psion 3
  Display: Vi, Au
  
  311
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Power Points: 5
  Your mind splits into two independent parts.
  Each part functions in complete autonomy, like two 
  characters in one body.
  The newly partitioned mind does not control the body 
  physically but is free to take one partial action each round 
  that is completely mental (such as manifesting a power).
  Both minds communicate with each other telepathically.
  Both can use psionic powers, even at the same time, 
  although both draw from the same power point pool.
  All powers manifested by the newly partitioned personality 
  cost a number of power points equal to their standard cost + 
  2.
  This effect allows you to take an extra partial action each 
  round, either before or after your regular action, as long as 
  that action is the manifestation of a power or some other 
  nonphysical activity.
  Manifesting powers in threatened areas still provokes 
  attacks of opportunity.
  If you are subjected to a compulsion or charm effect while 
  you are of two minds, make a second saving throw if you 
  fail the first.
  If you fail both, then schism ends and you are affected 
  normally by the power.
  If you fail one, the other part of your mind is still free to act 
  normally.
  Note: The spell haste does not function on a “split-minded”
  creature due to its fragmented consciousness.
  Other spells and powers designated by the DM are likewise
  unlikely to function, or at the very best, to affect only one 
  of the personalities.
  SENSE LINK
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 1
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 minute/level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You sense what the subject creature senses.
  Only one sense is linked, and you may not switch between 
  senses with the same manifestation.
  For example, you could see what the subject sees, or hear 
  what it hears, or taste what it tastes, and so on.
  Once sense link is manifested, the link persists even if the 
  subject creature moves out of the original manifestation 
  range (but the link does not work across planes).
  You do not control the creature, nor can you communicate 
  with it via this power.
  You must concentrate to access the sense link.
  If you do not concentrate, that sense returns to your own 
  immediate surroundings.
  The powers of the subject creature’s senses could be 
  enhanced by other powers or items, if desired, allowing you 
  the same enhanced sense.
  You are subject to any gaze attack met by the subject 
  creature.
  A successful negate psionics manifested on you or the linked 
  creature ends the power.
  With respect to your own blindness, deafness, and so on, 
  the linked creature is an independent sensory organ.
  (For example, it is not made blind if you are blinded 
  yourself, so you could still see via the sense link while its 
  duration lasts).
  When linked to a subject, you make your own perception 
  checks, such as Spot and Listen, regardless of the subject’s 
  Spot and Listen results, if any.
  SENSE PSIONICS
  Telepathy (Cha)
  Level: Psion 5
  Display: Vi
  Manifestation Time: 1 action
  Range: 1 mile/level
  Area: 1 mile/level radius emanation centered on you
  Duration: 1 hour/level
  Saving Throw: None
  Power Resistance: Yes (see text)
  Power Points: 9
  You detect all psionic activity anywhere within range.
  You know direction and distance from you to within 60 feet 
  and the discipline of the power being used, but no other 
  information is revealed.
  Sense psionics is crude but strong: All powers of 8th level or 
  less are ineffectual in preventing sense psionics from 
  detecting psionic activity.
  SUGGESTION
  Telepathy (Cha) [Compulsion, Mind-Affecting, Language-
  Dependent]
  Level: Psion 2
  Display: Au
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 hour/level or until completed
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You influence the actions of the subject creature by 
  suggesting a course of action (limited to a sentence or two).
  The suggestion must be worded in such a manner as to 
  make the action sound reasonable.
  Asking the creature to stab itself, throw itself onto a spear, 
  immolate itself, or do some other obviously harmful act 
  automatically negates the effect of the power.
  However, a suggestion that a pool of acid is actually pure 
  water and that a quick dip would be refreshing is another 
  matter.
  Urging a red dragon to stop attacking your party so that the 
  dragon and party could jointly loot a rich treasure 
  elsewhere is likewise a reasonable use of the power.
  The suggested course of action can continue for the entire 
  duration, such as in the case of the red dragon mentioned 
  above.
  
  312
  If the suggested action can be completed in a shorter time, 
  the power ends when the subject finishes what he was 
  asked to do.
  You can instead specify conditions that will trigger a special 
  action during the duration.
  For example, you might suggest that a noble knight give 
  her warhorse to the first beggar she meets.
  If the condition is not met before the power expires, the 
  action is not performed.
  A very reasonable suggestion causes the saving throw to be 
  made with a penalty (such as –1, –2, and so on) at the 
  discretion of the DM.
  TAILOR MEMORY
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 4
  Display: Au
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium-size or smaller
  Duration: Instantaneous
  Saving Throw: Will negates (see text)
  Power Resistance: Yes
  Power Points: 7
  You insert a memory of your own choosing in your 
  subject’s mind.
  You can insert a memory of up to 1 round duration per four 
  manifester levels.
  Thus, at 8th level you could insert a false memory up to 12 
  seconds in length.
  You choose when the fake event occurred any time within 
  the last week.
  You can’t read the subject’s memory with this power, so 
  unless you have specific knowledge of his activities in the 
  last week, it is best to keep the inserted memory general.
  Tailoring a memory is tricky, because if it is not done right, 
  the subject’s mind recognizes the “memory” as false.
  Dissonance occurs if you insert a memory that is out of 
  context with the subject’s past experience.
  For instance, you create a memory of the subject seeing you 
  emerge from a specific bar in a specific city three days ago, 
  but in reality, the subject was not in that city at that time.
  He gains a bonus of +1 to +4 to his saving throw, depending 
  on the magnitude of dissonance you create by specifying an 
  out-of-context memory, as determined by the DM.
  In the above example, the subject would gain a +1 bonus on 
  his Will save if he had been to the city sometime last week 
  (just not three days ago) but would get a +4 bonus if he had 
  never been to that city.
  Likewise, inserting a memory of the subject taking an 
  action against his nature grants a +1 to +4 bonus, depending 
  on the type of memory inserted.
  Inserting a memory that couldn’t possibly be true causes 
  the power to fail automatically.
  For example, a subject’s memory of committing suicide is 
  obviously false.
  TELEMPATHIC PROJECTION
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 0
  Display: Vi
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You can alter the subject’s mood.
  An affected creature feels the new emotion, but telempathic 
  projection cannot radically change its emotional state.
  Instead, you adjust its emotions by one step.
  For instance, an unfriendly creature might be made 
  indifferent, or a hostile creature simply unfriendly.
  (See Chapter 5 of the DUNGEON MASTER’s Guide for a 
  summary of NPC attitudes).
  You can grant up to a +1 bonus on your own (or others’) 
  attempts at Bluff, Diplomacy, Intimidate, and Perform 
  actions with affected creatures, assuming you adjust the 
  subject’s emotions in the proper direction (you could also 
  inflict a –1 penalty on similar interactions, if you so 
  choose).
  THRALL
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 9
  Duration: Instantaneous
  Power Points: 17, XP cost
  As true domination, except the subject is permanently 
  dominated if it fails the initial Will save.
  A subject forced to take actions against its nature receives a 
  saving throw with a penalty of –10 to resist raking that 
  particular action, but even if it succeeds, it still remains 
  your thrall despite its minor mutiny.
  Once a subject of thrall makes a successful saving throw to 
  resist a specific order, it makes all future saving throws to 
  resist taking that specific action without a penalty.
  The only way to dissolve thralldom is through the 
  successful manifestation of another thrall power, 
  manifested with the intention of freeing the thrall, or the 
  successful use of the spell Mordenkainen’s disjunction.
  XP Cost: 5,000 XP.
  TRUE DOMINATION
  Telepathy (Cha) [Compulsion, Mind-Affecting]
  Level: Psion 8
  Power Points: 15
  As domination, except a subject forced to take actions 
  against its nature receives a new saving throw with a 
  penalty of –10.
  On a failed save, the subject must take the action, but on a 
  success, the power is broken.
  Obviously self-destructive orders may be carried out, unless 
  the subject can succeed at the above-noted saving throw, 
  thereby breaking the power.
  ULTRABLAST
  Telepathy (Cha) [Mind-Affecting]
  Level: Psion 7
  Display: Au (see text)
  Manifestation Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several living creatures within a 15-ft.-radius burst
  
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  Duration: Instantaneous
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 13
  You “grumble” psychically for 1 round (which both psionic 
  and nonpsionic creatures can detect), then release a horrid 
  shriek from your subconscious that penetrates and disrupts 
  the soft tissues of the subjects’ brains.
  This attack deals 13d4 points of damage.
  RACES OF DESTINY (3.5)
  CLAIRSENTIENCE
  REALIZED POTENTIAL
  Clairsentience
  Level: Psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Power Points: 5
  The target receives a vision of her own future, gaining 
  deeper insight into her abilities, but only temporarily.
  For the duration of this power, the character gains a +1 
  competence bonus on attack rolls and saving throws, and a 
  +2 competence bonus on skill checks made using skills in 
  which the character has purchased ranks.
  SYNCHRONICITY
  Clairsentience
  Level: Psion/wilder 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 1
  You gain a brief glimpse into the future that allows you to 
  arrange a coincidence of events.
  When you manifest this power, you can ready a standard 
  action (without spending an action to do so) and use it 
  whenever you choose during the next round.
  Unlike the normal use of readied actions, you need not 
  specify the condition under which you will take your 
  readied action.
  If you do not perform your readied action before your next 
  turn, you lose that action.
  Augment: If you spend 2 additional power points, you do 
  not need to specify the standard action you are readying.
  In effect, you can take your normal move action and then 
  take any standard action at some later point in the round, 
  depending on how events unfold.
  PSYCHOMETABOLISM
  URBAN STRIDER
  Psychometabolism
  Level: Psion/wilder 1, psychic warrior 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  Power Points: 1
  You enhance your ability to move rapidly through city 
  streets and across rooftops.
  You gain a +5 competence bonus on all Balance and Jump 
  checks.
  You automatically succeed on all Jump checks to clear a 
  horizontal distance of 5 feet or less.
  You do not need to make Balance checks for running or 
  charging across a sloped surface.
  You can move at your full normal speed through crowds.
  Augment: If you spend 8 additional power points, you 
  can walk normally on any city surface as if it were level 
  ground.
  This includes perfectly vertical walls, glass windows, and 
  even clothes-drying lines.
  Your speed remains unchanged, even when walking 
  straight up a wall.
  PSYCHOPORTATION
  ANTICIPATORY STRIKE
  Psychoportation
  Level: Psion/wilder 2
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  You take your normal action for the round at the time that 
  you manifest this power, rather than waiting for your turn 
  to come up in the initiative sequence.
  In subsequent rounds, your place in the initiative order 
  does not change—you anticipate your action for this round 
  only.
  You can take a standard action and a move action, or a full-
  round action, just as you could if you were taking your 
  action at your normal place in initiative order.
  You can’t activate this power if you’re flat-footed, and you 
  can’t use the power a second time until after your next turn 
  has passed.
  For example, if you normally act on initiative count 15, you 
  could use this power to take your turn again on initiative 
  count 12, but this means that you wouldn’t be able to act on 
  the next round’s initiative count 15 (since you’ve already 
  used that turn’s actions), and you wouldn’t be able to use 
  the power again until after your next turn (that is, after the 
  next round’s initiative count 15).
  Augment: If you spend 2 additional power points, your 
  place in the initiative order changes, much as if you had 
  
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  delayed (but you may move earlier in the initiative order 
  rather than later).
  RACES OF STONE (3.5)
  CLAIRSENTIENCE
  PERFECT ARCHERY
  Clairsentience
  Level: Psychic warrior 3
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 5
  While this power is manifested, you do not provoke attacks 
  of opportunity for firing ranged weapons.
  Augment: For every additional power point you spend, 
  this power’s duration increases by 1 round.
  PERFECT RIPOSTE
  Clairsentience
  Level: Psychic warrior 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Melee weapon touched
  Duration: 1 round/level
  Saving Throw: None (object, harmless)
  Power Resistance: No (object, harmless)
  Power Points: 11
  You form a perfect bond with your melee weapon.
  Once per round, as long as you hold the weapon with 
  which you are bonded, you can make an attack of 
  opportunity against any creature that attacks you with a 
  melee weapon or natural attack and misses, provided that 
  the attacking creature is within your threatened area.
  You must be holding a melee weapon in your hand when 
  you manifest this power.
  Augment: If you spend 6 additional power points, you 
  can manifest this power as a swift action.
  PSYCHOKINESIS
  POWER CLAWS
  Psychokinesis [Force]
  Level: Psychic warrior 2
  Display: Vi
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level or until discharged
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  You encase one of your natural weapons in telekinetic 
  force.
  The next successful attack with that natural weapon deals 
  force damage instead of normal damage.
  This change provides a number of benefits.
  The natural weapon does not have a miss chance against 
  incorporeal creatures, and the damage from the natural 
  weapon overcomes damage reduction as if it were a spell 
  and not a weapon attack.
  Only the base natural weapon damage, magical 
  enhancement bonuses, bonus damage from Strength, and 
  other bonuses on the natural weapon itself are changed to 
  force damage.
  Other additional damage-dealing effects from any other 
  source, such as the sneak attack class feature or the flaming 
  special ability of a weapon, remain normal damage instead 
  of force damage.
  Augment: For every 2 additional power points you spend, 
  you can invest the weapon with an additional charge.
  Each additional charge allows the weapon to be used one 
  more time before the power claws effect is discharged.
  POWER WEAPON
  Psychokinesis [Force]
  Level: Psychic warrior 2
  Range: Touch
  Target: Melee or thrown weapon touched
  Power Points: 3
  This power functions like power claws, except where noted 
  here.
  PSYCHOMETABOLISM
  BLACKSTONE HAMMER
  Psychometabolism
  Level: Psychic warrior 6
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Melee weapon touched
  Duration: 1 round/level or until discharged
  Saving Throw: None (object, harmless) and Fortitude 
  negates; see text
  Power Resistance: No (object, harmless) and Yes; see 
  text
  Power Points: 11
  You alter the nature of one weapon and create a psychic 
  conduit between it and the power of the terrible blackstone 
  gigant.
  Although the base damage of the weapon is unaltered, the 
  weapon deals bludgeoning damage for the duration of the 
  power.
  In addition, the weapon now has the power to petrify those 
  it strikes.
  If a creature struck by a weapon affected by blackstone 
  hammer fails its saving throw, it (along with all its carried 
  gear) is turned into a mindless, inert statue.
  Striking a creature with the weapon discharges the power.
  If a statue resulting from this power is broken or damaged, 
  the subject (if ever returned to flesh) has similar damage or 
  deformities.
  The creature is not dead, but neither does it seem to be alive 
  when viewed with spells such as deathwatch.
  
  315
  Only creatures made of flesh are affected by this power.
  Augment: For every 2 additional power points you spend, 
  you can invest the weapon with an additional charge.
  Each additional charge allows the weapon to be used one 
  more time before the blackstone hammer effect is discharged.
  EARTH WALK
  Psychometabolism
  Level: Psion/wilder 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 3
  You create a perfect mental bond with stone, allowing you 
  to move over it with uncanny ease.
  While this power is in effect, you can climb stone and 
  earthen surfaces at your current land speed.
  You can move across ceilings, overhangs, and other slanted 
  or vertical surfaces without making Climb checks.
  While climbing in this manner, you do not have to make a 
  Climb check to avoid losing your grip when you take 
  damage.
  In addition, you can cling to a stone surface easily with just 
  one limb, allowing you to attack without restriction, 
  manifest powers normally, and retain your Dexterity bonus 
  to Armor Class while climbing.
  Augment: If you spend 6 additional power points, you 
  can manifest this power as a swift action.
  HEAVY EARTH
  Psychometabolism
  Level: Psion/wilder 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 5
  You create an area of strange, otherworldly gravity, causing 
  the earth itself to seemingly pull creatures to it.
  Creatures in the affected area that fail their saving throws 
  fall prone.
  In addition, these creatures are slowed (as the slow spell) as 
  long as they remain prone, and for 1 round after they stand 
  up.
  Creatures that succeed on their saves are not knocked 
  down, but they are still slowed for 1 round.
  Creatures that are already prone and fail their saves are 
  slowed for as long as they remain prone and for 1 round after 
  they stand up.
  Creatures with multiple legs or exceptional stability (such 
  as a dwarf’s stability racial trait) get bonuses to this save as if 
  they were attempting a Strength check to resist a normal 
  trip attempt.
  STONE MIND
  Psychometabolism
  Level: Psion/wilder 1, psychic warrior 1
  Display: Visual
  Manifestation Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 1
  When you manifest this power, your mind becomes as the 
  earth, and the earth becomes your mind.
  You gain a +4 bonus on Search checks while standing on a 
  stone (including a worked stone floor) or an earthen 
  surface.
  In addition, you gain a further +2 bonus on Search checks 
  to notice unusual stonework.
  This bonus stacks with the regular +4 bonus on all Search 
  checks that this power grants and with the +2 bonus to 
  notice unusual stonework gained from the stonecunning 
  racial ability.
  Augment: If you spend 6 additional power points, you 
  can manifest this power as a swift action.
  RACES OF THE DRAGON 
  (3.5)
  METACREATIVITY
  BREATH BARRIER
  Metacreativity
  Level: Psion/wilder 3, psychic warrior 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 1 minute/level (D)
  Power Points: 5
  A sparkling golden sphere forms around you, moving as you move.
  You create a quasi-real barrier in the shape of a sphere that 
  shimmers with golden sparkles and moves with you.
  Creatures and objects can enter or leave the area 
  unimpeded.
  A breath barrier blocks fog, foglike effects, and gases created 
  by spells such as fog cloud or cloudkill or by breath weapons 
  that are poison gas.
  When used as a barrier against breath weapons that deal hit 
  point damage directly, the sphere absorbs up to 60 points of 
  damage from one or more breath weapons before 
  collapsing (at which time the power ends).
  A breath barrier takes damage as though it were a creature 
  that failed its saving throw against the breath weapon being 
  used.
  Augment: For every 2 additional power points you spend, 
  the barrier can absorb an additional 12 points of breath 
  weapon damage before collapsing.
  PSYCHOMETABOLISM
  DRAGON HEARTED
  Psychometabolism
  
  316
  Level: Psion/wilder 4, psychic warrior 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 5
  Your skin takes on a reddish hue, and you feel a chill sweep 
  through your body.
  You can choose to emulate the heart of a red dragon or a 
  white dragon.
  If you choose white, you gain immunity to cold and 
  vulnerability to fire.
  If you choose red, you gain immunity to fire and 
  vulnerability to cold.
  Augment: If you spend 4 additional power points, you 
  can manifest this power as an immediate action.
  EVADE BREATH
  Psychometabolism
  Level: Psion/wilder 4, psychic warrior 2
  Display: Material
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: Psion/wilder 7, psychic warrior 3
  A sheen of false flesh falls away from you—a false echo designed to 
  protect you from dragon breath.
  You throw off a faux ectoplasmic shell, allowing you to 
  slide out of range of a breath weapon.
  When you manifest this power in conjunction with making 
  a successful Reflex save against a breath attack that 
  normally deals half damage on a successful save (such as a 
  red dragon’s fiery breath), you instead take no damage.
  Augment: If you spend 4 additional power points, you 
  take only half damage on a failed Reflex save.
  SENSE OF THE DRAGON, PSIONIC
  Psychometabolism
  Level: Psion/wilder 5, psychic warrior 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 9
  Your iris color expands to fill your eyes, and your pupils lengthen 
  into oblong, vertical slits.
  As sense of the dragon (see page 117), except as noted here.
  Augment: For every 2 additional power points you spend, 
  the blindsense granted by this power increases in range by 
  5 feet.
  RACES OF THE WILD (3.5)
  METACREATIVITY
  LIVING ARROW
  Metacreativity
  Level: Psychic warrior 5
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Projectile weapon touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (object)
  Power Resistance: Yes (object)
  Power Points: 9
  When you manifest living arrow, you give a semblance of 
  life to the projectiles you shoot at your foes (often arrows 
  fired from a bow, but crossbow bolts, sling stones, and 
  other projectile weapons are also subject to this power).
  The power affects the first projectile you fire each round, 
  granting it semisentience and the ability to alter its course 
  in mid-flight.
  You can launch a living arrow at a target known to you and 
  within the maximum range of the weapon.
  The living arrow travels to the target, even around corners.
  Only an unavoidable obstacle or the limit of the arrow’s 
  range prevents the arrow from reaching its target.
  A closed door thwarts a living arrow, as does an otherwise 
  sealed chamber.
  This effect negates cover and concealment modifiers, but 
  the attack is otherwise rolled normally.
  The arrow retains any magical properties it would 
  otherwise have, such as an enhancement bonus from the 
  bow or the arrow itself.
  Augment: You can augment this power in one or both of 
  the following ways.
  1. For every additional 3 power points you spend, you can 
  launch an additional living arrow each round (assuming you 
  have multiple attacks per round with that ranged weapon).
  2. If you spend 2 additional power points, you gain a brief 
  vision of your target from the arrow’s point of view (as if 
  you had manifested the clairvoyant sense power; see page 83 
  of the Expanded Psionics Handbook).
  You see the target for only a fraction of a second, and the 
  vision ends when the arrow either strikes its target or fails 
  to reach it.
  PSYCHOKINESIS
  TELEKINETIC BOOMERANG
  Psychokinesis
  Level: Kineticist 3, psychic warrior 3
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Touch
  Target: One object
  Duration: 1 round/level (D)
  Saving Throw: Will negates (object)
  Power Resistance: Yes (object)
  
  317
  Power Points: 5
  You can imbue an object with an unusually fast-acting 
  version of the returning weapon special ability, so that it 
  returns to you an instant after its attack resolves.
  Halflings with psionic powers often use telekinetic 
  boomerang on daggers or throwing axes.
  Unlike a weapon with the returning special ability (see 
  page 225 of the Dungeon Master’s Guide), an object imbued 
  with telekinetic boomerang returns to the thrower’s hand 
  immediately after the attack is resolved, allowing the 
  weapon to be used again on the same turn.
  Augment: For every additional 2 power points you spend, 
  you can imbue an additional object with the benefit of 
  telekinetic boomerang.
  TELEPATHY
  CONTRARIAN URGE
  Telepathy
  Level: Psion/wilder 3
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  Contrarian urge forces its target to do the opposite of its 
  general intent for a few seconds.
  A brief but uncontrollable urge dominates the thoughts of 
  the subject, who will act on that urge to the best of its 
  ability during its next turn.
  When manifested during combat, contrarian urge almost 
  always convinces its subject to attack an ally rather than a 
  foe.
  In a social situation, it usually means the subject says 
  something inappropriate or insulting (imposing a –10 
  penalty on any Diplomacy or Bluff check being made).
  The subject comes to its senses at the end of its turn and 
  can act normally thereafter.
  Augment: For every 3 additional power points you spend, 
  this power’s save DC increases by 1, and the power can 
  affect an additional target.
  Any additional target cannot be more than 15 feet from 
  another target of the power.
  SANDSTORM (3.5)
  PSYCHOMETABOLISM
  PSYCHIC SCIMITAR
  Psychometabolism
  Level: Psion/wilder 2
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One psychic blade
  Duration: 1 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  A wraithlike, glowing scimitar shaped from your psychic 
  might materializes and moves as you desire, allowing you to 
  attack enemies or deliver low-level touch powers at a 
  distance.
  Upon manifesting the power, you lose 2 Intelligence points 
  that return when the power ends (even if it is negated), but 
  not if the scimitar is destroyed.
  In this latter case, treat the lost Intelligence points as ability 
  damage.
  You can use a psychic scimitar to attack enemies at a distance.
  Attacks with a psychic scimitar are melee touch attacks that 
  deal 1d6 points of damage.
  Since the blade is immaterial, your Strength modifier does 
  not apply to the damage even if you wield the blade in your 
  hand.
  If you wield the scimitar in your hand, you are treated as 
  proficient even if you ordinarily lack proficiency with the 
  scimitar.
  Other creatures cannot wield a psychic scimitar.
  The power gives you a +2 bonus on your melee touch attack 
  roll, and attacking with a psychic scimitar counts normally as 
  an attack.
  A psychic scimitar always strikes from your direction.
  The blade cannot flank targets as a creature can.
  The blade 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 a base AC of 22.
  Your Intelligence modifier applies to the blade’s AC as if it 
  were the scimitar’s Dexterity modifier.
  A psychic scimitar has 4 hit points.
  Alternatively, any power of 4th level or lower with a range 
  of touch that you manifest can be delivered if you make a 
  successful attack with a psychic scimitar.
  After it delivers a power, or if the blade goes beyond the 
  power range or goes out of your sight, the blade returns to 
  you and hovers there until given further direction.
  Augment: For every 2 additional power points you spend, 
  your psychic scimitar deals an extra 1 point of damage.
  PSYCHOPORTATION
  INCONSTANT LOCATION
  Psychoportation (Teleportation)
  Level: Psion/wilder 6, psychic warrior 6,
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute
  Power Points: 11
  You transport yourself around the battlefield, making it 
  hard for your enemies to pin you down.
  At the beginning of your turn, as a swift action, you can 
  teleport yourself to any other space to which you have line 
  of sight, so long as that space is no farther than you could 
  move in normal move action.
  
  318
  (A swift action is a type of free action that you can take only 
  once per round, on your turn).
  You can bring along objects as long as their weight doesn’t 
  exceed your maximum load.
  This transport is instantaneous and does not provoke 
  attacks of opportunity.
  Once you teleport, you can take your actions for the round 
  normally.
  You do not have to adjust your location each round, but the 
  duration counts down just the same.
  Augment: For every additional power point you spend, 
  the duration of this power is extended for 1 round.
  STORMWRACK (3.5)
  CLAIRSENTIENCE
  HELMSMAN
  Clairsentience
  Level: Seer 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 3
  When you manifest this power, you become more in tune 
  with the ship around you.
  There is a sudden muting of all the normal shipboard 
  noises in your vicinity when it is activated, as though the 
  ship were suddenly holding its breath.
  You are in communion with the ship, understanding the 
  nuances of its condition.
  Under your direction, the ship’s speed increases by 10 
  feet/round.
  In addition, you gain a bonus equal to one half your 
  manifester level (round down) when making Profession 
  (sailor) checks while aboard the ship on which you 
  manifested the power.
  This can be used even if you do not actually have ranks in 
  the skill.
  Augment: You can augment this power in one of three 
  ways:
  1. For every 2 additional power points spent, you gain a 
  bonus equal to one-half your manifester level for one other 
  skill of your choice: Balance, Climb, Craft (woodworking), 
  or Use Rope.
  This bonus only applies while you are on the ship in which 
  you manifested the power.
  2. For every 4 additional power points spent, the ship speed 
  increases by another 10 feet/round.
  3. You can spend 4 additional power points to gain 
  tremorsense while on board the ship, allowing you to 
  detect the presence of all creatures within 30 feet of you 
  that are in contact with the ship.
  HELMSMAN, TRUE
  Clairsentience
  Level: Seer 6
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 11
  As helmsman, save that your understanding and 
  communion with the ship has reached truly unearthly 
  levels.
  At this level of understanding, your mind merges with the 
  nascent sentience of the ship’s spirit, allowing you to form a 
  powerful gestalt understanding with it.
  At any point, you can redirect your senses to any part of the 
  ship as though you were manifesting the clairvoyant sense 
  power, though the point of viewing can move up to 30 feet 
  per round and you gain the benefit of the specialized 
  shipboard tremorsense (see helmsman) through that 
  manifestation.
  Moreover, you gain the ability to speak with the ship itself.
  The ship’s personality contains elements of all the people 
  who have captained it in its existence, so that a ship with an 
  esteemed military past will seem to be very orderly and 
  precise in its thoughts, while a ship that has seen 
  generations of pirate captains is likely to be more rapacious 
  and violence seeking.
  The ship can relate its entire history, though its 
  understanding of things outside of itself will tend to be 
  somewhat incomplete—it can relate what the hazards of 
  sailing into a given harbor were like, but it can’t necessarily 
  tell you what the shore-folk called that harbor.
  Augment: As helmsman.
  PSYCHOMETABOLISM
  WATER-BORN
  Psychometabolism
  Level: Egoist 3, psychic warrior 3
  Display: Visual, olfactory, auditory; see text
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 5
  With the smell of the sea and the sound of rushing waves, 
  your body adapts itself perfectly to the aquatic 
  environment, becoming slightly clammy to the touch.
  You gain the aquatic subtype and a swim speed equal to 
  your base land speed.
  In this form you are perfectly amphibious, capable of 
  breathing air or water equally.
  Augment: By spending an additional 2 power points, you 
  can adapt your body to survive even in the terrible lightless 
  depths of the ocean trenches, becoming immune to the 
  pressure damage.
  This does not, however, grant you the ability to see in those 
  depths.
  TELEPATHY
  BLACKWATER MIND
  Telepathy [Mind-Affecting]
  
  319
  Level: Psion/wilder 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: 7
  With blackwater mind, you surround your mind in mental 
  patterns inspired by the blackwaters of the ocean depths, 
  confusing and distressing those who try to telepathically 
  contact your mind.
  Anyone who attempts to manifest a telepathic power that 
  targets you must make a Will save (DC equal to this power’s 
  DC).
  Those who fail the Will save suddenly find themselves 
  trapped in what seems to be a smothering, lightless place of 
  unimaginable pressure and bitter cold.
  Such targets are dazed, shaken, and blinded for 2d6 rounds.
  This power does not actually protect from telepathic 
  intrusion; rather, it is an attack triggered in response to a 
  telepathic intrusion by another.
  You might still be affected by the attacker’s power, even if 
  the attacker is in turn affected by yours.
  The only clue that you have activated this power is the 
  momentary darkening of your eyes, which turn a deep 
  black hue, like the seas’ abyssal depths.
  Augment: For every 2 additional power points you spend, 
  you gain a +1 bonus on saving throws to resist any powers 
  that trigger the blackwater mind.
  WEAPONS OF LEGACY (3.5)
  PSYCHOPORTATION
  REVITALIZE LEGACY, PSIONIC
  Metacreativity
  Level: Psion/wilder 3, psychic warrior 3
  Display: Visual, material
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Your legacy item; see text
  Duration: 1 hour/level or until expended
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  As the least revitalize legacy spell (see above), except as noted 
  here.
  To manifest this power, you must be holding, wearing, or 
  wielding your legacy item.
  Augment: You can augment this power in one of the 
  following ways.
  1. If you spend 4 additional power points (9 total), you 
  regain one daily use of a chosen lesser ability.
  2. If you spend 12 additional power points (17 total), you 
  regain one daily use of a chosen greater ability.
  TELEPATHY
  SEVER LEGACY, PSIONIC
  Telepathy
  Level: Psion/wilder 8
  Display: Mental
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 15
  As the sever legacy spell (see above), except as noted here.
  Other than by again performing the legacy rituals to regain 
  lost feats, this effect can be negated by miracle, psychic 
  chirurgery, reality revision, or wish.
  Augment: For every 2 additional power points you spend, 
  this power’s range increases by 5 feet and its save DC 
  increases by 1.
  SUPPRESS LEGACY, PSIONIC
  Telepathy
  Level: Psion/wilder 5
  Display: Mental
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 9
  As the suppress legacy spell (see above), except as noted here.
  Augment: For every 2 additional power points you spend, 
  this power’s range increases by 5 feet and its save DC 
  increases by 1.
  
  320
  PSIONIC ATTACK 
  AND DEFENCE 
  MODES
  PSIONICS HANDBOOK 
  (3.0)
  ATTACK MODES
  EGO WHIP
  Attack Mode (Dex)
  Display: Me
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates (see text)
  Power Resistance: No
  Power Points: 3
  Your rapid mental lash assaults the victim’s ego. The 
  defender makes a Will save (DC 1d20 + your Dexterity 
  modifier + DC modifier).
  Psionic creatures are allowed to raise a psionic defense 
  mode, which modifies the defender’s Will save DC.
  Those who fail their saving throw take 1d4 points of 
  temporary Dexterity damage.
  Nonpsionic creatures always enjoy a nonpsionic buffer 
  19ainst a psionic attack mode (see Table 4–1).
  On a failed saving throw, nonpsionic creatures are stunned 
  for 1d4 rounds.
  ID INSINUATION
  Attack Mode (Str)
  Display: Me
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates (see text)
  Power Resistance: No
  Power Points: 3
  Tendrils of thought disrupt the victim’s subconscious 
  mind, slicing through the toughest mental defenses.
  The defender makes a will save (DC 1d20 + your Strength 
  modifier + DC modifier).
  Psionic creatures are allowed to raise a psionic defense 
  mode, which modifies the defender’s will save DC.
  Those
  who fail their saving throw take 1d2 points of temporary 
  Strength damage, regardless of mental hardness.
  Nonpsionic creatures always enjoy a nonpsionic buffer 
  against a psionic attack mode (see Table 4–1).
  On a failed saving throw, nonpsionic creatures are stunned 
  for 1d2 rounds.
  MIND BLAST
  Attack Mode (Cha)
  Display: Vi (see text)
  Manifestation Time: 1 action
  Range: 60 ft.
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Will negates (see text)
  Power Resistance: No
  Power Points: 9
  The air ripples with the force of your mental attack, which
  within the area make a will save (DC 1d2o + your Charisma 
  modifier + DC modifier).
  Psionic creatures are allowed to raise a psionic defense 
  mode, which modifies the defender’s Will save DC.
  Those who fail their saving throw take 1d4 points of 
  temporary Charisma damage.
  A nonpsionic creature’s buffer is less helpful against mind 
  blast than other psionic attack modes.
  The will save DC increases by +4, and on a failed saving 
  throw, a nonpsionic creature is stunned for 3d4 rounds 
  (rather than 1d4).
  MIND THRUST
  Attack Mode (Int)
  Display: Me
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates (see text)
  Power Resistance: No
  Power Points: 1
  Desire alone delivers a massive assault on the pathways of 
  your victim’s mind.
  The defender makes a Will save (DC 1d2o + your 
  Intelligence modifier + DC modifier).
  Psionic creatures are allowed to raise a psionic defense 
  mode, which modifies the defender’s will save DC.
  Those who fail their saving throw take 1d2 points of 
  temporary Intelligence damage.
  Nonpsionic creatures always enjoy a nonpsionic buffer 
  against a psionic attack mode (see Table 4–1).
  On a failed saving throw, nonpsionic creatures are stunned 
  for 1d2 rounds.
  PSYCHIC CRUSH
  Attack Mode (Wis)
  Display: Me
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2Ievels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates (See text)
  Power Resistance: No
  Power Points: 5
  
  321
  Your will surrounds that of your foe and begins to squeeze 
  mercilessly.
  The defender makes a will save (DC 1d2o + your Wisdom 
  modifier + DC modifier).
  Psionic creatures are allowed to raise a psionic defense 
  mode, which modifies the defender’s Will save DC.
  Those who fail their saving throw take 2d4 points of 
  temporary Wisdom damage.
  Nonpsionic creatures always enjoy a nonpsionic buffer 
  against a psionic attack mode (see Table 4–1).
  On a failed saving throw, a nonpsionic creature is stunned 
  for 2d4 rounds.
  DEFENCE MODES
  EMPTY MIND
  Defense Mode
  Display: Au
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 1
  You can raise empty mind as a reaction in response to a 
  psionic attack mode, even if you’ve already taken your full 
  allotment of actions for the round (unless you are flat-
  footed or out of power points).
  Empty mind hides your mind in an expanse of vacuous 
  conception.
  Cross-reference this defense with the attack mode on Table 
  4–1: Psionic Combat DC Modifiers to get the appropriate 
  modifier to your will save DC.
  INTELLECT FORTRESS
  Defense Mode
  Display: Au
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 5
  You can raise intellect fortress as a reaction in response to a 
  psionic attack mode, even if you’ve already taken your full 
  allotment of actions for the round (unless you are flat-
  footed or out of power points).
  Intellect fortress encases the mind in a shimmering fortress of 
  mental determination.
  Cross-reference this defense with the attack mode on Table 
  4–1: Psionic Combat DC Modifiers to get the appropriate 
  modifier to your will save DC.
  You also gain mental hardness 3, which is applied against 
  any temporary ability damage dealt by the attack mode if 
  you fail your will save (except against id insinuation).
  MENTAL BARRIER
  Defense Mode
  Display: Au
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 3
  You can raise mental barrier as a reaction in response to a 
  psionic attack mode, even if you’ve already taken your full 
  allotment of actions for the round (unless you are flat-
  footed or out of power points).
  Mental barrier is a construct of dissembling thoughts that 
  shields the mind.
  Cross-reference this defense with the attack mode on Table 
  4–1: Psionic Combat DC Modifiers to get the appropriate 
  modifier to your will save DC.
  You also gain mental hardness 2, which is applied against 
  any temporary ability damage dealt by the attack mode if 
  you fail your Will save (except against id insinuation).
  THOUGHT SHIELD
  Defense Mode
  Display: Au
  Manifestation Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 1
  You can raise thought shield as a reaction in response to a 
  psionic attack mode, even if you’ve already taken your full 
  allotment of actions for the round (unless you are flat-
  footed or out of power points).
  Thought shield erects a shield of hope for sanctuary.
  Cross-reference this defense with the attack mode on Table 
  4–1: Psionic Combat DC Modifiers to get the appropriate
  modifier to your will save DC.
  You also gain mental hardness 1, which is applied against 
  any temporary ability damage dealt by the attack mode if 
  you fail your Will save (except against id insinuation).
  TOWER OF IRON WILL
  Defense Mode
  Display: Au
  Manifestation Time: 1 action
  Range: 5 feet
  Area: 10-ft.-radius emanation, centered on you (see text)
  Duration: Instantaneous
  Saving Throw: Yes (harmless)
  Power Resistance: No
  Power Points: 5
  You can raise tower of iron will as a reaction in response to a 
  psionic attack mode, even if you’ve already taken your full 
  allotment of actions for the round (unless you are flat-
  footed or out of power points).
  Tower of iron will generates a bastion of thought so strong 
  that it offers protection to both you and those nearby.
  Cross-reference this defense with the attack mode on Table 
  4–1: Psionic Combat DC Modifiers to get the appropriate
  modifier to your Will save DC.
  You and those within the area also gain mental hardness 2, 
  which is applied against any temporary ability damage dealt 
  by the attack mode if you fail your Will save (except against 
  id insinuation).
  Because tower of iron will has an area, it specifically grants 
  mental hardness (but not a DC modifier) to other living, 
  willing creatures against a psionic attack.
  These bonuses stack.
  
  322
  For example, if three adjacent psionic characters were 
  targeted by a mind blast, they could each individually raise a 
  tower of iron will and in sum enjoy mental hardness 6 against 
  that specific attack (if all are in a 10-foot-diameter area).
  Each would make an individual Will save, however—there 
  is no stacking of save DC modifiers from multiple towers.
  Nonpsionic creatures within the area also gain this mental 
  hardness, which shields them from potential rounds of
  being stunned instead of temporary ability damage, on a 
  point-for-point basis.
  
  323
  SEEDS
  EPIC LEVEL HANDBOOK 
  (3.0)
  ABJURATION
  BANISH
  Abjuration
  Spellcraft DC: 27
  Components: V, S
  Casting Time: 1 minute
  Range: 75 ft.
  Target: 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
  You force extraplanar creatures out of your home plane.
  You can banish up to 14 HD of extraplanar creatures.
  For each additional 2 HD of extraplanar creatures you 
  banish, increase the Spellcraft DC by +1.
  To specify a type or subtype of creature other than outsider 
  to be banished, increase the Spellcraft DC by +20.
  For example, giants, humanoids (reptilians), and undead 
  could all be banished in this way.
  DISPEL
  Abjuration
  Spellcraft DC: 19
  Components: V, S
  Casting Time: 1 minute
  Range: 300 ft.
  Target: One creature, object, or spell
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You can end ongoing spells that have been cast on a 
  creature or object, temporarily suppress the magical 
  abilities of a magic item, or end ongoing spells (or at least 
  their effects) within an area.
  A dispelled spell ends as if its duration had expired.
  The dispel seed can defeat all spells, even those not normally 
  subject to dispel magic.
  The dispel seed can dispel (but not counter) the ongoing 
  effects of supernatural abilities as well as spells, and it 
  affects spell-like effects just as it affects spells.
  One creature, object, or spell is the target of the dispel seed.
  You make a dispel check against the spell or against each 
  ongoing spell currently in effect on the object or creature.
  A dispel check is 1d20 + 10 against a DC of 11 + the target 
  spell’s caster level.
  For each additional +1 on your dispel check, increase the 
  Spellcraft DC by +1.
  If you target an object or creature that is the effect of an 
  ongoing spell (such as a creature summoned by a summon 
  monster spell), make a dispel check to end the spell that 
  conjured the object or creature.
  If the object 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.
  Any creature, object, or spell is potentially subject to the 
  dispel seed, even the spells of gods and the abilities of 
  artifacts.
  You automatically succeed at your dispel check against any 
  spell that you cast yourself.
  REFLECT
  Abjuration
  Spellcraft DC: 27
  Components: V, S
  Casting Time: 1 minute
  Range: Personal
  Target: You
  Duration: Until expended or 12 hours
  Attacks targeted against you rebound on the original 
  attacker.
  Each use of the reflect seed in an epic spell is effective 
  against one type of attack only: spells (and spell-like 
  effects), ranged attacks, or melee attacks.
  To reflect an area spell, where you are not the target but are 
  caught in the vicinity, increase the Spellcraft DC by +20.
  A single successful use of reflect expends its protection.
  Spells developed with the reflect seed against spells and 
  spell-like effects return all spell effects of up to 1st level.
  For each additional level of spells to be reflected, increase 
  the Spellcraft DC by +20.
  Epic spells are treated as 10th-level spells for this purpose.
  The desired effect is automatically reflected if the spell in 
  question is 9th level or lower.
  An opposed caster level check is required when the reflect 
  seed is used against another epic spell.
  If the enemy spellcaster gets his spell through by winning 
  the caster level check, the epic spell using the reflect seed is 
  not expended, just momentarily suppressed.
  If the reflect seed is used against a melee attack or ranged 
  attack, five such attacks are automatically reflected back on 
  the original attacker.
  For each additional attack reflected, increase the Spellcraft 
  DC by +4.
  The reflected attack rebounds on the attacker using the 
  same attack roll.
  Once the allotted attacks are reflected, the spell using the 
  reflect seed is expended.
  WARD
  Abjuration
  Spellcraft DC: 14
  Components: V, S
  
  324
  Casting Time: 1 minute
  Range: Touch
  Target or Effect: Touched creature or object of 2,000 lb. 
  or less; or 10-ft.-radius spherical emanation, centered on 
  you
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: Yes
  You can grant a creature protection from damage of a 
  specified type.
  You can protect a creature from standard damage or from 
  energy damage.
  You can protect a creature or area from magic.
  Alternatively, you can hedge out a type of creature from a 
  specified area.
  A ward against standard damage protects a creature from 
  whichever two you select of the three damage types: 
  bludgeoning, piercing, and slashing.
  For a ward against all three types, increase the Spellcraft 
  DC by +4.
  Each round, the spell created with the ward seed absorbs 
  the first 5 points of damage the creature would otherwise 
  take, regardless of whether the source of the damage is 
  natural or magical.
  For each additional point of protection, increase the 
  Spellcraft DC by +2.
  A ward against energy grants a creature protection from 
  whichever one you select of the five energy types: acid, 
  cold, electricity, fire, 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 or magical.
  The spell protects the recipients equipment as well.
  For each additional point of protection, increase the 
  Spellcraft DC by +1.
  A ward against a specific type of creature prevents bodily 
  contact from whichever one of several monster types you 
  select from the Monster Manual (giants, humanoids, or 
  outsiders, for example).
  This causes the natural weapon attacks of such creatures to 
  fail and the creatures to recoil if such attacks require 
  touching the warded creature.
  The protection ends if the warded creature makes an attack 
  against or intentionally moves within 5 feet of the blocked 
  creature.
  Spell resistance can allow a creature to overcome this 
  protection and touch the warded creature.
  A ward against magic creates an immobile, faintly 
  shimmering magical sphere (with radius 10 feet) that 
  surrounds you and excludes all spell effects of up to 1st 
  level.
  Alternatively, you can ward just the target and not create 
  the radius effect.
  For each additional level of spells to be excluded, increase 
  the Spellcraft DC by +20 (but see below).
  The area or effect of any such spells does not include the 
  area of the ward, and such spells fail to affect any target 
  within the ward.
  This includes spell-like abilities and spells or spell-like 
  effects from magic items.
  However, any type of spell can be cast through or out of the 
  ward.
  You can leave and return to the protected area without 
  penalty (unless the spell specifically targets a creature and 
  does not provide a radius effect).
  The ward could be brought down by a targeted dispel magic 
  spell.
  Epic spells using the dispel seed may bring down a ward if 
  the enemy spellcaster succeeds at a caster level check.
  The ward may also be brought down with a targeted epic 
  spell using the destroy seed if the enemy spellcaster 
  succeeds at a caster level check.
  CONJURATION
  ARMOR
  Conjuration (Creation) [Force]
  Spellcraft DC: 14
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: Creature touched
  Duration: 24 hours (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You grant a creature additional armor, providing a +4 bonus 
  to Armor Class.
  The bonus is either an armor bonus or a natural armor 
  bonus, whichever you select.
  Unlike mundane armor, the armor seed provides an 
  intangible protection that entails no armor check penalty, 
  arcane spell failure chance, or speed reduction.
  Incorporeal creatures can’t bypass the armor seed the way 
  they can ignore normal armor.
  For each additional point of Armor Class bonus, increase 
  the Spellcraft DC by +2.
  You can also grant a creature a +1 bonus to Armor Class 
  using a different bonus type, such as deflection, divine, or 
  insight.
  For each additional point of bonus to Armor Class of one of 
  these types, increase the Spellcraft DC by +10.
  CONJURE
  Conjuration (Creation)
  Spellcraft DC: 21
  Components: V, S
  Casting Time: 1 minute
  Range: 0 ft.
  
  325
  Effect: Unattended, nonmagical object of nonliving 
  matter up to 20 cu. ft.
  Duration: 8 hours
  Saving Throw: None
  Spell Resistance: No
  You create a nonmagical, unattended object of nonliving 
  matter of up to 20 cubic feet in volume.
  You must succeed at an appropriate skill check to make a 
  complex item, such as a Craft (bowmaking) check to make 
  straight arrow shafts.
  You can create matter ranging in hardness and rarity from 
  vegetable matter all the way up to mithral and even 
  adamantine.
  Simple objects, such as linen clothes, a hemp rope, a 
  wooden ladder, or raw vegetables, have a natural duration 
  of 24 hours.
  For each additional cubic foot of matter created, increase 
  the Spellcraft DC by +2.
  Attempting to use any created object as a material 
  component or a resource during epic spell development 
  causes the spell to fail and the object to disappear.
  HEAL
  Conjuration (Healing)
  Spellcraft DC: 25
  Components: V, S, DF
  Casting Time: 1 minute
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Yes (harmless; see text)
  Spell Resistance: Yes (harmless)
  Spells developed with the heal seed channel positive energy 
  into a creature to wipe away disease and injury.
  Such a spell completely cures all diseases, blindness, 
  deafness, hit point damage, and temporary ability damage.
  To restore permanently drained ability score points, 
  increase the Spellcraft DC by +6.
  The heal seed neutralizes poisons in the subject’s system so 
  that no additional damage or effects are suffered.
  It offsets feeblemindedness and cures mental disorders 
  caused by spells or injury to the brain.
  It dispels all magical effects penalizing the character’s 
  abilities, including effects caused by spells, even epic spells 
  developed with the afflict seed.
  Only a single application of the spell is needed to 
  simultaneously achieve all these effects.
  This seed does not restore levels or Constitution points lost 
  due to death.
  To dispel all negative levels afflicting the target, increase 
  the Spellcraft DC by +2.
  This reverses level drains by a force or creature.
  The drained levels are restored only if the creature lost the 
  levels within the last 20 weeks.
  For each additional week since the levels were drained, 
  increase the Spellcraft DC by +2.
  Against undead, the influx of positive energy causes the 
  loss of all but 1d4 hit points if the undead fails a Fortitude 
  saving throw.
  An epic caster with 24 ranks in Knowledge (arcana), 
  Knowledge (nature), or Knowledge (religion) can cast a 
  spell developed with a special version of the heal seed 
  flushes negative energy into the subject, healing undead 
  completely but causing the loss of all but 1d4 hit points in 
  living creatures if they fail a Fortitude saving throw.
  Alternatively, a living target that fails its Fortitude saving 
  throw could gain four negative levels for the next 8 hours.
  For each additional negative level bestowed, increase the 
  Spellcraft DC by +4, and for each extra hour the negative 
  levels persist, increase the Spellcraft DC by +2.
  If the subject has at least as many negative levels as Hit 
  Dice, it dies.
  If the subject survives and the negative levels persist for 24 
  hours or longer, the subject must make another Fortitude 
  saving throw, or the negative levels are converted to actual 
  level loss.
  LIFE
  Conjuration (Healing)
  Spellcraft DC: 27
  Components: V, S, DF
  Casting Time: 1 minute
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  A spell developed with the life seed will restore life and 
  complete vigor 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 returned to life, 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 small portion of its body).
  
  326
  The creature can have been dead for no longer than two 
  hundred years.
  For each additional ten years, increase the Spellcraft DC by 
  +1.
  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 1 point of 
  Constitution if the subject was 1st level).
  You cannot revive someone who has died of old age.
  An epic caster with 24 ranks in Knowledge (arcana), 
  Knowledge (nature), or Knowledge (religion) can cast a 
  spell developed with a special version of the life seed that 
  gives actual life to normally inanimate objects.
  You can give inanimate plants and animals a soul, 
  personality, and humanlike sentience.
  To succeed, you must make a Will save (DC 10 + the target’s 
  Hit Dice, or the Hit Dice a plant will have once it comes to 
  life).
  The newly living object, intelligent animal, or sentient 
  plant is friendly toward you.
  An object or plant has characteristics as if it were an 
  animated object (see the Monster Manual), except that its 
  Intelligence, Wisdom, and Charisma scores are all 3d6.
  Animated objects and plants gain the ability to move their 
  limbs, projections, roots, carved legs and arms, or other 
  appendages, and have senses similar to a human’s.
  A newly intelligent animal gets 3d6 Intelligence, +1d3 
  Charisma, and +2 HD.
  Objects, animals, and plants speak one language that you 
  know, plus one additional language that you know per 
  point of Intelligence bonus (if any).
  SUMMON
  Conjuration (Summoning)
  Spellcraft DC: 14
  Components: V, S
  Casting Time: 1 minute
  Range: 75 ft.
  Effect: One summoned creature
  Duration: 20 rounds (D)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes (see text)
  You can summon an outsider.
  It appears where you designate and acts immediately, on 
  your turn, if its spell resistance is overcome and it fails a 
  Will saving throw.
  It attacks your opponents to the best of its ability.
  If you can communicate with the outsider, you can direct it 
  not to attack, to attack particular enemies, or to perform 
  other actions.
  The spell conjures an outsider you select from the Monster 
  Manual (or an alternative source allowed by your DM) of 
  CR 2 or less.
  For each +1 CR of the summoned outsider, increase the 
  Spellcraft DC by +2.
  For each additional outsider of the same Challenge Rating 
  summoned, multiply the Spellcraft DC by ×2.
  When you develop a spell with the summon seed that 
  summons an air, chaotic, earth, evil, fire, good, lawful, or 
  water creature, the completed spell is also of that type.
  If you increase the Spellcraft DC by +10, you can summon a 
  creature of CR 2 or less from another monster type or 
  subtype, such as giant, humanoid (goblinoid), or undead.
  The summoned creature is assumed to have been plucked 
  from some other plane (or somewhere on the same plane).
  The summoned creature attacks your opponents to the best 
  of its ability; or, if you can communicate with it, it will 
  perform other actions.
  However, the summoning ends if the creature is asked to 
  perform a task inimical to its nature, such as commanding a 
  good creature to attack an innocent, or commanding any 
  creature to commit suicide.
  For each +1 CR of the summoned creature, increase the 
  Spellcraft DC by +2.
  Finally, if you increase the Spellcraft DC by +60, you can 
  summon a unique individual you specify from anywhere in 
  the multiverse.
  You must know the target’s name and some facts about its 
  life, defeat any magic protection against discovery or other 
  protection possessed by the target, and overcome the 
  target’s spell resistance, and it must fail a Will saving throw.
  Again, the target is under no special compulsion to serve 
  you.
  DIVINATION
  CONTACT
  Divination
  Spellcraft DC: 23
  Components: V, S
  Casting Time: 1 minute
  Range: See text
  Target: One creature
  Duration: 200 minutes
  Saving Throw: None
  Spell Resistance: No
  You forge a telepathic bond with a particular creature with 
  which you are familiar (or one that you can currently see 
  directly or through magical means) and can converse back 
  and forth.
  The subject recognizes you if it knows you.
  It can answer in like manner immediately, though it does 
  not have to.
  You can forge a communal bond among more than two 
  creatures.
  For each additional creature contacted, increase the 
  Spellcraft DC by +1.
  The bond can be established only among willing subjects, 
  which therefore receive no saving throw or spell resistance.
  For telepathic communication through the bond regardless 
  of language, increase the Spellcraft DC by +4.
  No special influence is established as a result of the bond, 
  only the power to communicate at a distance.
  FORESEE
  Divination
  Spellcraft DC: 17
  Components: V S
  Casting Time: 1 minute
  Range: Personal
  Target: You
  Duration: Instantaneous or concentration (see text)
  You can foretell the immediate future, or gain information 
  about specific questions.
  
  327
  You are 90% likely to receive a meaningful reading of the 
  future of the next 30 minutes.
  If successful, you know if a particular action will bring good 
  results, bad results, or no result.
  For each additional 30 minutes into the future, multiply the 
  Spellcraft DC by ×2.
  For better results, you can pose up to ten specific questions 
  (one per round while you concentrate) to unknown powers 
  of other planes, but the base Spellcraft DC for such an 
  attempt is 23.
  Your questions reverberate through planar interstices, 
  seeking an answer from some willing entity.
  The answers return in a language you understand, but use 
  only one-word replies: “yes”, “no”, “maybe”, “never”, 
  “irrelevant”, or some other one-word answer.
  Unlike 0- to 9th-level spells of similar type, all questions 
  answered are 90% likely to be answered truthfully.
  However, a specific spell using the foresee seed can only be 
  cast once every five weeks.
  The foresee seed is also useful for epic spells requiring 
  specific information before functioning, such as spells 
  using the reveal and transport seeds.
  You can also use the foresee seed to gain one basic piece of 
  information about a living target: level, class, alignment, or 
  some special ability (or one of an object’s magical abilities, if 
  any).
  For each additional piece of information revealed, increase 
  the Spellcraft DC by +2.
  REVEAL
  Divination
  Spellcraft DC: 19 (see text)
  Components: V, S
  Casting Time: 1 minute
  Range: See text
  Effect: Magical sensor
  Duration: 20 minutes (D)
  Saving Throw: None
  Spell Resistance: No
  You can see some distant location or hear the sounds at 
  some distant location almost as if you were there.
  To both hear and see, increase the Spellcraft DC by +2.
  Distance is not a factor, but the locale must be known—a 
  place familiar to you or an obvious one (such as behind a 
  door, around a corner, or in a grove of trees).
  The spell creates an invisible sensor, similar to that created 
  by a scrying spell, that can be dispelled.
  Lead sheeting or magical protection (such as antimagic field,
  mind blank, or nondetection) blocks the spell, and you sense 
  that the spell is so blocked.
  If you prefer to create a mobile sensor (speed 30 feet) that 
  you control, increase the Spellcraft DC by +2.
  To use the reveal seed to reach one specific different plane 
  of existence, increase the Spellcraft DC by +8.
  To allow magically enhanced senses to work through a spell 
  built with the reveal seed, increase the Spellcraft DC by +4.
  To cast any spell from the sensor whose range is touch or 
  greater, increase the Spellcraft DC by +6; however, you 
  must maintain line of effect to the sensor at all times.
  If your line of effect is obstructed, the spell ends.
  To free yourself of the line of effect restriction for casting 
  spells through the sensor, multiply the Spellcraft DC by 
  ×10.
  The reveal seed has a base Spellcraft DC of 25 if you use it to 
  pierce illusions and see things as they really are.
  You can see through normal and magical darkness, notice 
  secret doors hidden by magic, see the exact locations of 
  creatures or objects under blur or displacement effects, see 
  invisible creatures or objects normally, see through 
  illusions, see onto the Ethereal Plane (but not into 
  extradimensional spaces), and see the true form of 
  polymorphed, changed, or transmuted things.
  The range of such sight is 120 feet.
  ENCHANTMENT
  AFFLICT
  Enchantment (Compulsion) [Fear, Mind-Affecting]
  Spellcraft DC: 14
  Components: V, S
  Casting Time: 1 action
  Range: 300 ft.
  Target: One living creature
  Duration: 20 minutes
  Saving Throw: Will negates
  Spell Resistance: Yes
  You afflict the target with a –2 morale penalty on attack 
  rolls, checks, and saving throws.
  For each additional –1 penalty assessed on either the 
  target’s attack rolls, checks or saving throws, increase the 
  Spellcraft DC by +2.
  You may also develop a spell with this seed that afflict the 
  target with a –1 penalty on caster level checks, a –1 penalty 
  to an ability score, a –1 penalty to spell resistance or a –1 
  penalty to some other aspect of the target that you and your 
  DM agree on.
  For each additional –1 penalty assessed in one of the above 
  categories, increase the Spellcraft DC by +4.
  You can afflict a character’s ability scores to the point where 
  they reach 0, except for Constitution where 1 is the 
  minimum.
  If you apply a factor to increase the duration of this seed, 
  ability score penalties instead become temporary ability 
  damage.
  If you apply a factor to make the duration permanent, any 
  ability score penalties become permanent ability drain.
  Finally, if you increase the Spellcraft DC by +2, you can 
  afflict whichever one of the target’s senses you select: sight, 
  smell, hearing, taste, touch, or a special sense the target 
  possesses.
  If the target fails its saving throw, the sense you select 
  doesn’t function for the spell’s duration, with all attendant 
  penalties that apply for losing the specified sense.
  COMPEL
  Enchantment (Compulsion) [Mind-Affecting]
  Spellcraft DC: 19
  
  328
  Components: V, M
  Casting Time: 1 minute
  Range: 75 ft.
  Target: One living creature
  Duration: 20 hours or until completed
  Saving Throw: Will negates
  Spell Resistance: Yes
  You compel a target to follow a course of activity.
  At the basic level of effect, a spell using the compel seed 
  must be worded in such a manner as to make the activity 
  sound reasonable.
  Asking the creature to stab itself, throw itself onto a spear, 
  immolate itself, or do some other obviously harmful act 
  automatically negates the effect (unless you increase the 
  Spellcraft DC to avoid this limitation; see below).
  Urging a red dragon to stop attacking your party so that the 
  dragon and the party could jointly loot a rich treasure 
  elsewhere would be a reasonable use of the spell’s power.
  If you wish to compel a creature to follow an outright 
  unreasonable course of action (such as stab itself, throw 
  itself onto a spear, immolate itself, or do some other 
  obviously harmful act), increase the Spellcraft DC by +10.
  The compelled course of activity can continue for the 
  entire duration, such as in the case of the red dragon 
  mentioned above.
  If the compelled activity can be completed in a shorter 
  time, the spell ends when the subject finishes what he was 
  asked to do.
  You can instead specify conditions that will trigger a special 
  activity during the duration.
  For example, you might compel a noble knight to give her 
  warhorse to the first beggar she meets.
  If the condition is not met before the spell using this seed 
  expires, the activity is not performed.
  EVOCATION
  ENERGY
  Evocation [Acid, Fire, Electricity, Cold, or Sonic]
  Spellcraft DC: 19
  Components: V, S
  Casting Time: 1 minute
  Range: 300 ft. or touched creature or object of 2,000 lb. or 
  less
  Area: A bolt 5 ft. wide to 300 ft. long; or a 10-ft.-radius 
  emanation; or a wall whose area is up to one 200-ft. square; 
  or a sphere or hemisphere with a radius of up to 20 ft.
  Duration: Instantaneous or 20 hours (see text)
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You can work with whichever one of five energy types you 
  choose: acid, cold, electricity, fire, or sonic.
  You can cast the energy forth as a bolt, imbue an object 
  with the energy, or create a freestanding manifestation of 
  the energy.
  If your spell developed using the energy seed releases a bolt, 
  that bolt instantaneously deals 10d6 points of damage of the 
  appropriate energy type, and all in the bolt’s area must 
  make a Reflex save for half damage.
  For each additional 1d6 points of damage dealt, increase the 
  Spellcraft DC by +2.
  The bolt begins at your fingertips.
  If you wish to imbue another creature with the ability to 
  use an energy bolt as a spell-like ability at its option or 
  when a particular condition is met, increase the Spellcraft 
  DC by +25.
  You can also cause a creature or object to emanate the 
  specific energy type out to a radius of 10 feet for 20 hours 
  The emanated energy deals 2d6 points of energy damage 
  per round against unprotected creatures (the target creature 
  is susceptible if not separately warded or otherwise 
  resistant to the energy).
  For each additional 1d6 points of damage emanated, 
  increase the Spellcraft DC by +2.
  You may also create a wall, half-circle, circle, dome, or 
  sphere of the desired energy that emanates the energy for 
  up to 20 hours.
  One side of the wall, selected by you, sends forth waves of 
  energy, dealing 2d4 points of energy damage to creatures 
  within 10 feet and 1d4 points of energy damage to those 
  past 10 feet but within 20 feet.
  The wall deals this damage when it appears and in each 
  round that a creature enters or remains in the area.
  In addition, the wall deals 2d6+20 points of energy damage 
  to any creature passing through it.
  The wall deals double damage to undead creatures.
  For each additional 1d4 points of damage, increase the 
  Spellcraft DC by +2.
  
  329
  ILLUSION
  CONCEAL
  Illusion (Glamer)
  Spellcraft DC: 17
  Components: V, S
  Casting Time: 1 minute
  Range: Personal or touch
  Target: You or a creature or object of up to 2,000 lb.
  Duration: 200 minutes or until expended (D)
  Saving Throw: None or Will negates (harmless, object)
  Spell Resistance: No or Yes (harmless, object) 
  You can conceal a creature or object touched from sight, 
  even from darkvision.
  If the subject is a creature carrying gear, the gear vanishes 
  too, rendering the creature invisible.
  A spell using the conceal seed ends if the subject attacks any 
  creature.
  Actions directed at unattended objects do not break the 
  spell, and causing harm indirectly is not an attack.
  To create invisibility that lasts regardless of the actions of 
  the subject, increase the Spellcraft DC by +4.
  Alternatively, you can conceal the exact location of the 
  subject so that it appears to be about 2 feet away from its 
  true location; this increases the Spellcraft DC by +2.
  The subject benefits from a 50% miss chance as if it had 
  total concealment.
  However, unlike actual total concealment, this 
  displacement effect does not prevent enemies from 
  targeting him normally.
  The conceal seed can also be used to block divination spells, 
  spell-like effects, and epic spells developed using the reveal 
  seed; this increases the Spellcraft DC by +6.
  In all cases where divination magic of any level, including 
  epic level, is employed against the subject of a spell using 
  the conceal seed for this purpose, an opposed caster level 
  check determines which spell works.
  DELUDE
  Illusion (Figment)
  Spellcraft DC: 14
  Components: V, S
  Casting Time: 1 minute
  Range: 12,000 ft.
  Effect: Visual figment that can extend for up to twenty 
  30-ft. cubes (S)
  Duration: Concentration plus 20 hours
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  A spell developed with the delude seed creates the visual 
  illusion of an object, creature, or force, as visualized by you.
  You can move the image within the limits of the size of the 
  effect by concentrating (the image is otherwise stationary).
  The image disappears when struck by an opponent unless 
  you cause the illusion to react appropriately.
  For an illusion that includes audible, olfactory, tactile, taste, 
  and thermal aspects, increase the Spellcraft DC by +2 per 
  extra aspect.
  Even realistic tactile and thermal illusions can’t deal 
  damage, however.
  For each additional image to be created, increase the 
  Spellcraft DC by +1.
  For an illusion that follows a script determined by you, 
  increase the Spellcraft DC by +9.
  The figment follows the script without your having to 
  concentrate on it.
  The illusion can include intelligible speech if you wish.
  For an illusion that makes any area appear to be something 
  other than it is (such as making a swamp appear as a 
  grassland or a village), increase the Spellcraft DC by +4.
  Additional components, such as sounds, can be added as 
  noted above.
  Concealing creatures requires additional spell development 
  using this or other seeds.
  NECROMANCY
  ANIMATE DEAD
  Necromancy [Evil]
  Spellcraft DC: 23
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: One or more corpses touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You can turn the bones or bodies of dead creatures into 
  undead that follow your spoken commands.
  The undead can follow you, or they can remain in an area 
  and attack any creature (or a specific type of creature) 
  entering the place.
  The undead remain animated until they are destroyed.
  (A destroyed undead can’t be animated again).
  Intelligent undead can follow more sophisticated 
  commands.
  The animate dead seed allows you to create 20 HD of 
  undead.
  Statistics for undead of all types are found in the Monster 
  Manual.
  For each additional 1 HD of undead created, increase the 
  Spellcraft DC by +1.
  The undead you create remain under your control 
  indefinitely.
  You can naturally control 1 HD per caster level of undead 
  creatures you’ve personally created, regardless of the 
  method you used.
  If you exceed this number, newly created creatures fall 
  under your control, and excess undead from previous 
  castings become uncontrolled (you choose which creatures 
  are released).
  If you are a cleric, any undead you command through your 
  ability to command or rebuke undead do not count toward 
  the limit.
  For each additional 2 HD of undead to be controlled, 
  increase the Spellcraft DC by +1.
  Only undead in excess of 20 HD created with this seed can 
  be controlled using this DC adjustment.
  If you want to both create and control more than 20 HD of 
  undead, increase the Spellcraft DC by +3 per additional 2 
  HD of undead.
  
  330
  Type of Undead: All types of undead can be created with
  the animate dead seed, although creating more powerful 
  undead increases the Spellcraft DC of the epic spell, 
  according to the table below.
  The DM must set the Spellcraft DC for undead not 
  included on the table, using similar undead as a basis for 
  comparison.
  SLAY
  Necromancy [Death]
  Spellcraft DC: 25
  Components: V, S
  Casting Time: 1 minute
  Range: 300 ft.
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial or half (see text)
  Spell Resistance: Yes
  A spell developed using the slay seed snuffs out the life 
  force of a living creature, killing it instantly.
  The slay seed kills a creature of up to 80 HD.
  The subject is entitled to a Fortitude saving throw to 
  survive the attack.
  If the save is successful, it instead takes 3d6+20 points of 
  damage.
  For each additional 80 HD affected (or each additional 
  creature affected), increase the Spellcraft DC by +8.
  Alternatively, you can use the day seed in an epic spell to 
  suppress the life force of the target by bestowing 2d4 
  negative levels on the target (or half as many negative levels 
  on a successful Fortitude save).
  For each additional 1d4 negative levels bestowed, increase 
  the Spellcraft DC by +4.
  If the subject has at least as many negative levels as Hit 
  Dice, it dies.
  If the subject survives and the negative levels persist for 24 
  hours or longer, the subject must make another Fortitude 
  saving throw, or the negative levels are converted to actual 
  level loss.
  TRANSMUTATION
  ANIMATE
  Transmutation
  Spellcraft DC: 25
  Components: V, S
  Casting Time: 1 minute
  Range: 300 ft.
  Target: Object or 20 cu. ft. of matter
  Duration: 20 rounds
  Saving Throw: None
  Spell Resistance: No
  You can imbue inanimate objects with mobility and a 
  semblance of life (not actual life).
  The animated object attacks whomever or whatever you 
  initially designate.
  The animated object can be of any nonmagical material 
  wood, metal, stone, fabric, leather, ceramic, glass, and so 
  forth.
  You can also animate part of a larger mass of raw matter, 
  such as a volume of water in the ocean, part of a stony wall, 
  or the earth itself, as long as the volume of material does 
  not exceed 20 cubic feet.
  For each additional 10 cubic feet of matter animated, 
  increase the Spellcraft DC by +1, up to 1,000 cubic feet.
  For each additional 100 cubic feet of matter animated after 
  the first 1,000 cubic feet, increase the spellcraft DC by +1.
  Statistics for animated objects are found in the Monster 
  Manual.
  For each additional Hit Die granted to an animated object 
  of a given size, increase the Spellcraft DC by +2.
  To animate attended objects (objects carried or worn by 
  another creature), increase the Spellcraft DC by +10.
  DESTROY
  Transmutation
  Spellcraft DC: 29
  Components: V S
  Casting Time: 1 minute
  Range: 12,000 ft.
  Target: One creature, or up to a 10-foot cube of nonliving 
  matter
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You deal 20d6 points of damage to the target.
  The damage is of no particular type or energy—it is a 
  purely destructive impulse.
  For each additional 1d6 points of damage dealt, increase the 
  Spellcraft DC by +2.
  If the target is reduced to –10 hit points or less (or a 
  construct, object, or undead is reduced to 0 hit points), it is 
  utterly destroyed as if disintegrated, leaving behind only a 
  trace of fine dust.
  Up to a 10-foot cube of nonliving matter is affected, so a 
  spell using the destroy seed destroys only part of any very 
  large object or structure targeted.
  The destroy seed affects even magical matter, energy fields, 
  and force effects that are normally only affected by the 
  disintegrate spell, such as Bigby’s forceful hand, wall of force,
  globe of invulnerability, and antimagic field.
  Such effects are automatically destroyed.
  Epic spells using the ward seed may also be destroyed, 
  though you must succeed at an opposed caster level check 
  against the other spellcaster to bring down a ward spell.
  FORTIFY
  Transmutation
  Spellcraft DC: 17 (see text)
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: Creature touched
  
  331
  Duration: 20 hours; permanent for age adjustment (see 
  sidebar)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Spells using the fortify seed grant a +1 enhancement bonus 
  to whichever one of the following you choose:
  • Any one ability score.
  • Any one kind of saving throw.
  • Spell resistance.
  • Natural armor.
  The fortify seed can also grant energy resistance 1 for one 
  energy type or 1 temporary hit point.
  For each additional + 1 bonus, point of energy resistance, or 
  hit point, increase the Spellcraft DC by +2.
  The fortify seed has a base Spellcraft DC of 23 if it grants a +1 
  bonus of a type other than enhancement (such as luck or 
  insight).
  For each additional +1 bonus of a type other than 
  enhancement, increase the Spellcraft DC by +6.
  If you apply a factor to make the duration permanent, the 
  bonus must be an inherent bonus, and the maximum 
  inherent bonus allowed is +5.
  The fortify seed has a base Spellcraft DC of 23 if it grants a 
  creature a +1 bonus of a type other than enchantment.
  For each additional +1 bonus, increase the Spellcraft DC by 
  +6.
  If you apply a factor to make the duration permanent, the 
  bonus must be an inherent bonus, and the maximum 
  inherent bonus allowed is +5.
  If a spell with the fortify seed grants an inanimate object an 
  ability score it would not normally possess (such as 
  Intelligence), the spell must also incorporate the life seed.
  Granting spell resistance to a creature that doesn’t already 
  have it is a special case; the base Spellcraft DC of 27 grants 
  spell resistance 25, and each additional point of spell 
  resistance increases the Spellcraft DC by +4 (each –1 to 
  spell resistance reduces the Spellcraft DC by –2).
  The fortify seed can also grant damage reduction 1/+1.
  For each additional point of damage reduction, increase the 
  Spellcraft DC by +1.
  For each additional point of required weapon enhancement 
  above +1, increase the Spellcraft DC by +3.
  For example, damage reduction of 5/+3 would increase the 
  Spellcraft DC by a total of +10.
  TRANSFORM
  Transmutation
  Spellcraft DC: 21
  Components: V, S
  Casting Time: 1 minute
  Range: 300 ft.
  Target: One creature or inanimate, nonmagical object
  Duration: Permanent
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  Spells using the transform seed change the subject into 
  another form of creature or object.
  The new form can range in size from Diminutive to one 
  size larger than the subject normal form.
  For each additional increment of size change, increase the 
  Spellcraft DC by +6.
  If you want to transform a nonmagical, inanimate object 
  into a creature of your type or transform a creature into a 
  nonmagical, inanimate object, increase the Spellcraft DC 
  by +10.
  If you want to change a creature of one type into another 
  type (for example, undead to outsider), increase the 
  Spellcraft DC by +5.
  Transformations involving nonmagical, inanimate 
  substances with hardness are more difficult; for each 2 
  points of hardness, increase the Spellcraft DC by +1.
  To transform a creature into an incorporeal or gaseous 
  form, increase the Spellcraft DC by +10.
  Conversely, if you want to overcome the natural immunity 
  of a gaseous or incorporeal creature to transformation, 
  increase the Spellcraft DC by+10.
  The transform seed can also change its target into someone 
  specific.
  To transform an object or creature into the specific likeness 
  of another individual (including memories and mental 
  abilities), increase the Spellcraft DC by +25.
  If the transformed creature doesn’t have the levels or Hit 
  Dice of its new likeness, it can only use the abilities of the 
  creature at its own level or Hit Dice.
  If slain or destroyed, the transformed creature or object 
  reverts to its original form.
  The subject’s equipment, if any, remains untransformed or 
  melds into the new form’s body, at your option.
  The transformed creature or object acquires the physical 
  and natural abilities of the creature or object it has been 
  changed into while retaining its own memories and mental 
  ability scores.
  Mental abilities include personality, Intelligence, Wisdom, 
  and Charisma scores, level and class, hit points (despite any 
  change in its Constitution score), alignment, base attack 
  bonus, base saves, extraordinary abilities, spells, and spell-
  like abilities, but not its supernatural abilities.
  Physical abilities include natural size and Strength, 
  Dexterity, and Constitution scores.
  Natural abilities include armor, natural weapons, and 
  similar gross physical qualities (presence or absence of 
  wings, number of extremities, and so forth), and possibly 
  hardness.
  Creatures transformed into inanimate objects do not gain 
  the benefit of their untransformed physical abilities, and 
  may well be blind, deaf, dumb, and unfeeling.
  Objects transformed into creatures gain that creature’s 
  average physical ability scores, but are considered to have 
  mental ability scores of 0 (the fortify seed can add points to
  each mental ability, if desired).
  For each normal extraordinary ability or supernatural 
  ability granted to the transformed creature (allowing a 
  human transformed into a basilisk to use the basilisk’s 
  petrifying gaze, for example), increase the Spellcraft DC by 
  +10.
  The transformed subject can have no more Hit Dice than 
  you have or than the subject has (whichever is greater).
  In any case, for each Hit Die the assumed form has above 
  15, increase the Spellcraft DC by +2.
  TRANSPORT
  Transmutation [Teleportation]
  Spellcraft DC: 27
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  
  332
  Target: You and touched objects or other touched willing 
  creatures weighing up to 1,000 lb.
  Duration: Instantaneous, or 5 rounds for temporal 
  transport
  Saving Throw: None or Will negates (see text)
  Spell Resistance: No or Yes (see text)
  Spells using the transport seed instantly take you to a 
  designated destination, regardless of distance.
  For interplanar travel, increase the Spellcraft DC by +4.
  For each additional 50 pounds in objects and willing 
  creatures beyond the base 1,000 pounds, increase the 
  Spellcraft DC by +2.
  The base use of the transport seed provides instantaneous 
  travel through the Astral Plane.
  To shift the transportation medium to another medium 
  (such as the Plane of Shadow), increase the Spellcraft DC 
  by +2.
  You need not make a saving throw, nor is spell resistance 
  applicable to you.
  Only objects worn or carried (attended) by another person 
  receive saving throws and spell resistance.
  For a spell intended to transport unwilling creatures, 
  increase the Spellcraft DC by +4.
  You must have at least a reliable description of the place to 
  which you are transporting.
  If you attempt to use the transport seed with insufficient or 
  misleading information, you disappear and simply reappear 
  in your original location.
  As a special use of the transport seed, you can develop a spell 
  that temporarily transports you into a different time stream 
  (leaving you in the same physical location); this increases 
  the Spellcraft DC by +8.
  If you move yourself or the subject into a slower time 
  stream for 5 rounds, time ceases to flow for the subject, and 
  its condition becomes fixed—no force or effect can harm it 
  until the duration expires.
  If you move yourself into a faster time stream, 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 5 rounds of apparent time.
  Normal and magical fire, cold, poison gas, and similar 
  effects can still harm you.
  While you are in the fast time stream, other creatures are 
  invulnerable to your attacks and spells; however, you can 
  create spell effects and leave them to take effect when you 
  reenter normal time.
  Because of the branching nature of time, epic spells used to 
  transport a subject into a faster time stream cannot be made 
  permanent, nor can the duration of 5 rounds be extended.
  More simply, you can haste or slow a subject for 20 rounds 
  by transporting it to the appropriate time stream.
  This decreases the Spellcraft DC by –4.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  EVOCATION
  MYTHAL
  Evocation
  Spellcraft DC: 25
  Components: V, S
  Casting Time: 10 minutes
  Range: 30 ft.
  Area: 100-ft.-radius emanation
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You create a persistent magical field centered on the point 
  you choose.
  You (or other casters cooperating with you) can then cast a 
  number of other spells into this field, thereby either 
  granting or denying access to them to creatures within the 
  field.
  Effects you can include in your mythal fall into four 
  categories: prevalent spells (always active), arointed spells 
  (always denied to those within the field), vanguard spells 
  (available on demand to those within the field), and 
  prevalent powers (persistent effects that do not map to any 
  particular spell).
  Your mythal can include up to one effect per caster level, 
  but each component spell you cast into it affects the 
  Spellcraft DC of your raise mythal spell (see Mythals, 
  below).
  Once raised, a mythal cannot be dispelled, disjoined, or 
  suppressed by any nonepic spell.
  A character attempting to dispel your mythal with an epic 
  spell (such as superb dispelling) must succeed on a caster 
  level check (DC 21 + your caster level) to succeed.
  An antimagic field suppresses the portion of the mythal that 
  it overlaps but otherwise does it no harm.
  Mythals
  Many of Faerûn’s ancient places are protected by mighty 
  artifices of epic magic known as mythals.
  Characters within the area of a mythal may gain the benefits 
  of wondrous magical effects, such as the ability to fly at will, 
  walk up sheer walls, invoke healing spells at will, or even 
  banish demons with a single word.
  Conversely, a mythal might deny those within its confines 
  access to entire schools or types of spells, or prevent 
  teleportation, scrying, death magic, or healing.
  The construction of a mythal should not be undertaken 
  lightly—even a minor one requires an epic spell of some 
  difficulty.
  But some of those who seek to understand and master the 
  lore of fallen kingdoms know the secrets of mythal-raising 
  and seek to use that long-forgotten knowledge.
  While high-level spells capable of creating mythals may 
  once have existed, most surviving mythals, near-mythals, and 
  similar magical artifices were actually constructed with 
  unique spells derived from the mythal spell seed.
  For example, the legendary mage Mythanthor used an epic 
  spell he had researched to raise the mythal of Myth 
  Drannor.
  Mythals of similar origin often bear some resemblance to 
  each other and may share common conventions or features.
  What Is a Mythal?
  Any permanent magical ward or field raised via epic magic 
  can be considered a mythal.
  Some scholars draw distinctions between true mythals,
  wizard mythals, and near-mythals, but the differences among 
  these effects are largely based on semantics and tradition.
  Mythals developed in accordance with the teachings of 
  elven high magic may look different from wards or barriers 
  
  333
  based on other traditions, but they are functionally 
  equivalent.
  The only real distinction is that the great elven mythals of 
  old (true mythals) were the first ones raised in Faerûn.
  They were ambitious and enduring, and they often covered 
  sizable areas.
  Mythals still exist in a number of places.
  Those raised by elven high mages include Myth Drannor, 
  Myth Glaurach, the Elven Court, Myth Adofhaer, Myth 
  Dyraalis, Myth Nantar, Myth Ondath, Myth Rhynn, and 
  Myth Unnohyr, as well as others now lost to history.
  Mythals such as those at Shoonach’s Imperial Mount, Myth 
  Iiscar, and Myth Lharast have also been crafted by non-
  elves using epic spells.
  Raising a Mythal
  A unique epic spell to raise a new mythal can be developed 
  in much the same way as other epic spells (see the Epic Level 
  Handbook).
  All mythals are permanent effects based on the mythal spell 
  seed, and all provide magical benefits to some (or all) 
  creatures within their bounds.
  Such spells are usually developed as rites requiring 
  multiple casters, primarily because the Spellcraft DCs 
  would otherwise be too high even for the most experienced 
  spellcasters to reach.
  To create a mythal, use the following procedure.
  1. Begin with the mythal seed.
  2. Choose the powers you want your mythal to have.
  3. Calculate the component cost of each power.
  4. Total the component costs and divide by 1,000.
  Add this value to the base Spellcraft DC of the mythal seed.
  5. Add any the value of any epic spell factors (such as 
  increased area) from Table 2–2 in the Epic Level Handbook 
  that apply.
  6. Determine which mitigating factors (from Table 2–3 in 
  the Epic Level Handbook) your raise mythal spell will employ.
  7. Obtain the approval of your DM.
  8. Research your raise mythal spell.
  MYTHAL COMPONENTS
  Each mythal is defined by the particular suite of powers it 
  offers through its components and the effects it denies to 
  those within its area, as follows.
  Prevalent Spells: Prevalent spells are always in effect on 
  creatures within the mythal.
  You must make all the decisions necessary for a prevalent 
  spell upon creating your mythal, just as if you were creating 
  a use-activated magic item.
  A spell with a duration of instantaneous cannot be used as a 
  prevalent spell.
  The cost of a prevalent spell varies with its normal duration.
  Since it is always in effect, a spell with a short duration 
  costs more to make prevalent than one with a long 
  duration.
  Renewable Spells: A prevalent spell that would normally end 
  after its capacity has been reached (such as stoneskin,
  protection from energy, or spell turning) can be designated as a 
  renewable prevalent spell.
  Such a spell confers its benefits on any given user only 
  once per 24 hours.
  When its effect is exhausted through whatever means are 
  normal for the specific spell, it does not renew itself upon 
  that subject until 24 hours after the first time its benefits 
  are used (the first time that damage was negated by a 
  stoneskin or protection from energy, for example).
  If the spell’s benefits have not yet been exhausted by that 
  time, the effect continues until it is exhausted and is then 
  immediately renewed.
  Arointed Spells: Arointed spells automatically fail when 
  cast inside the mythal or targeted at creatures or objects 
  within it.
  You can aroint a single spell or all spells that share a 
  common factor, such as a descriptor, energy type, 
  subschool, or school.
  Vanguard Spells: A vanguard spell is activated with a 
  command word as a standard action, just as if it were a 
  magic item in the user’s possession.
  Any creature within the mythal can activate a vanguard 
  spell as often as desired.
  You can reduce the cost of a vanguard spell component by 
  making it available a limited number of times to each 
  creature in any 24-hour period.
  Prevalent Powers: Components not easily described by 
  spells fall into three categories: minor (comparable to spells 
  of 1st to 3rd level or minor magic items), medium 
  (comparable to spells of 4th to 6th level or medium magic 
  items), or major (comparable to spells of 7th to 9th level or 
  major magic items).
  A prevalent power is a good way to represent a spell that 
  could not normally be made prevalent.
  For example, if you want your mythal to automatically use 
  dismissal on every evil outsider that enters, you can describe 
  the effect as a medium prevalent power.
  A meteor swarm produced whenever any evil dragon enters 
  would count as a major prevalent power.
  Prevalent powers that continue to function round after 
  round should be considerably more expensive than those 
  powers that function only once upon entry.
  Keyed Powers: Any component of a mythal can be keyed to 
  specific creatures.
  For example, a prevalent fly spell can be made specific to 
  elves, humanoids, or creatures carrying certain tokens.
  In the same manner, spells with certain descriptors (such as 
  the death descriptor) can be arointed for particular 
  categories (such as good-aligned dwarves), and vanguard 
  spells can be made available only to creatures that undergo 
  a process of attunement to the mythal.
  You can key a mythal component by designating specific 
  observable characteristics that bar or permit access to 
  various effects, or by designating certain individuals 
  present at the casting to be affected, or by designating a 
  process by which a creature may at some future date gain 
  access to mythal powers.
  For example, a creature might have to undergo a special 
  rite, perform specific actions within the mythal, or the like.
  Keyed components are twice as expensive as unkeyed 
  components.
  Spell Trigger: You can reduce the component cost of any 
  spell by making it accessible only to creatures capable of 
  producing the effect with a spell trigger item.
  Limited Area: If the effect is available only within a certain 
  section of the mythal (25% or less of the total area), the cost 
  is halved.
  
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  CREATING THE RAISE MYTHAL SPELL
  To create a specific raise mythal spell from the mythal seed 
  and the components you have chosen, total the component 
  costs of the effects you want the mythal to produce, as given
  on Table 2–9.
  The total Spellcraft DC modifier for your suite of mythal 
  powers equals 25 + (total component cost divided by 1,000).
  Mythals need not pay the ×5 modifier for a permanent 
  duration, since the mythal seed already produces a 
  permanent effect.
  Mitigating Factors: Mythals with numerous components 
  typically have very high Spellcraft DCs—often 300 or 
  higher.
  However, raise mythal spells are almost always built with 
  significant mitigating factors.
  Mythals often require a sizable expenditure of XP and the 
  cooperation of numerous additional spellcasters, and many 
  deal significant backlash damage.
  In addition, mythals often feature special mitigating factors 
  not found in other epic spells, as given in Table 2–10.
  These mitigating factors are explained in detail below.
  Caster Dies: The death of the caster may seem like an 
  insuperable deterrent to the creation of a mythal, but many 
  elven high mages are more than ready to go to Arvandor by 
  the time they become capable of such magic.
  In elf society, sacrificing one’s life to create a mighty work 
  of the Art ranks among the most highly honored ways to 
  leave the world.
  Capstone: A mythal with a capstone possesses a critical 
  physical component—a standing stone, a massive throne, a 
  great tree, a beautiful fountain, or the like—that focuses 
  and tethers the magic.
  Destroying the capstone destroys the mythal, so mythal-
  makers who use capstones always conceal them carefully 
  and defend them with powerful magic.
  Corruptible: The base duration of a corruptible mythal is 
  one hundred years instead of permanent.
  The mythal does not fail automatically after a hundred years 
  have passed, but it must begin to make integrity checks 
  once per year at that point.
  An integrity check is a Spellcraft check using the original 
  caster’s Spellcraft modifier at the time the mythal was raised 
  (even if the original caster is no longer present or alive).
  The DC for the check varies with time and circumstances, 
  but initially, it equals the mythal’s final Spellcraft DC (after 
  mitigating factors have been applied) minus 20.
  For example, if a mythal’s Spellcraft DC was 46 after 
  applying the mitigating factors, its initial integrity DC is 26.
  Thereafter, the DC of the integrity check increases by 1 per 
  ten full years past one hundred, by 1 per previous failed 
  integrity check, and by 2 per anchor-damaging event (if the 
  mythal is both corruptible and anchored).
  When a mythal fails an integrity check, roll d% and consult 
  Table 2–11 to determine the effect.
  The base duration of a corruptible mythal can be increased 
  in increments of 100% (to two hundred years, three 
  hundred years, or more) by applying the normal epic spell 
  factor for increased duration, at a cost of +2 to the DC per 
  iteration.
  This factor is applied after the 3/4 reduction to the DC for 
  making the mythal corruptible in the first place.
  Corruptible mythals are often maintained periodically 
  through the use of epic mythal rejuvenation spells created 
  specifically for that purpose.
  The base DC for the rejuvenation spell equals one-half that 
  of the raise mythal spell that created the particular mythal 
  before mitigating factors were applied, though it may also 
  feature mitigating factors of its own.
  If you want a mythal to last forever, don’t make it 
  corruptible; if you want a “quick and dirty” mythal that’s 
  easier to raise, or if you want to “stretch” to make your 
  mythal as capable as possible, make it corruptible and plan 
  on maintaining it once every century or two.
  Anchored: An anchored mythal is reinforced by the shape 
  and flow of the Weave in its immediate vicinity.
  Major changes to its physical, magical, or spiritual 
  environment—for example, the destruction of a city, the 
  burning of a forest, or the presence of a powerful and 
  hostile outsider (one whose Hit Dice exceed the mythal’s 
  caster level and whose alignment opposes that of the caster 
  in any respect) for at least 24 hours—can damage the 
  mythal.
  A mythal integrity check (see Corruptible, above) is made 
  whenever such an anchor-damaging event takes place.
  See Table 2–11 for the effects of failure.
  
  335
  The Wards of Silverymoon
  The wards of Silverymoon (see Silver Marches) is a fairly 
  typical wizard mythal created in 843 DR by Elué Dualen 
  (Alustriel Silverhand) and several other wizards acting 
  together.
  The details of the wards are given on the table below.
  Unless otherwise stated, all spells are cast at the minimum 
  caster level necessary.
  Vanguard Spells
  All the vanguard spells in this mythal are available only to 
  designated ward initiates who have undergone the special 
  rite of attunement.
  The costs given below have all been doubled because each 
  component is keyed.
  Costs were then halved for spells that affect a limited area 
  (the Inner Ward only).
  The total cost for the components is 353,400.
  Dividing this value by 1,000 yields a Spellcraft DC modifier 
  of +353.
  Adding this modifier to the base Spellcraft DC of 25 brings 
  the DC to 378.
  The wards extend for 1,000 yards in all directions, 
  increasing the area of the emanation from 100 feet to 3,000 
  feet and adding +116 to the DC.
  Thus, the total Spellcraft DC is 494.
  Like most latter-day mythals, Silverymoon’s wards are both 
  anchored and corruptible, so the DC drops to 278 (3/4 × 3/4 
  × 494).
  However, the increased duration factor was applied ten 
  times, so that Silverymoon’s wards would not begin to 
  erode for one thousand years from the time they were 
  raised.
  Adding +2 × 10 raises the DC to 298.
  This value means that creating this particular raise mythal 
  spell requires the expenditure of 2,682,000 gp and 107,280 
  XP, plus 49 days of research.
  The mitigating factors for Silverymoon’s mythal include an 
  expenditure of 10,000 XP (–100), plus the cooperation of 
  three additional wizards casting 9th-level spells (–51), six 
  additional wizards casting 6th-level spells (–66), and nine 
  additional wizards casting 3rd-level spells (–45), plus 5d6 
  points of backlash damage (–5).
  Applying these factors gives a final Spellcraft DC of 31—an 
  easily assured success for an epic-level wizard with the 
  proper feats and magic items.
  
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  ILLUSION
  SHADOW
  Illusion (Shadow)
  Spellcraft DC: 23
  Components: V, S
  Casting Time: 1 minute
  Range: 0 feet
  Target: One duplicated creature, object, or spell
  Duration: 1 hour
  Saving Throw: Will disbelief
  Spell Resistance: Yes
  You fashion a double of one creature, item, or spell entirely 
  from shadows.
  You can use this seed to duplicate any creature of CR 5 or 
  lower.
  For each +1 you add to the creature’s CR, the Spellcraft DC 
  increases by 2.
  You specify the creature’s type, subtype, gender, age, and 
  appearance.
  The creature appears to be an average specimen of its kind 
  and at all times remains under your absolute command.
  No telepathic link exists, so you must be able to exercise 
  command over it in some other way to control it.
  The shadow creature cannot become more powerful by 
  increasing its level, improving its abilities, or augmenting 
  any other intrinsic features.
  If slain, it disappears, seeming to melt away into shadows.
  A spell created with the shadow seed can also duplicate a 
  specifically named, unique creature, but this usage 
  increases the Spellcraft DC by 20.
  Such a duplicate is alive for the spell’s duration and 
  possesses the full hit points, knowledge (including class 
  levels, skills, and speech), and personality of the original 
  creature.
  The shadow seed can also be used in spells to duplicate any 
  nonmagical, unliving, unattended object up to 10 cubic feet 
  in volume.
  You must succeed on an appropriate skill check to create a 
  complex item (a Craft [armorsmithing] check to make plate 
  mail, for example).
  You can create matter ranging in hardness and rarity from 
  cloth all the way to gold or steel.
  A simple object (such as a knife, a saddle, a wooden box, or 
  a rock) has a natural duration of 12 hours.
  For each additional cubic foot of matter created, the 
  Spellcraft DC increases by 1.
  Attempting to use any shadow object as a material 
  component or as a resource during epic spell development 
  causes the spell to fail and the object to dissolve 
  immediately.
  An epic spell created with the shadow seed can duplicate 
  spells of up to 1st level from a single school of magic.
  Each additional spell level beyond 1st increases the 
  Spellcraft DC by 5, and each additional school of magic to 
  be included adds 2 to the Spellcraft DC.
  Allowing the duplication of both arcane and divine spells 
  adds 10 to the DC.
  If the spell to be duplicated has an XP cost, then the caster 
  must pay that in addition to any XP required by the epic 
  spell’s casting.
  Anyone physically interacting with a creature, object, or 
  effect created via the shadow seed gains a Will save to 
  disbelieve.
  A successful save allows recognition of the duplicate as an 
  amalgam of shadows.
  
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  SOULMELDS
  DRAGON MAGIC (3.5)
  CLAWS OF THE WYRM
  Descriptors: Draconic
  Classes: Soulborn, totemist
  Chakra: Arms, hands (totem)
  Saving Throw: None
  A pair of dragonlike arms, wreathed in blue fire, hover above your 
  own arms and mimic your actions.
  The arms have long, sharp talons of cerulean light.
  This soulmeld draws on the most basic of draconic attack 
  forms, granting you claws that deal damage of 1d6 points if 
  you are Medium, 1d4 if you are Small, or 1d8 if you are 
  Large, plus your Strength modifier.
  You can attack with one claw as a standard action or with 
  both claws as a full-round action (using your full base attack 
  bonus).
  If you already have claw attacks, use either your normal 
  claw damage or the damage given for this soulmeld, 
  whichever is higher.
  Essentia: For every point of essentia invested in your 
  claws of the wyrm, you gain a +1 enhancement bonus on 
  attack rolls and damage rolls made with the claws.
  Chakra Bind (Arms)
  The dragon arms settle onto your forearms, though the claws 
  remain loose from your hands.
  The fire of the arms is reduced, but they glow with a dull inner 
  light.
  The threat range of your claws of the wyrm doubles (to 19–
  20).
  This benefit does not stack with any other effect that 
  improves the threat range of your claw attacks.
  Chakra Bind (Hands)
  The dragon claws bind to your hands, lengthening and growing 
  serrated spines.
  The damage dealt by your claws of the wyrm improves by one 
  step (from 1d6 to 1d8, if you are Medium).
  If you already have claw attacks, use either your normal 
  claw damage or the damage given for this bind, whichever 
  is higher.
  Chakra Bind (Totem)
  The dragon arms become more fleshlike and animated, growing 
  up toward your back and linking with your shoulder blades.
  Hard, bright scales spread over your shoulders, upper chest, and 
  upper arms.
  You gain a climb speed equal to 1/2 your base land speed 
  (rounded up to the nearest 5-foot increment).
  DRAGON MANTLE
  Descriptors: Draconic
  Classes: Soulborn, totemist
  Chakra: Heart, shoulders (totem)
  Saving Throw: None
  Incarnum forms heavy plates of armor that resemble blue 
  dragonhide.
  The plates hover above your back and shoulders, having an almost 
  winglike appearance.
  You draw on the incarnum of the mightiest dragons to 
  increase your resilience.
  You gain a +2 enhancement bonus on Fortitude saves.
  Essentia: You gain resistance to acid, electricity, fire, and 
  cold equal to 3 × the number of points of essentia invested 
  in this soulmeld.
  If you already have resistance to any of these energy types 
  from another source, it stacks with the resistance granted 
  by this chakra bind.
  Chakra Bind (Heart)
  The blue dragonhide plate armor fuses with your torso, 
  invigorating your entire body with draconic energy.
  You gain fast healing equal to the number of points of 
  essentia invested in this soulmeld.
  This fast healing functions only when you are at or below 
  half your full normal hit points.
  Chakra Bind (Shoulders)
  The blue dragonhide plate armor fits tightly to your shoulders and 
  runs down your back and across your upper arms.
  You gain damage reduction X/magic, where X equals the 
  number of points of essentia you have invested in your 
  dragon mantle.
  As long as at least 1 point of essentia is invested in this 
  soulmeld, your natural attacks overcome damage reduction 
  as if they were magic weapons.
  Chakra Bind (Totem)
  Long, draconic wings sprout from the shoulders of your blue 
  dragonhide plate armor.
  You can extend wings from this soulmeld to gain the ability 
  to fly a short distance (poor maneuverability) as a move 
  action.
  You can fly up to 10 feet for each point of essentia you have 
  invested in your dragon mantle, though you must begin 
  and end each such move on a solid surface or you fall.
  DRAGON TAIL
  Descriptors: Draconic
  Classes: Incarnate, totemist
  Chakra: Feet, waist (totem)
  Saving Throw: See text
  Incarnum forms a row of dragon vertebrae floating inches from 
  your own spine.
  Ribs grow from the vertebrae, creating a cloak that conceals your 
  back.
  The cloak continues to grow behind you, extending into a long 
  dragon tail.
  You form a draconic tail that can strike foes, dealing 1d8 
  points of bludgeoning damage + your Strength modifier.
  You can make one attack per round with the tail as a 
  standard action.
  The tail does not threaten a space, cannot be used to make 
  attacks of opportunity, and cannot be used if you are 
  grappled.
  Essentia: For every point of essentia invested in your 
  dragon tail, the tail’s attack gains a +1 enhancement bonus 
  on attack rolls and damage rolls.
  Chakra Bind (Feet)
  The tail of this soulmeld grows broad and thick.
  The dragon fail provides you with a measure of stability.
  You gain a +2 competence bonus on Balance and Swim 
  checks.
  
  338
  For each point of essentia invested in your dragon tail, the 
  bonus improves by 2.
  Chakra Bind (Waist)
  The vertebrae fuse to your back, the ribs blending into your own.
  The tail becomes lively and animate, constantly twitching from 
  side to side.
  The dragon tail has reach as if it were a reach weapon sized 
  for you, though it still can’t be used to make attacks of 
  opportunity.
  Its damage dealt increases to 2d6 points + 1-1/2 × your 
  Strength bonus.
  Chakra Bind (Totem)
  The tail takes on the appearance of flesh and bone and becomes 
  more agile and animated.
  As a standard action, you can make a tail sweep.
  All creatures adjacent to you automatically take damage as 
  if they had been struck by your dragon tail (Reflex half).
  DRAGONFIRE MASK
  Descriptors: Draconic, Fire
  Classes: Totemist
  Chakra: Brow, throat (totem)
  Saving Throw: See text
  Incarnum forms a dragon head of dull blue fire that wreaths your 
  head and floats above your shoulders.
  It stares straight ahead, its expression unchanging.
  The eyes and mouth of the dragon head are full of brighter, 
  flickering fire that shoots out light.
  Dragons are renowned for their amazing visual acuity and 
  unsettling presence, but even more so for their devastating 
  breath weapons.
  This soulmeld combines all three aspects into a single 
  potent mask.
  Totemists revel in the normal benefits they receive from 
  this soulmeld and the effect its appearance can have on the 
  meek and fearful.
  You gain low-light vision while this soulmeld is shaped.
  if you already have low-light vision, you gain no additional 
  benefit.
  Essentia: For every point of essentia invested in your 
  dragonfire mask, you gain a +2 competence bonus on Spot 
  checks.
  Chakra Bind (Brow)
  Your own eyes flicker with the same flames that burn within your 
  dragon head.
  You gain darkvision out to 60 feet (or your existing 
  darkvision extends another 30 feet).
  Chakra Bind (Throat)
  A seething ring of fire encircles your neck, and wisps of smoke 
  occasionally burst from the dragon head.
  You gain the ability to emit a fiery breath weapon as a 
  standard action.
  The breath weapon is a 30-foot cone that deals 2d6 points of 
  fire damage + an extra 1d6 points of fire damage for every 
  point of essentia invested in your dragonfire mask.
  Targets are allowed a Reflex save for half damage.
  After using your breath weapon, you must wait 1d4 rounds 
  before you can use it again.
  Chakra Bind (Totem)
  The dragon head becomes a solid blue mask, forming a hollow 
  shape that completely encloses your head at a distance.
  Fire still trails from its eyes and open mouth.
  You can emanate an aura of frightful presence once per 
  round as a swift action.
  All creatures within 10 feet with fewer Hit Dice than you 
  become shaken for 1 round.
  A successful Will save negates the effect and renders the 
  creature immune to the frightful presence of this soulmeld 
  for 24 hours.
  For every point of essentia you have invested in your 
  dragonfire mask, the radius of the frightful presence 
  increases by 10 feet, and its duration increases by 1 round.
  ELDER SPIRIT
  Descriptors: Draconic
  Classes: Incarnate
  Chakra: Crown, soul
  Saving Throw: None
  A serpentine dragon of blue fire coils in the air above your head, 
  twisting and undulating in response to your own movements.
  Any dragonblooded creature has a link, however tenuous, 
  to the spirit of a full-blooded dragon ancestor.
  This soulmeld calls on that ancient link to bring forth a 
  wisp of the dragon’s soul.
  You gain a +4 insight bonus on Knowledge (arcana), 
  Knowledge (history), and Use Magic Device checks, and 
  you can make these checks untrained.
  Essentia: Every point of essentia you have invested in 
  your elder spirit increases the insight bonus by 2.
  Chakra Bind (Crown)
  The dragon coils around your forehead, its facial expression 
  matching your own.
  You are immune to frightful presence, sleep, and paralysis 
  effects as if you were a dragon.
  You gain a +4 insight bonus on Intimidate checks; each 
  point of essentia invested in your elder spirit increases this 
  bonus by 2.
  Chakra Bind (Soul)
  The dragon becomes a symbol on a heraldic device of blue fire that 
  settles onto your chest.
  You gain blindsense out to 5 feet per point of essentia 
  invested in your elder spirit.
  MAGIC OF INCARNUM 
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  ACROBAT BOOTS
  Descriptors: None
  Classes: Incarnate
  Chakra: Feet
  Saving Throw: None
  You form incarnum into a pair of light, supple boots that fit over 
  your feet and any other boots you might wear.
  Small ruffs of blue-white fur crown each boot.
  While you wear them, you feel light on your feet.
  It is difficult to resist the temptation to bounce on the balls of your 
  feet when you’re standing still.
  Channeling energy from the most agile and nimble of 
  souls, you claim some measure of that agility for yourself.
  While wearing acrobat boots, you gain a +2 insight bonus on 
  Balance, Escape Artist, Jump, and Tumble checks.
  (This soulmeld does not let you attempt Tumble checks 
  untrained).
  Essentia: Every point of essentia invested in the acrobat 
  boots increases the bonus by 2.
  Chakra Bind (Feet)
  Your acrobat boots join fast to your feet and help to slow you 
  whenever you fall.
  You can reduce falling damage by 1d6 points per point of 
  essentia invested in the acrobat boots.
  For example, if you fall 30 feet while 2 points of essentia are 
  invested, you would take only 1d6 points of damage (rather 
  than 3d6 points).
  ADAMANT PAULDRONS
  Descriptors: None
  Classes: Incarnate
  Chakra: Shoulders
  Saving Throw: None
  You shape incarnum into blue crystalline plates of shoulder armor.
  They float slightly above your shoulders, leaving room for clothing 
  and other armor.
  In battle, these pauldrons seem to draw attacks toward them,
  steering blows away from your most vital areas.
  The use of adamant pauldrons carries a stigma in some 
  incarnate circles because of the example of Murthien the 
  Soul-Render.
  The infamous incarnate is said to have worn adamant 
  pauldrons on which the tormented visages of imprisoned 
  souls were clearly visible, wracked with pain from the 
  necrocarnum energies Murthien wielded.
  Wise incarnates refuse to allow the corrupted practice of 
  one notable individual to prevent them from employing a 
  highly useful soulmeld, however.
  Your adamant pauldrons grant you protection from physical 
  attacks.
  Whenever a critical hit or sneak attack is scored on you, 
  there is a 25% chance that the critical hit or sneak attack is 
  negated and damage is instead rolled normally.
  Essentia: You gain damage reduction equal to the 
  number of points of essentia invested in this soulmeld.
  This damage reduction is bypassed only by attacks of an 
  alignment opposed to that of your incarnate cause (good, 
  evil, chaos, or law).
  Thus, if you invest 3 points of essentia in your adamant 
  pauldrons and you are a good incarnate, you gain damage 
  reduction 3/evil.
  Chakra Bind (Shoulders)
  Your incarnate pauldrons settle over your shoulders, and they seem 
  to be joined by a crystalline lattice of blue energy across your back.
  Their power to deflect blows away from vital areas is increased.
  The chance that your adamant pauldrons negate a critical hit 
  or sneak attack against you increases to 50%.
  AIRSTEP SANDALS
  Descriptors: None
  Classes: Incarnate
  Chakra: Feet
  Saving Throw: None
  You shape incarnum into a pair of sky-blue sandals.
  They surround your feet without quite touching them, fitting over 
  any boots or shoes you wear.
  When you use the flight ability of the sandals, you leave a faint 
  trail of blue vapor behind you, which disperses after a few seconds.
  Many creatures have the gift of flight, and with this 
  soulmeld, you channel soul energy derived from such 
  creatures to borrow that gift.
  The rilkan incarnate Davi the Trickster was rarely seen 
  without this soulmeld shaped, and she claimed that she 
  could communicate with the djinn whose soul energy she 
  borrowed to form it.
  While worn, the airstep sandals allow you to fly up to 10 feet 
  (good maneuverability) as a move action once per round.
  You must end the flight solidly supported or you fall.
  Essentia: Every point of essentia you invest in your 
  airstep sandals increases the distance you can fly by 10 feet.
  Chakra Bind (Feet)
  Your airstep sandals merge into your feet, turning your legs sky 
  blue from your knees down to your toes.
  You become capable of aerial acrobatics, turning on a dime in 
  midair with a soft burst of pale blue mist.
  You fly with perfect maneuverability.
  In practical terms, this means that you can reverse 
  direction without paying a movement cost, you can turn 
  freely without spending any extra movement, and you can 
  ascend at full speed.
  ANKHEG BREASTPLATE
  Descriptors: Acid
  Classes: Totemist
  Chakra: Throat (totem)
  Saving Throw: See text
  A thick, chitinous breastplate forms around your torso.
  The green plates of the armor glisten like the thorax of a living 
  insect.
  Soft tissue and living muscle bind the plates together, rather than 
  the chain and leather of conventional armor.
  Ankhegs are burrowing predators protected by thick plates 
  of chitin.
  The totemist tradition reveres them as protectors, but it also 
  seeks to claim the destructive power of their mandibles and 
  their acidic spittle.
  Your ankheg breastplate grants you a +2 armor bonus to your 
  Armor Class.
  
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  As always, this bonus does not stack with an armor bonus 
  from a different source (such as actual armor you might be 
  wearing).
  If you have another armor bonus, the higher bonus applies.
  This soulmeld has no maximum Dexterity bonus, armor 
  check penalty, or arcane spell failure.
  It is treated as light armor for the purpose of determining 
  your speed and adjudicating class features dependent on 
  armor.
  Essentia: For every point of essentia you invest in your 
  ankheg breastplate, the armor bonus granted by the soulmeld 
  improves by 1.
  Chakra Bind (Throat)
  Green chitin spreads from your breastplate up your neck, blending 
  into your skin there.
  This thickened skin seems to pulse slowly, in a rhythm unrelated 
  to the beat of your heart or the movement of your breath.
  You gain the ability to spit a line of acid as a standard action.
  Once per minute, you can emit a line of acid that is 5 feet 
  long plus 5 feet per point of invested essentia.
  Targets in the line take 2d6 points of acid damage plus 1d6 
  points for every point of invested essentia.
  They can reduce this damage by half with a successful 
  Reflex save.
  Chakra Bind (Totem)
  Green-brown chitin spreads from your breastplate up your neck to 
  your face, and you sprout serrated mandibles like those of a giant 
  insect.
  Outside of combat, they slowly open and close without any 
  conscious direction.
  In battle, you can use these terrible clenching jaws to tear the flesh 
  of your foes.
  When you shift essentia to this soulmeld, the mandibles sizzle with 
  acid.
  You gain a bite attack that deals 1d8 points of damage.
  You can use this bite either as a primary attack (in which 
  case it uses your full base attack bonus and adds your 
  Strength bonus on damage rolls) or as a secondary attack 
  (with a –5 penalty on the attack roll and applying only half 
  your Strength bonus on your damage roll).
  Every point of essentia invested in this soulmeld adds 1d4 
  points of acid damage to your bite damage.
  APPARITION RIBBON
  Descriptors: None
  Classes: Incarnate
  Chakra: Throat
  Saving Throw: None
  A diaphanous scarf wraps around your neck, its ends trailing off 
  into wispy tendrils that seem to follow or mimic the movement of 
  your arms.
  You form incarnum into a bridge of energy between 
  yourself and the incorporeal world of spirits and other 
  ghostly creatures.
  In melee, every time you miss an incorporeal foe because of 
  its incorporealness, you can reroll your miss chance 
  percentile roll one time to see if you actually hit.
  Essentia: Every point of essentia invested in apparition 
  ribbon grants you a +2 insight bonus on damage rolls against 
  incorporeal creatures.
  Chakra Bind (Throat)
  The wispy tendrils of the scarf lengthen and surround you as you 
  appear to become incorporeal.
  When you bind apparition ribbon to your throat chakra, you 
  gain the ability to become incorporeal for brief periods of 
  time.
  You gain all the benefits of the incorporeal subtype (see 
  page 310 of the Monster Manual), including a def lection 
  bonus equal to your Charisma bonus (minimum +1).
  Activating this ability is a standard action, and your 
  incorporealness lasts for 1 round plus 1 round per point of 
  essentia invested in the soulmeld at the time it was 
  activated.
  After you activate this ability, you can’t voluntarily change 
  the soulmeld’s essentia investment until the duration of 
  incorporealness ends.
  If the essentia investment is decreased involuntarily to the 
  point where the number of consecutive rounds spent 
  incorporeal equals or exceeds the essentia invested, you 
  immediately become corporeal.
  If you are within a solid object when the duration of 
  incorporealness ends, you are shunted off to the nearest 
  open space and take 1d6 points of damage per 5 feet that 
  you so travel.
  Each day, you can spend a total number of rounds 
  incorporeal equal to your meldshaper level.
  ARCANE FOCUS
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Throat
  Saving Throw: See text
  A necklace of blue crystals fits around your neck.
  The crystals shed a faint glow that increases in brightness when 
  you cast a damaging spell.
  Drawing upon the soul energy of spellcasters and 
  warmages, meldshapers who also cast arcane spells can use 
  the incarnum energy to intensify spells that cause harm to 
  others.
  You shape incarnum into a periapt or other trinket, known 
  as an arcane focus, which you then wear about your neck.
  When you cast an arcane spell that deals damage, your 
  spell’s damage is increased by 1 point.
  Spells that divide their damage among multiple targets, 
  such as magic missile, deal the extra damage once to each 
  affected target.
  This soulmeld does not affect spells that do not deal 
  damage.
  Essentia: Every point of essentia you invest in your 
  arcane focus increases the extra damage by 1 point.
  Chakra Bind (Throat)
  Barely visible wisps of incarnum writhe from your arcane focus, 
  tendrils of soul energy that twist into arcane symbols as you cast 
  arcane spells.
  When you cast a damaging spell, the spell is accompanied by a 
  blue-white burst of raw incarnum energy.
  The energy and power behind your offensive spells can 
  temporarily overcome your opponents.
  Whenever you cast a spell that deals damage to a single 
  living creature, that creature must succeed on a Fortitude 
  save (using the soulmeld’s save DC, not the spell’s) or be 
  dazed for 1 round.
  If the spell deals damage to more than one creature, or if 
  the target creature takes no damage from the spell (whether 
  because of a successful saving throw, spell resistance, or 
  
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  resistance to the damage dealt by the spell), this has no 
  effect.
  ARMGUARDS OF DISRUPTION
  Descriptors: Good
  Classes: Incarnate, soulborn
  Chakra: Arms
  Saving Throw: None
  Blue-sheened silver bracers form around your forearms.
  Blue-white sparks leap from your hand to undead creatures you 
  touch.
  The energy of incarnum and the soulless bodies of undead 
  creatures are on opposite ends of a spectrum.
  When properly shaped, incarnum can become an anathema 
  to undead creatures, crumbling corporeal forms and 
  disrupting undead spirits.
  Your touch is harmful to undead.
  While wearing armguards of disruption, you deal 1d6 points 
  of damage to an undead creature with a successful melee 
  touch attack.
  You can use armguards of disruption only once per round, 
  and you must announce that you are using them before 
  making the attack; if you miss, the charge for that round is 
  wasted.
  Essentia: Every point of essentia invested increases the 
  damage dealt by your armguards of disruption by 1d6 points.
  Chakra Bind (Arms)
  Incarnum flows from the bracers to envelop you and then fades 
  into invisibility.
  A corona of blue-white energy erupts when an undead creature 
  attacks you, blocking its blows and suppressing its powers.
  You gain an insight bonus to your AC and on your saving 
  throws equal to the number of points of essentia invested 
  in your armguards of disruption.
  These bonuses apply only against attacks made by undead 
  creatures.
  BASILISK MASK
  Descriptors: None
  Classes: Totemist
  Chakra: Brow (totem)
  Saving Throw: See text
  A hideous mask with red-brown scales forms around and over 
  your face, actually floating about an inch in front of your nose.
  The visage is reptilian, with a protruding lower jaw and teeth 
  jutting upward.
  Bony spines stick up from the top of the mask, completing the 
  portrait of a basilisk.
  While the basilisk is feared primarily for its petrifying gaze, 
  totemists also revere it as a patron of vision.
  Your basilisk mask grants you low-light vision.
  Essentia: The basilisk mask grants you darkvision with a 
  range of 30 feet per point of essentia invested in the 
  soulmeld.
  Chakra Bind (Brow)
  Your basilisk mask merges into your forehead, and your eyes are 
  now clearly visible in the face of the basilisk.
  The visual effect is a little unsettling, but the improvement to your 
  perception is dramatic.
  You gain the benefit of the Blind-Fight feat.
  Chakra Bind (Totem)
  Behind the mask, your eyes glow with a pale green radiance that is 
  clearly visible through the eyes of the basilisk.
  There is a sense of weight in your forehead, but it is not entirely 
  unpleasant—more like a power anxious to be exercised.
  By directing your gaze on a creature within 30 feet who can 
  see you, you can temporarily turn that creature to stone (as 
  the flesh to stone spell, except that the duration is only 1 
  round).
  A successful Fortitude save negates this effect.
  Using this ability is a full-round action.
  BEAST TAMER CIRCLET
  Descriptors: None
  Classes: Totemist
  Chakra: Crown (totem)
  Saving Throw: None
  You channel undifferentiated soul energy into a gleaming silver 
  band that encircles your forehead at a distance of about an inch.
  If you concentrate, you can hear a very quiet murmur of growls,
  shrieks, and other animal noises—the cacophony of the beast 
  world.
  Rather than channeling the specific soul energy of a 
  particular kind of magical beast to emulate that beast, 
  totemists sometimes prefer to use incarnum in a more 
  general way to improve their interactions with all beasts.
  You gain a +2 insight bonus on Handle Animal and wild 
  empathy checks.
  Essentia: Every point of essentia you invest in your beast 
  tamer circlet increases the insight bonus by 2.
  Chakra Bind (Crown)
  Your silver circlet fuses to your head, sending silver-blue tendrils 
  like tiny veins under your skin.
  The endless clamor of beast noises becomes intelligible to you—you 
  understand the range of needs and emotions that drives these 
  utterances—but you are still able to ignore it with a modicum of 
  concentration.
  You gain the ability to speak with animals, as the spell.
  You can also use this ability to communicate with magical 
  beasts that have an Intelligence score of 1 or 2.
  You can use this ability in any round during which you 
  invest essentia in your beast tamer circlet.
  Chakra Bind (Totem)
  Instead of a gleaming silver band around your head, your beast 
  tamer circlet manifests as a ring of silver hair, while all the hair 
  on your head becomes long and coarse like a beast’s mane.
  You gain the ability to use animal trance, as the spell.
  You can use this ability once per minute, and it lasts as long 
  as you maintain concentration and have any amount of 
  essentia invested in your beast tamer circlet, to a maximum of 
  1 minute per meldshaper level.
  BEHIR GORGET
  Descriptors: Electricity
  Classes: Totemist
  Chakra: Throat (totem)
  Saving Throw: See text
  Incarnum forms a large, deep blue collar around your neck, like 
  part of a suit of plate armor.
  The color is darker on the back and fades to pale blue in the front,
  and bands of gray-brown line the top and bottom.
  The gorget tapers to a sharp point above your breastbone.
  
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  Powerful beasts that resemble dragons, behirs are revered 
  for their dangerous electrical breath weapon.
  Their dozen legs grant them stability, a quality totemists 
  seek to appropriate through this soulmeld.
  Their hatred of dragons makes this a popular soulmeld for 
  totemists planning to slay a dragon—particularly a blue or 
  bronze dragon.
  Your behir gorget gives you a +4 bonus to resist being bull 
  rushed or tripped.
  Essentia: If you invest essentia in your behir gorget, it 
  protects you from electricity damage.
  You gain resistance to electricity equal to 5 times the 
  number of points of essentia you invest in this soulmeld.
  Chakra Bind (Throat)
  Your armored collar merges into your throat, and your neck 
  lengthens very slightly.
  You can feel a constant tingling in the sides of your neck, and tiny 
  sparks occasionally spit from your mouth when you speak—
  particularly when you get excited or angry.
  You gain the ability to project a line of lightning similar to a 
  behir’s breath weapon.
  Once per minute, you can emit a line of lightning that is 5 
  feet long plus 5 feet per point of invested essentia.
  Targets in the line take 2d6 points of electricity damage 
  plus 1d6 per point of invested essentia, and they can reduce 
  this damage by half with a successful Reflex save.
  Chakra Bind (Totem)
  As you bind your behir gorget to your totem chakra, its hard blue 
  plating spreads up your neck to incorporate your entire head.
  Your face lengthens, and your jaw grows monstrous.
  Sharp teeth fill your mouth, allowing you to bite your foes savagely 
  in combat.
  Sparks crackle in your mouth whenever you open it to bite—or 
  even to speak.
  You gain a bite attack that deals 1d8 points of damage.
  You can use this bite either as a primary attack (in which 
  case it uses your full base attack bonus and adds your 
  Strength bonus on damage rolls) or as a secondary attack 
  (with a –5 penalty on the attack roll and applying only half 
  your Strength bonus on your damage roll).
  Every point of essentia invested in this soulmeld adds 1d4 
  points of electricity damage to your bite damage.
  BLINK SHIRT
  Descriptors: None
  Classes: Totemist
  Chakra: Heart (totem)
  Saving Throw: None
  This rough-looking garment fits over armor and other clothing 
  and looks like it has been made of coarse brown fur, but it displays 
  obviously magical features.
  The shirt seems to shift and move on its own, and it fades into a 
  barely corporeal mist near your waist.
  Most disconcerting of all, patches of the garment seem transparent,
  as if they have temporarily shifted to some strange elsewhere.
  Because different parts of the garment appear phased out at 
  different times, these patches of incorporeality seem to roam over 
  the surface of the shirt.
  Blink dogs have two closely related abilities that define 
  their hunting tactics.
  Totemists emulate both their short-range teleportation and 
  the blinking that gives them their name.
  Good-aligned totemists and those planning to fight 
  displacer beasts shape this meld, invoking the blink dog’s 
  natural good alignment and their hatred for those 
  creatures.
  By shaping incarnum into a shirt resembling blink dog fur, 
  you gain the ability to teleport (as dimension door) up to 10 
  feet at will.
  Using this ability is a standard action.
  After using this ability, you can’t take any other actions 
  until your next turn.
  You cannot bring along other creatures; you affect only 
  yourself.
  Essentia: Investing essentia in this soulmeld increases 
  the distance you can teleport.
  For every point of essentia invested, you can teleport an 
  additional 10 feet.
  Chakra Bind (Heart)
  The appearance of your blink shirt changes little, except that now 
  wherever it seems transparent, you do as well.
  Strange patches of incorporeality float over your entire body.
  You can use blink as the spell (with a caster level equal to 
  your meldshaper level).
  Activating or dismissing the effect is a standard action.
  Chakra Bind (Totem)
  Your posture becomes slightly hunched, giving you the merest hint 
  of a canine appearance.
  Your ears also take on sharp points.
  You can use the dimension door ability of this soulmeld as a 
  move action.
  BLOODTALONS
  Descriptors: None
  Classes: Totemist
  Chakra: Hands (totem)
  Saving Throw: None
  Incarnum forms a pair of eagle talons around your hands.
  They are ghostly and insubstantial, almost like a violet mist 
  surrounding your hands, but the three-toed shape is as clear as the 
  sharp claws in their outline.
  Blood hawks (described in the Fiend Folio) are fierce birds of 
  prey noted for their blood lust.
  They are similar to sharks in their frenzy while feeding—in 
  fact, they fight beyond the threshold of death.
  Totemists who shape bloodtalons hope to emulate the 
  ferocious tenacity, keen eyesight, and sheer savagery of 
  these creatures.
  You can continue to fight without penalty if you are 
  disabled or dying.
  When reduced to 0 hit points, you can act as if you weren’t 
  disabled (that is, you ignore the normal restriction to only a 
  single move or standard action per turn).
  You do not lose 1 hit point for performing a standard or 
  otherwise strenuous action while at 0 hit points.
  When reduced to –1 to –9 hit points, you do not fall 
  unconscious.
  You do not automatically lose 1 hit point each round when 
  at –1 to –9 hit points.
  When your current hit points drop to –10 or lower, you 
  immediately die.
  Essentia: You gain a +2 bonus on Spot checks per point 
  of essentia you invest in your bloodtalons.
  Chakra Bind (Hands)
  
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  Rather than being surrounded by violet mist, your hands 
  themselves turn a deep shade of violet, like the blue of incarnum 
  mixed with rich blood red.
  Somehow, your hands feel eager to grasp and tear, to speed past 
  your opponents’ defenses and tear at their eyes.
  You gain the benefit of the Weapon Finesse feat when 
  attacking with natural weapons.
  Chakra Bind (Totem)
  The skin of your hands becomes red-orange and scaly like the 
  talons of a blood hawk, your fingers grow knobby and strong, and 
  your nails lengthen into fierce talons with sharp points and edges.
  You can use your bloodtalons as natural weapons.
  You can make two claw attacks that each deal 1d4 points of 
  damage plus your Strength modifier.
  On the round after you hit with a claw attack, the wounds 
  bleed for an additional 1 point of damage per point of 
  essentia you had invested in your bloodtalons when you 
  made the attack.
  Nonliving creatures are immune to this blood loss effect.
  Every point of essentia invested in the bloodtalons grants a 
  +1 enhancement bonus on attack rolls made with the claw 
  attacks.
  While the claws are shaped, you can still use your hands as 
  normal (to hold items, cast spells, and so on), although you 
  cannot hold an item in your hand and attack with the claws 
  at the same time.
  BLOODWAR GAUNTLETS
  Descriptors: Evil, mind-affecting
  Classes: Incarnate
  Chakra: Arms or hands
  Saving Throw: See text
  Incarnum forms into black gauntlets that encase your hands and 
  extend in heavy iron bands up your forearms to your elbows,
  where they end in vicious-looking spikes.
  They seem large for your hands and actually cover any gloves or 
  gauntlets you might already be wearing, but they move in perfect 
  unison with your fingers and hands.
  When it is very quiet, you can sometimes hear the sounds of battle 
  coming from the night-black metal of the gauntlets.
  The Lower Planes are consumed in an unending battle 
  between demons and devils, though this so-called Blood 
  War rarely has much impact on the Material Plane.
  When you shape this soulmeld, you channel some of the 
  raw, savage ferocity of that eternal conflict, using it to 
  increase your own power in combat.
  While you wear your bloodwar gauntlets, you gain a +1 
  morale bonus on melee attack rolls.
  Essentia: For every point of essentia you invest in your 
  bloodwar gauntlets, you gain a +1 morale bonus on melee 
  damage rolls.
  Chakra Bind (Arms)
  Your bloodwar gauntlets bind themselves to your wrists and 
  forearms.
  Instead of separate rings of metal extending up your arms, they 
  now form a solid sheath of completely unreflective metal in which 
  fiendish visages manifest and subside, always contorted with rage 
  and pain.
  You can use a standard action to release the soulmeld’s 
  violent energy in a tumultuous blast, unshaping the 
  soulmeld in the process.
  The blast deals 3d6 points of damage for every point of 
  essentia invested to all creatures within a 20-footradius 
  burst, excluding you.
  A successful Fortitude save halves this damage.
  Chakra Bind (Hands)
  Your bloodwar gauntlets bind themselves to your hands, shrinking 
  to better fit them.
  The metal fingertips of the gauntlets are long and sharply pointed.
  They sometimes seem to drip blood, though the liquid that falls 
  from them vanishes almost as soon as it touches the ground.
  You gain a +4 bonus on rolls made to confirm critical 
  threats.
  BLUESTEEL BRACERS
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Arms
  Saving Throw: None
  You harness the soul energy of mighty warriors past, present, and 
  future, shaping that incarnum into bands of bright blue steel that 
  surround your wrists and lower arms.
  You feel a soft tingling in your wrists that grows stronger when 
  danger is near.
  Because war has always been a part of mortal history, 
  warrior souls are plentiful.
  Meldshapers can readily tap into this font of martial 
  knowledge to improve their own prowess on the field of 
  battle, in particular honing the sense of approaching danger 
  that allows skilled warriors to get the drop on their foes.
  Your bluesteel bracers enhance your reactions and keep your 
  mind in a state of constant battle readiness, granting you a 
  +2 insight bonus on initiative checks.
  Essentia: Investing essentia in your bluesteel bracers 
  enhances your ability to deal damage in combat.
  The bracers provide an insight bonus on weapon damage 
  rolls equal to the number of points of essentia that you 
  invest in the soulmeld.
  Chakra Bind (Arms)
  Your bluesteel bracers affix themselves to your arms, extending 
  swirling patterns of bright metallic blue up your biceps.
  When danger is near, your nearby allies share your sense of it and 
  find themselves more ready for battle.
  All allies within 30 feet of you when initiative is rolled gain 
  the +2 bonus on initiative granted by this soulmeld.
  BRASS MANE
  Descriptors: Sonic
  Classes: Totemist
  Chakra: Throat (totem)
  Saving Throw: See text
  This feral mask has leonine qualities, including a coarse mane of 
  thick, brass-colored hair.
  Onlookers familiar with the mighty dragonnes recognize the 
  similarities between those fearsome desert predators and the 
  features of the mask.
  Dragonnes are vicious and deadly hunters.
  Because of their terrible roar, totemists associate them with 
  fear and don brass manes to strike terror into enemy hearts.
  While you wear your brass mane, you gain a +4 competence 
  bonus on Intimidate checks.
  
  348
  Essentia: Every point of essentia invested in this 
  soulmeld increases the competence bonus it grants on 
  Intimidate checks by 2.
  Chakra Bind (Throat)
  The hair of your brass mane extends down your neck, forming 
  brassy scales that cover your throat and reach down to your 
  breastbone.
  Your voice gets louder unless you make a conscious effort to keep it 
  quiet.
  Once per minute, you can loose a devastating roar.
  All creatures except dragonnes within 10 feet must succeed 
  on a Will save or become fatigued.
  The range of this effect is extended by 10 feet for every 
  point of essentia invested in the soulmeld.
  Chakra Bind (Totem)
  Your face blends into the mask, your jaws growing long and 
  sprouting huge fangs.
  You can make powerful bite attacks to tear the flesh of your foes.
  You gain a bite attack that deals 1d8 points of damage.
  You can use this bite either as a primary attack (in which 
  case it uses your full base attack bonus and adds your 
  Strength bonus on damage rolls) or as a secondary attack 
  (with a –5 penalty on the attack roll and applying only half 
  your Strength bonus on your damage roll).
  Every point of essentia invested in this soulmeld grants a +1 
  enhancement bonus on attack rolls and damage rolls made 
  with the bite attack.
  CERULEAN SANDALS
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Feet
  Saving Throw: None
  Incarnum forms into a pair of sandals that surround your feet and 
  any other footwear you might have on.
  The sandals resemble blue crystal ice, but just beneath the surface,
  they seem to flow like water.
  To shape cerulean sandals, you draw on soul energy with ties 
  to the Astral Plane, channeling qualities of weightlessness 
  to enhance your movement abilities.
  Your cerulean sandals allow you to walk on water (as if under 
  the effect of a water walk spell).
  Essentia: You can invest essentia to increase your base
  speed with cerulean sandals.
  Every point of essentia invested in this soulmeld grants an 
  enhancement bonus of +5 feet to your base land speed.
  This bonus applies only to land speed and does not improve 
  any other forms of movement, such as climb or fly speeds.
  Chakra Bind (Feet)
  Your feet and lower legs are encased in a sheath of blue-gray 
  energy.
  This substance resembles ice, but motes of light like tiny stars drift 
  through it as well.
  You can use dimension door as the spell, up to a total distance 
  of 10 feet per meldshaper level.
  You can use this ability (in increments of 10 feet) any 
  number of times, until the total distance has been traversed, 
  at which point the soulmeld unshapes.
  This requires a standard action to activate.
  CRYSTAL HELM
  Descriptors: Force
  Classes: Incarnate, soulborn
  Chakra: Crown
  Saving Throw: None
  You shape incarnum into a light helm that surrounds your head 
  and anything you might be wearing on it, including another 
  helm.
  The substance of this helm is transparent crystal with a faceted
  appearance.
  As it rests over your head, you can almost feel a barrier erected 
  behind your eyes, barring the way to those who would intrude into 
  your mind.
  Crystal in its many forms is frequently associated with 
  mental powers, hence its widespread use by characters with 
  psionic powers.
  With this soulmeld, you shape incarnum into a crystalline 
  form to draw on its protective qualities.
  The soulmeld provides protection against mental effects, 
  granting you a +2 resistance bonus on Will saving throws 
  against charm and compulsion.
  Essentia: You can increase the protective properties 
  granted by a crystal helm by investing essentia in the 
  soulmeld.
  You gain a deflection bonus to your Armor Class equal to 
  the number of points of essentia that you invest in the 
  crystal helm.
  Chakra Bind (Crown)
  Your crystal helm settles snugly around your head, and tendrils of 
  cold power work their way through your body.
  If you close your eyes, you can almost see your own hands glowing 
  like a mystic crystal suffused with unearthly radiance.
  Like the invisible power of magical force, your attacks slice through 
  the boundaries between worlds.
  Your melee attacks gain the force descriptor, making them 
  useful against incorporeal foes.
  DIADEM OF PURELIGHT
  Descriptors: Light
  Classes: Incarnate, soulborn
  Chakra: Crown
  Saving Throw: None
  A shimmering ring of incarnum energy wreathes your head,
  shedding a pure blue-white light.
  The light clearly outlines the shapes of creatures and objects it 
  illuminates, enhancing your visual acuity.
  The light of souls is pure, highlighting the nuances of 
  physical forms.
  This soulmeld draws upon that power to shed light on the 
  meldshaper’s surroundings.
  You shape incarnum into a circlet that illuminates the area 
  around you.
  Your diadem of purelight sheds light as a torch, illuminating a 
  20-foot radius with bright illumination (and out to a 40-foot 
  radius of shadowy illumination).
  Creatures gain a +2 insight bonus on Spot checks when 
  attempting to see anything within the radius of 
  illumination (including within the shadowy illumination).
  For the purpose of interacting with darkness spells, the 
  diadem of purelight is treated as a light spell of a level equal to 
  its invested essentia.
  
  349
  Essentia: Every point of essentia you invest in your 
  diadem of purelight increases the radius of illumination by 10 
  feet.
  The radius of shadowy illumination is always double the 
  radius of bright illumination.
  For example, a diadem of purelight with 2 points of invested 
  essentia sheds bright light to a radius of 40 feet, and 
  shadowy illumination to a radius of 80 feet.
  Chakra Bind (Crown)
  The light from the headband becomes steady and constant,
  amplifying the contrast between different creatures and objects.
  The diadem of purelight negates any concealment less than 
  total concealment within the radius of its bright light.
  This has no effect on invisibility or other forms of total 
  concealment, but creatures protected by fog, blur spells, and 
  the like gain no concealment from such effects.
  DISENCHANTER MASK
  Descriptors: None
  Classes: Totemist
  Chakra: Brow (totem)
  Saving Throw: None
  You shape incarnum into a silvery mask with a long snout,
  clubbed protrusions at the crown, and a long, forked tongue.
  The silver scales of the mask glint and gleam in the light, and the 
  tongue seems to sway of its own accord.
  Disenchanters (described in the Fiend Folio) are huge, surly 
  beasts that feed on magical energy.
  By shaping this soulmeld, totemists hope to gain the power 
  to combat magic—particularly against foes armed with 
  large numbers of magic items.
  You can use a detect magic effect as the spell, with a range of 
  10 feet.
  You can use this ability as often as desired, but no more 
  than once per round (as a standard action).
  Essentia: For every point of essentia you invest in your 
  disenchanter mask, the range of its detect magic effect 
  increases by 10 feet.
  Chakra Bind (Brow)
  Your disenchanter mask binds to your forehead, and your eyes 
  replace the glassy black eyes in the mask’s sockets.
  Colors seem somehow more alive to your sight—particularly the 
  colors of spell effects and items that you know to be magical.
  When using this soulmeld’s detect magic ability, you can 
  instantly determine the number, strength, and location of 
  each magical aura present as if you had been concentrating 
  for 3 rounds.
  You must still make Spellcraft checks as normal to 
  determine the school of magic involved in each aura.
  Chakra Bind (Totem)
  Your face lengthens and shapes into the mask you wear, and the 
  dangling tongue of the mask becomes your own tongue.
  As you extend it, you can practically taste magic in the air, and 
  when you use the tongue to drain magic, it tastes strong and sweet,
  almost like a liqueur.
  You can use the long tongue of your disenchanter mask to 
  make a melee touch attack as a standard action.
  (You cannot use the tongue as a natural secondary weapon, 
  nor can you make any other attacks in the same round as 
  you make a tongue attack).
  The tongue has a reach 5 feet longer than your natural 
  reach, but you cannot use it to make attacks of opportunity.
  It uses your normal base attack bonus.
  If you hit with the tongue attack, you deal no damage but 
  have a chance to temporarily suppress a magic item that the 
  target might have.
  Unless you choose a specific item held or worn by the 
  target (such as “the sword he holds” or “his bracers”), you 
  affect magic items in the following order: shield, armor, 
  helmet, item in hand, cloak, stowed or sheathed weapon, 
  bracers, clothing, jewelry (including rings), and anything 
  remaining.
  To suppress the item, you must succeed on a meldshaper 
  level check (1d20 + your meldshaper level) against a DC of 
  11 + the magic item’s caster level.
  Success means that the item’s magical properties are 
  suppressed for 10 minutes.
  You can also use this ability to temporarily suppress the 
  magic of a specific soulmeld, but you must specify the 
  soulmeld to be affected; otherwise you affect a magic item 
  instead.
  Use the soulmeld’s meldshaper level as its caster level.
  DISPLACER MANTLE
  Descriptors: None
  Classes: Totemist
  Chakra: Shoulders (totem)
  Saving Throw: None
  This cloak of blue-black fur wraps around your shoulders and 
  hangs down your back to the waist.
  The fur bends and catches light strangely, actually creating a slight 
  blurring effect around your entire body.
  Displacer beasts are vicious predators, but to the totemist 
  they symbolize stealth and deception.
  With this soulmeld, you hope to claim the displacer beast’s 
  light-bending deception to conceal and protect yourself.
  The displacer mantle slightly blurs your outline, providing a 
  +4 competence bonus on Hide checks.
  Essentia: The competence bonus on Hide checks 
  increases by 2 for every point of essentia invested in this 
  soulmeld.
  Chakra Bind (Shoulders)
  As you bind the mantle to your shoulders, its midnight hue spreads 
  into the skin of your shoulders and upper arms.
  A light-bending glamer surrounds you, shifting and wavering 
  your outline.
  Your displacer mantle surrounds you with a glamer similar to 
  a blur spell, granting you concealment (20% miss chance).
  A true seeing effect allows the user to see your position, but 
  see invisibility has no effect.
  Chakra Bind (Totem)
  A pair of tentacles extends from your shoulder blades.
  They end in pads ridged with sharp horn, allowing you to lash out 
  even at distant foes to batter and tear them.
  As a full-round action, you can make two tentacle attacks 
  using your full base attack bonus.
  Each tentacle deals 1d4 points of damage plus your 
  Strength modifier.
  The tentacles have reach equal to your normal natural reach 
  plus 5 feet; however, you do not have sufficient control 
  over the tentacles to make attacks of opportunity with 
  them.
  Every point of essentia invested in the displacer mantle 
  grants you a +1 enhancement bonus on damage rolls made 
  with the tentacle attacks.
  
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  DISSOLVING SPITTLE
  Descriptors: Acid
  Classes: Incarnate
  Chakra: Throat
  Saving Throw: None
  Incarnum forms a metallic blue-green torc around your neck.
  The ends of the torc resemble black or copper dragons facing each 
  other in front of your throat.
  A constant bitter taste floods your mouth, but it seems to make the 
  flavor of certain foods more enjoyable—particularly well-cooked 
  meat.
  The infamous incarnate Murthien the Soul-Render, for all 
  his forays into the abomination that is necrocarnum, also 
  used dissolving spittle almost as a calling card.
  While this meld is favored by chaotic and evil incarnates 
  because of acid’s association with both suffering and 
  dissolution, incarnates of all alignments find acidic spittle a 
  useful weapon against a variety of opponents.
  As a standard action, you can spit a glob of acid at a target 
  within 30 feet.
  This requires a ranged touch attack to hit and deals 1d6 
  points of acid damage.
  Using dissolving spittle provokes attacks of opportunity.
  Essentia: Every point of essentia you invest in your 
  dissolving spittle increases the damage dealt by 1d6 points.
  Chakra Bind (Throat)
  Instead of a torc around your neck, the writhing shape of a two-
  headed dragon arcs around your throat in blue-green scales.
  Tendrils of midnight blue extend up your neck and down into your 
  shoulders like diseased veins.
  When you use your ability to spit acid at an opponent, the 
  target takes normal damage in the round you spit acid.
  You also roll again for damage 1 round later.
  DREAD CARAPACE
  Descriptors: None
  Classes: Totemist
  Chakra: Arms, feet, or heart (totem)
  Saving Throw: See text
  Incarnum forms into a heavy, caramel-brown carapace covering 
  your back.
  Short spines protrude from this shell, and light gleams from its 
  surface.
  Though it has no actual protective value (unless you bind it to your 
  heart chakra), the carapace fills you with the destructive power of 
  the tarrasque.
  Possibly the most dreaded of all magical beasts, the 
  tarrasque is also the only magical beast whose power is 
  channeled and embodied in two different soulmelds—
  dread carapace and totem avatar.
  Totemists who shape dread carapace can emulate a variety of 
  the tarrasque’s many aspects—primary among them its 
  sheer power in melee combat.
  While your dread carapace is shaped, you gain a +2 bonus on 
  damage rolls when you are using a bite attack, or a +1 bonus 
  when you are using a claw or other natural attack.
  In exchange, you take a –1 penalty on attack rolls with 
  natural weapons.
  Essentia: Every point of essentia you invest in your dread 
  carapace increases your attack penalty by 1 and your damage 
  bonus by 2 (for bite attacks) or 1 (for other natural 
  weapons).
  Thus, if you invest 5 points of essentia in this soulmeld, you 
  take a –6 penalty on attack rolls and gain a +12 bonus on 
  damage rolls with a bite, or +6 with a different natural 
  weapon.
  Chakra Bind (Arms)
  While the appearance of your dread carapace is unchanged, your 
  upper arms manifest scaly plates, while spikes emerge from your 
  elbows.
  At the same time, any natural weapons you possess become more 
  deadly—sharper, longer, better able to slice through skin and 
  armor to tear at vulnerable flesh.
  The threat range of any natural attacks you possess (either 
  naturally or as a result of another soulmeld) is doubled.
  This doesn’t stack with any other effect that increases the 
  threat range of your natural weapon.
  Chakra Bind (Feet)
  While the appearance of your dread carapace is unchanged, your 
  legs become increasingly muscular, and their shape alters slightly 
  so that you more naturally move on just your toes and the balls of 
  your feet.
  Once per minute, you can add an enhancement bonus of 
  +60 feet to your speed for 1 round.
  This enhancement bonus is increased by 10 feet for every 
  point of essentia invested in your dread carapace.
  Chakra Bind (Heart)
  Your dread carapace takes on a highly reflective sheen, suggesting 
  the tarrasque’s ability to reflect spells back on their casters.
  Spells have a hard time reaching through your carapace to affect 
  you.
  You gain spell resistance equal to 5 + 4 per point of essentia 
  you invest in your dread carapace.
  Chakra Bind (Totem)
  Two mighty horns jut from your head.
  Though they are useless in combat, they alter your appearance,
  making your countenance quite fearsome.
  When you charge, your visage suggests something utterly 
  inhuman, striking fear into the hearts of your foes.
  When you charge, all enemies within 60 feet who can see 
  you become shaken for 1 round (Will negates).
  ENIGMA HELM
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Crown
  Saving Throw: None
  You form incarnum into a shadowy helm floating above and 
  around your head.
  Shadows swirl like rising smoke beneath its surface.
  The helm wraps itself like a cloak around your mind, protecting 
  your secrets and shielding your will.
  Meldshapers favor this soulmeld to ward their minds from 
  divination and mind-affecting spells.
  They speak of the incarnum involved as the essence of 
  secrets or the soul of mystery.
  Your enigma helm protects you from divinations.
  While wearing this soulmeld, you become difficult to 
  detect by divination spells (as the nondetection spell).
  If a divination is attempted against you, the caster of the 
  divination must succeed on a caster level check against a 
  DC of 11 + your meldshaper level.
  
  351
  Essentia: You gain an enhancement bonus on Will saves 
  equal to the number of points of essentia invested.
  Chakra Bind (Crown)
  Your enigma helm rests solidly on your head.
  In the center of your forehead, a dusky gem holds swirling 
  shadowstuff—and it’s not clear whether the gem is part of the 
  helm or part of your own head.
  Any attempt to charm you is redirected to the gem in your 
  forehead.
  As a result, you gain complete immunity to enchantment 
  (charm) effects.
  FEARSOME MASK
  Descriptors: Mind-affecting
  Classes: Soulborn
  Chakra: Brow
  Saving Throw: See text
  You shape incarnum into a ferocious-looking mask that covers 
  your face.
  It resembles a powerful outsider of your alignment, either majestic 
  in splendor or terrible in its evil.
  Somewhere deep in your mind is a quivering knot of fear, but you 
  find that you can channel that fear and use it to intimidate others.
  Fear, some would argue, is among the most powerful forces 
  in the multiverse.
  The lives of many are dominated by it—some avoid all 
  danger and conflict because of their fear, while others ride 
  to power by inspiring fear in others.
  In shaping this soulmeld, you draw on the primordial 
  power of fear, acknowledging the fear that lives in your 
  own heart even as you direct it outward to inspire fear in 
  those around you.
  While wearing the fearsome mask, you gain a +2 insight 
  bonus on Intimidate checks.
  Essentia: Every point of essentia you invest in your 
  fearsome mask increases the insight bonus by 2.
  Chakra Bind (Brow)
  Your eyes, clearly visible through your fearsome mask, blaze with 
  fiery wrath that strikes terror into the hearts of those that meet 
  your gaze.
  Your gaze causes enemy creatures (but not allies) to become 
  shaken for 1 minute (Will negates).
  This otherwise functions as normal for a gaze attack.
  This is a mind-affecting effect.
  FELLMIST ROBE
  Descriptors: None
  Classes: Incarnate
  Chakra: Soul
  Saving Throw: None
  Incarnum coalesces around your body into a sheath of gray mist.
  It hangs about you like a thick fog that moves with you, creating 
  the illusion that you are drifting over the ground rather than 
  walking.
  This robe of mist masks your true location, protecting you from 
  ranged attacks.
  Some incarnates imagine they are channeling soul energy 
  from swamp-dwelling creatures, while others imagine their 
  fellmist robes are shaped from the ghostly spirits of the dead.
  Your fellmist robe provides you with minor concealment 
  (10% miss chance) against any attacker more than 5 feet 
  from you.
  You do not suffer the same drawback—your attacks against 
  nonadjacent targets are unaffected.
  A strong wind (21 mph or greater) disperses the fellmist robe, 
  though it reforms 1 round after the wind stops.
  Essentia: Every point of essentia invested in your fellmist 
  robe improves the concealment slightly, increasing the miss 
  chance by 5% (up to a maximum of 50%).
  Chakra Bind (Soul)
  Your fellmist robe draws closer to your body, at the same time 
  growing denser and shrouding your form more effectively—even 
  against adjacent foes.
  Your fellmist robe provides its concealment against even 
  adjacent attackers.
  It resists winds up to 50 mph, though stronger winds still 
  temporarily disperse the robe.
  FLAME CINCTURE
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Waist
  Saving Throw: See text
  Incarnum forms into a cord of blue fire, which you wear tied 
  around your waist.
  Its flames are cool to the touch.
  The loose ends dance around your legs like tongues of flame with 
  wills of their own.
  When you are exposed to fire, the flames of your belt flare brightly,
  as if feeding on the fire around you.
  The soulborn Cecylla the Puresoul was renowned as a 
  model of monastic piety who favored a clerical appearance.
  She always wore vestments over her armor, and a flame 
  cincture gathered her alb around her waist.
  When she slew the mighty dragon Garragauth the Red, it is 
  certain that her flame cincture saved her life.
  When you shape flame cincture, you gain resistance to fire 
  10.
  Essentia: Every point of essentia invested in your flame 
  cincture increases your resistance to fire by 5.
  Chakra Bind (Waist)
  Energy attacks are not simply absorbed and dispersed, but instead 
  the energy is bound within the belt, eagerly awaiting release.
  You can release a blast of fire from your flame cincture.
  Whenever your flame cincture prevents damage, the energy 
  remains latent within the cord for 1 round.
  On your next turn, you can release the stored energy as a 
  swift action to blast any target within 60 feet.
  The energy blast deals fire damage equal to the amount of 
  damage prevented by the flame cincture in the previous 
  round.
  A successful Reflex save reduces the damage by half.
  FROST HELM
  Descriptors: Cold, sonic
  Classes: Totemist
  Chakra: Crown (totem)
  Saving Throw: See text
  Incarnum forms into a blue-white helm resembling the bizarre 
  head of a frost worm.
  
  352
  It floats above the top of your head, its strange lumpy shape rising 
  to a tall nodule at the front and top.
  Frost worms are terrible arctic predators known for the 
  weird stunning trill they produce from the nodules atop 
  their heads.
  Totemists in cold lands favor this soulmeld, claiming the 
  frost worm’s power to protect themselves from the cold 
  environment.
  They also use frost helm to mimic the frost worm’s trill and 
  its frigid breath weapon.
  Because of the frost worm’s legendary hatred for the 
  remorhaz, totemists don this meld when leading remorhaz 
  hunting parties.
  While wearing a frost helm, you can exist comfortably in 
  conditions between –50 and 90° Fahrenheit without having 
  to make Fortitude saves.
  Your equipment is likewise protected.
  Essentia: If you invest essentia in your frost helm, it also 
  protects you from cold damage.
  You gain resistance to cold equal to 5 times the number of 
  points of essentia you invest in this soulmeld.
  Chakra Bind (Crown)
  Your frost helm fuses to the top of your head, actually opening a 
  breathing channel in the strange nodule at the helm’s crown.
  As a standard action, you can project a ray of cold energy 
  from your forehead, reminiscent of a frost worm’s breath 
  weapon.
  You must make a ranged touch attack to hit a creature with 
  this ray.
  If you hit, the ray deals 1d6 points of cold damage plus an 
  additional 1d6 points for every point of essentia you invest 
  in your frost helm.
  Chakra Bind (Totem)
  Your frost helm fuses to your head and seems to spread downward,
  changing the appearance of your upper face to resemble the head of 
  a frost worm.
  Your eyes meld into the helm’s strange nodule, your cheeks twist 
  into lumpy protrusions, and the skin of your face grows thick and 
  blue-white.
  As a standard action, you can produce a trilling sound that 
  stuns opponents within 20 feet.
  You can target one creature plus one additional creature per 
  point of essentia you invest in your frost helm.
  Targets must succeed on a Will save or be stunned for 1d4 
  rounds.
  If attacked or violently shaken (a full-round action), a 
  victim is allowed another saving throw.
  Once a creature has resisted or broken the effect, it cannot 
  be affected by your frost helm’s trill for 24 hours.
  Frost worms are immune to this effect.
  GIRALLON ARMS
  Descriptors: None
  Classes: Totemist
  Chakra: Arms (totem)
  Saving Throw: None
  Incarnum coalesces around your arms and upper torso, forming 
  blue-white fur that seems to enhance your arm and chest muscles.
  It also extends from your fingers to form ghostly claws that, despite 
  their insubstantial appearance, help you gain purchase while 
  climbing or grappling.
  Totemists hope to claim the savage ferocity of the girallon 
  as their own by shaping this meld.
  Known for its great strength and fierce claws, the girallon is 
  a totem of power and aggression.
  Your girallon arms grant you a +2 competence bonus on 
  Climb checks and grapple checks.
  Essentia: Every point of essentia invested in your girallon 
  arms increases the bonus on Climb checks and grapple 
  checks by 2.
  Chakra Bind (Arms)
  The blue-white fur of your girallon arms grows longer at your 
  forearms, forming tufts of hair near your elbows.
  If you hit a single target with at least two claw attacks, 
  whether these attacks come from your girallon arms, a 
  different soulmeld, your own innate abilities, or some other 
  source, you can latch onto the opponent’s body and tear the 
  flesh.
  This attack automatically deals double claw damage, 
  including double your Strength bonus.
  Chakra Bind (Totem)
  Incarnum forms two additional, powerful arms that spring out 
  from your ribs.
  These spirit arms mirror the movements of your real arms.
  All four of your arms are tipped with long claws that no longer 
  seem ghostly, but quite real—and quite sharp.
  You gain four claws that you can use as natural weapons, 
  dealing 1d4 points of damage with each claw.
  You can make a single claw attack as a primary attack, using 
  your full attack bonus and adding your Strength bonus on 
  your damage roll.
  You can make up to three additional claw attacks as 
  secondary attacks, following either a primary claw attack or 
  an attack with a weapon.
  These secondary attacks have a –5 penalty on the attack 
  rolls and apply half your Strength bonus on damage.
  If you have a shield in your off hand, you cannot make any 
  secondary claw attacks.
  Every point of essentia you invest in your girallon arms 
  grants you a +1 enhancement bonus on attack rolls and 
  damage rolls with your claw attacks.
  GLOVES OF THE POISONED SOUL
  Descriptors: Evil
  Classes: Soulborn
  Chakra: Hands
  Saving Throw: Fortitude negates
  Slick green gloves slide over your hands.
  They appear moist but are dry to the touch.
  By focusing the energy of souls damned for eternity, you 
  form green gloves of incarnum that writhe with evil power.
  When you touch a foe, the condemned souls poison the 
  target, forcing their hopeless will against it.
  Once per round, you can attempt to inflict a terrible, mind-
  wracking poison on a foe with a melee touch attack.
  The poison deals 1 point of Wisdom damage immediately 
  and another 1 point of Wisdom damage 1 minute later.
  Each instance of damage can be negated by a Fortitude 
  save.
  No creature can be affected by the gloves more than once 
  in a 24-hour period.
  Essentia: Every point of essentia you invest in your 
  gloves increases the Wisdom damage dealt (both primary 
  and secondary damage) by 1 point.
  Chakra Bind (Hands)
  The gloves merge with your hands, giving your hands a green cast.
  
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  Your fingertips drip with viscous slime.
  When gloves of the poisoned soul are bound to your hands 
  chakra, the poison also deals Strength damage equal to the 
  amount of Wisdom damage dealt (one save resists both 
  effects).
  GORGON MASK
  Descriptors: None
  Classes: Totemist
  Chakra: Throat (totem)
  Saving Throw: See text
  Incarnum forms a mask resembling the head of a steel-plated bull,
  complete with long, arcing silver horns.
  The mask’s eyes are empty black pits.
  Totemists revere the gorgon as an icon of passive strength 
  and endurance.
  Its steel-plated hide and great fortitude, as well as its 
  association with petrification, signify the unyielding 
  strength of a cliff wall standing against the sea.
  At the same time, its aggressive nature leads totemists to 
  emulate the gorgon’s ability to crush its foes beneath its 
  hooves.
  While wearing a gorgon mask, you gain a +1 resistance bonus 
  on Fortitude saves and a +2 resistance bonus on any check 
  or saving throw to resist being bull rushed, tripped, 
  overrun, or trampled.
  Essentia: Every point of essentia you invest in your 
  gorgon mask increases your resistance bonuses by 1.
  Chakra Bind (Throat)
  The dusky, metallic scales of your gorgon mask extend down your 
  neck, forming a sharp ridge along your upper spine.
  Wisps of green smoke escape from your mouth.
  You gain the ability to breathe a cloud of petrifying gas on 
  an adjacent foe.
  If the target fails a Fortitude save, it turns to stone, as the 
  flesh to stone spell.
  You can use this ability once per day.
  Chakra Bind (Totem)
  The metallic scales of your gorgon mask extend down over your 
  shoulders, lending bulk and solidity to your frame.
  You feel strength coursing through your legs in particular, giving 
  you the ability to run down your foes and crush them beneath your 
  feet.
  You gain the ability to make a trample attack.
  As a full-round action, you can move up to twice your speed 
  and literally run over any creature equal to your own size or 
  smaller.
  You merely have to move over the opponents in your path; 
  any creature whose space is completely covered by your 
  space is subject to the trample attack.
  If a target’s space is larger than 5 feet, it is considered 
  trampled only if you move over all the squares it occupies.
  Your trample attack deals 1d8 points of bludgeoning 
  damage (or 1d6 points if you are Small) plus 1-1/2 times 
  your Strength modifier.
  If you are larger than Medium or smaller than Small, the 
  damage scales up or down accordingly (see page 114 of the 
  Player’s Handbook).
  Trampled opponents can attempt attacks of opportunity, 
  but these take a –4 penalty.
  (Opponents whose space is larger than 5 feet and whom 
  you do not trample can also make attacks of opportunity at 
  the same penalty).
  An opponent can give up its attack of opportunity and 
  instead attempt a Reflex save to take half damage from your 
  trample.
  You can deal trampling damage to each target only once per 
  round, no matter how many times your movement takes 
  you over a target creature.
  GREAT RAPTOR MASK
  Descriptors: None
  Classes: Totemist
  Chakra: Brow (totem)
  Saving Throw: None
  You shape incarnum into a large mask that surrounds your whole 
  head, resembling the head of a giant eagle or a giant owl.
  The feathered plumage is brown and white with the faintest tinge 
  of purple-blue, and the mask’s large, glassy eyes gleam sky blue.
  Giant eagles and giant owls are revered for their 
  exceptional eyesight.
  Totemists lay claim to the power of these intelligent birds 
  to see distant objects more clearly and, more broadly, to 
  escape from danger through quick reflexes and quicker 
  thinking.
  You gain a +2 competence bonus on Spot checks.
  Essentia: Every point of essentia you invest in your great 
  raptor mask increases the competence bonus by 2.
  Chakra Bind (Brow)
  Your great raptor mask has large eyes that gather every scrap of 
  light and reflect it as a pale, blue-green glow.
  The mask is fused to your forehead, and your eyes are melded into 
  the eyes of the mask—which no longer look glassy, but very much 
  alive.
  You gain the superior low-light vision of a giant owl, 
  allowing you to see five times as far as a human can in dim 
  light.
  Chakra Bind (Totem)
  Your head transforms to take on the appearance of a giant eagle,
  becoming one with your great raptor mask.
  While still enhancing your vision, this soulmeld also heightens 
  your reflexive reaction to danger, allowing you to dodge entirely 
  out of the way of dangerous effects.
  You gain evasion.
  With a successful Reflex save against an attack that allows a 
  Reflex save for half damage, you take no damage.
  HEART OF FIRE
  Descriptors: Fire
  Classes: Totemist
  Chakra: Waist (totem)
  Saving Throw: None
  A rough stone of blazing red hangs at the center of a loose belt 
  around your waist.
  You feel warmth spreading from the stone into your body, though 
  it is not enough to ward off extreme cold.
  At the sight of a frost giant or some other creature of cold, however,
  that warmth surges through your body like consuming fire, eager 
  to sear your opponents’ flesh.
  The remorhaz is one of the most fearsome predators of 
  arctic regions.
  Unlike many creatures native to those realms, it is not 
  immune to cold damage; it endures the extremes of winter 
  temperatures by generating huge amounts of heat.
  
  354
  Totemists shape this soulmeld when fighting frost giants 
  (since the remorhaz considers frost giants to be prey) and 
  when they hunt large game in cold climes.
  You gain a +1 insight bonus on attack rolls and damage rolls 
  against creatures with the cold subtype.
  Essentia: Every point of essentia you invest in your heart 
  of fire increases your insight bonus on attack rolls and 
  damage rolls against cold creatures by 1.
  Chakra Bind (Waist)
  A red glow suffuses your body, concentrated in your abdomen.
  Rather than a blazing red stone at your waist, your heart of fire is 
  subsumed into your flesh, filling your body with its fiery fury.
  Any creature striking you with a natural weapon or 
  unarmed strike takes 1d6 points of fire damage per point of 
  essentia you invest in your heart of fire.
  Weapons striking you take the same damage, but most 
  objects take only half damage from fire (divide the damage 
  dealt by 2 before applying the weapon’s hardness).
  Creatures grappling you take this damage every round at 
  the end of your turn, regardless of whether you succeed or 
  fail on a grapple check to deal damage to them.
  This damage does not stack with the fire damage provided 
  by the heart of fire’s totem chakra bind.
  Chakra Bind (Totem)
  The heat of the blazing stone at your waist spreads through your 
  body, lashing out through your attacks at any opponent you face.
  When you enter combat, your skin glows red with the fiery power 
  coursing through your veins.
  Your natural weapons or unarmed strikes deal an additional 
  1d4 points of fire damage per point of essentia you invest in 
  your heart of fire.
  Creatures grappling you take this dam age every round at 
  the end of your turn, regardless of whether you succeed or 
  fail on a grapple check to deal dam age to them.
  HUNTER’S CIRCLET
  Descriptors: None
  Classes: Soulborn, totemist
  Chakra: Crown (totem)
  Saving Throw: None
  You shape incarnum into a sky-blue headband that resembles a 
  wreath of twining ivy.
  Hunting is one of the primordial activities of the humanoid 
  races, a sport of survival.
  By calling upon the soul energy of mighty hunters past, 
  present, and future, meldshapers hope to gain insight into 
  their talents.
  Your hunter’s circlet grants you a +2 insight bonus on Heal 
  and Survival checks.
  Essentia: Every point of essentia you invest in your 
  hunter’s circlet increases the insight bonus by 2.
  Chakra Bind (Crown)
  The sky-blue ivy of your hunter’s circlet weaves into your hair,
  winding down to your shoulders.
  You gain the benefit of the Track feat.
  Chakra Bind (Totem)
  There is no change to your own appearance or that of the circlet,
  but from your perspective, the world around you changes 
  enormously.
  It is suddenly alive with smells—from obvious, overpowering 
  odors you noticed before but not in such richness of detail, to subtle 
  scents unlike anything in your experience.
  You channel beast energy to gain a limited version of the 
  scent special quality.
  You can detect opponents by sense of smell, noting their 
  presence if they are within 15 feet (assuming you cannot 
  discern their presence by other means).
  You can note the direction of a creature’s scent by taking a 
  full-round action to sniff the air.
  You also gain a +4 competence bonus on Survival checks to 
  track a creature when you can bring your sense of smell to 
  bear on the task.
  ILLUSION VEIL
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Brow
  Saving Throw: None
  You shape incarnum into a wispy veil, which fades into 
  invisibility when you wear it.
  When you cast an illusion spell, tendrils of incarnum surround 
  and merge with the illusory effect, making it more vibrant and 
  believable.
  A meldshaper can pull soul energy into his illusion spells, 
  reinforcing the illusion with the memories of that which 
  was once real.
  Primarily used to increase the effectiveness of silent image 
  and similar spells, some meldshaper/spellcasters use illusion 
  veil to weave incarnum into shadow magic, such as shadow 
  evocation.
  While wearing the illusion veil, you can focus the energy of 
  incarnum into visible and nearly tangible shapes.
  These wisps of energy enhance your illusion spells, making 
  them seem more real.
  You gain a +1 insight bonus to the save DCs of your illusion 
  spells and spell-like abilities.
  Essentia: Whenever you cast an illusion spell or use an 
  illusion-based spell-like ability, you add 1 round to the 
  duration for every point of essentia invested in this 
  soulmeld at the time of casting.
  This has no effect on a spell with an instantaneous 
  duration, such as a shadow evocation used to duplicate fireball.
  Chakra Bind (Brow)
  A dim blue glow emanates from your eyes.
  A brief flash, visible only to you, scans across your field of vision 
  periodically, outlining creatures and objects while heightening 
  your awareness.
  When your illusion veil is bound to your brow chakra, you 
  can more easily perceive false reality.
  You can see invisibility, as the spell.
  You also gain an insight bonus on Spot checks and on saves 
  against illusion spells equal to the number of points of 
  essentia invested in your illusion veil.
  IMPULSE BOOTS
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Feet
  Saving Throw: None
  You shape incarnum into boots that surround your feet (as well as 
  any other footwear you might have) and reach up almost to your 
  knees.
  
  355
  Midnight blue in color, the impulse boots seem to be made of
  smooth, supple leather.
  You channel the spirits of rogues and scoundrels, 
  barbarians, and all who think quickly on their feet, forming 
  that elemental quality into boots that help you do the same.
  Your impulse boots grant you the ability to avoid dangerous
  effects.
  While wearing this soulmeld, you gain the uncanny dodge 
  ability (see page 50 of the Player’s Handbook).
  Essentia: You gain an enhancement bonus on Reflex 
  saves equal to the number of points of essentia invested.
  Chakra Bind (Feet)
  Your impulse boots merge with your feet, and extend their 
  midnight-blue color in tendrils reaching up your legs to your 
  waist, like snaking veins just under your skin.
  You gain the evasion ability (see page 50 of the Player’s 
  Handbook).
  INCARNATE AVATAR
  Descriptors: Chaotic, evil, good, or lawful
  Classes: Incarnate
  Chakra: Soul
  Saving Throw: None
  You gather incarnum around you to form a second body encasing 
  your own, a physical form superimposed over your body, clothing,
  and armor.
  In form, it resembles one of the most powerful champions of your 
  alignment: a slaad, inevitable, angel, or yugoloth.
  Its movements—even its facial expressions—are in perfect 
  synchronization with your own, so that in every way you appear 
  to be the imposing avatar of your alignment’s ideals.
  Incarnates channel soul energy that conforms to the ideals 
  of their alignment, so in some ways this soulmeld 
  exemplifies the nature of the incarnate class.
  The incarnum used to shape an incarnate avatar comes from 
  the outer-planar embodiments of the incarnate’s alignment 
  and takes their form.
  In shaping this meld, incarnates hope to transcend their 
  own mortal frames and attain the perfect embodiment of 
  their alignment ideals represented by the avatar.
  The appearance of your incarnate avatar depends on your 
  alignment.
  Chaos: Your incarnate avatar resembles a blue slaad.
  The slaad form is hulking and brutish, with enormous 
  claws and a toothy maw.
  Evil: Your incarnate avatar has the form of a nycaloth: a four-
  armed, gargoylelike humanoid with green skin and 
  (nonfunctional) batlike wings.
  Good: Your incarnate avatar takes the form of an astral deva, 
  with pearl-white skin and (nonfunctional) white-feathered 
  wings.
  Law: Your incarnate avatar resembles a marut, a powerful 
  humanoid form with golden armor over an onyx body.
  Unlike other soulmelds, the incarnate avatar provides no 
  benefit without the investment of essentia.
  Incarnate avatar is treated as a chaotic, evil, good, or lawful 
  effect, based on your alignment.
  Essentia: Investing essentia in your incarnate avatar gives 
  you a specific benefit depending on your alignment.
  Chaos: You gain a +1 insight bonus on ranged attack rolls for 
  every point of essentia that you invest in this soulmeld.
  Evil: You gain a +2 insight bonus on melee damage rolls for 
  every point of essentia that you invest in this soulmeld.
  Good: You gain a +1 insight bonus to your Armor Class for 
  every point of essentia that you invest in this soulmeld.
  Law: You gain a +1 insight bonus on melee attack rolls for 
  every point of essentia that you invest in this soulmeld.
  Chakra Bind (Soul)
  Your body transforms into the appearance of your incarnate 
  avatar.
  There is no longer any distinction between its hands and yours, its 
  feet and yours, its heart and yours.
  You are imbued with the purest essence of your alignment—it fills 
  your soul and spurs you to action.
  At the same time, it grants you greater power to help you live out 
  your convictions.
  You gain an ability based on your alignment.
  Chaos: You gain an enhancement bonus of +30 feet to your 
  base land speed.
  Evil: You can fly at a speed of 30 feet (good 
  maneuverability).
  Good: You can fly at a speed of 30 feet (good 
  maneuverability).
  Law: You gain immunity to daze, paralysis, petrification, 
  and stun, as well as to any magical effect that would slow 
  you.
  INCARNATE WEAPON
  Descriptors: Chaotic, evil, good, or lawful
  Classes: Incarnate
  Chakra: Arms
  Saving Throw: See text
  Incarnum forms into a one-handed melee weapon that embodies 
  your alignment.
  The weapon seems large for your hand, but it is balanced perfectly 
  for you to wield it.
  Clutching it in your hand, you feel it resonate with your deepest 
  convictions and firmest beliefs, and it hums with power.
  In the hands of an incarnate, alignment is literally a 
  weapon.
  The incarnate Phanallashtam the Lawbringer is 
  remembered almost as much for the Sword of Law he used 
  to smite the Chaos Dragon as for the legal code he 
  introduced to the world at the birth of civilization.
  Phanallashtam claimed that the two were one and the same: 
  The Sword of Law was all law in metallic form, slicing 
  through disorder with a sharp, clean cut.
  You shape incarnum into a melee weapon (sized normally 
  for you despite its overlarge appearance) that is particularly 
  harmful to creatures of the opposing alignment.
  Damage you deal with the weapon gains the alignment 
  descriptor matching your devoted cause and penetrates 
  damage reduction accordingly.
  Chaotic incarnates create a battleaxe, evil incarnates create 
  a flail, good incarnates create a warhammer, and lawful 
  incarnates create a longsword.
  Nonproficiency penalties never apply to the use of an 
  incarnate weapon, though any feats with effects that apply to 
  a particular kind of weapon (such as Weapon Focus) 
  function normally.
  Your incarnate weapon cannot be sundered or otherwise 
  destroyed (except by effects that unshape soulmelds).
  If your incarnate weapon leaves your hand for any reason, it 
  returns to your grasp at the beginning of your next turn.
  If that is impossible, it falls at your feet (but attempts to 
  return again on your next turn).
  
  356
  Any other creature attempting to wield your incarnate 
  weapon gains none of its special benefits (but can wield it as 
  a normal weapon of that kind).
  Incarnate weapon is treated as a chaotic, evil, good, or lawful 
  effect, based on your alignment.
  Essentia: The incarnate weapon gains an enhancement 
  bonus on attack rolls and damage rolls equal to the number 
  of points of essentia you invest in it.
  Chakra Bind (Arms)
  Bands of steel form around your forearms.
  When you hold your incarnate weapon, a chain of nearly invisible 
  blue incarnum connects it to the steel bracer on your weapon hand,
  channeling the force of your conviction directly to your weapon.
  As a move action, you can charge the incarnate weapon with 
  the stunning power of pure conviction.
  If the next melee attack that you make is successful, the 
  target (as long as at least one component of its alignment is 
  opposed to your devoted alignment) must succeed on a 
  Fortitude saving throw or be stunned until the beginning 
  of your next turn.
  If the attack is unsuccessful, the charge is lost with no 
  effect.
  As long as you have the incarnate weapon soulmeld shaped, 
  you can continue to charge the weapon with this stunning 
  force, but the weapon can only ever hold one charge of this 
  power at a time.
  KEENEYE LENSES
  Descriptors: None
  Classes: Incarnate
  Chakra: Brow or soul
  Saving Throw: None
  Incarnum forms a pair of transparent blue lenses that hover in 
  front of your eyes.
  As you peer through them, the world does not take on their blue 
  color, but you find yourself more easily able to notice small details,
  even at long distances.
  By shaping this soulmeld, you channel the soul energy of 
  sharp-witted scouts and spies to improve your eyesight.
  The contemporary incarnate N!doka the North Star is 
  never seen without incarnate lenses shaped due to the 
  number of attempts made on her life by doppelgangers and 
  other shapechangers.
  While you have keeneye lenses shaped, you gain a +4 insight 
  bonus on Spot checks.
  Essentia: Every point of essentia you invest in your 
  keeneye lenses increases the insight bonus by 2.
  Chakra Bind (Brow)
  Instead of blue lenses hovering before you, the actual lenses of your 
  eyes gain the blue tinge of incarnum.
  To an outside observer, your eyes look like solid blue orbs, although 
  some distinction between the blue “white”, the iris, and the pupil of 
  your eyes is still noticeable.
  To you, the world simply seems sharp and clear—even things that 
  are invisible to unaided sight.
  You gain the ability to see invisible creatures and objects 
  normally (as if under the effect of a see invisibility spell).
  Chakra Bind (Soul)
  Neither your appearance nor that of your keeneye lenses changes at 
  all, but the way you see the world changes dramatically.
  It is as though you are seeing into a different layer of reality,
  piercing some veil of obscurity to see beyond mere appearances.
  You see all things as they truly are, as if you were constantly 
  under the effect of a true seeing spell.
  KRAKEN MANTLE
  Descriptors: None
  Classes: Totemist
  Chakra: Arms (totem)
  Saving Throw: None
  Incarnum forms into a mantle around your shoulders and torso,
  resembling the triangular mantle around a kraken’s body.
  It is smooth and sleek to the touch, and it lets you glide through 
  water as if you were born to it.
  An evil ruler of the aquatic depths, the kraken is, above all, 
  a fast and competent swimmer.
  Totemists revere the creature and claim its abilities to swim 
  and breathe water, as well as the power of its many arms for 
  grabbing and grappling.
  A kraken mantle greatly enhances your ability to swim, 
  giving you a +8 competence bonus on Swim checks.
  With a successful Swim check, you can move at up to your 
  speed (as a full-round action) or at one-half your speed (as a 
  move action).
  Essentia: Every point of essentia you invest in your 
  kraken mantle increases your effective speed for the 
  purposes of swimming by 5 feet.
  For example, if you have a base land speed of 30 feet and 
  invest 4 points of essentia in your kraken mantle, you can 
  swim 50 feet (30 + [4 × 5 feet]) as a full-round action or 25 
  feet as a move action.
  Chakra Bind (Arms)
  The smooth, sleek substance of your mantle spreads down to your 
  upper arms, becoming one with your flesh.
  Your arms themselves grow slightly more flexible, helping you 
  gain purchase on a grappled foe.
  They also gain a measure of constricting strength, helping you 
  squeeze the life from your enemies just as the kraken does.
  You gain a bonus on grapple checks equal to the number of 
  points of essentia you invest in your kraken mantle.
  In addition, with a successful grapple check, you deal 1d8 
  points of bludgeoning damage plus your Strength modifier 
  (or 1d6 points if you are Small) to your opponent.
  Chakra Bind (Totem)
  Your eyes grow large, with enormous pupils ringed with red,
  resembling the staring eyes of a kraken.
  You can breathe water or air equally well, as if you were 
  constantly under the effect of a water breathing spell.
  KRENSHAR MASK
  Descriptors: Fear, mind-affecting, sonic
  Classes: Totemist
  Chakra: Brow (totem)
  Saving Throw: See text
  You form incarnum into a snarling, bestial mask of exposed bone 
  and muscle.
  Its basic form is somewhere between that of a large cat and a wolf,
  but it lacks skin, showing sharp teeth, white bone, and pink-red 
  muscles.
  The krenshar is an embodiment of nightmare.
  Totemists revere it as an agile hunter capable of making 
  great leaps, stalking with stealth, and inspiring fear.
  
  357
  While wearing your krenshar mask, you gain a +4 
  competence bonus on Jump and Move Silently checks.
  Essentia: Every point of essentia you invest in your 
  krenshar mask increases your competence bonus on Jump 
  and Move Silently checks by 2.
  Chakra Bind (Brow)
  Your eyes stare forth from your krenshar mask, taking on a green-
  blue color.
  The jaws of the mask move as you speak, its muscles flexing 
  weirdly in full view—an intimidating effect, to say the least.
  As a result of the mask’s frightful appearance, you gain a 
  competence bonus on Intimidate checks equal to the bonus 
  the mask gives on Jump and Move Silently checks.
  Chakra Bind (Totem)
  Your face becomes one with your krenshar mask, so all its muscles 
  move to match your expressions.
  A ridge of skin around the edge of the mask quivers when you 
  grow angry or enter combat, and a growling edge creeps into your 
  voice.
  You gain the ability to produce a loud screech (as a standard 
  action) similar to that of a krenshar.
  In combination with the frightening aspect of the mask, 
  this shriek causes one creature within 30 feet of you to 
  become frightened for 1 round if it fails a Will save.
  (The creature must also be able to see you).
  This is a sonic, mind-affecting fear effect.
  KRUTHIK CLAWS
  Descriptors: Acid
  Classes: Totemist
  Chakra: Hands or shoulders (totem)
  Saving Throw: None
  Incarnum forms chitinous plates that hover over your shoulders 
  and down your arms to your hands.
  At the backs of your hands, these plates take on long, triangular 
  shapes like the scythe-claws of a kruthik, though these blades 
  extend only barely beyond your fingertips.
  Kruthiks (described in the Miniatures Handbook) are vicious 
  predators distinguished by their incredible agility.
  Totemists shape this soulmeld to claim a portion of that 
  agility, as well as the acidic secretions and acid resistance 
  possessed by fully mature kruthiks.
  With kruthik claws shaped, you gain a +4 competence bonus 
  on Hide and Move Silently checks.
  Essentia: For every point of essentia you invest in your 
  kruthik claws, your competence bonus on Hide and Move 
  Silently checks increases by 2.
  Chakra Bind (Hands)
  The chitinous blades merge into the backs of your hands and 
  sprout numerous sharp spines near your wrists.
  A sense of quickness dances in your fingers.
  You gain the benefit of the Weapon Finesse feat when 
  attacking with natural weapons.
  Chakra Bind (Shoulders)
  Chitin plates fuse to your shoulders and grow thick and hard.
  Additional plates spread across your back, rising in a crest over 
  your shoulders.
  You gain resistance to acid 10.
  Every point of essentia invested in your kruthik claws 
  increases this resistance by 5 points.
  Chakra Bind (Totem)
  Enormous, serrated, scythelike claws extend from your wrists to 
  cover your hands.
  Vicious spikes emerge from the base of these blades, and a bright 
  blue acidic secretion lines the cutting edge.
  You can use your two claws as natural weapons that deal 
  1d6 points of damage plus your Strength modifier.
  For every point of essentia you invest in your kruthik claws,
  you deal an additional 1d4 points of acid damage with each 
  claw attack.
  While the claws are shaped, you can still use your hands as 
  normal (to hold items, cast spells, and so on), although you 
  cannot hold an item in your hand and attack with the claws 
  at the same time.
  LAMIA BELT
  Descriptors: Evil
  Classes: Totemist
  Chakra: Waist (totem)
  Saving Throw: None
  You form incarnum into a belt of golden-brown fur at your waist.
  If you touch it with your bare skin, you sometimes catch mental 
  echoes of cruelty and anger.
  When you enter combat, some part of your mind is less interested 
  in defeating your opponents than in causing them pain.
  Lamias are among the most humanlike of magical beasts, 
  more similar to monstrous humanoids such as centaurs 
  than to ankhegs or yrthaks.
  They are also evil and cruel, and it is hard to shape a lamia 
  belt without being tainted by that evil.
  Totemists willing to take the risk hope to gain a lamia’s gift 
  for deception, as well as mimicking its four-legged form or 
  its speed and agility in combat.
  While you wear your lamia belt, you gain a +4 competence 
  bonus on Bluff and Hide checks.
  Essentia: For every point of essentia you invest in your 
  lamia belt, your competence bonus on Bluff and Hide 
  checks increases by 2.
  Chakra Bind (Waist)
  Instead of a physical belt of fur, your lamia belt manifests as fur 
  sprouting from your skin, from your waist down to your knees.
  Your legs also become slightly more muscular.
  You gain an enhancement bonus of +10 feet to your land 
  speed, and you gain the benefit of the Spring Attack feat.
  Chakra Bind (Totem)
  The lower part of your body below your lamia belt takes on the 
  shape of a lion, with four legs ending in sharp claws, a long, tufted 
  tail, and coarse golden-brown fur.
  The upper portion of your body is unchanged, though perhaps a 
  spark of evil grows stronger in your heart.
  Your leonine lower half is equipped with claws you can use 
  as natural weapons.
  You can make two claw attacks as natural secondary attacks 
  after attacking with a weapon or another natural attack 
  (such as a bite).
  These attacks take a –5 penalty from your full base attack 
  bonus and deal 1d4 points of damage.
  LAMMASU MANTLE
  Descriptors: Good
  Classes: Incarnate, totemist
  Chakra: Arms or shoulders (totem)
  Saving Throw: See text
  
  358
  You form incarnum into a mantle of fur and feathers, shining 
  golden brown around your shoulders and back.
  The cloak hangs down to your knees in back and wraps 
  comfortably around your body to close in the front, if you wish.
  It is quite warm in cold weather, but not too hot in warmer 
  temperatures.
  Wearing it makes you feel noble and righteous.
  Lammasus are noble creatures, sometimes called the 
  archons of the natural world.
  Totemists of lawful good alignment hold them up as the 
  ideal of perfection for magical beasts, to be emulated in 
  every way possible.
  By shaping this soulmeld, totemists hope to claim their 
  righteous protection from the touch of evil creatures.
  Your lammasu mantle protects you against the attacks of evil 
  creatures.
  You gain a +2 deflection bonus to your Armor Class against 
  attacks made or effects created by evil creatures.
  Essentia: For every point of essentia you invest in your 
  lammasu mantle, you gain a +1 resistance bonus on saving 
  throws against the spells and effects used by evil creatures.
  Chakra Bind (Arms)
  The golden-brown fur of your mantle spreads down to your upper 
  arms.
  At the same time, a palpable aura of goodness and power extends 
  around you, cloaking your allies in the same protection the mantle 
  gives you.
  The deflection and resistance bonuses granted by the 
  lammasu mantle apply to all allies within 10 feet of you.
  Chakra Bind (Shoulders)
  Your lammasu mantle becomes one with your shoulders, and its 
  feathers separate from its fur to form small, nonfunctional wings 
  that spread behind you as if to ward off attackers.
  No summoned creatures except those of good alignment 
  can approach within 10 feet of you (as the magic circle against 
  evil spell).
  Chakra Bind (Totem)
  The golden-brown fur around your shoulders extends upward into 
  an impressive mane around your head.
  There is a sensation in your mouth as if you were savoring a 
  warm, sweet drink.
  You can breathe a 15-foot cone of fire as a standard action.
  Creatures within the area take 1d4 points of fire damage, 
  plus 1d4 points of fire damage per point of invested 
  essentia (Reflex half).
  LANDSHARK BOOTS
  Descriptors: None
  Classes: Totemist
  Chakra: Feet (totem)
  Saving Throw: None
  You shape incarnum into a pair of boots that resemble the heavy 
  clawed feet of a bulette.
  Leathery skin encases your legs up to your knees, and enormous 
  claws extend from the front of your feet.
  The bulette, also called the landshark, is closely associated 
  with the earth in totemist traditions.
  Totemists channel the spirit energy of the bulette to attain 
  connection with the earth—borrowing a measure of its 
  tremorsense or its ability to burrow through the earth—as 
  well as to mimic its fearsome qualities as a voracious 
  predator.
  While wearing the landshark boots, you gain a +4 
  competence bonus on Jump checks.
  Essentia: Every point of essentia you invest in the 
  landshark boots increases the competence bonus on Jump 
  checks by 2.
  Chakra Bind (Feet)
  The leathery skin of your landshark boots extends up to the middle 
  of your thighs, and your legs thicken and grow stronger.
  The boots transmit vibrations from the earth into your feet,
  allowing you to sense the movement of nearby creatures.
  As long as you are touching the ground, you can take a 
  move action to sense the number of creatures within 10 
  feet that are also touching the ground and the direction to 
  each one.
  You cannot pinpoint the location of any creature with this 
  ability.
  Every point of essentia you invest in your landshark boots 
  extends the range of your limited tremorsense by 5 feet.
  Chakra Bind (Totem)
  Your hands as well as your feet gain the heavy claws of a bulette,
  including one prominent central claw and two smaller claws on 
  the sides.
  These massive claws emerge from the backs of your hands so you 
  can bring them to bear while making a fist.
  You can use the claws on your hands as natural weapons 
  that deal 1d6 points of damage.
  You cannot use a shield while these claws are in place.
  For every point of essentia you invest in your landshark 
  boots, you gain a +1 enhancement bonus on attack rolls and 
  damage rolls with these claws.
  If, as part of a move, you achieve a Jump check result good 
  enough to make a 5-foot high jump while within reach of 
  an opponent, you can attack that opponent with all four 
  claws as a standard action.
  You use the same attack bonus for all four attacks.
  You cannot make any other attacks in the same round, 
  whether from natural weapons or manufactured weapons.
  The claws do not prevent you from using your hands 
  normally or even binding another soulmeld to your hands 
  chakra.
  However, you cannot hold an item in your hand and attack 
  with your claws at the same time.
  LIFEBOND VESTMENTS
  Descriptors: None
  Classes: Incarnate
  Chakra: Arms or heart
  Saving Throw: None
  You shape incarnum into a fine, long-sleeved robe.
  It is a solid color—silver if you are good, gray if you are evil, red if 
  you are lawful, or green if you are chaotic—but raw incarnum 
  dances like elegant embroidery at the ends of the sleeves and the 
  hem by your feet.
  If the soul is the animating force of a living creature, then 
  incarnum might be seen as the essence of life itself.
  Incarnates who shape lifebond vestments embrace that 
  concept of incarnum and wield it as a healing power, 
  similar to positive energy.
  While wearing the lifebond vestments, you can channel your 
  own life force to heal others.
  By laying your hands upon a living creature (a standard 
  action), you heal a chosen amount of damage in the 
  
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  touched creature up to a maximum of 1 hit point per 
  meldshaper level.
  At the same time, you take damage equal to one-half the 
  amount healed (round fractions up).
  You may not use this ability on any creature more than 
  once per hour.
  Essentia: Every point of essentia you invest in your 
  lifebond vestments adds 5 hit points to the limit of healing 
  you can bestow when using the vestments.
  Chakra Bind (Arms)
  The sleeves of your lifebond vestments clasp tightly around your 
  wrists, bound there by glowing rings of blue incarnum.
  Every wave of your hands sends shimmering blue sparks into the 
  air.
  You can bestow healing upon a creature up to 30 feet away, 
  instead of by touch.
  Chakra Bind (Heart)
  Additional embroidered designs, formed not of thread but of 
  incarnum, appear down the front of your lifebond vestments,
  glowing brightly when you use the powers of the vestments but 
  otherwise appearing simply decorative.
  You can bestow healing at will on any given creature.
  LIGHTNING GAUNTLETS
  Descriptors: Electricity
  Classes: Incarnate
  Chakra: Hands
  Saving Throw: None
  Incarnum forms into a pair of metallic gloves that hover around 
  your hands and any other gloves or gauntlets you wear.
  Blue arcs of electricity crackle between the fingers and spark 
  between the gloves when you bring your hands close to each other.
  N!doka the North Star, a good incarnate of recent times, is 
  said to have earned her sobriquet through the use of this 
  soulmeld, creating such a bright flare of electrical power in 
  a battle with a beholder that her allies were able to locate 
  her by following the glow on the horizon.
  While wearing lightning gauntlets, you can deal 1d6 points of 
  electricity damage with a successful melee touch attack (a 
  standard action).
  Essentia: Every point of essentia you invest in your 
  lightning gauntlets increases the damage dealt by 1d6 points.
  Chakra Bind (Hands)
  Your lightning gauntlets settle firmly around your hands.
  When you grip a weapon, electricity courses up its length and 
  crackles at its tip.
  A lingering scent of ozone clings to you.
  You can add the electricity damage dealt by lightning 
  gauntlets to one attack per round made with a handheld 
  weapon, unarmed strike, or any natural attack using your 
  hands (such as a slam or claw), but this requires a normal 
  melee attack rather than a touch attack.
  You must announce that you are using the lightning 
  gauntlets before making the attack; if you miss, you can’t use 
  them again until your next turn.
  LUCKY DICE
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Hands
  Saving Throw: None
  With a flick of your wrist, you send two cubes spinning out of your 
  open palm.
  With a flash, the dice disappear a moment after they stop rolling,
  and you sense that your luck is changing.
  The dice are a metaphor, a physical representation of the 
  forces of luck—good luck, in this case.
  They draw upon favorable spirit energy to grant you a small 
  boon.
  You can use your lucky dice as a swift action, choosing an 
  aspect of yourself to which to apply extra luck.
  You gain a +1 luck bonus on one of the following, at your 
  option: attack rolls and damage rolls, saving throws, or skill 
  and ability checks.
  This bonus lasts until the start of your next turn.
  When using this meld, roll 2d6.
  If the result is any combination of numbers that add up to 
  7, the luck bonus applies to all of the listed types of rolls.
  Essentia: Every point of essentia invested in the lucky dice 
  at the time you activate its special ability increases the 
  duration of the luck bonus by 1 round.
  Because lucky dice can be rolled every round, it’s possible for 
  the soulmeld to provide bonuses to more than one type of 
  check during a given round.
  Chakra Bind (Hands)
  Your comrades fight better when luck is on their side.
  Your lucky dice provide their bonus to all allies who are 
  within 30 feet of you when you gain the bonus.
  MAGE’S SPECTACLES
  Descriptors: None
  Classes: Incarnate
  Chakra: Brow
  Saving Throw: None
  You shape incarnum into pair of blue-lensed spectacles.
  While perched on your nose, these spectacles give you a peculiar 
  visual acuity, heightening your sensitivity to arcane details while 
  granting you insight into the meaning and significance behind 
  those details.
  With this soulmeld, you summon forth soul energy from 
  generations of wizards to grant you powers of acuity and 
  magical aptitude.
  While you wear the mage’s spectacles, you gain a +4 insight 
  bonus on Decipher Script, Spellcraft, and Use Magic 
  Device checks.
  The mage’s spectacles also allow you to make these checks 
  untrained.
  Essentia: Every point of essentia you invest in your 
  mage’s spectacles increases the insight bonus granted to the 
  listed skill checks by 2.
  Chakra Bind (Brow)
  Instead of spectacles perched on your nose, your mage’s spectacles 
  manifest as a third eye embedded in your forehead, its iris a rich 
  azure.
  Through this eye, magical inscriptions open their secrets.
  You can decipher magical inscriptions as if you were 
  constantly under the effect of a read magic spell.
  MANTICORE BELT
  Descriptors: None
  Classes: Totemist
  Chakra: Waist (totem)
  
  360
  Saving Throw: None
  Incarnum forms a belt of spotted fur around your waist.
  At your back, short spines emerge from the belt.
  You note a marked increase in your appetite while you wear the 
  belt.
  Manticores are fierce hunters that possess a unique ranged 
  attack.
  Even totemists who do not share the manticore’s evil bent 
  shape this meld to gain a reliable way of attacking foes from 
  a distance, not to mention the power of flight.
  While wearing your manticore belt, you gain a +2 
  enhancement bonus on Jump and Spot checks.
  Essentia: For every point of essentia you invest in your 
  manticore belt, your enhancement bonus on Jump and Spot 
  checks increases by 2.
  Chakra Bind (Waist)
  Your manticore belt sprouts a pair of large, draconic wings.
  Though they are perched at your waist and flap awkwardly, these 
  wings give you a reasonable ability of flight.
  You can fly with clumsy maneuverability at a speed of 10 
  feet per point of essentia invested in your manticore belt.
  You gain the Flyby Attack feat (see page 303 of the Monster 
  Manual).
  Chakra Bind (Totem)
  A long, thick tail emerges from the back of your manticore belt,
  writhing and lashing at your command.
  At its tip is a cluster of spikes.
  Like a manticore, you can propel those spikes at your foes.
  As a standard action, you can snap your tail to loose a volley 
  of spikes equal to the number of points of essentia you 
  invest in your manticore belt.
  This attack has a range increment of 30 feet and a 
  maximum range of 150 feet.
  All targets must be within 30 feet of each other.
  Make a ranged attack roll for each spike using your full base 
  attack bonus.
  A successful hit deals 1d6 points of damage plus one-half 
  your Strength modifier.
  MANTLE OF FLAME
  Descriptors: Fire
  Classes: Incarnate
  Chakra: Shoulders
  Saving Throw: See text
  You shape incarnum into a cloak of wispy blue flame.
  The cloak covers your arms and almost closes in front of you, where 
  a band of fire crosses over your heart to connect the cloak’s two 
  edges.
  The fire does not harm you, though it keeps you as warm and dry 
  as any heavy cloak in cold or rainy weather.
  A thirst for vengeance burns like fire in many souls, and a 
  mantle of flame gives that metaphor literal truth: vengeance 
  turned to flame.
  While you wear your mantle of flame, any creature that 
  strikes you with its body or a handheld weapon deals 
  normal damage, but at the same time, the attacker takes 1d6 
  points of fire damage.
  Creatures wielding weapons with exceptional reach, such 
  as long spears, are not subject to this damage if they attack 
  you.
  The mantle of flame grants shadowy illumination in your 
  space, but provides no further lighting.
  Essentia: Every point of essentia you invest in your 
  mantle of flame increases the damage dealt by 1d6 points.
  Chakra Bind (Shoulders)
  Your mantle of flame burns particularly brightly around your 
  shoulders, forming a high collar behind your head and neck.
  As a standard action, you can briefly expand the mantle of 
  flame to encompass all adjacent squares.
  Any creatures in those squares take damage as if they had 
  attacked you with a handheld weapon (Reflex half).
  The mantle of flame then returns to its normal effect.
  MAULING GAUNTLETS
  Descriptors: None
  Classes: Soulborn
  Chakra: Arms or hands
  Saving Throw: None
  Incarnum forms gauntlets that surround your hands (including 
  any gloves or gauntlets you already wear) and extend up your 
  arms to your elbows.
  The metal gleams a burnished blue.
  Spikes and blades jut out in various places from these gauntlets,
  each one whispering an ancient battle cry in your mind.
  Mauling gauntlets are said to channel the fierce power of 
  warriors throughout history.
  While wearing mauling gauntlets, you gain a +2 morale 
  bonus on Strength checks (but not on Strength-based skill 
  checks), such as those to break down doors or to bull rush 
  an opponent.
  Essentia: Every point of essentia you invest in your 
  mauling gauntlets increases the morale bonus by 2.
  Chakra Bind (Arms)
  Your mauling gauntlets extend winding bands of blue steel up past 
  your elbows, almost to your shoulders.
  In places, these bands of metal seem fused with your skin.
  Your mauling gauntlets double the critical threat range of 
  any melee weapon you wield.
  This does not stack with any other effect that increases a 
  weapon’s threat range, such as the Improved Critical feat or 
  the keen weapon special quality.
  Chakra Bind (Hands)
  Rather than actual gauntlets, this soulmeld transforms your hands 
  into hard blue metal.
  Whenever you bend your fingers, echoes of the battlefield flit 
  through your mind, until they form a constant undertone of war 
  chants and battle cries inspiring you to greater accomplishments in 
  battle.
  You gain a morale bonus on unarmed strike damage equal 
  to the morale bonus on Strength checks granted by the 
  mauling gauntlets.
  You also gain the benefit of the Improved Unarmed Strike 
  feat.
  NECROCARNUM CIRCLET
  Descriptors: Evil, necrocarnum
  Classes: Incarnate, soulborn
  Chakra: Crown
  Saving Throw: None
  Necrocarnum bends itself into a matte black crown that seems to 
  consume light.
  The fractured remnants of souls broken by the power of 
  necrocarnum float within this soulmeld.
  
  361
  These forms barely surface in this dark and foreboding crown, yet 
  even the faintest glimpse is unsettling.
  You form necrocarnum into a dark circlet that rests on your 
  head like a crown.
  The circlet allows you to detect nearby undead, bolster 
  their turn resistance, and even animate a necrocarnum 
  zombie.
  While this soulmeld is shaped, you unerringly detect the 
  presence and position of undead creatures within 30 feet.
  This ability functions like the blindsight ability, except that 
  it detects only undead creatures.
  Essentia: Undead within a 30-foot radius gain turn 
  resistance equal to the number of points of essentia that 
  you invest in the soulmeld.
  If you animated the undead, the turn resistance is equal to 
  double the number of points of invested essentia.
  Chakra Bind (Crown)
  A matching coil of necrocarnum forms around the head of a corpse.
  Filled with the dark power of necrocarnum, the corpse shambles to 
  its feet, its flesh and mind overtaken by the curse of undeath.
  A necrocarnum zombie resembles a shambling corpse with black 
  motes of light slowly swimming under its rotting skin.
  When you shape this soulmeld and bind it to your crown 
  chakra, you can cause it to animate a corpse within 30 feet 
  as a necrocarnum zombie (see page 186).
  The affected creature’s Hit Dice cannot exceed your 
  meldshaper level.
  This requires a full-round action and provokes attacks of 
  opportunity; in addition, you take damage equal to the 
  necrocarnum zombie’s Hit Dice, which may not be healed 
  as long as the zombie remains animated.
  As long as you have essentia invested in the soulmeld, the 
  necrocarnum zombie’s essentia pool is increased by the 
  same quantity.
  The animated zombie can act immediately on your turn.
  You have complete control over the zombie as long as you 
  maintain line of effect.
  Should this line of effect be broken, the zombie acts on its 
  own accord to carry out your last instructions.
  You reestablish control as soon as you reestablish line of 
  effect.
  You can have only one necrocarnum zombie animated at 
  any given time.
  Animating a second turns the original into an inert corpse.
  If this soulmeld is unshaped, any necrocarnum zombie 
  created by it returns to an inert corpse.
  No creature can be affected by the necrocarnum circlet more 
  than once.
  NECROCARNUM MANTLE
  Descriptors: Evil, necrocarnum
  Classes: Incarnate, soulborn
  Chakra: Throat
  Saving Throw: None
  A long cloak of shifting shadow drapes from your shoulders and 
  down your back.
  Faint forms seem to swim in the depths of this shadow, tortured 
  and twisted shapes that once might have been human.
  These apparitions writhe and buckle, wracked by 
  incomprehensible agony.
  Their tortured, elongated faces hold their gaping mouths open in 
  soundless eternal screams.
  You form a cloak of necrocarnum that surrounds you with 
  necromantic energy.
  Meldshapers who take the time to explain their use of such 
  evil energies declare that the cloak’s protective qualities 
  suggest that necrocarnum is not a source of evil as others 
  suggest, ignoring the fact that these protective qualities 
  resemble and exemplify the traits of unlife.
  While you have a necrocarnum mantle shaped, you gain 
  immunity to disease.
  Shaping the mantle does not affect any disease that you 
  might already have.
  Essentia: As you invest essentia in the necrocarnum 
  mantle, necrocarnum floods through your mind, granting 
  you the ability to shake off mental effects.
  For every point of essentia you invest in your necrocarnum 
  mantle, you gain a +1 profane bonus on saving throws 
  against mind-affecting effects.
  Chakra Bind (Throat)
  The shadowy mantle clings tightly to your throat, drawing your 
  features further into darkness.
  At the same time, the shadows of the cloak seem longer, spreading 
  over a wider area and shifting at the touch of some foul, unseen 
  breeze.
  As long as the necrocarnum mantle is bound to your throat 
  chakra, you gain immunity to poison.
  NECROCARNUM SHROUD
  Descriptors: Evil, necrocarnum
  Classes: Incarnate, soulborn
  Chakra: Soul or waist
  Saving Throw: See text
  A deadening field of necrocarnum radiates from you, filling the air 
  around you with faint, shadowy tendrils.
  You force necrocarnum to shape a life-draining field 
  around you.
  While you have the necrocarnum shroud shaped, you gain a 
  +1 profane bonus on attack rolls and damage rolls any time 
  a living creature takes damage while adjacent to you.
  This bonus lasts for 1 round.
  If a living creature dies while adjacent to you, the bonus 
  instead lasts for a number of rounds equal to the creature’s 
  Hit Dice.
  Essentia: If you invest essentia in the necrocarnum shroud, 
  the area encompassed by the life-draining field expands.
  Any living creature who takes damage (or dies) within 5 
  feet plus 5 feet per point of essentia invested triggers the 
  bonus.
  (For example, if you’ve invested 2 points of essentia, you 
  would gain the bonus for any living creature taking damage 
  or dying within 15 feet of you).
  Chakra Bind (Soul)
  Necrocarnum laces through your very being, turning your skin a 
  light-eating matte black.
  Even more unsettling than your skin color, your eyes turn a deep 
  and lusterless black as well, devoid of iris, pupil, or white.
  While you have necrocarnum shroud bound to your soul 
  chakra, you can take a standard action to strike a living foe 
  with the raw evil of necrocarnum.
  When you use this ability, you must make a successful 
  melee touch attack against the intended victim.
  If successful, your touch bestows 1d4 negative levels on the 
  target (Fortitude half).
  
  362
  For each negative level bestowed, you gain 1 temporary 
  point of essentia and 5 temporary hit points.
  The temporary essentia lasts until the end of your next 
  turn.
  The temporary hit points fade after 1 hour.
  Chakra Bind (Waist)
  The shadowy tendrils of necrocarnum that surround you seem to 
  reach out toward nearby creatures.
  These faint touches of necrocarnum instill terror into many 
  creatures, affecting their ability to fight.
  At the beginning of your turn, any creature within the area 
  of your life-draining field becomes shaken for 1 round 
  (Will negates).
  NECROCARNUM TOUCH
  Descriptors: Evil, necrocarnum
  Classes: Incarnate, soulborn
  Chakra: Arms
  Saving Throw: See text
  Jet black shadows wreathe your hands and forearms, coiling and 
  twisting with a life of their own.
  These insubstantial coils of energy hint at evil and agony, seeming 
  to draw light and hope out of the surrounding area.
  You call upon dark powers to twist and torture the soul 
  energy that is incarnum.
  The result, a cloying, sickly energy of great evil, twines 
  itself around your hands and arms, allowing you to disguise 
  some of your movements, draw the life force directly from 
  living creatures, or even fill the air with bolts of pure 
  necrocarnum.
  The coiling energy makes the movements of your hands 
  and arms hard to follow.
  While you have necrocarnum touch shaped, you gain a +4 
  profane bonus on Sleight of Hand checks (as well as the 
  ability to use the skill untrained) and on Bluff checks made 
  to feint in combat.
  Essentia: Whenever you invest essentia in necrocarnum 
  touch, you can use the dark energy to inflict damage on 
  living creatures.
  You can make a melee touch attack as a standard action.
  This attack deals 1d8 points of damage for every point of 
  essentia that you invest in the soulmeld, but only on living 
  creatures (Fortitude half).
  Chakra Bind (Arms)
  The shadowy strands of evil that twine about your hands and 
  arms elongate, trailing tendrils of shadow into the area 
  immediately around you.
  When you clench your fists, this shadow gathers, and you can 
  release this energy in dark bolts of necrocarnum.
  While necrocarnum touch is bound to your arms chakra, you 
  can fire a ray of pure necrocarnum as a standard action.
  This ray requires a ranged touch attack to hit and has a 
  range of 30 feet.
  If it strikes a living creature, it deals 1d8 points of damage 
  for every point of essentia that you invest in the soulmeld 
  (Fortitude half ).
  NECROCARNUM VESTMENTS
  Descriptors: Evil, necrocarnum
  Classes: Incarnate, soulborn
  Chakra: Heart or waist
  Saving Throw: See text
  Necrocarnum twists and writhes into the shape of long, flowing 
  vestments.
  These vestments cling tightly to your shoulders, but drape loosely 
  over the rest of your body, obscuring other garments behind an 
  ever-shifting screen of terror.
  As with all necrocarnum melds, faint forms seem to swim in the 
  depths of this shadowy vestment.
  These tortured apparitions seem wracked by incomprehensible 
  agony, their elongated faces wrenched open in eternal screams.
  Necrocarnum vestments bind necrocarnum into a shadowy 
  robe.
  This strange soulmeld deadens both flesh and spirit, 
  granting you a resistance to cold as well as an unholy ability 
  to withstand physical blows.
  When bound closer to your spirit, the vestments can shed a 
  radius of killing frost or even shield you from deadly 
  necromantic effects.
  When you have necrocarnum vestments shaped, you gain 
  resistance to cold 5 as the energies of necrocarnum deaden 
  your flesh to the effects of cold.
  Essentia: For every point of essentia invested in the 
  necrocarnum vestments, you gain 3 bonus hit points.
  These are not temporary hit points and are not depleted 
  first as are temporary hit points.
  You can render yourself staggered, unconscious, or even 
  dead by changing the quantity of essentia invested in this 
  soulmeld.
  Chakra Bind (Heart)
  Black necrocarnum energy coalesces around your heart.
  This effect is usually covered by clothing or armor, but anyone 
  viewing the skin of your chest sees coils of dark energy swirling 
  beneath the surface, as if your skin were a portal to a forgotten 
  maelstrom of evil.
  When you have necrocarnum vestments bound to your heart 
  chakra, you are immune to stunning and death effects.
  Chakra Bind (Waist)
  Necrocarnum binds to your flesh, sheathing you in a sinister web 
  of energy.
  The necrocarnum pulses with the chill touch of pure evil,
  spreading a deadening cold to nearby creatures.
  When you have necrocarnum vestments bound to your waist 
  chakra, any living creature adjacent to you at the end of 
  your turn takes 1d6 points of cold damage (Fortitude 
  negates).
  NECROCARNUM WEAPON
  Descriptors: Evil, necrocarnum
  Classes: Incarnate, soulborn
  Chakra: Hands
  Saving Throw: None
  Shadowy threads of necrocarnum bind to your melee weapon.
  This dark energy seems to ripple beneath the surface of the weapon,
  pulsing irregularly from your hands to the tip of the weapon and 
  back again.
  You bind the taint of necrocarnum to a melee weapon.
  The energies enable you to penetrate the damage of some 
  good-aligned creatures, deal extra damage with the weapon, 
  and even strike directly at the soul energy of those you hit.
  When you shape this soulmeld, choose a melee weapon 
  that you hold.
  As long as the soulmeld is shaped, the weapon bypasses 
  damage reduction as if it were evil-aligned.
  
  363
  The soulmeld remains shaped if you put the weapon down 
  or if another creature wields it, but other creatures do not 
  benefit from any of the soulmeld’s effects, including the 
  benefits of essentia investment or binding it to a chakra.
  The weapon suffers no ill effects from shaping or 
  unshaping the soulmeld.
  Essentia: For every point of essentia you invest in your 
  necrocarnum weapon, you gain a +1 profane bonus on 
  damage rolls and on attack rolls made to confirm a critical 
  threat.
  Both of these bonuses apply only when the weapon is used 
  against a living creature.
  Chakra Bind (Hands)
  When you strike a living creature in a particularly vulnerable 
  area, necrocarnum floods from your weapon into the victim.
  At the same time, pure blue soul energy, incarnum unsullied by 
  the taint of necrocarnum, flows into you, granting you a 
  temporary increase in power.
  When you have a necrocarnum weapon soulmeld bound to 
  your hands chakra and you successfully make a critical hit 
  with the weapon on a living creature, you gain temporary 
  essentia equal to the number of points of essentia invested 
  in this soulmeld.
  You can use this essentia normally, but it fades after 10 
  rounds.
  (Multiple uses of this ability don’t stack).
  This ability works normally for critical hits delivered when 
  making a coup de grace attack.
  PAULDRONS OF HEALTH
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Shoulders
  Saving Throw: None
  Incarnum shapes heavy plates of armor that hover above your 
  shoulders.
  They seem formed of pearly white alabaster except for a thin band 
  of runic carvings etched in midnight blue.
  The essential nature of incarnum is to provide life and 
  health to mortal bodies, since it is made of the energy of 
  souls.
  Pauldrons of health distill that quality to ward you against 
  effects targeting your vitality or health.
  While wearing pauldrons of health, you are immune to 
  disease, as well as being sickened or nauseated (as the 
  conditions in the Dungeon Master’s Guide).
  Essentia: You gain an enhancement bonus on Fortitude 
  saves equal to the number of points of essentia you invest 
  in your pauldrons of health.
  Chakra Bind (Shoulders)
  Settled directly on your shoulders, your incarnate pauldrons glow 
  with a faint but vibrant silver-blue energy.
  In the immediate presence of the undead, they glow a little 
  brighter, and if you are subjected to an energy drain attack, they 
  momentarily flare to brilliant intensity as the attack dissipates.
  You gain immunity to energy drain.
  PEGASUS CLOAK
  Descriptors: None
  Classes: Totemist
  Chakra: Shoulders (totem)
  Saving Throw: None
  You shape an elegant cloak, seemingly made of feathers and pure 
  radiance.
  A thing of great beauty and delicacy, it evokes thoughts of a pair of 
  beautiful white wings.
  Majestic horses of the skies, pegasi are naturally associated 
  with the air and with flight.
  Totemists shape this soulmeld to claim their mastery of the 
  air, and eventually to gain true flight.
  While wearing the pegasus cloak, you gain the effect of a 
  feather fall spell at all times.
  You also gain a +2 enhancement bonus on Jump checks, 
  since the winglike cloak provides a slight boost to your 
  leaps.
  Essentia: Your enhancement bonus on Jump checks 
  increases by 2 for every point of essentia you invest in your 
  pegasus cloak.
  Chakra Bind (Shoulders)
  Even as your shoulders take on the cloudy white color of a pegasus’
  coat, your pegasus cloak forms into two distinct wings that you can 
  use to achieve true flight.
  You can extend the feathers of the cloak to form a great pair 
  of birdlike wings.
  This allows you to fly (average maneuverability) at a speed 
  of 10 feet per point of essentia you invest in your pegasus 
  cloak.
  Chakra Bind (Totem)
  Even as the feathers of your pegasus cloak extend up the back of 
  your neck and head to suggest a white, feathery mane, the cloak 
  itself forms into two distinct wings that you can use to achieve 
  limited flight.
  You can extend the feathers of the cloak to form a great pair 
  of birdlike wings, allowing limited flight capability.
  This grants you the ability to fly (average maneuverability) 
  a short distance as a move action.
  You can fly up to 10 feet per point of essentia you invest in 
  your pegasus cloak, though you must begin and end each 
  such move on a solid surface or you’ll fall.
  PHASE CLOAK
  Descriptors: None
  Classes: Totemist
  Chakra: Shoulders (totem)
  Saving Throw: See text
  You form incarnum into a gray and white cloak with mottled blue 
  markings that seems to shift and flow over your back like liquid.
  Phase spiders are magical beasts that resemble spiders, and 
  they represent all of spiderkind in totemist thinking.
  They are associated with mobility of all sorts, from their 
  ability to climb walls to their ethereal phasing power.
  You gain a +4 competence bonus on Climb checks.
  In addition, you can always choose to take 10 on a Climb 
  check, even if rushed or threatened, and you retain your 
  Dexterity bonus to Armor Class while climbing.
  Essentia: For every point of essentia you invest in your 
  phase cloak, your competence bonus on Climb checks 
  increases by 2.
  Chakra Bind (Shoulders)
  Your phase cloak becomes even more like a silvery gray liquid,
  seeming to flow like a gentle stream even when completely 
  motionless.
  Its mottled blue markings also extend to the skin of your shoulders 
  and upper torso.
  
  364
  When you use a move action to move at least 5 feet, you can 
  become ethereal during the movement.
  Among other effects, this means that you can cross difficult 
  terrain without penalty and even pass through walls.
  While moving, you are not subject to attacks of opportunity 
  except from creatures that can see into the Ethereal Plane 
  and affect ethereal creatures.
  However, you become material after each move.
  Thus, if you perform a double move, you must end your 
  first move in a space where you can return to the Material 
  Plane before becoming ethereal again for the second part of 
  your move.
  If you are within a solid object when your etherealness 
  ends, you are immediately shunted to the nearest open 
  space, taking 1d6 points of damage per 5 feet that you so 
  travel.
  While using this ability, you are subject to possible attack 
  by creatures on the Ethereal Plane.
  As a general guideline, the DM should roll once on the 
  Ethereal Plane Encounters table (page 152 of the Dungeon 
  Master’s Guide) for each encounter during which you use 
  this ability, with a result of 01–80 indicating that no danger 
  lurks on the Ethereal Plane in that location.
  Chakra Bind (Totem)
  A terrible spidery head extends like a hood from your phase cloak,
  covering your face.
  Eight silver-white eyes set in dark blue chitin cover your own eyes,
  and a huge pair of fangs dripping poison covers your mouth.
  You gain a bite attack that deals 1d4 points of damage and 
  injects a mild poison (Fortitude negates, initial damage 1d3 
  Con, secondary damage none).
  You can use this bite either as a primary attack (in which 
  case it uses your full base attack bonus and adds your 
  Strength bonus on damage rolls) or as a secondary attack 
  (with a –5 penalty on the attack roll and applying only half 
  your Strength bonus on your damage roll).
  Every point of essentia invested in this soulmeld grants a +1 
  enhancement bonus on attack rolls made with the bite 
  attack.
  PHOENIX BELT
  Descriptors: Fire
  Classes: Totemist
  Chakra: Waist (totem)
  Saving Throw: See text
  You shape a belt made of feathers the color of flame—various reds,
  oranges, and yellows.
  The feathers seem to shift in color, pulsing softly, like the embers of 
  a dying fire.
  Totemists revere phoenixes as divine creatures or at least 
  the messengers of the gods, and in channeling their power 
  for soulmelds they hope to lay claim to power that is nearly 
  divine.
  Phoenixes are primarily associated with fire, but their 
  effective immortality gives them associations with 
  protection and rebirth as well.
  This soulmeld is most popular among totemists native to 
  hot desert and jungle lands.
  Your phoenix belt protects you from harm in hot 
  environments.
  You can exist comfortably in conditions between 40 and 
  140° Fahrenheit without having to make Fortitude saves.
  Your equipment is likewise protected.
  The phoenix is a magical beast detailed in Monster Manual 
  II.
  Essentia: If you invest essentia in your phoenix belt, it also 
  protects you from fire damage.
  You gain resistance to fire equal to 5 times the number of 
  points of essentia you invest in this soulmeld.
  Chakra Bind (Waist)
  You have a very palpable sense of fire burning within you, but in a 
  pleasant, comforting way, much like a heated stone warming a 
  cold bed at night.
  When subjected to fire damage, the feathers of your phoenix belt 
  flare up briefly, as coals fanned by a breeze.
  You can turn fire damage into fast healing.
  Whenever your resistance to fire (whether from this 
  soulmeld or another source) reduces the damage dealt to 
  you by a fire-based attack, you gain fast healing 1 for a 
  number of rounds equal to the amount of damage negated 
  by your resistance.
  For example, if you were hit with a fireball for 22 points of 
  damage and had resistance to fire 10, you would gain fast 
  healing 1 for 10 rounds (since your resistance negated 10 
  points of damage).
  If instead you were hit with burning hands for 6 points of 
  damage, you would gain fast healing 1 for only 6 rounds 
  (since your resistance negated only 6 points of damage).
  The fast healing granted by this chakra bind doesn’t stack 
  with itself (or with any other kind of fast healing).
  If this chakra bind would grant you fast healing from a 
  second source of fire damage, use only the longer 
  remaining duration.
  Chakra Bind (Totem)
  Now it is no longer just the feathers in your phoenix belt that seem 
  to glow like hot coals, but your eyes and, to an extent, your skin as 
  well.
  Your eyes burn red, and your skin gives off a soft heat like a warm 
  hearth.
  With a moment’s concentrated effort, however, that fire can be 
  made real around you, and quite painful to those who threaten 
  you.
  As a standard action, you can create a momentary ring of 
  fire that surrounds you.
  Creatures adjacent to you take 1d6 points of fire damage per 
  point of essentia you invest in your phoenix belt.
  A successful Reflex save reduces this damage by half.
  PLANAR CHASUBLE
  Descriptors: None
  Classes: Incarnate
  Chakra: Brow or soul
  Saving Throw: None
  Incarnum forms an ornate vestment draped over your shoulders,
  covering any other clothing, armor, or vestments you are wearing.
  The chasuble is little more than a large circle with a hole in the 
  center for your head, but raw incarnum is woven like blue thread 
  into intricate patterns down its front.
  The planar chasuble binds the raw material of another plane 
  to the garment and infuses it with power.
  When you wear the chasuble, you are considered a native 
  on any plane with an alignment trait matching your chosen 
  alignment (and gain the extraplanar subtype while on the 
  Material Plane).
  
  365
  While on such a plane, you ignore the effect of any 
  alignment traits of the plane (see page 149 of the Dungeon 
  Master’s Guide).
  For example, a lawful incarnate who shapes this soulmeld 
  would be considered native to any plane with the lawful 
  trait, including the Seven Mounting Heavens of Celestia 
  and the Nine Hells of Baator.
  You also gain resistance 10 to a specific energy type, based 
  on your alignment.
  Chaotic incarnates gain resistance to electricity 10, evil 
  incarnates gain resistance to acid 10, good incarnates gain 
  resistance to cold 10, and lawful incarnates gain resistance 
  to fire 10.
  Essentia: Every point of essentia invested in your planar 
  chasuble increases the resistance to the specified energy 
  type by 5 points.
  Chakra Bind (Brow)
  When you activate your incarnum radiance, the glow 
  surrounding you also courses through the incarnum threads in 
  your planar chasuble.
  The bonus granted by your incarnum radiance class feature 
  increases by 1.
  Chakra Bind (Soul)
  The embroidered patterns formed by raw incarnum in the front of 
  your planar chasuble constantly shift and seem to depict living 
  scenes from planes beyond the material world.
  Once per week you can open a gate, as the spell, to any 
  plane with an alignment trait matching your chosen 
  alignment.
  Each gate you open costs 1,000 XP if you use the “calling 
  creatures” function.
  PLANAR WARD
  Descriptors: None
  Classes: Incarnate
  Chakra: Throat
  Saving Throw: See text
  You shape incarnum into an amulet bound tight to your throat by 
  a slender blue chain.
  The amulet itself resembles a large blue sapphire carved into the 
  shape of a scarab beetle holding a solar disk between its front legs.
  The planar ward soulmeld duplicates some of the effects of 
  spells such as protection from evil and dismissal, but incarnates 
  through the ages have argued that the soulmeld is actually
  the earlier form of this warding magic.
  In fact, some have argued that planar ward was the first 
  soulmeld ever shaped, long before the principles of 
  incarnum were fully understood, as the ancestors of the 
  humanoid races sought protection from forces greater than 
  themselves.
  Your planar ward protects you from mental control.
  It blocks any attempt to possess you (by a magic jar attack, 
  for example) or exercise mental control over you, including 
  enchantment (charm) effects and enchantment 
  (compulsion) effects that grant the caster ongoing control 
  over you.
  The protection does not prevent such effects from targeting 
  you, but it suppresses the effect for the duration of the 
  planar ward’s effect.
  If you were to unshape your planar ward while the effect 
  granting mental control continued, the would-be controller 
  would then be able to mentally command you.
  Likewise, the planar ward keeps out a possessing life force 
  but does not expel one if it is in place before the soulmeld is 
  shaped.
  Essentia: The planar ward provides a morale bonus on 
  saves made to resist the supernatural or spell-like abilities 
  of extraplanar creatures.
  The bonus is equal to the number of points of essentia 
  invested in the soulmeld.
  Chakra Bind (Throat)
  Your planar ward takes the form of a glowing blue orb embedded 
  in the base of your throat.
  When an extraplanar creature strikes you, the orb flares with blue 
  light, enveloping the attacker for an instant.
  You can drive an extraplanar creature back to its home 
  plane.
  Whenever you are struck by an extraplanar creature, the 
  attacking creature must succeed on a Will save or be driven 
  back to its home plane.
  The creature adds its Hit Dice as a bonus on its saving 
  throw, and you add your meldshaper level to the planar 
  ward’s save DC.
  A successful save renders the creature immune to this 
  effect for 24 hours.
  RAGECLAWS
  Descriptors: Mind-affecting
  Classes: Totemist
  Chakra: Hands (totem)
  Saving Throw: None
  You form incarnum into a pair of furred gloves tipped with short 
  claws.
  These gloves fit over your hands as well as any other gloves or 
  gauntlets you might wear.
  When you clench your hands into fists, you can feel a surge of 
  anger and determination well up inside you.
  The rageclaws soulmeld makes no attempt to channel soul 
  energy from any particular kind of magical beast.
  Rather, it taps into the primal rage and survival instinct 
  shared by all creatures of that type, a powerful will to 
  survive and prevail.
  Totemists typically shape this meld when they expect to 
  face overwhelming odds, but some totemists shape it 
  simply to gain courage and fury in battle.
  While you wear your rageclaws, you can continue to fight 
  without penalty if you are disabled or dying.
  When reduced to 0 hit points, you can act as if you weren’t 
  disabled (that is, you ignore the normal restriction to only a 
  single move or standard action per turn).
  You do not lose 1 hit point for performing a standard or 
  otherwise strenuous action while at 0 hit points.
  When reduced to –1 to –9 hit points, you do not fall 
  unconscious.
  You do not automatically lose 1 hit point each round when 
  at –1 to –9 hit points.
  When your current hit points drop to –10 or lower, you 
  immediately die.
  Essentia: Investing essentia in rageclaws increases the 
  range of negative hit points at which you can continue 
  functioning.
  Every point of essentia invested effectively reduces the 
  point at which you die by 3 (such as from –10 to –13).
  You can continue to fight without penalty until you reach 
  that hit point total.
  
  366
  If your essentia investment in this soulmeld is reduced 
  (whether voluntarily or involuntarily) and your current hit 
  point total is at or below the point at which you would die, 
  you immediately die.
  For example, if you are currently at –16 hit points and 
  reduce your essentia investment from 3 points to 2 points, 
  you would die (since your new point of death would be –
  16).
  Chakra Bind (Hands)
  The fur of your rageclaws merges into your hands, and your fingers 
  become tipped with small, dark claws instead of nails.
  Each blow that lands on your body causes a blood rage to swell up
  in you, building until you are near death and then erupting in 
  desperate fury.
  While your hit point total is below 0, you gain a +2 morale 
  bonus on melee attack rolls, melee weapon damage rolls, 
  and Fortitude saves.
  Though similar in some ways to a barbarian’s rage, this state 
  applies no restriction on what actions you can take.
  Chakra Bind (Totem)
  The fur of your rageclaws merges into your hands, and your fingers 
  become tipped with long, sharp claws you can use to tear the flesh 
  of your foes.
  You can use your rageclaws as a pair of natural weapons that 
  deal 1d6 points of damage plus your Strength modifier.
  When you grapple an opponent, you can attack with both 
  claws; these attacks are not subject to the usual –4 penalty 
  for attacking with a natural weapon in a grapple.
  While the rageclaws are shaped, you can still use your hands 
  as normal (to hold items, cast spells, and so on), although 
  you cannot hold an item in your hand and attack with the 
  claws at the same time.
  You gain a +1 enhancement bonus on attack rolls and 
  damage rolls with your claws for every point of essentia 
  invested in this soulmeld.
  RIDING BRACERS
  Descriptors: None
  Classes: Incarnate, soulborn, totemist
  Chakra: Arms (totem)
  Saving Throw: None
  You form incarnum into a pair of hard leather bracers that 
  encircle your wrists.
  They smell noticeably of horse and hay.
  Humanoids have ridden horses into battle for ages, and by 
  channeling the soul energy of these mounted warriors—
  and their steeds—you increase your own skill at mounted 
  combat.
  Wearing the riding bracers grants you a +4 insight bonus on 
  Handle Animal and Ride checks.
  Essentia: Every point of essentia invested in the riding 
  bracers increases the insight bonus on Handle Animal and 
  Ride checks by 2.
  Chakra Bind (Arms)
  Your riding bracers clench tight around your wrists.
  When you mount a steed, your bracers almost seem to guide your 
  hands on the reins.
  When you draw a weapon while mounted, you, your mount, and 
  your weapon all seem to move in a coordinated, deadly dance.
  When mounted, you gain a +2 insight bonus on melee 
  damage rolls and a +2 dodge bonus to Armor Class.
  Chakra Bind (Totem)
  There is no change in the appearance of your riding bracers, but 
  when you mount a steed, you feel a close connection with the 
  animal.
  It almost seems to respond to your mental commands as much as 
  to your hands on the reins.
  If you are riding an animal, or a magical beast with an 
  Intelligence score of 1 or 2, you can handle the creature as a 
  free action or push it as a move action, even if you don’t 
  have any ranks in the Handle Animal skill.
  In addition, your mount gains evasion, as the rogue class 
  feature described on page 50 of the Player’s Handbook.
  SAILOR’S BRACERS
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Arms
  Saving Throw: None
  Incarnum forms a pair of leather bands surrounding your wrists 
  (and any other bracers or bracelets you might wear).
  When you are still and your eyes are closed, you feel a gentle 
  rocking as if you were aboard a ship on a calm sea.
  You call upon the talents of generations of seafaring men 
  and women to increase your proficiency at the work of 
  sailing.
  Shaping sailor’s bracers makes the sea your home.
  While you wear your sailor’s bracers, you gain a +4 insight 
  bonus on Swim, Profession (sailor), and Use Rope checks.
  This soulmeld also lets you make Profession (sailor) checks 
  untrained.
  Essentia: Every point of essentia you invest in your 
  sailor’s bracers increases the insight bonus by 2.
  Chakra Bind (Arms)
  Instead of plain leather, your sailor’s bracers seem formed of fish 
  scales—and indeed, large fins sprout from their sides to help you 
  swim.
  You can swim at up to your speed (as a full-round action) or 
  up to half your speed (as a move action).
  You take no penalty on attack rolls made underwater (as if 
  you had freedom of movement).
  SHADOW MANTLE
  Descriptors: Darkness
  Classes: Totemist
  Chakra: Shoulders (totem)
  Saving Throw: None
  Incarnum forms a rough cloak of stony gray around your 
  shoulders and back.
  As you move, the cloak writhes behind you, suggesting the 
  movement of tentacles.
  It seems to collect shadow, always appearing darker than the 
  surrounding area.
  The darkmantle is hardly the most fearsome of magical 
  beasts, but its association with darkness and perception 
  makes the soulmeld that channels its energy a powerful 
  one.
  Totemists in subterranean cultures are particularly partial 
  to the shadow mantle soulmeld.
  Channeling the merest suggestion of a darkmantle’s 
  powerful blindsight, you gain a +4 competence bonus on 
  Listen checks.
  
  367
  Essentia: Every point of essentia you invest in your 
  shadow mantle increases the competence bonus on Listen 
  checks by 2.
  Chakra Bind (Shoulders)
  The shadows of your mantle deepen, and its coloration grows 
  darker.
  Blackness seems to cling in every fold and sometimes trail off in 
  wisps from the mantle’s substance.
  You start to hear sounds too high for most humans to detect, and 
  occasionally sounds too low, as well.
  As a swift action, you can surround yourself with a globe of 
  magical darkness to a radius of 5 feet per point of invested 
  essentia.
  You also gain blindsight with the same radius.
  Thus, you are completely aware of all creatures within the 
  radius of darkness, but you are invisible to them unless they 
  have some way of piercing magical darkness.
  On the other hand, creatures beyond the radius of your 
  darkness are invisible to you, but they can guess your 
  location within the darkness.
  If you enter a zone of magical silence, your blindsight no 
  longer functions.
  You can end the darkness effect as a swift action; ending 
  the darkness effect also ends your blindsight.
  Chakra Bind (Totem)
  Your shadow mantle literally draws shadows to itself, and it 
  changes color to match your surroundings.
  You find it much easier to hide from view by drawing the cloak 
  around your body and ducking your head into its membranous 
  collar.
  You gain a competence bonus on Hide checks equal to the 
  bonus the soulmeld grants on Listen checks (+4 plus an 
  additional +2 per point of invested essentia).
  SHEDU CROWN
  Descriptors: Good, mind-affecting
  Classes: Totemist
  Chakra: Crown or heart (totem)
  Saving Throw: See text
  Glowing argent incarnum forms a shining crown that hovers 
  slightly above your head.
  Its presence lends a regal air to your bearing, and you feel yourself 
  become more calm, more dignified, and more stable—emotionally 
  and even physically grounded.
  A shedu (described in the Fiend Folio) is a noble beast 
  related to the lammasu, distinguished by the crown it 
  wears.
  With a human head atop the body of a five-legged bull, a 
  shedu possesses a physical stability that reflects its moral 
  purity and mental stamina as well.
  You are immune to being pushed back as the result of a bull 
  rush, including the effects of spells such as Bigby’s forceful 
  hand and telekinesis (when used to perform a bull rush).
  Essentia: You gain a competence bonus on saving throws 
  against mind-affecting spells and effects equal to the 
  number of points of essentia you invest in your shedu crown.
  Chakra Bind (Crown)
  Your shedu crown settles firmly on your head, but its appearance is 
  otherwise unchanged.
  You can communicate telepathically with any creature 
  within 100 feet that has a language.
  It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to 
  multiple people at the same time.
  This is a mind-affecting effect.
  Chakra Bind (Heart)
  The appearance of your shedu crown is unchanged, but when you 
  use the power of this chakra bind, it briefly flares with brilliant 
  silver light.
  You can shift from the Material Plane to the Ethereal Plane 
  as a standard action and return to the Material Plane as a 
  free action.
  Each day, you can spend a total number of rounds on the 
  Ethereal Plane equal to your meldshaper level (each use 
  counts as a minimum of 1 round).
  This ability otherwise functions as the ethereal jaunt spell.
  Chakra Bind (Totem)
  Your hair grows into a bushy mane beneath your crown.
  If you are male, your beard likewise grows.
  Your body looks and feels more solid and strong.
  You gain the ability to make a trample attack.
  As a full-round action, you can move up to twice your speed 
  and literally run over any creature equal to your own size or 
  smaller.
  You merely have to move over the opponents in your path; 
  any creature whose space is completely covered by your 
  space is subject to the trample attack.
  If a target’s space is larger than 5 feet, it is considered 
  trampled only if you move over all the squares it occupies.
  Your trample attack deals 1d8 points of bludgeoning 
  damage (or 1d6 points if you are Small) plus 1-1/2 times 
  your Strength modifier.
  If you are larger than Medium or smaller than Small, the 
  damage scales up or down accordingly (see page 114 of the 
  Player’s Handbook).
  Trampled opponents can attempt attacks of opportunity, 
  but these take a –4 penalty.
  (Opponents whose space is larger than 5 feet and whom 
  you do not trample can also take attacks of opportunity at 
  the same penalty).
  An opponent can also give up its attack of opportunity and 
  instead attempt a Reflex save to take half damage from your 
  trample.
  You can deal trampling damage to each target only once per 
  round, no matter how many times your movement takes 
  you over a target creature.
  SIGHTING GLOVES
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Hands
  Saving Throw: None
  Turquoise incarnum energy briefly forms a sheath around your 
  hands before merging with your flesh.
  The energy steadies your hands so that when you launch an arrow 
  or throw a weapon, it flies true, leaving blue-green sparks in its 
  wake.
  You form incarnum into gloves of energy, which are 
  absorbed into your skin after you fit them around your 
  hands.
  The soulmeld draws upon the soul energy of legendary 
  archers, improving your aim while giving you insightful 
  hints regarding the best time to release an arrow, fire a bolt, 
  or throw an axe.
  
  368
  You gain a +1 insight bonus on damage rolls made with 
  ranged weapons.
  Essentia: Every point of essentia invested in sighting 
  gloves increases the insight bonus by 1.
  Chakra Bind (Hands)
  Your grip on your ranged weapon is as light as can be, requiring 
  only the slightest motion to release your arrow, pull the trigger of 
  your crossbow, or deliver your throw.
  When you bind sighting gloves to your hands chakra, you can 
  shoot or throw at an opponent engaged in melee without 
  taking the standard –4 penalty on your attack roll, as if you 
  had the Precise Shot feat.
  SILVERTONGUE MASK
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Brow or throat
  Saving Throw: See text
  A plain silver mask conceals your lower face while exposing your 
  eyes.
  The mask is initially featureless, with a simple horizontal slot at 
  your mouth, but subtle images shift across its surface as you 
  interact with others.
  Silvertongue masks were used by some of the first incarnates 
  to gain the favor of neighboring tribes and nations by 
  providing familiar and comforting images to accompany 
  diplomatic pleas.
  The soulmeld draws on the souls of quick-witted and slick-
  tongued heroes, helping to guide the meldshaper in 
  beguilement or negotiation.
  You shape incarnum into a silver-blue mask that you wear 
  over your face.
  Your silvertongue mask grants you a +2 insight bonus on 
  Bluff and Diplomacy checks.
  Essentia: Every point of essentia you invest in your 
  silvertongue mask increases the insight bonus by 2.
  Chakra Bind (Brow)
  Blue crystalline lenses grow out from the mask, covering your eyes.
  These lenses enhance your sensitivity to body language and 
  mannerisms.
  You gain an insight bonus on Sense Motive checks equal to 
  the bonus granted on Bluff and Diplomacy checks by the 
  mask.
  Chakra Bind (Throat)
  The silver mask melds into your face and neck, from your 
  cheekbones down to your collar, as if your skin were turned to 
  silver.
  When you attempt to compel a creature, that creature sees a face 
  that is recognizable, but not quite familiar.
  When bound to the throat chakra, the silvertongue mask 
  allows you to make a suggestion (as the spell) to any creature 
  as a standard action.
  A successful Will save negates this effect.
  A creature targeted by this ability, regardless of whether or 
  not it succeeds on its save, can’t be targeted again by the 
  same ability for 24 hours.
  This is a mind-affecting, language-dependent effect.
  SOULSPARK FAMILIAR
  Descriptors: Alignment
  Classes: Incarnate, soulborn
  Chakra: Brow, crown, or throat
  Saving Throw: None
  A spark of light hovers over your shoulder.
  While featureless, it seems to emote using its own brilliance,
  ranging from an angry burn to a contented glow.
  Soulspark familiars are nearly constant companions of 
  some meldshapers, filling the role of a loyal defender, a 
  confidant, a guard, or sometimes simply a light to show the 
  way.
  You shape a small mote of soul energy called a least 
  soulspark, which accompanies you and can attack your foes 
  at your direction.
  The presence of the soulspark grants you the Alertness feat.
  The soulspark follows you, typically hovering near your 
  shoulder.
  If the soulspark is more than 10 feet from you at the end of 
  its turn, it unshapes.
  You can communicate empathically with the soulspark, and 
  directing it to attack a creature is a free action.
  A soulspark familiar whose creator is incapable of issuing 
  new directions follows its last command as long as it is able, 
  after which it returns to hover over its creator.
  If the soulspark is reduced to 0 or fewer hit points, the 
  meld unshapes.
  The least soulspark is a new creature detailed on page 197.
  A soulspark formed by this soulmeld does not have the 
  incarnum shroud ability normally possessed by such 
  creatures, nor does it have an essentia pool.
  Essentia: When you allocate essentia to your soulspark 
  familiar, you can select one of the following effects.
  All essentia invested must be put toward the same effect.
  Align Attack: The first point of essentia invested makes the 
  soulspark’s attack good, evil, lawful, or chaotic, as you 
  choose, allowing it to bypass the damage reduction of 
  certain creatures, usually outsiders of the opposite 
  alignment.
  Every point beyond the first grants the soulspark a +1 
  bonus on damage against any creature of the opposing 
  alignment.
  Attack Bonus: Every point of essentia grants the soulspark a 
  +1 bonus on its attack rolls and damage rolls.
  Deflection Bonus: Every point of essentia grants the soulspark 
  a +1 deflection bonus to Armor Class.
  Healing: Every point of essentia invested grants the 
  soulspark a certain amount of fast healing.
  A least soulspark gains fast healing equal to 1 × the points of 
  essentia invested, a lesser soulspark gains fast healing equal 
  to 2 × the points of essentia invested, a standard soulspark 
  gains fast healing equal to 3 × the points of essentia 
  invested, and a greater soulspark gains fast healing equal to 
  4 × the points of essentia invested.
  Saving Throw Bonus: Every point of essentia grants the 
  soulspark a +1 resistance bonus on all saving throws.
  Chakra Bind (Brow)
  Your soulspark shimmers like the desert sky.
  If you bind soulspark familiar to your brow chakra, you 
  create a standard soulspark.
  Chakra Bind (Crown)
  Your soulspark glows sapphire blue, like a brilliant gemstone.
  If you bind soulspark familiar to your crown chakra, you 
  create a lesser soulspark.
  Chakra Bind (Throat)
  Your soulspark burns with a fierce blue-white light.
  
  369
  If you bind soulspark familiar to your throat chakra, you 
  create a greater soulspark.
  SOULSPEAKER CIRCLET
  Descriptors: None
  Classes: Soulborn
  Chakra: Crown or throat
  Saving Throw: None
  A light blue circlet sits atop your head, with serrated points above 
  each of your ears.
  A faint voice whispers in your mind, translating the words that 
  you hear.
  This soulmeld draws on the linguistic talents of creatures 
  living and dead to translate an unfamiliar language.
  Choose a language when you shape your soulspeaker circlet.
  While the soulmeld is shaped, you can understand the 
  spoken forms of that language.
  This does not provide you the ability to speak, read, or write 
  that language.
  Essentia: For every point of essentia invested in 
  soulspeaker circlet, you can select an additional language that 
  you understand.
  Chakra Bind (Crown)
  The circlet merges with your flesh, remaining visible as a band of 
  blue across your forehead, similar to a tattoo.
  The whispers in your mind now translate your own thoughts,
  telling you the words you must speak to be understood.
  The soulspeaker circlet grants you the ability to speak those 
  languages for which it grants understanding.
  You still cannot read or write these languages.
  Chakra Bind (Throat)
  The circlet extends tendrils that reach down your head to wrap 
  around your neck.
  Your words can now be translated directly into thought.
  As you communicate telepathically with others, those creatures 
  perceive a slight pulsing radiance emanating from the soulmeld.
  You can communicate telepathically with any creature 
  within a range of 20 feet per point of invested essentia, as 
  long as that creature has a language.
  It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to 
  multiple people at the same time.
  This is a mind-affecting effect.
  SPELLWARD SHIRT
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Heart
  Saving Throw: None
  Incarnum forms into a cerulean tunic that covers your torso,
  fitting comfortably over any other clothing or armor you wear.
  Except for its unusual color, it seems like a relatively mundane 
  garment—until you are subjected to any spell effect.
  When that happens, the color of the shirt comes alive, forming 
  intricate patterns of swirls, bursts, and spirals as the shirt attempts 
  to deflect the magical energy.
  Meldshapers have long sought ways to use their own 
  unique magic to protect them from the arcane and divine 
  effects that are so common in the world, and the spellward 
  shirt is one of the simplest such means.
  While worn, the spellward shirt grants you spell resistance 5.
  Essentia: Every point of essentia you invest in your 
  spellward shirt increases the spell resistance granted by the 
  soulmeld by 4.
  Chakra Bind (Heart)
  The soul energy of your spellward shirt is bound into your flesh, its 
  cerulean color tinting your skin all over your body.
  When you shape this soulmeld, choose four spells of 6th 
  level or less.
  You gain complete immunity to the effects of these spells, 
  as if you were under the effect of a spell immunity spell.
  SPHINX CLAWS
  Descriptors: None
  Classes: Totemist
  Chakra: Hands (totem)
  Saving Throw: None
  A powerful set of retractable, catlike claws forms over your hands.
  These magical claws seem almost alive, and they perfectly follow 
  every move of your own hands and fingers.
  Sphinxes are among the most powerful and majestic of all 
  magical beasts.
  In the view of some totemists, they embody what it is to be 
  a magical beast.
  Totemists hold up different varieties of sphinx as the 
  pinnacle of sphinxkind: the gruff and noble androsphinx, 
  the clever and enigmatic gyno sphinx, the avaricious and 
  powerful crio sphinx, or the detestable hieracosphinx.
  Whichever variety a totemist seeks to emulate, the effects 
  of sphinx claws are the same—they make the totemist a 
  clawing, pouncing terror to behold.
  While wearing sphinx claws, you gain a +1 competence 
  bonus on Strength checks and Strength-based skill checks, 
  such as Climb and Jump checks and checks made to break 
  down doors or to bull rush an opponent.
  Essentia: Every point of essentia you invest in your 
  sphinx claws increases the competence bonus by 1.
  Chakra Bind (Hands)
  Your hands become one with the claws that surround them,
  overlarge for your size.
  The most profound change, however, is in your proficiency in 
  combat—a powerful urge grows within you to leap at your foes,
  tearing with claws and teeth until your prey lies motionless in 
  your savage grip.
  When you use the charge action, at the end of your charge 
  you can make a full attack using any natural weapons you 
  possess.
  You can use natural weapons that you have by virtue of
  your race or kind, or natural weapons derived from 
  soulmelds you have shaped.
  If you elect to use this ability, you cannot make any attacks 
  with manufactured weapons at the end of the same charge.
  Chakra Bind (Totem)
  Your hands become one with the claws that surround them,
  overlarge for your size.
  You find you can use them to tear at your foes, and with that 
  ability comes a powerful desire to put these tools to use.
  Will you temper that bloodlust with the wisdom of the gynosphinx 
  or the nobility of the androsphinx? Or will you give in to it 
  completely, rampaging like a hieracosphinx? You can use your 
  
  370
  sphinx claws as natural weapons that deal 1d8 points of 
  damage plus your Strength modifier.
  For every point of essentia you invest in your sphinx claws,
  you gain a +1 enhancement bonus on your attack rolls and 
  damage rolls with the claws.
  While the claws are shaped, you can retain the normal use 
  of your hands at any time, although you cannot hold an 
  item in your hand and attack with the claws at the same 
  time.
  STRONGHEART VEST
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Heart or waist
  Saving Throw: None
  A heavy web belt of cyan energy wraps around your torso.
  When you wear it, you feel energized and revitalized.
  When you are struck by an attack that would damage your ability 
  scores, a wave of incarnum energy passes through you, blunting 
  the effectiveness of the attack.
  The strongheart vest protects you from attacks that would 
  reduce your ability scores.
  Any time you would take ability damage, such as 
  Constitution damage or Strength damage, the amount of 
  the damage is reduced by 1 point, to a minimum of 0.
  For example, if you fail a saving throw against the poison of 
  a monstrous centipede and would normally take 2 points of 
  Dexterity damage from its poison, you take 1 point instead.
  Ten rounds later, if you fail a second saving throw against 
  the poison and would normally take 1 point of Dexterity 
  damage, you take no Dexterity damage instead.
  Essentia: Every point of essentia you invest in your 
  strongheart vest further reduces ability damage by an 
  additional point.
  For example, if you have 3 points of essentia invested in 
  this soulmeld, you will subtract 4 points from any ability 
  damage dealt to you.
  Chakra Bind (Heart)
  Tendrils of blue-black webbing snake out from the vest, merging 
  with your flesh.
  When you are struck by an attack that would drain your life force,
  you feel the energy of the strongheart vest surge through you, and 
  you suffer no ill effect from the attack.
  You gain immunity to energy drain attacks and death 
  effects.
  Chakra Bind (Waist)
  The energy of the vest extends down into your legs, becoming more 
  solid as it spreads.
  Your strongheart vest also reduces ability drain, such as that 
  from a lamia or wraith.
  It reduces ability drain at the same rate that it reduces 
  ability damage—1 point plus 1 additional point for every 
  point of essentia invested—each time you would take 
  ability drain.
  THEFT GLOVES
  Descriptors: None
  Classes: Incarnate
  Chakra: Hands
  Saving Throw: None
  You shape incarnum into a pair of supple black leather gloves that 
  fit over your hands as well as any other gloves or gauntlets you 
  might wear.
  Despite the material covering your fingertips, the gloves grant you 
  exacting precision in certain tasks—those that typically relate to 
  thievery.
  You borrow the talents of burglars throughout history to 
  grant yourself a semblance of their ability.
  While you have theft gloves shaped, you gain a +2 insight 
  bonus on Disable Device, Open Lock, and Sleight of Hand 
  checks.
  This soulmeld also lets you make Disable Device, Open 
  Lock, and Sleight of Hand checks untrained.
  Essentia: Every point of essentia you invest in your theft 
  gloves increases the insight bonus by 2.
  Chakra Bind (Hands)
  Instead of physical gloves, your theft gloves manifest as a dusky 
  blue color over the skin of your hands.
  In addition to great precision, you also find your fingertips 
  tremendously sensitive, and they seem to tingle when you run 
  them over something that carries a trap.
  You gain the trapfinding ability (see page 50 of the Player’s 
  Handbook).
  THERAPEUTIC MANTLE
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Shoulders
  Saving Throw: None
  A sheath of incarnum energy surrounds your body and is slowly 
  absorbed into your skin.
  As healing magic is applied to you, the affected area sparkles with 
  tiny blue motes.
  The spirit energy of incarnum resonates with life energy.
  This soulmeld amplifies spells and effects that repair the 
  physical form.
  You shape incarnum into a sheath of energy that sinks into 
  your skin and helps to focus healing magic that targets you.
  Whenever you are the target of a spell or effect that heals 
  hit point damage, the spell heals additional damage equal to 
  its spell level.
  For example, if you are targeted by a cure serious wounds spell 
  cast by a 7th-level cleric, you would be healed of 3d8+10 
  points of damage (7 points for the cleric’s caster level and 3 
  points for the spell’s level).
  Essentia: Every point of essentia invested increases the 
  additional healing by 2 more hit points.
  Chakra Bind (Shoulders)
  Focused outward, incarnum from the mantle bonds with the 
  healing magic you conjure.
  Healing spells you cast are accompanied by blue-white motes of 
  incarnum energy.
  When bound to your shoulders chakra, therapeutic mantle 
  increases the potency of healing spells that you cast.
  You gain an insight bonus (equal to the number of points of 
  essentia invested in the soulmeld) to your caster level when 
  casting spells of the healing subschool.
  THREEFOLD MASK OF THE CHIMERA
  Descriptors: None
  Classes: Totemist
  
  371
  Chakra: Crown or soul (totem)
  Saving Throw: None
  You form incarnum into a three-sided mask that hovers in front of 
  your face.
  As you turn your head, the mask does not turn with you, so you 
  can look out three different sets of eyes—and somehow each face of 
  the mask seems to color your view of the world through it.
  The mask depicts the three heads of a chimera—a savage dragon,
  a fierce lion, and a demonic goat.
  Totemists look to chimeras as a representation of 
  multiplicity united.
  In a certain sense, they are the patrons of meldshaping 
  itself—uniting disparate elements of beast souls and 
  humanoid bodies to create powerful effects.
  At the simplest level, the threefold mask of the chimera grants 
  you the ability to focus your attention in multiple 
  directions simultaneously.
  You can’t be flanked while this soulmeld is shaped.
  Essentia: Every point of essentia invested in your 
  threefold mask grants you a +1 competence bonus on Search 
  and Spot checks.
  Chakra Bind (Crown)
  Your threefold mask attaches to your forehead and now moves 
  with your head as you turn.
  By focusing your concentration, you can tap into the mask’s 
  multiple perspectives to act more quickly, though at a cost.
  At the end of your turn, you can take one extra move action 
  at no cost.
  If you choose to take this extra move action, you take a –5 
  penalty on attack rolls and to Armor Class until the end of 
  your next turn.
  Furthermore, on your next turn, you can take only a single 
  standard action or a move action (but not both, and not a 
  full-round action).
  Every point of essentia you invest in your threefold mask 
  reduces by 1 the penalty applied on attack rolls and to 
  Armor Class during the round following your extra move 
  action.
  Thus, if you invest 1 point of essentia in your threefold mask 
  and take an extra move action, your attack rolls and AC for 
  the next round take only a –4 penalty (instead of –5).
  If you invest 5 or more points of essentia, you take no 
  penalty on attack rolls and to AC made in the round 
  following your extra move action (but are still restricted to 
  taking only a single standard action or move action during 
  that turn).
  Chakra Bind (Soul)
  You experience a profound quickness of mind, almost as if three 
  minds were thinking your thoughts and directing your actions,
  though this multiplicity of views can be confusing as well.
  This chakra bind functions as the crown chakra bind, 
  except that instead of an extra move action, you can take an 
  extra standard action at the end of your turn.
  However, on your next turn, you can take no actions.
  The same penalties as described above also apply in the 
  following round, and they can be reduced by essentia 
  investment as listed above.
  Chakra Bind (Totem)
  Your threefold mask is no longer just a mask—your head branches 
  into the three monstrous heads of a chimera.
  Three pairs of eyes look out on the world at once, three heads direct 
  your actions, and three sets of savage jaws slaver for prey.
  You can use the heads of your threefold mask to make natural 
  attacks.
  The dragon head bites for 1d8 points of damage, the lion 
  head bites for 1d6 points of damage, and the goat head 
  gores for 1d6 points of damage.
  As a standard action, you can attack with any one of these 
  heads, applying your full Strength modifier as a bonus on 
  your damage roll.
  As a full attack action, you can attack with all three heads, 
  applying your full Strength modifier on all three damage 
  rolls.
  Alternatively, as part of a full attack, you can make a 
  secondary attack with one head at a –5 penalty, applying 
  only one-half your Strength modifier as a bonus on your 
  damage roll.
  THUNDERSTEP BOOTS
  Descriptors: Sonic
  Classes: Soulborn
  Chakra: Feet
  Saving Throw: See text
  You shape incarnum into a pair of heavy boots that fit over your 
  feet and any other boots you might wear.
  Cobalt steel forms rings around your calves and reinforces the toes 
  of the boots.
  The legendary soulborn Odravan the Red was known for 
  charging into battle wearing thunderstep boots at the head of 
  a well-trained mercenary unit.
  Foes who survived Odravan’s charge were usually stunned 
  and quickly fell to his allies’ swords.
  When you charge, your thunderstep boots channel sonic 
  energy into your attack.
  If you hit with a melee attack at the end of a charge, the 
  target takes an additional 1d4 points of sonic damage.
  Essentia: Every point of essentia you invest in your 
  thunderstep boots increases the damage dealt by 1d4 points.
  Chakra Bind (Feet)
  Your thunderstep boots bind themselves to your feet.
  Any creature taking damage from your thunderstep boots is 
  also stunned for 1 round.
  A successful Fortitude save negates this effect.
  TOTEM AVATAR
  Descriptors: None
  Classes: Totemist
  Chakra: Arms, feet, heart, or shoulders (totem)
  Saving Throw: None
  You shape incarnum into an imposing avatar of bestial power.
  This corporeal shape fits over your clothing and armor, but it 
  makes you seem like a hulking gray render in outline and features.
  Your actual body is only barely visible within the gray, hairless 
  form.
  The render’s broad shoulders and sinewy arms encompass yours 
  and extend beyond them to translucent clawed hands scraping the 
  ground.
  To some totemists, the greatest of the magical beasts are 
  those that walk upright like humanoids but embody raw 
  physical power—gray renders, owlbears, rampagers 
  (described in Monster Manual II), blood apes (described in 
  Monster Manual II), and the dreaded tarrasque.
  All of these creatures are totems of body strength, with the 
  various abilities that come with physical might.
  
  372
  By default, the avatar resembles a gray render in its outline 
  and features, but it changes to resemble different magical 
  beasts if you bind it to a chakra.
  The totem avatar grants you bonus hit points equal to your 
  meldshaper level.
  These hit points don’t go away first the way temporary hit 
  points do; if this soulmeld is unshaped or suppressed, you 
  lose the hit points granted by it.
  Essentia: You gain an enhancement bonus to your 
  natural armor bonus equal to the number of points of 
  essentia you invest in your totem avatar.
  Chakra Bind (Arms)
  Your totem avatar resembles an owlbear—no less hulking and 
  stooped than the gray render form, but covered in a shaggy coat of 
  feathers and fur.
  You gain the benefit of the Improved Grapple feat.
  Chakra Bind (Feet)
  Your totem avatar resembles a rampager, with four elephantine 
  legs, two muscular arms with hooked claws, a headless body with
  a gaping maw planted on the forward part of the torso, and a thick 
  tail dragging behind.
  You gain stability as if you were a four-legged creature, 
  giving you a +4 bonus on checks to resist a bull rush, 
  overrun, or trip attack.
  You are also treated as if you were one size category larger 
  than normal when making a check to resist a bull rush, 
  grapple, overrun, or trip attack (effectively granting you an 
  additional +4 on such checks).
  Chakra Bind (Heart)
  Your totem avatar resembles the legendary tarrasque, though on a 
  much smaller scale.
  Its hulking form leans forward of your own, its back covered with 
  a thick, spiny carapace.
  Two mighty horns sprout from its head, and its jaw opens wide to 
  reveal dozens of knifelike teeth.
  You gain damage reduction 5/magic.
  The amount of this damage reduction increases by 1 for 
  every point of essentia you invest in the soulmeld.
  Chakra Bind (Shoulders)
  Your totem avatar resembles a blood ape, taking on the appearance 
  of a red-furred gorilla.
  Your natural weapons (whether from soulmelds or other 
  sources) deal damage as if you were one size category larger.
  Chakra Bind (Totem)
  When you bind your totem avatar to your totem chakra, you 
  become a little more like the gray render it represents.
  In particular, your body alters to better fill the musculature of the 
  mighty beast avatar, lending you strength to smite your foes.
  Your totem avatar grants you a morale bonus on damage 
  rolls made with natural weapons (whether from soulmelds 
  or other natural sources) equal to the number of points of 
  essentia you invest in it.
  TRUTHSEEKER GOGGLES
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Brow
  Saving Throw: None
  Incarnum forms blue-lensed goggles that hover in front of your 
  eyes.
  The world does not seem blue to you; rather, small details become 
  apparent, whether they are in something you search or in 
  someone’s facial expression and posture.
  Calling upon the soul energy of investigators living and 
  dead, you grant yourself keen powers of detection.
  While you wear your truthseeker goggles, you gain a +2 
  insight bonus on Gather Information, Search, and Sense 
  Motive checks.
  Essentia: Every point of essentia you invest in your 
  truthseeker goggles increases the insight bonus by 2.
  Chakra Bind (Brow)
  Your truthseeker goggles rest firmly before your eyes, granting you 
  sight even in darkness.
  You gain darkvision out to 60 feet.
  UNICORN HORN
  Descriptors: None
  Classes: Totemist
  Chakra: Brow (totem)
  Saving Throw: None
  You shape the pure soul energy of a unicorn into an ivory-colored 
  horn that seems to sprout from your forehead.
  Its color is an unblemished white, and it seems to glow with a soft 
  blue-white radiance.
  Its purity flows into you, and it is difficult to conceive of an evil 
  thought with the horn so close to your mind.
  Unicorns are like lammasus in their devotion to goodness 
  and even surpass them in purity.
  Good totemists revere them as embodiments of all that is 
  good in nature, and shape unicorn horns when they prepare 
  to do battle with evil—particularly undead.
  You gain a +2 competence bonus on wild empathy and 
  Move Silently checks.
  Essentia: Your bonus on wild empathy and Move 
  Silently checks increases by 2 for every point of invested 
  essentia.
  Chakra Bind (Brow)
  A streak of white appears in your hair near the unicorn horn, and 
  your eyes change color—becoming deep sea-blue, violet, or fiery 
  gold.
  You gain the ability to detect evil once per round as a 
  standard action.
  Chakra Bind (Totem)
  A tuft of white hair hangs down from your forehead around your 
  unicorn horn, while your forehead itself thickens somewhat to 
  support the horn it bears.
  All of your hair transforms into a cascading white mane, and if 
  you are male a white beard sprouts from your chin.
  You can feel purity and energy flowing into your body through 
  your horn.
  You can gore with the unicorn horn as a natural weapon that 
  deals 1d6 points of damage.
  You gain an enhancement bonus on attack rolls and 
  damage rolls with your horn equal to the number of points 
  of essentia you invest in it.
  If you hit an undead creature with your horn attack, you 
  deal an extra 1d6 points of damage.
  URSKAN GREAVES
  Descriptors: None
  Classes: Totemist
  Chakra: Feet (totem)
  Saving Throw: None
  
  373
  Incarnum forms steel plates backed with white fur that fit over 
  your shins, covering any clothing, boots, or armor you might wear.
  When you walk through ice and snow, your feet find solid 
  purchase.
  Urskans (magical beasts described in Frostburn: Mastering 
  the Perils of Ice and Snow) are arctic-dwelling creatures much 
  like intelligent polar bears.
  The other races of the north know and fear them for the 
  heavy plate armor they wear, for their strength and ferocity, 
  and for the fierce power of their charging attacks.
  It is precisely these qualities that totemists seek to emulate 
  by shaping urskan greaves.
  You can move across ice and through snow at your normal 
  speed, and you gain a +5 bonus on Balance checks made on 
  ice.
  Essentia: If you invest essentia in your urskan greaves,
  they protect you from cold damage.
  You gain resistance to cold equal to 5 times the number of 
  points of essentia you invest in this soulmeld.
  Chakra Bind (Feet)
  White fur covers your lower legs and your urskan greaves merge 
  into your flesh.
  Strength seems to radiate up from your greaves through your 
  whole frame, lending power to your attacks when you can build up
  a good running start.
  You gain the ability to make a powerful charge.
  When you charge, if your melee attack hits, you deal an 
  additional +1d4 points of damage per point of essentia you 
  invest in your urskan greaves.
  Chakra Bind (Totem)
  White fur covers your legs and strength pours through you.
  No foe can stand in your way when you put all your strength into 
  your charge.
  When you attempt to overrun an opponent, the target 
  cannot choose to avoid you.
  You also gain a +2 bonus on your Strength check to knock 
  down your opponent, with an additional +1 for every point 
  of essentia you invest in your urskan greaves.
  VITALITY BELT
  Descriptors: None
  Classes: Incarnate
  Chakra: Waist
  Saving Throw: None
  Incarnum forms a stout metallic belt that girds your waist.
  The metal gleams silver-blue; links of azure chain bind the plates 
  together.
  Life and health well up from this belt into your body.
  Like other soulmelds that draw on incarnum as a source of 
  vitality (including pauldrons of health, lifebond vestments, and 
  therapeutic mantle), the vitality belt translates the soul energy 
  of incarnum directly into physical energy to empower your 
  body.
  While wearing your vitality belt, you gain a +4 morale bonus 
  on Constitution checks and Constitution-based skill checks 
  (but not on Fortitude saves).
  Essentia: For every point of essentia you invest in your 
  vitality belt, you gain bonus hit points equal to your 
  meldshaper level.
  These are not temporary hit points and are not depleted 
  first as are temporary hit points.
  You can render yourself staggered, unconscious, or even 
  dead by changing the quantity of essentia invested in this 
  soulmeld.
  Chakra Bind (Waist)
  A large star sapphire adorns the center of your vitality belt,
  gleaming vibrantly in any light.
  Any time you are subjected to an attack that would drain your 
  vitality, the star at the heart of the sapphire dims momentarily,
  but your health does not suffer.
  You are immune to Constitution damage and Constitution 
  drain.
  WIND CLOAK
  Descriptors: None
  Classes: Incarnate, soulborn
  Chakra: Shoulders
  Saving Throw: See text
  A gauzy cloak of incarnum settles over you, swirling about you as a 
  gentle breeze blows through your hair.
  A stirring of air at your feet disturbs nearby dust.
  The wind cloak coaxes the spirit energy of incarnum to swirl 
  around your body, creating a wind that might deflect small 
  objects or even larger airborne projectiles.
  The swirling soul energy around you protects you from 
  ranged attacks, absorbing some of the momentum of 
  projectiles and other ranged weapons.
  You gain damage reduction 2/magic against ranged 
  weapons.
  (This soulmeld doesn’t grant you the ability to damage 
  creatures with similar damage reduction).
  The damage reduction granted by wind cloak applies against 
  all ranged weapons regardless of their size.
  Tiny and smaller flying creatures that attempt to enter your 
  space must succeed on a Fortitude save to do so.
  Failure means their movement stops adjacent to your space, 
  and any remaining movement left in their action is lost.
  Essentia: Every point of essentia invested increases the 
  damage reduction by 2.
  For example, a wind cloak with 2 points of invested essentia 
  would provide damage reduction 6/magic against ranged 
  weapons.
  Chakra Bind (Shoulders)
  As arrows fly in, the wind of your soulmeld swirls around,
  deflecting them away, perhaps even back at your attackers.
  Bound to the shoulders chakra, wind cloak deflects ranged 
  attacks as if you had the Deflect Arrows feat.
  You don’t need a free hand to use the feat—the wind cloak 
  itself deflects the incoming arrows (or bolts, spears, and so 
  on).
  This effect functions even if you are caught flat-footed.
  Every point of essentia you invest in your wind cloak 
  increases by one the number of arrows you can deflect in a 
  round.
  WINTER MASK
  Descriptors: Cold
  Classes: Totemist
  Chakra: Throat (totem)
  Saving Throw: See text
  You shape incarnum into a snow-white mask resembling the head 
  of a wolf.
  
  374
  A snarling muzzle filled with sharp teeth protrudes from the front 
  of the mask, and eyes like blue ice crystals stare out in defiance.
  Evil tribes of arctic dwellers particularly revere the winter 
  wolf.
  It is the embodiment of winter itself—deadly, fierce, 
  cunning, and unrelenting in its assault on life and warmth.
  Totemists shape winter masks to claim the destructive power 
  of winter as their own.
  Your touch takes on the bitter cold of winter; you can 
  choose to inflict a chilling fatigue on an opponent you 
  touch in combat.
  You must make a successful melee touch attack.
  The target is fatigued unless it succeeds on a Fortitude save.
  Creatures resistant or immune to cold are immune to this 
  effect.
  Essentia: Your touch attack also deals 1d4 points of 
  nonlethal cold damage for every point of essentia you 
  invest in your winter mask.
  Chakra Bind (Throat)
  White fur spreads down from your winter mask to cover your 
  throat.
  Your mouth is filled with a pleasant cold, like sucking a piece of ice 
  on a hot day.
  You gain the ability to breathe a cone of cold.
  Once every 1d4 rounds, you can emit a 15-foot-long cone of 
  cold.
  Targets in the cone take 2d6 points of cold damage plus 2d6 
  additional points of damage for every point of invested 
  essentia (Reflex half).
  Chakra Bind (Totem)
  Your face blends into that of your winter mask, merging with its 
  lupine features.
  Your eyes appear in the mask’s eye sockets, and they become the 
  pale ice-blue of a winter wolf’s eyes.
  Your jaws become the powerful maw of a winter wolf as well, and 
  frost clings to the white fur around your muzzle as you breathe.
  You gain a bite attack that deals 1d6 points of damage.
  You can use this bite either as a primary attack (in which 
  case it uses your full base attack bonus and adds your 
  Strength bonus on damage rolls) or as a secondary attack 
  (with a –5 penalty on the attack roll and applying only half 
  your Strength bonus on your damage roll).
  Every point of essentia invested in this soulmeld adds 1d4 
  points of cold damage to your bite damage.
  WORG PELT
  Descriptors: None
  Classes: Totemist
  Chakra: Feet or hands (totem)
  Saving Throw: None
  You gather worg spirits around you to form a cloaklike garment.
  It strongly resembles the pelt of a worg, from the top of the beast’s 
  head perched atop your own to forelegs extending down your arms 
  and rear legs hanging behind you.
  The fur is dark and thick, and glassy red eyes smolder in its face.
  Worgs are quintessential hunters—stalking predators, 
  quick runners, and fierce combatants.
  Totemists who shape worg pelt soulmelds hope to emulate 
  some or all of these qualities, and sometimes the worg’s 
  malicious evil as well.
  Your worg pelt grants you a +2 competence bonus on Hide 
  and Move Silently checks.
  Essentia: Every point of essentia that you invest in your 
  worg pelt increases the competence bonus on Hide and 
  Move Silently checks by 2.
  Chakra Bind (Feet)
  The hind legs of your worg pelt fuse into your own legs,
  lengthening your feet and shins while shortening your thighs,
  enabling you to run on your toes like a predatory animal.
  Your legs are totally covered in the dark gray fur of a worg.
  Your base land speed increases by 5 feet, plus an additional 
  5 feet for every point of essentia you invest in your worg 
  pelt.
  Chakra Bind (Hands)
  The forelegs of your worg pelt fuse into your own arms, adding 
  weight and bulk to your hands.
  Your arms and hands are completely covered in the dark gray fur 
  of a worg.
  When you hit with a bite attack—whether it is a bite attack 
  you naturally possess, one granted by binding this soulmeld 
  to your totem chakra, or one granted by another soulmeld, 
  spell, or special effect—you can attempt to trip the 
  opponent as a free action without making a touch attack or 
  provoking an attack of opportunity.
  If the attempt fails, the opponent cannot react to trip you.
  Chakra Bind (Totem)
  The head of your worg pelt becomes one with your own head.
  Your eyes begin to glow red and replace the glassy eyes of the pelt,
  while your lower jaw extends to join the upper muzzle of the pelt,
  granting you a fierce bite attack.
  You gain a bite attack that deals 1d6 points of damage.
  You can use this bite either as a primary attack (in which 
  case it uses your full base attack bonus and adds your 
  Strength bonus on damage rolls) or as a secondary attack 
  (with a –5 penalty on the attack roll and applying only half 
  your Strength bonus on your damage roll).
  Every point of essentia invested in this soulmeld grants you 
  a +1 enhancement bonus on attack rolls and damage rolls 
  with your bite attack.
  WORMTAIL BELT
  Descriptors: None
  Classes: Totemist
  Chakra: Waist (totem)
  Saving Throw: See text
  Incarnum forms a wide belt of thick purple scales around your 
  waist.
  Though the belt does not serve as armor (and easily fits around 
  any armor you might wear), it thickens your skin and tints it a 
  faint purple color.
  The purple worm is one of the most feared magical beasts, 
  particularly by those who live or adventure far beneath the 
  surface of the earth.
  Many have despaired of ever penetrating its thick hide 
  before dying in its gullet or being poisoned by the stinger at 
  the tip of its tail.
  This soulmeld, particularly common among totemists in 
  underground communities, is an attempt to emulate the 
  awesome protection and the dangerous power of the purple 
  worm.
  You gain a +2 enhancement bonus to your existing natural 
  armor bonus.
  (If you do not have natural armor, you have an effective 
  natural armor bonus of +0).
  
  375
  Essentia: The enhancement bonus to your natural armor 
  bonus increases by 1 for every point of essentia you invest 
  in your wormtail belt.
  Chakra Bind (Waist)
  Rather than forming a belt of purple scales at your waist, the 
  soulmeld shapes plating on the skin of your torso and legs.
  Dark purple on the back and lighter in front, these scales seem to 
  add to your bulk, and definitely increase your power in melee 
  combat.
  You gain the Awesome Blow feat (see page 303 of the 
  Monster Manual) and are treated as one size category larger 
  than usual when using it (up to a maximum of Colossal).
  The save DC to resist your awesome blow is calculated as 
  normal for your soulmelds, rather than being based on the 
  damage you deal.
  Chakra Bind (Totem)
  A thick, purple-scaled tail emerges from the back of your wormtail 
  belt.
  It is long enough that you can reach it around you to attack your 
  foes with the stinger at its end, which drips with poison.
  You can use your wormtail belt’s stinger to make natural 
  attacks.
  You cannot use the stinger as a natural secondary 
  weapon—using the stinger is the only attack you can make 
  in a given round.
  You use your full base attack bonus for the attack roll, and 
  the stinger deals 1d6 points of damage.
  In addition, the stinger delivers a weakening poison that 
  deals initial damage of 1d4 Strength (no secondary 
  damage).
  A successful Fortitude save negates the poison damage.
  Every point of essentia you invest in your wormtail belt gives 
  you a +1 enhancement bonus on your attack rolls with the 
  stinger, as well as increasing the poison’s save DC as 
  normal.
  YRTHAK MASK
  Descriptors: Sonic
  Classes: Totemist
  Chakra: Brow (totem)
  Saving Throw: None
  You shape incarnum into a bizarre mask, basically crocodilian in 
  form.
  It lacks eyes entirely, and a weird hornlike protrusion juts from the 
  top and front—resembling the strange yrthak in its overall 
  appearance.
  Yrthaks inhabit desolate mountainous regions and are not 
  widely revered by totemists.
  Even so, their association with sound, sonic energy, and 
  hearing makes the yrthak mask a powerful soulmeld.
  You gain a +4 competence bonus on Listen checks.
  Essentia: Every point of essentia that you invest in your 
  yrthak mask increases the competence bonus on Listen 
  checks by 2.
  Chakra Bind (Brow)
  Your yrthak mask fuses to your forehead, though your mouth still 
  speaks inside the mouth of the mask.
  Your vision dims somewhat, but you find yourself alive to the 
  world of sounds around you—including some you had never 
  heard before.
  You find that you can discern a creature’s location with great 
  accuracy simply by listening to the sounds it makes.
  You gain a limited form of blindsense.
  You can take a move action to pinpoint the location of 
  every creature within 10 feet of you to which you have line 
  of effect.
  The range of this ability increases by 10 feet for every point 
  of essentia you invest in your yrthak mask.
  Any creature you cannot see still has total concealment 
  against you, and you still have the normal miss chance 
  when attacking foes with concealment.
  Visibility still affects your movement.
  You are still denied your Dexterity bonus to Armor Class 
  against attacks from creatures you cannot see.
  Even as your other senses are heightened, your visual 
  acuity diminishes.
  You take a –4 penalty on Spot checks.
  To your benefit, you gain a +4 bonus on saving throws 
  against gaze attacks, visual effects, illusions, and other 
  attack forms that rely on sight.
  Chakra Bind (Totem)
  Your yrthak mask becomes your actual face, and your jaws 
  lengthen into the crocodilian maw of a yrthak.
  The mask is too awkward to allow you to make bite attacks, but 
  you can focus sonic energy through the hornlike protrusion on the 
  front of the mask, using it to stab your foes with rays of pure sound.
  Once every 2 rounds, you can focus sonic energy into a ray 
  up to 60 feet long.
  This is a ranged touch attack that deals 1d6 points of sonic 
  damage to a single target for every point of invested 
  essentia.
  
  376
  SPELLS
  BOOK OF EXALTED DEEDS 
  (3.5)
  ABJURATION
  BASTION OF GOOD
  Abjuration [Good]
  Level: Apostle of peace 7, cleric 7
  Components: V, S, Abstinence
  Casting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius spherical emanation centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  A nimbus of light surrounds you, protecting you and those 
  around you from spell effects and the attacks of evil 
  creatures.
  The aura excludes all spell effects of up to 3rd level, exactly 
  as a minor globe of invulnerability does.
  In addition, the nimbus protects creatures within it as a 
  magic circle against evil at double strength.
  Warded creatures gain a +4 deflection bonus to AC and a +4 
  resistance bonus on saves against attacks from evil 
  creatures, and they are protected from possession, mental 
  control, and bodily contact by summoned or conjured 
  creatures.
  Abstinence Component: You must fast for 24 hours before 
  casting this spell.
  CELESTIAL BLOOD
  Abjuration [Good]
  Level: Apostle of peace 6, cleric 6, Pleasure 6
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Nonevil creature touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You channel holy power to grant the subject some of the 
  protection enjoyed by celestial creatures.
  The subject gains resistance 10 to acid, cold, and electricity, 
  a +4 bonus on saving throws against poison, and damage 
  reduction 10/evil.
  Material Component: A vial of holy water, with which you 
  anoint the subject’s head.
  EMPYREAL ECSTASY
  Abjuration
  Level: Bard 6, Pleasure 7
  Components: V, S, DF
  Casting Time: 1 round
  Range: 30 ft.
  Target: One creature/level
  Duration: 1 minute/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Like the ease pain spell, empyreal ecstasy immediately 
  removes any lingering effects of pain, including penalties 
  imposed by symbol of pain, angry ache, and similar spells.
  It neither prevents damage nor blocks other effects not 
  directly related to pain (such as the recall agony or recall pain 
  psionic power).
  The spell also induces a pleasurable fuguelike state that 
  yields a number of additional effects:
  First, empyreal ecstasy renders its targets immune to mind-
  affecting spells and effects for the spell’s duration, but does 
  not negate mind-influencing effects already in place.
  Second, targets of the spell take only half damage from all 
  melee and ranged attacks for the duration of the spell.
  Third, the fuguelike state induced by the spell makes it 
  difficult for targets to concentrate on certain tasks.
  Creatures in ecstasy take a –4 penalty on all skill checks, 
  and casting a spell while under the influence of empyreal 
  ecstasy requires a DC 15 Concentration check.
  EXALTED RAIMENT
  Abjuration
  Level: Sanctified 6
  Components: V, DF, Sacrifice
  Casting Time: 1 standard action
  Range: Touch
  Target: Robe, garment, or outfit touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You imbue a robe, priestly garment, or outfit of regular 
  clothing with divine power.
  The spell bestows the following effects for its duration:
  • +1 sacred bonus to AC per five caster levels (maximum +4 
  at 20th level)
  • Damage reduction 10/evil
  • Spell resistance 5 + 1 per caster level (maximum SR 25 at 
  20th level)
  • Reduces ability damage due to spellcasting by 1, to a 
  minimum of 1 point (but does not reduce the sacrifice cost 
  for casting this spell) Only a good-aligned creature gains 
  the benefits of this spell; creatures of nongood alignment 
  can wear the exalted raiment but gain no spell benefits from 
  doing so.
  Sacrifice: 1d4 points of Strength damage.
  GLORIOUS RAIMENT
  Abjuration [Good]
  Level: Apostle of peace 2, Glory 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Robe, garment, or outfit touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  
  377
  You imbue a robe, priestly garment, or outfit of regular 
  clothing with divine power.
  The spell bestows the following effects for its duration:
  • +1 sacred bonus to AC per five caster levels (maximum +4 
  at 20th level)
  • Damage reduction 5/evil Only a good-aligned creature 
  gains the benefits of this spell.
  Creatures of nongood alignment can wear the glorious 
  raiment, but gain no spell benefits from doing so.
  GLORY OF THE MARTYR
  Abjuration [Good]
  Level: Champion of Gwynharwyf 4, paladin 4
  Components: V, S, F, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Like shield other, this spell wards the subjects, creating a 
  mystic connection between them and you so that some of 
  their wounds are transferred to you.
  The subjects each gain a +1 deflection bonus to AC and a +1 
  resistance bonus on saves.
  All the subjects take only half damage from all wounds and 
  attacks that deal them hit point damage.
  The amount of damage not taken by all the warded
  creatures is taken by you.
  Forms of harm that do not involve hit points, such as charm 
  effects, temporary ability damage, level draining, and 
  disintegration, are not affected.
  If a 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 you and the subjects, but damage already 
  split is not reassigned to the subjects.
  If you die while this spell is in effect, the spell ends in a 
  burst of positive energy that restores 1d8 hit points to each 
  subject.
  If a subject moves out of range of the spell, that subject’s 
  connection to you is severed but the spell continues as long 
  as there is at least one subject remaining and you remain 
  alive.
  Focus: A platinum ring (worth at least 50 gp) worn by you 
  and each subject of the spell.
  This spell first appeared in Magic of Faerûn.
  LUMINOUS ARMOR
  Abjuration
  Level: Sanctified 2
  Components: Sacrifice
  Casting Time: 1 standard action
  Range: Touch
  Target: One good creature touched
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell, favored among eladrins visiting the Material 
  Plane, envelops the target in a protective, shimmering aura 
  of light.
  The luminous armor resembles a suit of dazzling full plate, 
  but it is weightless and does not restrict the target’s 
  movement or mobility in any way.
  In addition to imparting the benefits of a breastplate (+5 
  armor bonus to AC), the luminous armor has no maximum 
  Dexterity restriction, no armor check penalty, and no 
  chance for arcane spell failure.
  Luminous armor sheds light equivalent to a daylight spell and 
  counters darkness spells of 2nd level or lower with which it 
  comes into contact.
  In addition, the armor’s brightness causes opponents to take 
  a –4 to penalty on melee attacks made against the target.
  This penalty stacks with the attack penalty suffered by 
  creatures sensitive to bright light (such as dark elves).
  Sacrifice: 1d2 points of Strength damage.
  LUMINOUS ARMOR, GREATER
  Abjuration
  Level: Sanctified 4
  This spell functions like luminous armor, except that it 
  imparts the benefits of full plate (+8 armor bonus to AC).
  Sacrifice: 1d3 points of Strength damage.
  MOMENT OF CLARITY
  Abjuration
  Level: Paladin 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell and touch a creature that is under 
  the influence of a mind-affecting spell or effect, that 
  creature immediately receives another saving throw against 
  the effect’s original DC to break free of the effect.
  If the spell or effect did not originally permit a saving 
  throw, this spell has no effect.
  PHIERAN’S RESOLVE
  Abjuration [Good]
  Level: Sanctified 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 20 ft.
  Targets: One good creature/level in a 20-ft.-radius burst 
  centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Phieran’s resolve (named after the exalted god of suffering, 
  endurance, and perseverance) was devised to comb a t 
  wielders of vile magic.
  This spell grants targets a +4 sacred bonus on saving throws 
  against spells with the evil descriptor.
  Sacrifice: 1d3 points of Strength damage.
  SACRED HAVEN
  Abjuration
  
  378
  Level: Paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You shield one creature in a nimbus of holy light.
  The creature gains a +2 sacred bonus to Armor Class.
  In addition, while protected by this spell, the creature does 
  not lose its Dexterity bonus to AC when flat-footed.
  For the duration of the spell, you gain awareness of the 
  target’s health as with the status spell, and you need not be 
  able to touch the target to heal it with your lay on hands 
  ability.
  Use of the lay on hands ability still requires a standard 
  action, but it can be done at any range provided the target is 
  on the same plane of existence as you.
  SHIELD OF THE ARCHONS
  Abjuration [Good]
  Level: Apostle of peace 7, cleric 7
  Components: V, Archon
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Effect: Mobile shield
  Duration: 1 round/level
  A mystic shield of beneficent energies interposes itself 
  between you an incoming magical attack.
  The shield blocks harmful spells, spell-like abilities, and 
  supernatural abilities.
  It can only block one such attack each round, intercepting 
  the first but not any later attacks until your next turn.
  Any targeted magical attack that strikes the shield is 
  dissipated, but it has a 5% chance per spell level to shatter 
  the shield as well.
  Attacks with no spell level have a 5% chance per 2 caster 
  levels to shatter the shield.
  An attack that shatters the shield is dissipated without 
  harming you.
  If you are within the area or effect of a harmful spell or 
  effect that is not directly targeted on you, the shield of the 
  archons grants you a +4 bonus on your saving throw against 
  the effect.
  STARMANTLE
  Abjuration
  Level: Joy 7, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature touched
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell manifests as a draping cloak of tiny, cascading 
  stars that seem to flicker out before touching the ground.
  The cloak forms over the target’s existing apparel and sheds 
  light as a torch, although this is not the mantle’s primary 
  function.
  The starmantle renders the wearer impervious to 
  nonmagical weapon attacks and transforms any nonmagical 
  weapon or missile that strikes it into harmless light, 
  destroying it forever.
  Contact with the starmantle does not destroy magic 
  weapons or missiles, but the starmantle’s wearer is entitled 
  to a Reflex saving throw (DC 15) each time he is struck by 
  such a weapon; success indicates that the wearer takes only 
  half damage from the weapon (rounded down).
  Material Component: A pinch of dust from a pixie’s wing (20 
  gp).
  SUBLIME REVELRY
  Abjuration
  Level: Cleric 9, Pleasure 9
  Components: V, S, DF
  Casting Time: 1 round
  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 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  Sublime revelry immediately removes any lingering effects 
  of pain, including penalties imposed by symbol of pain, angry 
  ache, and similar spells.
  It does not prevent damage or block other effects not 
  directly related to pain.
  The spell also induces a pleasurable fuguelike state that 
  yields the following additional effects:
  First, sublime revelry renders its targets immune to mind-
  affecting spells and effects for the spell’s duration, as well as 
  suppresses (but not dispels) ones currently in effect.
  Second, targets of the spell take only half damage from all 
  melee and ranged attacks for the duration of the spell.
  SUNMANTLE
  Abjuration
  Level: Sanctified 4
  Components: S, Sacrifice
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  This spell cloaks the target in a wavering cloak of light that 
  illuminates an area around the target (and dispels darkness) 
  as a daylight spell.
  However, its ability to generate bright light is not the spell’s 
  primary function.
  The sunmantle grants the target damage reduction 5/–.
  Furthermore, if the target is struck by a melee attack that 
  deals hit point damage, a tendril of light lashes out at the 
  attacker, striking unerringly and dealing 5 points of 
  damage.
  Because of the brilliance of the sunmantle, creatures 
  sensitive to bright light (such as dark elves) take the usual 
  attack penalties when in the light radius of the sunmantle.
  
  379
  Sacrifice: 1d4 points of Strength damage.
  TELEPATHY BLOCK
  Abjuration
  Level: Bard 5, cleric 5, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 80-ft.-radius emanation centered on a creature, 
  object, or point in space
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell blocks all telepathic communication within the 
  affected area, making telepathic conversation impossible.
  The spell can be cast on a point in space, but the effect is 
  stationary.
  The spell can be centered on a creature or mobile object, in 
  which case the effect emanates from the creature or object 
  and moves as it moves.
  TWILIGHT LUCK
  Abjuration [Good]
  Level: Sanctified 1
  Components: V, Abstinence
  Casting Time: 1 standard action
  Range: Touch
  Target: One nonevil creature touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  By means of this spell, the caster can impart the luck of the 
  fey to one nonevil being.
  The target gains a +1 luck bonus on all saving throws for 
  the duration of the spell.
  Abstinence: The caster must refrain from imbibing alcohol 
  for 3 days prior to casting this spell.
  VANISHING WEAPON
  Abjuration
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 minute/level
  Saving Throw: None; see text
  Spell Resistance: No
  This spell encapsulates a weapon in a faint blue glow.
  In addition to dealing normal damage, the weapon dispels 
  on contact any summoned creature or quasireal creature 
  brought into being by a Conjuration (summoning) or 
  Illusion (shadow) spell.
  This requires a successful dispel check (1d20 + caster’s 
  level) against DC 11 + the level of the caster who 
  summoned or created the creature.
  If the vanishing weapon is a ranged weapon, the spell’s effect 
  is imparted to the weapon’s ammunition.
  A summoned or quasi-real creature goaded into touching 
  the vanishing weapon is also dispelled.
  This spell has no effect on called creatures.
  VENGEANCE HALO
  Abjuration [Good]
  Level: Cleric 6, Wrath 6
  Components: V, S, DF, Abstinence
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One good-aligned creature; see text
  Duration: 1 minute/level
  Saving Throw: None or Reflex half; see text
  Spell Resistance: No
  A luminous ring of holy power appears above the head of a 
  good creature and remains in place until the spell expires or 
  the creature is slain (reduced to –10 hp).
  If the latter event occurs, the halo discharges an arc of 
  divine energy that deals 1d6 points of damage per caster 
  level (maximum 20d6) to the target’s slayer.
  The creature subject to the attack can make a Reflex save to 
  reduce the damage by half.
  Once the vengeance halo unleashes its energy, it disappears 
  and the spell ends.
  Abstinence Component: You must abstain from alcohol for 1 
  week prior to casting this spell.
  CONJURATION
  ARMAGEDDON
  Conjuration (Summoning) [Good]
  Level: Sanctified 9
  Components: V, S, Sacrifice
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 2 or more summoned creatures, no two of which 
  can be more than 30 ft. apart
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  The caster opens a portal to one of the good-aligned outer 
  planes and calls forth celestials to aid in battle against the 
  most fearsome forces of evil.
  The spell takes place over a period of time.
  The first round, 2d4 avorals arrive.
  Two rounds later, a ghaele eladrin arrives to join the fight.
  Two rounds later, an astral deva arrives.
  Once these creatures appear, they serve the caster for the 
  duration of the spell.
  The spell’s duration begins the instant the first celestials 
  appear.
  At the end of the spell’s duration, all summoned celestials 
  disappear at once.
  The celestials only heed the summons if the caster is of 
  good alignment and there are evil foes to fight.
  After their arrival, the celestials obey the caster explicitly 
  and never attack her, even if someone else manages to gain 
  control over them.
  The caster does not need to concentrate to maintain control 
  over the celestials.
  She can dismiss them singly or in groups at any time.
  Sacrifice: 1 character level.
  
  380
  BLINDING GLORY
  Conjuration (Creation) [Good]
  Level: Glory 9, sorcerer/wizard 9
  Components: V, S, M/DF
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 100-ft./level radius spread, centered on you
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  A brilliant radiance spreads from you, brightly illuminating 
  the area.
  The light is similar to that created by the daylight spell, but 
  no magical darkness counters or dispels it.
  Furthermore, evil-aligned creatures are blinded within this 
  light.
  Blinding glory brought into an area of magical darkness (or 
  vice versa), including an utterdark spell, is temporarily 
  negated, so that the otherwise prevailing light conditions 
  exist in the overlapping areas of effect.
  Arcane Material Component: A polished rod of pure silver.
  CALL FAITHFUL SERVANTS
  Conjuration (Calling) [Good]
  Level: Celestial 6, cleric 6, sorcerer/wizard 5
  Components: V, S, Abstinence, Celestial
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1d4 lantern archons, coure eladrins, or musteval 
  guardinals
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You call 1d4 lawful good lantern archons from Celestia, 1d4 
  chaotic good coure eladrins from Arborea, or 1d4 neutral 
  good musteval guardinals from Elysium to your location.
  They serve you for up to one year as guards, soldiers, spies, 
  or whatever other holy purpose you have.
  No matter how many times you cast this spell, you can 
  control no more than 2 HD worth of celestials per caster 
  level.
  If you exceed this number, all the newly called creatures 
  fall under your control, and any excess servants from 
  previous castings return to their home plane.
  Abstinence Component: The character must abstain from 
  casting Conjuration spells for 3 days prior to casting this 
  spell.
  CALL MOUNT
  Conjuration (Calling) [Good]
  Level: Paladin 2
  Components: V
  Casting Time: 1 round
  Range: 10 ft.
  Effect: Your special mount
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You summon your special mount from the celestial planes 
  where it resides.
  This works exactly as your normal, spell-like class ability to 
  summon the creature, except that the duration is shorter 
  and you are not limited in how many times you can call the 
  mount in a day (except by how many times you can cast call 
  mount).
  You can cast this spell even if you have already called your 
  mount using your class ability on the same day.
  CRY OF YSGARD
  Conjuration (Calling) [Good]
  Level: Sanctified 7
  Components: V, Sacrifice
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Calls 2d4 bariaur defenders of Ysgard
  Duration: Instantaneous; see text
  Saving Throw: None
  Spell Resistance: No
  You call 2d4 bariaur defenders of Ysgard (see Chapter 8: 
  Monsters) from the plains of Ysgard to your location.
  They serve you for up to a year, and you may dismiss them 
  at any time.
  They are intelligent, so you can assign them different tasks.
  They can refuse to complete a quest or otherwise take on 
  complex burdens without your supervision.
  No matter how many times you cast this spell, you can 
  control no more than four bariaur rangers; others are 
  released from service and return to Ysgard immediately.
  You choose which creatures to release.
  Sacrifice: 1d3 points of Strength drain.
  DRAGON CLOUD
  Conjuration (Calling) [Air]
  Level: Sanctified 8
  Components: V, S, Sacrifice
  Casting Time: 1 round
  Range: Special (see text)
  Effect: One conjured dragon cloud (see text)
  Duration: 1 min. + 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You must cast this spell outdoors, in a place where clouds 
  are visible.
  It calls forth a spirit of elemental air, binds it to a nearby 
  cloud (either a normal cloud or storm cloud), and gives it a 
  dragonlike form.
  Upon forming, the dragon-shaped cloud swoops toward 
  you, arriving in 1 minute regardless of the actual distance 
  from you.
  (The time it takes to reach you counts toward the spell’s 
  duration).
  Once it arrives, you can command the dragon cloud like a 
  summoned creature (see the summon nature’s ally I spell in 
  the Player’s Handbook for details).
  The dragon cloud speaks Auran.
  At the end of the spell’s duration, the dragon cloud 
  evaporates into nothingness as the bound elemental spirit 
  returns to its home plane.
  The dragon cloud cannot pass through liquids or solid 
  objects.
  Sacrifice: 1d3 points of Constitution damage.
  The dragon cloud has the following statistics:
  
  381
  €Dragon Cloud: Huge elemental (air, extraplanar, good); 
  HD 21d8+84; hp 178; Init +10; Spd fly 150 ft. (average); AC 
  26, touch 14, flat-footed 20; Base Atk +15; Grp +30; Atk +20 
  melee (2d6+10/19–20, bite); Full Atk +20 melee (2d6+7/19–
  20, bite), +15 melee (2d4 +32, claws); Space/Reach 15 ft. 
  across/15 ft.; SA breath weapon; SQ darkvision 60 ft., 
  damage reduction 10/magic, elemental traits; AL N; SV 
  Fort +11, Ref +18, Will +7; Str 25, Dex 23, Con 18, Int 6, Wis 
  11, Cha 11.
  Skills and Feats: Listen +19, Spot +19; Dodge, Flyby Attack, 
  Improved Critical (bite), Improved Initiative, Mobility, 
  Spring Attack.
  Breath Weapon (Ex): 100-ft.-long line-shaped burst of 
  lightning every 1d4 rounds; 10d6 points of electricity 
  damage; DC 24 Reflex save for half damage.
  EASE PAIN
  Conjuration (Healing)
  Level: Apostle of peace 2, beloved of Valarian 2, cleric 2
  Components: S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Ease pain immediately removes any lingering effects of 
  pain, including penalties imposed by symbol of pain, angry 
  ache, and similar spells.
  It does not heal any damage or other effects not directly 
  related to pain.
  If the target creature is under some effect that causes 
  continuing damage, the pain is eased only for a moment.
  Ease pain cannot bypass the need for a Concentration check 
  to cast a spell under such circumstances, nor can it allow a 
  creature subject to death by thorns to act normally (since the 
  spell’s damage is ongoing).
  ENERGETIC HEALING
  Conjuration (Healing)
  Level: Apostle of peace 5, cleric 5, druid 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature touched
  Duration: 10 minutes/level or until discharged
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell converts magical energy damage into healing 
  power.
  First, it renders the target immune to one energy type (acid, 
  cold, electricity, fire, or sonic) specified when the spell is 
  cast.
  Second, whenever the target is subjected to a magical attack 
  of the selected energy type, he instead heals damage equal 
  to 10% of the damage dealt (rounded down).
  For example, a creature protected by energetic healing (cold) 
  that would normally take 35 points of cold damage from a 
  cone of cold heals 3 points of damage instead.
  Once the spell heals a number of hit points equal to 2 per 
  caster level (maximum 30), it is discharged.
  This spell does not convert nonmagical energy attacks 
  (such as damage from alchemist’s fire) into healing.
  ESTANNA’S STEW
  Conjuration (Healing)
  Level: Cleric 2, druid 2, paladin 2
  Components: V, S, F
  Casting Time: 1 round
  Range: 0 ft.
  Effect: Fills pot with healing stew (1 serving/2 levels)
  Duration: Instantaneous (see text)
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless)
  This spell calls upon Estanna, goddess of hearth and home 
  (described in Chapter 2: Variant Rules), to fill a specially 
  crafted stewpot with a potent healing stew.
  The caster must be hold the pot in hand when Estanna’s stew 
  is cast; otherwise, the spell fails and is wasted.
  The spell creates one serving per two caster levels 
  (maximum 5).
  A single serving heals 1d6+1 points of damage and requires 
  a standard action to consume.
  Any portion of the stew that is not consumed disappears 
  after 1 hour.
  The stew can be splashed onto a single undead creature 
  within 10 feet.
  If a ranged touch attack succeeds, the undead creature takes 
  1d6+1 points of damage per serving splashed on it.
  The undead creature can apply spell resistance and can 
  attempt a Will save to take half damage.
  Focus: An engraved stewpot worth at least 50 gp.
  RADIANT FOG
  Conjuration (Creation, Good)
  Level: Sorcerer/wizard 4
  Components: V, S, Abstinence
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Fog that spreads in a 20-ft. radius, 20 ft. high
  Duration: 1 minute/level
  Saving Throw: Fortitude partial (see text)
  Spell Resistance: Yes (see text)
  As solid fog, but the cloud of fog shimmers with brilliant 
  celestial radiance.
  Creatures within the cloud must make successful Fortitude 
  saves or be dazzled, taking a –1 penalty on attack rolls for as 
  long as they remain in the cloud and for 1 minute 
  afterward.
  Creatures with light sensitivity or otherwise susceptible to 
  bright light are blinded if they fail their saves.
  Sightless creatures are not affected by the radiance.
  Spell resistance applies to the reduced movement, melee 
  attack and damage penalties, and dazzling or blinding 
  effects, but not to the concealment provided or the 
  prevention of ranged weapon attacks.
  Abstinence Component: You must not have cast a darkness or 
  Necromancy spell within the past 24 hours before casting 
  this spell.
  REFRESHMENT
  Conjuration (Healing) [Good]
  
  382
  Level: Apostle of peace 3, bard 3, cleric 3, Endurance 3, 
  vassal of Bahamut 3
  Components: V, S
  Casting Time: 1 standard action
  Range: 20 ft.
  Target: 20-ft.-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Refreshment channels celestial energy to remove all 
  nonlethal damage the targets have taken, including damage 
  from environmental conditions, starvation and thirst, and 
  related effects as well as damage dealt by nonlethal attacks.
  REMOVE ADDICTION
  Conjuration (Healing)
  Level: Beloved of Valarian 2, cleric 2, druid 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  Remove addiction cures all addictions that the target suffers 
  from (see Drugs in the Book of Vile Darkness for more 
  information about addictions).
  Since the spell’s duration is instantaneous, it does not 
  prevent new addiction to the same drug at a later date.
  REMOVE NAUSEA
  Conjuration (Healing)
  Level: Apostle of peace 3, cleric 3
  Components: V, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Remove nausea restores to health a creature who is nauseated 
  or sickened.
  Remove nausea cures only the nausea or sickening effect, not 
  disease, poison, or any other effects.
  SMITE HERETIC
  Conjuration
  Level: Paladin 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  For the duration of the spell, when using your smite evil 
  class ability against an evil creature with the ability to cast 
  divine spells, you gain a +2 sacred bonus on the attack roll.
  Furthermore, the attack deals 2 extra points of damage 
  (instead of 1) per paladin level.
  VALIANT STEED
  Conjuration (Calling) [Good]
  Level: Sanctified 6
  Components: V, S, Sacrifice
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Calls 1 pegasus or unicorn
  Duration: Instantaneous; see text
  Saving Throw: None
  Spell Resistance: No
  The caster calls a special servant of the exalted god 
  Valarian—either a pegasus or unicorn—to her location.
  The creature serves the caster for up to a year, during which 
  time the caster may dismiss it at any time.
  It is intelligent, so the caster can assign it complex tasks.
  Although useful as a mount, it will not undertake a quest or 
  otherwise take on complex burdens beyond the supervision 
  of the caster.
  If the caster attempts to conjure another creature using this 
  spell, the one called previously returns to its home.
  Sacrifice: 1d3 points of Strength drain.
  WARDING GEMS
  Conjuration (Healing)
  Level: Cleric 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1 gem/3 caster levels
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You cast this spell upon one or more gems, imbuing them 
  with healing energy.
  The gems leap from your hand, fly to the target, and begin 
  orbiting the target’s head like ioun stones.
  Each warding gem is a receptacle that holds 10 hp.
  The target can, as a free action, access the healing energy 
  inside a warding gem; the energy is released as a purple-
  white arc of divine power that unerringly strikes the target, 
  healing 10 points of damage.
  The target cannot choose to absorb only a portion of a 
  warding gem’s healing power.
  A warding gem depleted of its healing energy instantly turns 
  to dust.
  At the end of the spell’s duration, any unspent warding gems 
  lose their healing power and fall to the ground; these can be 
  reused for a later spell.
  A single creature can have no more than five warding gems 
  encircling it at one time.
  A warding gem has AC 24, hardness 10, and 10 hp; if it’s 
  destroyed, any healing power contained within is lost.
  Material Components: One 500-gp gem for each warding gem 
  created.
  DIVINATION
  BLESSED SIGHT
  Divination
  
  383
  Level: Apostle of peace 3, champion of Gwynharwyf 3, 
  cleric 3, paladin 3, Celestial 3, slayer of Domiel 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  This spell makes your eyes glow with white light and allows 
  you to see evil auras within 120 feet of you.
  The effect is similar to a detect evil spell, but does not require 
  concentration and discerns aura location and strength more 
  quickly.
  You know the location and strength of all evil auras within 
  your sight.
  An aura’s strength depends on the type and Hit Dice of any 
  evil creature, as noted in the description of the detect evil 
  spell in the Player’s Handbook.
  DIVINE INSPIRATION
  Divination
  Level: Sanctified 1
  Components: Sacrifice
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature touched
  Duration: 1d4 rounds
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell helps to tip the momentum of combat in the 
  favor of good, granting limited precognitive ability that 
  enables the spell’s recipient to circumvent the defenses of 
  evil opponents.
  The target of the spell gains a +3 sacred bonus on all attack 
  rolls made against evil creatures.
  This bonus does not apply to attacks made against nonevil 
  creatures.
  Sacrifice: 1d2 points of Strength damage.
  GREATER STATUS
  Divination
  Level: Apostle of peace 4, cleric 4, Community 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: One creature touched/3 levels
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As status (described in the Player’s Handbook), but you can 
  also cast a limited selection of spells through the link, as if 
  you were touching the target.
  You can cast any spell that meets the following conditions:
  • Level: 0, 1st, or 2nd
  • Range: Touch
  • Target: Creature touched
  • Saving Throw: Harmless For example, if you become 
  aware (through the greater status spell) that one of your 
  linked companions is dying, you can cast cure moderate 
  wounds to try to revive her.
  MIND BOND
  Divination
  Level: Paladin 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Special mount
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You temporarily strengthen the mental bond with your 
  special mount, allowing you and your special mount to 
  predict each other’s movements and gain a significant edge 
  in combat.
  You and your mount gain a +4 flanking bonus on attack 
  rolls (instead of +2) when the two of you are flanking the 
  same opponent.
  Furthermore, your mount gains a +1 competence bonus on 
  attack rolls for every three paladin levels you possess 
  (maximum +5) for the duration of the spell as long as it 
  remains within the spell’s range.
  PATH OF THE EXALTED
  Divination
  Level: Sanctified 3
  Components: V, Abstinence
  Casting Time: 1 standard action
  Range: Personal
  Duration: 1 decision; see text
  Path of the exalted allows the caster to consult her deity (or 
  an agent of her deity) to help make a difficult decision.
  This decision is usually more complex than a simple 
  morality question.
  It may involve strategizing, choosing a particular lead to 
  follow in an investigation, deciding who to help, or other 
  difficult choices.
  The deity or agent simply helps the character examine a 
  known situation from a number of different angles and 
  makes a recommendation about the correct path to take.
  This spell does not reveal unknown factors, but merely 
  helps the caster analyze known elements.
  The spell ends when the deity or agent has provided 
  sufficient guidance for the caster to arrive at a decision.
  If the caster is out of favor with her deity, this spell may not 
  work until the caster atones.
  Abstinence Component: The caster must abstain from casting 
  Divination spells for 24 hours prior to the casting of this 
  spell.
  SACRED GUARDIAN
  Divination
  Level: Apostle of peace 5, cleric 5
  Components: V, S, Celestial
  Casting Time: 1 standard action
  Range: Touch
  Target: Object or willing creature touched
  Duration: 1 day/level
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  
  384
  Celestials use sacred guardian to monitor the location and 
  condition of a creature or object that has been placed in 
  their care.
  Similar to status, this spell makes the caster constantly 
  aware of the target creature or object’s precise location and 
  status: whether a creature is unharmed, wounded, disabled, 
  staggered, unconscious, dying, dead, and so on, or whether 
  an object is unharmed, damaged, or destroyed.
  Once the spell is cast, the distance between the caster and 
  the subject does not affect the spell, and the spell continues 
  to function even if the subject and caster are on different 
  planes of existence.
  If the caster wishes to teleport to the subject’s presence, he 
  can do so even if he is not familiar with the location 
  (assuming he has access to teleportation magic).
  If the caster casts scrying or greater scrying on the subject, the 
  subject does not receive a saving throw; unless the subject 
  is warded by a spell or in a location that blocks scrying 
  magic, the spell automatically succeeds.
  This spell has no effect on unwilling creatures.
  If the target is an attended object, the attending creature 
  must be willing for the object to receive the spell.
  TELEPATHY TAP
  Divination
  Level: Sanctified 3
  Components: Sacrifice
  Casting Time: 1 standard action
  Range: Personal
  Area: 10-ft./level-radius emanation
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can overhear the telepathic conversations of other 
  creatures within the spell’s area.
  Telepathy tap does not allow you to detect the 
  uncommunicated thoughts of creatures or understand 
  conversations spoken in languages you do not 
  comprehend.
  In an area where numerous telepathic conversations are 
  occurring at the same time, you must specify the creatures 
  you wish to overhear during a given round.
  You can separate and decipher the telepathic messages of a 
  number of creatures equal to 1 + your Intelligence bonus.
  Telepathy tap does not allow you to overhear the telepathic 
  conversations of creatures protected by a mind blank spell, 
  nor does it grant the ability to telepathically communicate 
  with other creatures.
  Sacrifice: 1d3 points of Strength damage.
  ENCHANTMENT
  CHAAV’S LAUGH
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Cleric 5, Joy 5
  Components: V
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius spread centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  You release a joyous, boisterous laugh that strengthens the 
  resolve of good creatures and weakens the resolve of evil 
  creatures.
  Good creatures within the spell’s area gain the following 
  benefits for the duration of the spell: a +2 morale bonus on 
  attack rolls and saves against fear effects, plus temporary hit 
  points equal to 1d8 + caster level (to a maximum of 1d8+20 
  at caster level 20th).
  Evil creatures within the spell’s area that fail a Will save 
  take a –2 morale penalty on attack rolls and saves against 
  fear effects for the duration of the spell.
  Creatures must be able to hear the laugh to be affected by 
  the spell.
  Creatures that are neither good nor evil are unaffected by 
  Chaav’s laugh.
  DOLOROUS MOTES
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 4, sorcerer/wizard 3
  Components: V, S, Sacrifice
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: 1 10-ft. cube/level
  Duration: 1 round/level (D)
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  This spell creates flickering motes of light that cause 
  intense mental anguish.
  Creatures inside or passing through a cloud of dolorous motes 
  must succeed on a Will save or be dazed for 1 round.
  A new save may be made each round.
  Leaving and then re-entering a cloud of motes forces a new 
  save.
  The caster can create one large cloud of flickering motes or 
  several smaller clouds.
  For example, a 5th-level caster could create five separate 
  clouds, each filling a 10-foot cube anywhere within the 
  spell’s range.
  Conversely, the caster can group one or more 10-foot-cubes 
  together to form larger clouds or barriers.
  The affected cubes need not be adjacent to one another, but 
  each cloud is stationary once placed.
  Sacrifice: 1d3 points of Wisdom damage.
  ELATION
  Enchantment [Mind-Affecting]
  Level: Bard 2, cleric 2, emissary of Barachiel 2, Joy 2, 
  sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: 80 ft.
  Targets: Allies in an 80-ft.-radius spread of you
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Your allies become elated, full of energy and joy.
  Affected creatures gain a +2 morale bonus to effective 
  Strength and Dexterity, and their speed increases by +5 
  feet.
  Elation does not remove the condition of fatigue, but it does 
  offset most of the penalties for being fatigued.
  
  385
  END TO STRIFE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Apostle of peace 9, cleric 9
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 80 ft.
  Area: 80-ft.-radius emanation, centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  This spell creates an invisible aura of divine power around 
  the caster.
  All intelligent creatures within the spell’s area suddenly 
  become aware that any hostile actions they take will be met 
  with dire consequences.
  Any creature in the spell’s area that makes an attack takes 
  20d6 points of damage.
  The caster decides whether the spell deals lethal or 
  nonlethal damage but cannot change her mind once the 
  spell is cast.
  Creatures with multiple attacks take the damage after every 
  attack they make.
  Targets outside the area of the spell may freely attack 
  creatures in the area without taking damage from this spell.
  FAERINAAL’S HYMN
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Bard 2
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one evil creature/level
  Duration: Concentration
  Saving Throw: Will negates
  Spell Resistance: Yes
  This gentle hymn clouds the minds of evil creatures, 
  causing targets of the spell to forgo attacks of opportunity 
  for the spell’s duration.
  A target must be able to hear the hymn to be affected by the 
  spell.
  HEART’S EASE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beloved of Valarian 3, cleric 3, Pleasure 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level
  Duration: Permanent
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Heart’s ease cures emotional wounds in the same way that 
  heal wipes away physical ones.
  The subjects are cured of any fear effect, despair effect 
  (such as the crushing despair spell), or similar mindaffecting 
  condition, excluding charms and compulsions (such as 
  charm person, dominate person, and similar spells).
  It removes any lingering psychological effects of torture 
  (including the increased effectiveness of torture devices, as 
  described in the Book of Vile Darkness).
  It cures confusion and insanity, restores 2d4 points of 
  Wisdom damage (but not permanent Wisdom drain), and 
  leaves the targets feeling refreshed and at peace.
  INQUISITION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sanctified 5
  Components: Sacrifice
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature with an Intelligence of 6 or more
  Duration: See text
  Saving Throw: Will negates
  Spell Resistance: Yes
  With this spell, the caster compels the target creature to 
  divulge information it may be hiding.
  If the target fails its save, it is forced to reply to the caster’s 
  questions (one question per three caster levels), speak 
  truthfully, and not respond in such a way that the answers 
  provided may be misleading.
  The questions posed may be answered with a simple yes or 
  no, or they may require a more detailed response.
  This spell cannot be used to force the target to divulge 
  information it doesn’t know, and the target creature is 
  unable to fabricate lies of any kind while under the spell’s 
  hold.
  Sacrifice: 1d4 points of Constitution damage.
  INSPIRED AIM
  Enchantment (Compulsion) [Language-Dependent, Mind-
  Affecting]
  Level: Bard 4, cleric 3, Fey 3, ranger 3
  Components: V
  Casting Time: 1 standard action
  Range: 40 ft.
  Targets: Allies with 40-ft.-radius emanation centered on 
  you
  Duration: Concentration
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You inspire allies within the spell’s area to focus their 
  minds on hitting their intended targets.
  All affected allies gain a +2 insight bonus on all ranged 
  attacks.
  LASTAI’S CARESS
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Cleric 2, Pleasure 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One known evil creature touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  Your gentle touch fills the target with tremendous feelings 
  of love and compassion, and has the power to unnerve and 
  debilitate evil creatures.
  You must succeed on a melee touch attack to affect an 
  unwilling target.
  It has no effect on a creature that you do not know is evil.
  
  386
  An evil creature touched by the spell must wrestle with the 
  pleasant feelings invoked by the spell.
  Roll on the table below at the beginning of the creature’s 
  turn each round to see what condition applies to the 
  subject in that round.
  Instead of rolling on the table above, the caster may elect to 
  leave the creature shaken for the duration of the spell.
  Material Component: A peach seed.
  RAY OF HOPE
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Apostle of peace 1, bard 1, cleric 1, emissary of 
  Barachiel 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Powerful hope wells up in the subject, who gains a +2 
  morale bonus on saving throws, attack rolls, ability checks, 
  and skill checks.
  Ray of hope counters and dispels sorrow (detailed in the Book 
  of Vile Darkness).
  SPREAD OF CONTENTMENT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Cleric 8, Pleasure 8
  Components: V, S, M
  Casting Time: 1 hour
  Range: Long (400 ft. + 40 ft./level)
  Effect: 10 ft./level-radius spread
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  This spell has a calming effect on creatures within the 
  spell’s area.
  Hostile and unfriendly creatures become indifferent, 
  indifferent creatures turn friendly, and friendly creatures 
  become helpful for the spell’s duration.
  This spell directly counters the effects of the spread of 
  savagery spell (described in the Book of Vile Darkness).
  This spell also calms creatures that have been otherwise 
  magically enraged and forced to attack.
  This spell does not calm or otherwise alter the dispositions 
  of summoned creatures.
  Material Component: Lammasu’s feather.
  SWORD OF CONSCIENCE
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Champion of Gwynharwyf 4, cleric 4, exalted 
  arcanist 4, paladin 4, slayer of Domiel 4
  Components: V, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One evil creature
  Duration: Instantaneous; see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target creature, which must be evil, is struck by pangs 
  of conscience and remorse.
  The creature instantaneously takes Wisdom and Charisma 
  damage according to the magnitude of its evil.
  The creature regains lost abilities normally; they do not 
  automatically return when the spell’s duration expires.
  This effect is not language-dependent.
  VISION OF HEAVEN
  Enchantment [Mind-Affecting]
  Level: Apostle of peace 1, cleric 1, Celestial 1, exalted 
  arcanist 1, Joy 1, slayer of Domiel 1
  Components: V
  Casting Time: 1 standard action
  
  387
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One evil creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your words allow the target creature the merest glimpse of 
  the blessed joy of the Seven Heavens, spurring the target to 
  a moment of regret for its evil deeds.
  For 1 round, the target is dazed.
  In addition, the creature is more susceptible to future 
  redemption.
  For the next 24 hours, the creature takes a –1 penalty on all 
  Will saves related to redemption (see Chapter 2).
  WAGES OF SIN
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Sorcerer/wizard 6
  Components: V, Abstinence
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One evil creature/level
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The affected creatures’ own evil thoughts and impulses 
  blossom in their minds into intense suspicion and distrust.
  Each subject becomes convinced that its own allies are 
  plotting to kill it at any moment, and attacks the nearest 
  evil creature using whatever attack form (melee or ranged 
  attack, spell, supernatural or spell-like ability) is most 
  effective against that foe, to the best of its knowledge.
  Affected creatures do not completely ignore other threats, 
  but attack evil creatures in preference to any other foes.
  Abstinence Component: You must refrain from intoxicants 
  and stimulants for one week before casting this spell.
  WARCRY
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3, champion of Gwynharwyf 2, 
  sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: 30 ft.
  Effect: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You unleash a tremendous battle cry that causes creatures
  within a 30-foot cone to cower in fear for 1d4 rounds.
  Any creature that fails its Fortitude save loses its Dexterity 
  bonus to AC and can take no actions.
  Foes gain a +2 bonus to hit cowering creatures.
  YOKE OF MERCY
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Apostle of peace 2, sorcerer/wizard 2
  Components: V, Abstinence
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: No
  This spell compels a creature up to 4 HD more than the 
  caster’s level to fight in a merciful manner.
  Specifically, the creature deals nonlethal damage with its 
  attacks, avoids using damaging spells or spell-like abilities, 
  and does not deliver a coup de grace to a helpless foe.
  Abstinence Component: You must not have dealt damage, by 
  spell or any other means, to another living creature within 
  the last 8 hours before casting this spell.
  EVOCATION
  AMBER SARCOPHAGUS
  Evocation
  Level: Sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: Yes
  You infuse an amber sphere with magical power and hurl it 
  toward the target.
  If you succeed on a ranged touch attack, the amber strikes 
  the target and envelops it in coruscating energy that 
  hardens immediately, trapping the target within a 
  translucent, immobile amber shell.
  The target is perfectly preserved and held in stasis, 
  unharmed yet unable to take any actions.
  Within the amber sarcophagus, the target is protected against 
  all attacks, including purely mental ones.
  The amber sarcophagus has hardness 5 and 10 hp per caster 
  level (maximum 200 hp).
  If it is reduced to 0 hp, it shatters and crumbles to worthless 
  amber dust, at which point the target is released from stasis 
  (although it is flat-footed until its next turn).
  Left alone, the amber sarcophagus traps the target for the 
  duration of the spell, then disappears before releasing the 
  target from captive stasis.
  Material Component: An amber sphere worth at least 500 gp.
  AYAILLA’S RADIANT BURST
  Evocation [Good]
  Level: Sanctified 2
  Components: V, S, Sacrifice
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Fortitude negates (blindness) and Reflex 
  half (shards)
  Spell Resistance: Yes
  Shards of heavenly light spray from your fingertips, 
  blinding evil creatures in their path for 1 round.
  A successful Fortitude save negates the blindness.
  The luminous shards also sear the flesh of evil creatures, 
  dealing 1d6 points of damage per two caster levels 
  (maximum 5d6).
  
  388
  A successful Reflex save halves the damage, which is of 
  divine origin.
  Sacrifice: 1d2 points of Strength damage.
  BOLT OF GLORY
  Evocation [Good]
  Level: Exalted arcanist 6, Glory 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  By casting this spell, you project a bolt of energy from the 
  Positive Energy Plane against one creature.
  You must succeed on a ranged touch attack to strike your 
  target.
  A creature struck takes varying damage, depending on its 
  nature and home plane of existence:
  BRILLIANT EMANATION
  Evocation [Good]
  Level: Sanctified 3
  Components: Sacrifice
  Casting Time: 1 standard action
  Range: 100 ft. + 10 ft./level
  Area: 100-ft.-radius emanation + 10-ft. radius per level
  Duration: 1d4 rounds
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This spell causes a divine glow to radiate from any 
  reflective objects worn or carried by the caster, including 
  metal armor.
  Evil creatures within the spell’s area are blinded unless they 
  succeed on a Fortitude saving throw.
  Nonevil characters perceive the brilliant light emanating 
  from the caster, but are not blinded by it and do not suffer 
  any negative effects from it.
  Evil characters that make their saving throw are not 
  blinded, but are distracted, taking a –1 penalty on any 
  attacks made within the spell’s area for the duration of the 
  spell.
  Creatures must be able to see visible light to be affected by 
  this spell.
  Sacrifice: 1d3 points of Strength damage.
  CELESTIAL BRILLIANCE
  Evocation [Good, Light]
  Level: Cleric 4, Glory 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: 1 day/level (D)
  Saving Throw: None
  Spell Resistance: No
  The object touched sheds light brighter than bright 
  sunlight, channeled directly from the celestial realms.
  The light extends to a 120-foot radius: bright light to 60 feet 
  and dim light in another 60 feet.
  Creatures with light sensitivity take twice the usual penalty 
  when they are within 60 feet of the object.
  Undead creatures take 1d6 points of damage each round 
  they are within the bright light.
  Evil outsiders, as well as undead creatures that are 
  specifically harmed by sunlight, take 2d6 points of damage 
  each round in the bright light.
  Celestial brilliance 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.
  Celestial brilliance counters or dispels any darkness spell of 
  equal or lower level, such as deeper darkness.
  CONSTRICTING CHAINS
  Evocation [Good]
  Level: Sanctified 7
  Components: V, S, F, Sacrifice
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You call upon the heavenly powers to bind a creature in 
  writhing chains of scintillating light.
  The creature is entangled, taking a –2 penalty on attack 
  rolls and a –4 penalty to effective Dexterity.
  Moreover, the chains are anchored to the nearest immobile 
  object (usually the floor), preventing the bound creature 
  from moving.
  An entangled creature attempting to cast a spell must 
  succeed on a Concentration check (DC 15 + spell level) or 
  lose the spell.
  The chains automatically constrict the bound creature for 
  3d6 points of nonlethal damage per round unless the caster 
  (as a free action) commands the chains not to deal damage 
  during any given round.
  The constricting chains have AC 20, 5 hp per caster level 
  (maximum 100 hp), and damage reduction 10/magic.
  They are immune to energy-based attacks, nonlethal 
  damage, and all spells except dispel magic and similar effects.
  They are not subject to critical hits.
  Half of all damage dealt to the chains (rounded down) is 
  transferred to the target.
  A successful DC 32 Strength check breaks the chains and 
  ends the spell.
  An entangled creature can also attempt to escape (requiring 
  1 minute) with a DC 40 Escape Artist check.
  Focus: A small silver chain (10 gp).
  
  389
  Sacrifice: 1d2 points of Strength drain.
  CROWN OF BRILLIANCE
  Evocation [Good, Light]
  Level: Cleric 6
  Components: V, S, M, Archon
  Casting Time: 1 round
  Range: 20 ft.
  Area: 20-ft.-radius emanation, centered on you
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A blazing crown of golden light surrounds your head.
  Creatures you engage in melee combat must make 
  successful Fortitude saving throws or be blinded for 1d4 
  rounds.
  Creatures that successfully save, and creatures that have 
  recovered from blindness, are still dazzled for as long as 
  they remain in melee with you.
  Creatures with light sensitivity and creatures that are 
  harmed by sunlight (such as vampires) must make a Will 
  save if they are within the area of the spell.
  Creatures that fail their saving throws must move outside 
  the area.
  Undead within the area take 1d6 points of damage each 
  round they remain in the area.
  Material Component: An opal worth at least 100 gp, carried 
  on your person through the duration of the spell.
  The opal shatters upon completion of the spell, and the 
  spell ends prematurely if the opal is shattered by other 
  means.
  CROWN OF FLAME
  Evocation [Good]
  Level: Cleric 5, exalted arcanist 5, Glory 5
  Components: V, Archon
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  You become a blazingly hot beacon of the powers of good, 
  searing all evil outsiders, evil undead, and evil fey within 10 
  feet of you.
  Affected creatures take 2d6 points of damage per round.
  CROWN OF GLORY
  Evocation [Good]
  Level: Glory 8, Herald 8
  Components: V, S, M/DF
  Casting Time: 1 round
  Range: 10 ft./level
  Area: 10-ft.-radius/level emanation centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell temporarily bestows the aura of celestial 
  authority on you, inspiring awe in all lesser creatures who 
  behold your terrible perfection and righteousness.
  Creatures with fewer than 8 levels or Hit Dice cease 
  whatever they are doing and turn to face you.
  When you speak, your words are treated as a suggestion spell, 
  and the listeners telepathically understand you, even if they 
  do not understand your language.
  Creatures who make successful saving throws are not awed 
  by you and can continue their actions normally.
  Creatures with more than 8 HD are immune to the effect of 
  the spell.
  Material Component: An opal worth at least 200 gp, carried 
  on your person.
  The opal shatters upon the completion of the spell.
  (If it is shattered prematurely, the spell ends).
  This spell first appeared in Defenders of the Faith.
  CURTAIN OF LIGHT
  Evocation [Light]
  Level: Sanctified 5
  Components: V, S, Sacrifice
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Curtain of light whose area is up to one 5-ft. 
  square/level
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  An immobile, vertical curtain of brilliant light energy 
  springs into existence.
  This barrier cannot pass through spaces occupied by 
  creatures and objects, but it can bend around them.
  One side of the curtain, selected by you, sends forth flashes 
  of light, dealing 2d4 points of damage to evil creatures 
  within 10 feet and 1d4 points of damage to evil creatures 
  past 10 feet but within 20 feet.
  The curtain deals this damage when it appears and at the 
  start of the caster’s turn each round.
  In addition, the curtain deals 2d6 points of damage +1 point 
  of damage per caster level (maximum +20) to any evil 
  creature passing through it.
  Contact with the curtain deals double damage to undead 
  creatures.
  A curtain of light can be made permanent with a permanency 
  spell.
  A permanent curtain of light that is destroyed becomes 
  inactive for 10 minutes, and then reforms.
  Curtain of light counters any magical darkness spell of 5th 
  level or lower with which it comes into contact.
  Any magical darkness spell of 5th level or higher counters 
  curtain of light.
  The curtain of light is impervious to all physical attacks and 
  spells except antimagic field, dispel magic, greater dispel magic,
  and Mordenkainen’s disjunction.
  Sacrifice: 1d4 points of Strength damage.
  DANCING WEB
  Evocation [Good]
  Level: Cleric 5, druid 5, sorcerer/wizard 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  
  390
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  This spell creates a burst of magical energy that deals 1d6 
  points per level of nonlethal damage (maximum 10d6).
  Further, evil creatures that fail their saving throw become 
  entangled by lingering threads of magical energy for 1d6 
  rounds.
  An entangled creature takes a –2 penalty on attack rolls and 
  a –4 penalty to effective Dexterity; the entangled target can 
  move at half speed but can’t run or charge.
  An entangled creature that attempts to cast a spell must 
  succeed on a DC 15 Concentration check or lose the spell.
  This spell affects only creatures—objects are unharmed.
  Arcane Material Component: A bit of spider’s web.
  DIAMOND SPRAY
  Evocation [Good]
  Level: Sanctified 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A blast of diamondlike shards springs from your hand and 
  extends outward in a glittering cone.
  The cone dazzles evil creatures in the area for 2d6 rounds.
  The spell also deals 1d6 points of damage per caster level 
  (maximum 10d6).
  The damage affects only evil creatures.
  A successful Reflex save reduces the damage by half but 
  does not negate the dazzling effect.
  Material Component: Diamond dust worth at least 100 gp.
  EMERALD BURST
  Evocation [Good]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You infuse an emerald with magical power and it flies 
  toward your enemies.
  The gemstone explodes on impact, releasing a coruscating 
  pulse of green light.
  Neutral creatures within the burst are dazed for 1 round.
  Evil creatures within the burst are stunned for 1d4 rounds.
  Good creatures within the burst are unaffected.
  Material Component: Emerald worth at least 1,000 gp.
  EXALTED FURY
  Evocation [Good]
  Level: Sanctified 9
  Components: V, Sacrifice
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft. radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Uttering a single, awesomely powerful syllable of the 
  Words of Creation, your body erupts in the same holy 
  power that shaped the universe at its birth.
  All evil creatures within the area take damage equal to your 
  current hit points +50.
  Sacrifice: You die.
  You can be raised or resurrected normally.
  HAMMER OF RIGHTEOUSNESS
  Evocation [Force, Good]
  Level: Sanctified 3
  Components: V, S, Sacrifice
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Magic warhammer of force
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  A great warhammer of positive energy springs into 
  existence, launches toward a target that you can see within 
  the range of the spell, and strikes unerringly.
  The hammer of righteousness deals 1d6 points of damage 
  per caster level to the target, or 1d8 points of damage per 
  caster level if the target is evil.
  The caster can decide to deal nonlethal damage instead of 
  lethal damage with the hammer, or can split the damage 
  evenly between the two types.
  How the damage is split must be decided before damage is 
  rolled.
  The hammer is considered a force effect and has no miss 
  chance when striking an incorporeal target.
  A successful Fortitude save halves the damage.
  Sacrifice: 1d3 points of Strength damage.
  HEAVEN’S TRUMPET
  Evocation [Good, Sonic]
  Level: Bard 6, cleric 7, emissary of Barachiel 4
  Components: S, F, Archon
  Casting Time: 1 standard action
  Range: 120 ft.
  Targets: Foes in a 120-ft.-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You produce a blast of music of utter clarity, piercing 
  beauty, and paralyzing awe.
  All foes within 120 feet of you must succeed on a Fortitude 
  save or be paralyzed for 1d4 rounds.
  Focus: A masterwork trumpet, which you must blow.
  HEAVENLY LIGHTNING STORM
  Evocation [Good]
  Level: Celestial 7, exalted arcanist 7
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft. wide to close range (25 ft. + 5 ft./2 levels)
  Targets: Up to one creature per caster level
  
  391
  As heavenly lightning, except it has a greater range, can strike 
  more targets, and deals 5d6 points of special celestial 
  electricity damage.
  HEAVENLY LIGHTNING
  Evocation [Good]
  Level: Celestial 5, exalted arcanist 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one creature per 2 caster levels
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You create a leaping bolt of radiant lightning that arcs from 
  one target to the next, avoiding other creatures in its path.
  Each target struck by an arc takes 3d6 points of special 
  celestial electricity damage.
  Creatures normally immune to electricity take full damage 
  from this spell, and the celestial lightning is not subject to 
  being reduced by protection from energy (electricity) or similar 
  magic.
  LANTERN LIGHT
  Evocation [Good, Light]
  Level: Cleric 1, paladin 1, sorcerer/wizard 1, vassal of 
  Bahamut 1
  Components: S, Abstinence
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  Rays of holy light flash from your eyes.
  You can fire 1 ray per 2 caster levels, but no more than 1 ray 
  per round.
  You must succeed on a ranged touch attack to hit a target.
  The target takes 1d6 points of damage from each ray.
  Abstinence Component: You must abstain from sexual 
  intercourse for 24 hours before casting this spell.
  LEONAL’S ROAR
  Evocation [Good, Sonic]
  Level: Druid 8
  Components: V
  Casting Time: 1 standard action
  Range: 40 ft.
  Targets: Nongood creatures in a 40-ft.-radius spread 
  centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This spell has the effect of a holy word, and it additionally 
  deals 2d6 points of sonic damage to nongood creatures in 
  the area.
  A successful Fortitude saving throw negates the sonic 
  damage, but not the other effects of the spell.
  RADIANT SHIELD
  Evocation [Electricity, Good]
  Level: Sorcerer/wizard 4, Wrath 4
  Components: V, S, Abstinence
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  A scintillating aura of white radiance wreathes you and 
  causes damage to each creature that attacks you in melee.
  The radiance also protects you from electricity attacks.
  Any creature striking you with a natural or handheld 
  weapons deals normal damage but also takes 1d6 points of 
  electricity damage + 1 point per caster level (the creature’s 
  spell resistance applies).
  You take only half damage from electricity-based attacks.
  If an electricity-based attack allows a Reflex save for half 
  damage, you take no damage on a successful save.
  The radiance is as bright as a light spell, casting bright light 
  in a 10-foot radius and shadowy illumination to 20 feet.
  Abstinence Component: You must not have cast a darkness or 
  Necromancy spell within the last 24 hours before casting 
  this spell.
  RAIN OF BLACK TULIPS
  Evocation [Good]
  Level: Druid 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Cylinder (80-ft. radius, 80 ft. high)
  Duration: 1 round/level (D)
  Saving Throw: None (damage) and Fortitude negates 
  (nausea)
  Spell Resistance: Yes
  Tulips as black as midnight fall from the sky.
  The tulips explode with divine energy upon striking evil 
  creatures, each of which takes 5d6 points of damage.
  In addition, evil creatures that fail a Fortitude save are 
  nauseated (unable to attack, cast spells, concentrate on 
  spells, perform any task requiring concentration, or take 
  anything other than a single move action per turn) until 
  they leave the spell’s area.
  A successful Fortitude save renders a creature immune to 
  the nauseating effect of the tulips, but not the damage.
  Material Component: A black tulip.
  RAIN OF EMBERS
  Evocation [Fire, Good]
  Level: Sanctified 7
  Components: V, S, Sacrifice
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (40-ft. radius, 120 ft. high)
  Duration: 1 round/level (D)
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  This spell causes orange, starlike embers to rain steadily 
  from above.
  Each round, the falling embers deal 10d6 points of damage 
  to evil creatures within the spell’s area.
  
  392
  Half of 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, such as 
  that granted by protection from energy (fire), fire shield (chill 
  shield), and similar magic.
  Creatures may leave the area to avoid taking additional 
  damage, but a new saving throw is required each round a 
  creature is caught in the fiery downpour.
  A shield provides a cover bonus on the Reflex save, 
  depending on its size: small +2, large +4, tower +7.
  A shield spell oriented upward provides a +4 cover bonus on 
  the Reflex save.
  A creature using its shield (or shield spell) to block the rain 
  of embers cannot use it for defense in combat.
  Sacrifice: 1d2 points of Strength drain.
  RAIN OF ROSES
  Evocation [Good]
  Level: Druid 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Cylinder (80-ft. radius, 80 ft. high)
  Duration: 1 round/level (D)
  Saving Throw: None (ability damage) and Fortitude 
  negates (sickening)
  Spell Resistance: Yes
  Red roses fall from the sky.
  Their sharp thorns graze the flesh of evil creatures, dealing 
  1d4 points of temporary Wisdom damage per round.
  A creature reduced to 0 Wisdom falls unconscious as its 
  mind succumbs to horrible nightmares.
  In addition, the beautiful rose petals sicken evil creatures 
  touched by them; those that fail a Fortitude save are 
  sickened (–2 penalty on attack rolls, weapon damage rolls, 
  saving throws, ability checks, and skill checks) until they 
  leave the spell’s area.
  A successful Fortitude save renders a creature immune to 
  the sickening effect of the roses, but not the ability damage 
  caused by their thorns.
  Material Component: A red rose.
  RIGHTEOUS SMITE
  Evocation [Good]
  Level: Cleric 7, exalted arcanist 7, Wrath 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft. radius spread
  Duration: Instantaneous
  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 1d6 points of damage per caster level 
  (maximum 20d6) to evil creatures (or 1d8 points of damage 
  per caster level, maximum 20d8, to evil outsiders) and 
  blinds them for 1d4 rounds.
  A successful Will saving throw reduces damage to half and
  negates the blinding effect.
  The spell deals only half damage against creatures that are 
  neither good nor evil, and they are not blinded.
  They can reduce that damage by half (down to one-quarter 
  of the roll) with a successful Will save.
  STARS OF ARVANDOR
  Evocation [Force, Good]
  Level: Cleric 4, druid 4, ranger 4, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one creature or object per round
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You create one tiny, twinkling star per level (maximum 10 
  stars).
  These minute starbursts orbit your head like ioun stones.
  As a free action, you can launch one star per round at a 
  target your designate within range.
  Alternatively, as a standard action, you may launch up to 
  three stars per round at one or more targets within range.
  Each star requires its own ranged touch attack roll.
  A nonevil target takes 1d8 points of damage, half of which 
  is nonlethal (round down).
  Evil targets take 1d8 points of lethal damage instead.
  The stars are magical force, so they ignore incorporeality.
  STORM OF SHARDS
  Evocation [Good]
  Level: Sanctified 6
  Components: V, S, Sacrifice
  Casting Time: 1 standard action
  Range: 0 ft.
  Area: 80-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude negates (blinding) and Reflex 
  half (shards)
  Spell Resistance: Yes
  Shards of heavenly light rain down from above.
  Evil creatures within the spell’s area that fail a Fortitude 
  save are blinded permanently.
  The light shards also slice the flesh of evil creatures, dealing 
  1d6 points of damage per caster level (maximum 20d6).
  A successful Reflex save halves the damage, which is of 
  divine origin.
  Sacrifice: 1d3 points of Strength drain.
  NECROMANCY
  AFFLICTION
  Necromancy [Good]
  Level: Cleric 3, druid 3, sorcerer/wizard 4, Wrath 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Evil creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  
  393
  The subject contracts an affliction selected from the list 
  below, which strikes immediately (no incubation period).
  Afflictions deal damage only to evil creatures.
  Any evil creature takes damage equal to that listed plus its 
  Charisma bonus.
  An evil elemental or evil undead takes an extra 1 point of 
  damage, and an evil outsider or an evil cleric of an evil deity 
  takes an extra 2 points.
  The DC listed is for the subsequent saves (use affliction’s 
  normal save DC for the initial saving throw).
  BLOOD OF THE MARTYR
  Necromancy (Healing) [Good]
  Level: Apostle of peace 4, champion of Gwynharwyf 4, 
  cleric 4, paladin 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Willing creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You may transfer your own hit points directly to a target 
  creature within range.
  You must transfer at least 20 points.
  Transferred hit points are damage to you.
  The creature takes your transferred hit points as if receiving 
  a cure wounds spell and cannot gain more hit points than its 
  maximum allows; any excess points are lost.
  This spell transfers only actual hit points, not temporary hit 
  points.
  An unconscious target is considered a “willing creature” for 
  purposes of this spell.
  DIVINE SACRIFICE
  Necromancy
  Level: Champion of Gwynharwyf 1, paladin 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level or until discharged
  You can sacrifice life force to increase the damage you deal.
  When you cast the spell, you can sacrifice up to 10 of your 
  hit points.
  For every 2 hp you sacrifice, on your next successful attack 
  you deal +1d6 damage, to a maximum of +5d6 on that 
  attack.
  Your ability to deal this extra damage ends when you 
  successfully attack or when the spell duration ends.
  Sacrificed hit points count as normal lethal damage, even if 
  you have the regeneration ability.
  HEALING TOUCH
  Necromancy [Good]
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You transfer some of your life essence to another creature, 
  healing it.
  You may heal up to 1d6 hit points per two caster levels 
  (maximum 10d6), and must decide how many dice to roll 
  when you cast the spell.
  You take damage equal to the amount the target is healed.
  This spell cannot restore more hit points to a target than 
  your current hit points +10, which is enough to kill you.
  LAST JUDGMENT
  Necromancy [Death, Good]
  Level: Cleric 8, sorcerer/wizard 8, Wrath 8
  Components: V, Celestial
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One evil humanoid, monstrous humanoid, or 
  giant/2 levels
  Duration: Instantaneous
  Saving Throw: Will partial
  Spell Resistance: Yes
  Reciting a list of the targets’ evil deeds, you call down the 
  judgment of the heavens upon their heads.
  Creatures that fail their saving throw are struck dead and 
  bodily transported to the appropriate Lower Plane to suffer 
  their eternal punishment.
  Creatures that succeed nevertheless take 3d6 points of 
  temporary Wisdom damage as guilt for their misdeeds 
  overwhelms their minds.
  This spell affects only humanoids, monstrous humanoids, 
  and giants of evil alignment.
  A true resurrection or miracle spell can restore life to a 
  creature slain by this spell normally.
  A resurrection spell works only if the creature’s body can be 
  recovered from the Lower Planes before the resurrection is 
  cast.
  PHOENIX FIRE
  Necromancy [Fire, Good]
  Level: Sanctified 7
  Components: V, S, F, Sacrifice
  Casting Time: 1 standard action
  Range: 15 ft.
  Area: 15-ft.-radius spread, centered on you
  Duration: Instantaneous (see text)
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes (see text)
  
  394
  You immolate yourself, consuming your flesh in a cloud of 
  flame 20 feet high and 30 feet in diameter.
  You die (no saving throw, and spell resistance does not 
  apply).
  Every evil creature within the cloud takes 2d6 points of 
  damage per caster level (maximum 40d6).
  Neutral characters take half damage (and a successful 
  Reflex save reduces that further in half ), while good 
  characters take no damage at all.
  Half of the damage dealt by the spell against any creature is 
  fire; the rest results directly from divine power and is 
  therefore not subject to being reduced by resistance to fire-
  based attacks, such as that granted by protection from energy 
  (fire), fire shield (chill shield), and similar magic.
  After 10 minutes, you rise from the ashes as if restored to 
  life by a resurrection spell.
  Focus: A tail feather from a phoenix, worth 40 gp.
  Sacrifice: Your death and the level you lose when you return 
  to life are the sacrifice cost for this spell.
  RIGHTEOUS GLARE
  Necromancy [Death, Good]
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You gain a supernatural gaze attack like that of a ghaele 
  eladrin.
  Evil creatures with 5 HD or fewer within 60 feet of you 
  must make a successful Will save or die.
  Even if the save succeeds, the creature is affected as though 
  by a fear spell for 2d10 rounds.
  Neutral (neither good nor evil) creatures, and evil creatures 
  with more than 5 HD, must succeed on a Will save or suffer 
  the fear effect.
  SANCTIFY THE WICKED
  Necromancy [Good]
  Level: Sanctified 9
  Components: V, S, F, Sacrifice
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One evil creature
  Duration: See text
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell tears the foul, corrupted soul from the body of an 
  evil creature and traps it in a diamond receptacle (the spell’s 
  focus).
  The creature’s soulless body instantly withers or molders 
  into dust.
  Trapped in the gem, the evil soul undergoes a gradual 
  transformation.
  The soul reflects on past evils and slowly finds within itself 
  a spark of goodness.
  Over time, this spark grows into a burning fire.
  After one year, the trapped creature’s soul adopts the 
  alignment of the spell’s caster (lawful good, chaotic good, or 
  neutral good).
  Once the soul’s penitence is complete, shattering the 
  diamond reforms the creature’s original body, returns the 
  creature’s soul to it, and transforms the whole into a 
  sanctified creature (see Chapter 8: Monsters).
  If the diamond is shattered before the soul has found 
  penitence, the evil creature’s body and soul are fully 
  restored; the creature’s state is just as it was before the spell 
  was cast.
  The creature retains the memory of having been trapped in 
  the gem, and it regards the spell’s caster as a hated enemy 
  who must be destroyed at all costs.
  The diamond receptacle has a hardness of 20 and 1 hit 
  point.
  Focus: A flawless diamond worth no less than 10,000 gp.
  Sacrifice: 1 character level.
  SECURE CORPSE
  Necromancy
  Level: Cleric 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Stores one creature’s corpse in your holy symbol
  Duration: 1 day/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell turns your holy symbol into a magical receptacle 
  capable of holding one creature’s corpse.
  The corpse must be within range of the spell, in which case 
  it is transformed into divine energy.
  The energy is then drawn into the holy symbol, and the 
  corpse is placed in stasis (as the gentle repose spell) for the 
  duration of the spell.
  The caster can release the corpse from the holy symbol by 
  dismissing the spell.
  If the spell ends or is dismissed, or if the holy symbol is 
  destroyed, the contained corpse materializes in a square 
  adjacent to the holy symbol’s present or last location.
  SICKEN EVIL
  Necromancy [Good]
  Level: Sanctified 5
  Components: V, S, Sacrifice
  Casting Time: 1 standard action
  Range: Personal
  Area: 20-ft.-radius emanation
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You emanate a powerful aura that sickens evil creatures 
  within the specified area.
  Sacrifice: 1d4 points of Strength damage.
  TRANSMUTATION
  ASPECT OF THE DEITY
  Transmutation [Good]
  Level: Apostle of peace 6, exalted arcanist 6, Herald 7
  
  395
  As lesser aspect of the deity, but you take on all the qualities of 
  a celestial creature (see the Monster Manual for complete 
  details):
  • You take on a shining, metallic appearance.
  • You gain the ability to smite evil once a day.
  Add your Charisma bonus to your attack roll and your 
  character level to your damage roll against an evil foe.
  • You gain darkvision out to 60 ft.
  • You gain resistance 20 to acid, cold, and electricity.
  • You gain damage reduction 10/magic.
  • You gain spell resistance 25.
  Your creature type does not change (you do not become an
  outsider).
  ASPECT OF THE DEITY, GREATER
  Transmutation [Good]
  Level: Apostle of peace 9, exalted arcanist 9, Herald 9
  As lesser aspect of the deity, except that you take on the 
  qualities of a half-celestial (see the Monster Manual for 
  complete details).
  You do not gain the spell-like abilities of these creatures.
  Your creature type changes to outsider for the duration of 
  the spell.
  Unlike other outsiders, you can be brought back from the 
  dead if you are killed in this form.
  You undergo the following transformations:
  • You grow feathered wings that allow you to fly at twice 
  your normal speed (good maneuverability).
  • You gain +1 natural armor, or your existing natural armor 
  bonus increases by +1.
  • You gain low-light vision.
  • You gain immunity to acid, cold, disease, and electricity.
  • You gain a +4 racial bonus on your saving throws against 
  poison.
  • You gain the following enhancement bonuses to your 
  ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.
  ASPECT OF THE DEITY, LESSER
  Transmutation [Good]
  Level: Apostle of peace 4, exalted arcanist 4, paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  When you cast this spell, your body changes into a form 
  that is more like your deity (in a very limited fashion, of 
  course).
  You gain a +4 enhancement bonus to your Charisma score.
  You also gain acid, cold, and electricity resistance 10.
  AXIOMATIC CREATURE
  Transmutation
  Level: Cleric 8, sorcerer/wizard 8
  Components: V, S, M, XP, Archon
  Casting Time: 1 round
  Range: Touch
  Target: One corporeal creature of lawful or neutral 
  alignment that is native to the Material Plane
  Duration: Permanent
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell transforms the target into an axiomatic 
  creature—a perfect version of itself.
  The spell rids the creature of noticeable flaws, makes its fur 
  or scales appear shinier, and so forth.
  Animals touched by this spell become magical beasts, but 
  otherwise the creature’s type is unchanged.
  If the target has an Intelligence of 2 or less, the spell 
  imbues the target with an Intelligence of 3.
  As an axiomatic creature, the target gains the following 
  special attack:
  Smite Chaos (Su): Once per day, the target can make a 
  normal attack to deal extra damage equal to its HD total 
  (maximum +20) against a chaotic opponent.
  The target gains the following special quality:
  Linked Minds (Ex): The target can communicate 
  telepathically with other axiomatic creatures of its type 
  within 300 feet.
  If one in the group is not flat-footed, none of them are, and 
  no axiomatic creature in the group is considered flanked 
  unless they all are.
  The target also gains darkvision with a range of 60 feet, 
  spell resistance equal to double its HD (maximum 25), and 
  resistance to cold, electricity, fire, and sonic attacks based 
  on its HD, as shown below:
  Material Component: A diamond wand worth at least 10,000 
  gp.
  XP Cost: 1,000 XP.
  BLINDING BEAUTY
  Transmutation [Good]
  Level: Beloved of Valarian 4, bard 4, druid 4, Fey 4, ranger 
  4
  Components: V, S, Abstinence
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You gain the physical beauty of a nymph, with some of the 
  supernatural accompaniment.
  All humanoids within 60 feet of you who look directly at 
  you must succeed on a Fortitude save or be blinded 
  permanently as though by the blindness spell.
  During the duration of the spell, you can suppress or 
  resume this effect as a free action, while remaining 
  stunningly attractive.
  Abstinence Component: You must abstain from sexual 
  intercourse for one week before casting this spell.
  CELESTIAL ASPECT
  Transmutation [Good]
  Level: Sanctified 3
  
  396
  Components: V, Sacrifice
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature touched
  Duration: 1 minute/level
  Saving Throw: Fortitude negates (harmless); see text
  Spell Resistance: Yes (harmless)
  The target can assume one of several celestial traits, chosen 
  from selection below.
  As a free action, the target can choose a different celestial 
  trait, but the target cannot change traits more than once 
  during a given round.
  Armblade of the Sword Archon: One of the target’s arms 
  reshapes into a blade that functions as a +1 flaming longsword 
  or +1 holy longsword (caster’s choice).
  The caster may also choose to create a short sword version 
  instead of the normal longsword-sized blade.
  The target cannot be holding anything in the affected arm, 
  and the armblade cannot be disarmed or sundered.
  Eyes of the Firre: Red flames fill the target’s eyes.
  Once per round, as a standard action, the target can deal 
  2d6 points of fire damage to any single creature or object 
  within 60 feet, simply by gazing at it (no attack roll 
  required).
  Horns of the Cervidal: Ramlike horns sprout from the 
  target’s head.
  The target can charge an opponent with its deadly horns.
  In addition to the normal benefits and hazards of a charge, 
  this tactic allows the creature to make a single gore attack 
  that deals 1d8 points of damage plus 1-1/2 times the target’s 
  Strength modifier.
  Any summoned or called creature struck by the horns is 
  dismissed instantly.
  Wings of the Astral Deva: Angelic wings sprout from the 
  target’s back, allowing the target to fly at a speed of 100 feet 
  (good).
  Although these attributes change the target’s appearance, 
  other celestials do not recognize the target as a celestial 
  being (unless the target happens to be one).
  If the creature tries to disguise itself as a celestial, consult 
  the Player’s Handbook for the appropriate Disguise check 
  DC.
  Sacrifice: 1d3 points of Strength damage.
  CHANNEL CELESTIAL
  Transmutation [Good]
  Level: Sanctified 7
  Components: V, DF, Abstinence, Sacrifice
  Casting Time: 1 standard action
  Range: Touch
  Target: You and 1 willing celestial
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You invite a celestial creature to occupy your body, as 
  described in the section on Celestial Channeling in 
  Chapter 2.
  The celestial must be present when you cast the spell, it 
  must be willing, and it cannot have more than 12 HD.
  It need not have the innate spell-like ability to channel its 
  power through mortals; this spell bestows that ability upon 
  the celestial.
  If you channel a celestial that was summoned to the 
  Material Plane by means of a summon monster or similar 
  spell, the channeling ends when the duration of the 
  summoning spell ends, regardless of any remaining 
  duration on the channel celestial spell.
  Abstinence Component: You must abstain from intoxicants 
  and stimulants for 24 hours before casting this spell.
  You must not be the subject of any other spell at the time 
  you cast this spell.
  You must not be suffering from any ability damage, ability 
  drain, or energy drain at the time you cast this spell, 
  including the effects of any previously cast sanctified spell.
  Sacrifice: 1d3 points of Strength and Dexterity damage.
  CHANNEL GREATER CELESTIAL
  Transmutation [Good]
  Level: Sanctified 9
  As channel celestial, but the celestial you channel may have 
  up to 24 HD.
  Abstinence Component: You must abstain from intoxicants 
  and stimulants for one week before casting this spell.
  You must not be the subject of any other spell at the time 
  you cast this spell.
  You must not be suffering from any ability damage, ability 
  drain, or energy drain at the time you cast this spell, 
  including the effects of any previously cast sanctified spell.
  Sacrifice: 1d6 points of Strength and Dexterity damage.
  CONVERT WAND
  Transmutation
  Level: Cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Wand touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  This spell temporarily transforms a magic wand of any type 
  into a healing wand with the same number of charges 
  remaining.
  At the end of the spell’s duration, the wand’s original effect 
  is restored, and any charges that were depleted remain so.
  The spell level of the wand determines how powerful a 
  healing instrument the wand becomes:
  For example, a 10th-level cleric can transform a wand of 
  lightning bolt (3rd-level spell) into a wand of cure serious 
  wounds for 10 minutes.
  
  397
  DISTILLED JOY
  Transmutation
  Level: Joy 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 day
  Range: Touch
  Target: One living creature
  Duration: Permanent
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You draw forth the material essence of joy from a creature 
  experiencing great bliss.
  This physical manifestation of joy, called ambrosia, can be 
  used in the creation of good magic items, as a special spell 
  component, or as a druglike substance (with no addictive 
  qualities).
  The Celestial Hebdomad, the rulers of the Seven Heavens, 
  subsist entirely on ambrosia.
  The caster draws ambrosia from the target and contains it 
  within a tiny receptacle, such as a vial.
  Ambrosia can only be drawn from a blissful creature; how 
  the creature achieves this state of bliss can vary from one 
  individual to the next.
  For example, distilled joy can be cast on a deliriously 
  lovestruck character, a dryad dreaming near her tree, an 
  artist crafting his life’s masterpiece, or a character 
  experiencing a moment of rapture or undiluted sexual 
  pleasure.
  Good spellcasters can use ambrosia in magic item creation.
  Each dose provides the equivalent of 2 experience points 
  needed to create the item.
  A dose of ambrosia can also be used as an optional spell 
  component (see Chapter 3).
  A living creature that drinks a dose of ambrosia experiences 
  a soothing sensation that wipes away minor aches and 
  pains, takes the edge off grief and sadness, and cures 1 point 
  of damage.
  These positive sensations and emotions persist for 1d4+1 
  hours.
  Focus: A vial or similar container in which to contain the 
  ambrosia.
  ELADRIN FORM
  Transmutation [Good]
  Level: Sorcerer/wizard 7
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You assume the form of an incorporeal globe of eldritch 
  colors, 5 feet in diameter.
  In this form, you can fly at a speed of 150 feet with perfect 
  maneuverability and can pass through walls and other solid 
  objects.
  You can use any spell-like or psionic abilities you possess, 
  but you cannot cast spells or make physical attacks.
  The globe form is incorporeal, and you have no Strength 
  score while in that form.
  While incorporeal, you can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, psionics, 
  spells, spell-like abilities, or supernatural abilities.
  You are immune to all nonmagical attack forms.
  Even when hit by spells or magic weapons, you have a 50% 
  chance to ignore any damage from a corporeal source 
  (except for positive energy, negative energy, force effects, 
  or attacks made with ghost touch weapons).
  ENERGIZE POTION
  Transmutation
  Level: Cleric 3, druid 3, sorcerer/wizard 2, Wrath 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 10-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  This spell transforms a magic potion into a volatile 
  substance that can be hurled out to the specified range.
  The spell destroys the potion and releases a 10-foot-radius 
  burst of energy at the point of impact.
  The caster must specify the energy type (acid, cold, 
  electricity, fire, or sonic) when the spell is cast.
  The potion deals 1d6 points of damage (of the appropriate 
  energy type) per spell level of the potion (maximum 3d6).
  For example, a potion of displacement transformed by this 
  spell deals 3d6 points of damage.
  An energized potion set to deal fire damage ignites 
  combustibles within the spell’s burst radius.
  Material Component: A magic potion.
  EYES OF THE AVORAL
  Transmutation
  Level: Apostle of peace 1, beloved of Valarian 1, cleric 1, 
  druid 1, ranger 1, sorcerer/wizard 1
  Components: S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains an avoral’s sharp eyesight, receiving a +8 
  racial bonus on Spot checks for the duration of the spell.
  PERFECT SUMMONS
  Transmutation [Good]
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 40-ft.-radius spread
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You create an area in which only good creatures can be 
  magically summoned.
  No matter what a later caster attempts to summon, he 
  actually summons a good version (a celestial beast rather 
  than a fiendish one, for example) or a good equivalent (an 
  archon rather than a formian).
  
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  If the summoner was attempting to summon a neutral or 
  evil creature, the good creature that appears is not bound to 
  obey the commands of the summoner or attack his 
  enemies.
  Instead, it deals with the summoner as it sees fit—possibly 
  attacking an evil caster.
  The summoning spell cannot be dismissed, though it can 
  be dispelled.
  A perfect summons spell can also be dispelled normally.
  Perfect summons counters and dispels distort summons (which 
  appears in Book of Vile Darkness), and vice versa.
  QUICKSHIFT
  Transmutation [Good]
  Level: Cleric 6, sorcerer/wizard 6
  Components: V, S, Celestial
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 round/level
  For the duration of this spell, the caster’s teleport or greater 
  teleport spell-like ability is quickened (as if enhanced with 
  the Quicken Spell feat).
  This spell has no effect on other spells or spell-like abilities.
  REMOVE FATIGUE
  Transmutation
  Level: Apostle of peace 4, cleric 4, Pleasure 4
  Components: S
  Casting Time: 10 minutes
  Range: Touch
  Target: Up to one living creature touched per two levels
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The creatures you touch gain the benefits of 8 hours of 
  restful sleep.
  If a subject was fatigued, the fatigue and its penalties are 
  removed.
  If a subject was exhausted, the exhaustion becomes fatigue, 
  but the subject only needs to rest for 1 more hour to 
  eliminate the fatigue.
  If a subject was already well rested, it does not need to rest 
  or sleep during the next 24 hours.
  Arcane spellcasters must still rest their minds for 8 hours in 
  order to prepare or ready their spells.
  RESTORE SOUL’S TREASURE
  Transmutation
  Level: Sanctified 8
  Components: Sacrifice
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Disintegrated remains of one item
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  If the target of this spell has lost a valuable item as the 
  result of the spell soul’s treasure lost (described in the Book of 
  Vile Darkness), this spell restores that item.
  This spell must be cast within 4 hours of the destruction of 
  the item.
  Upon completion of the casting, the disintegrated item
  returns to the possession of the original owner in the 
  condition it was in before being disintegrated.
  Sacrifice: 1d4 points of Constitution drain.
  SECOND WIND
  Transmutation
  Level: Paladin 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  For the duration of the spell, the target can perform long-
  term strenuous activity as though it had the Endurance 
  feat.
  SILVERED CLAWS
  Transmutation
  Level: Druid 1, ranger 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell allows the target to treat all of its natural attacks 
  as silvered weapons.
  The spell affects slam attacks, fist or claw attacks, bite 
  attacks, and any other natural weapons the target creature 
  possesses.
  The spell does not change an unarmed strike’s damage from 
  nonlethal damage to lethal damage, however.
  Silvered claws can be made permanent with a permanency 
  spell.
  SILVERED WEAPON
  Transmutation
  Level: Paladin 1, ranger 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One weapon or projectile touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates (object, harmless)
  Spell Resistance: Yes (object, harmless)
  This spell transforms a single weapon or projectile you are 
  holding into a silvered weapon.
  The weapon may be magical, masterwork, or nonmagical, 
  but it must be in hand when the spell is cast.
  You can’t cast this spell on a natural weapon, such as an 
  unarmed strike (instead, see silvered claws).
  The spell cannot be cast on more than one weapon or on 
  multiple projectiles.
  If the weapon targeted by the spell is made of another 
  special material (cold iron or adamantine, for example), it 
  
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  loses the benefits of its original special material for the 
  spell’s duration.
  Silvered weapon can be made permanent with a permanency 
  spell.
  SPEAR OF VALARIAN
  Transmutation
  Level: Beloved of Valarian 4, druid 5, ranger 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One nonmagical weapon touched
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates (object, harmless)
  Spell Resistance: Yes (object, harmless)
  The spear of Valarian spell transforms one nonmagical 
  weapon into a shimmering silver spear.
  You must be carrying the weapon and have it drawn for the 
  spell to work.
  The shimmering spear functions as a +1 silvered spear.
  Against magical beasts, the weapon becomes a +3 silvered 
  spear that deals +2d6 points of bonus damage (as the bane 
  special property).
  If the spear of Valarian is sundered, the original weapon 
  breaks as the spell suddenly ends.
  If the wielder relinquishes the spear, willingly or not, it 
  immediately reverts to its previous state and the spell ends.
  SUSTAIN
  Transmutation
  Level: Apostle of peace 4, cleric 4, Endurance 4
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Up to one living creature touched/two levels
  Duration: 6 hours/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell instantly relieves the negative effects of hunger 
  and thirst and allows the targets to go without food or water 
  for the duration of the spell, suffering no ill effects from the 
  deprivation.
  An affected creature can eat or drink normally without 
  difficulty.
  When the spell ends, the creatures must resume normal 
  eating and drinking habits, but do not feel any adverse 
  effects from the missed meals.
  The size of the creature is not a factor; a Tiny lizard and a 
  Colossal dragon are both fully nourished by the spell.
  Material Component: A flask of warm wine and a loaf of 
  bread.
  TOMB OF LIGHT
  Transmutation [Good]
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Evil extraplanar creature touched
  Duration: Concentration
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  When you cast this spell, you attempt to draw out the 
  impure substance of an evil extraplanar creature and 
  replace it with your own pure substance.
  The spell is draining for you to cast, but it is deadly to evil 
  outsiders and other extraplanar creatures with the taint of 
  evil.
  When you touch the target creature, it must make a 
  Fortitude saving throw.
  If it succeeds, it is unaffected by the spell.
  If it fails, its skin becomes translucent and faintly radiant 
  and the creature is immobilized, standing helpless.
  The subject is aware and breathes normally, but cannot take 
  any physical actions, even speech.
  It can, however, execute purely mental actions (such as 
  using a spell-like ability).
  The effect is similar to hold person.
  Each round you maintain the spell, the creature must 
  attempt another Fortitude save.
  If it fails the save, it takes 1d6 points of permanent 
  Constitution drain.
  Each round you maintain the spell, however, you take 1d6 
  points of nonlethal damage.
  If you fall unconscious, or if the creature succeeds at its 
  Fortitude save, the spell ends.
  Material Component: A pure crystal or clear gemstone worth 
  at least 50 gp.
  TOUCH OF ADAMANTINE
  Transmutation
  Level: Cleric 6, druid 6, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 minute/level
  Saving Throw: Will negates (object, harmless)
  Spell Resistance: Yes (object, harmless)
  This spell grants one weapon the properties of an 
  adamantine weapon.
  The weapon gains a +1 enhancement bonus on attack rolls 
  (as though it was a masterwork weapon) and bypasses 
  hardness when striking objects or sundering weapons, 
  ignoring hardness less than 20.
  The affected weapon also has one-third more hit points 
  than normal for the duration of the spell.
  You can’t cast this spell on a natural weapon, such as an 
  unarmed strike.
  A monk’s unarmed strike is considered a weapon, and thus 
  it can be enhanced by this spell.
  If the weapon is made of another special material (cold iron 
  or silver, for example), it loses the benefits of its original 
  special material for the spell’s duration.
  Touch of adamantine cannot be made permanent with a 
  permanency spell.
  UNEARTHLY BEAUTY
  Transmutation [Good]
  Level: Druid 8, Fey 8
  As blinding beauty, but at any time during the duration of 
  the spell, you can evoke an additional effect as a free action.
  
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  When you choose, any creature within 30 feet of you that is 
  looking directly at you must succeed on a Will save or die.
  Abstinence Component: You must abstain from sexual 
  intercourse for one month before casting this spell.
  WINGED MOUNT
  Transmutation
  Level: Paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Special mount touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  This spell causes your mount to sprout giant, feathery white 
  wings.
  The wings grant the mount a fly speed of 60 feet, with good 
  maneuverability.
  The mount is slowed as normal for weight carried, barding 
  worn, and environmental factors.
  BOOK OF VILE DARKNESS 
  (3.0)
  ABJURATION
  FLESH ARMOR
  Abjuration [Evil]
  Level: Asn 4
  Components: V, S, M, F
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 10 minutes/level or until discharged
  Prior to casting flesh armor, the caster flays the skin from a 
  creature of his size and lays it upon his own flesh, wearing 
  it like clothing or armor.
  Once the caster casts flesh armor, his skin develops 
  resistance to blows, cuts, stabs, and slashes.
  The caster gains damage reduction 10/+1.
  Once the spell has prevented a total of 5 points of damage 
  per caster level (maximum 50 points), it is discharged, and 
  the skin slowly rots, shedding in patches like the skin of a 
  molting snake.
  Material Component: A bit of flesh torn from the caster’s 
  body during the casting (dealing 1 point of damage).
  Focus: The entire freshly harvested skin of another creature 
  of the caster’s size.
  IMPOTENT POSSESSOR
  Abjuration
  Level: Demonologist 4, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One possessing creature
  Duration: Permanent (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster renders one creature that can possess or inhabit 
  other creatures, or a creature that can move its mind out of 
  its body, powerless within the host it currently inhabits.
  Potential targets include possessing demons, malevolent 
  ghosts, and a caster currently using a magic jar spell.
  The only action the subject can take is to leave the body it 
  currently inhabits.
  This spell, in conjunction with imprison possessor, is one of 
  the best ways to deal with a possessing fiend.
  IMPRISON POSSESSOR
  Abjuration
  Level: Demonologist 4, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One possessing creature and its host
  Duration: Permanent (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster traps one creature that can possess or inhabit 
  other creatures, or one that can move its mind out of its 
  body, within the creature it currently inhabits.
  Potential targets include possessing demons, malevolent 
  ghosts, and a caster currently using a magic jar spell.
  The possessing creature cannot leave the body it is 
  currently in, whether or not it is its own, by any means.
  PSYCHIC POISON
  Abjuration [Evil]
  Level: Clr 4, Sor/Wiz 4
  Components: V, S, M/DF
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 50-ft.-radius spread, or one single object or creature 
  that can fit in that area
  Duration: 1 hour/level
  The caster taints an area, creature, or object so that anyone 
  casting a mindaffecting or divination spell at the creature 
  or object or within the area is subject to a psychic poison 
  (see Table 3–6).
  The caster may choose any psychic poison for which he 
  meets the minimum level requirement.
  Arcane Material Component: A bit of humanoid brain tissue.
  SNARE ASTRAL TRAVELER
  Abjuration
  Level: Clr 6, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One astral creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell allows the caster to attract and capture an astral 
  creature, as someone using the astral projection spell.
  If such a creature is within range at the time of casting and 
  fails its saving throw, it is brought instantly before the 
  
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  caster and held motionless and visible for the spell’s 
  duration.
  Spellcasters generally follow snare astral traveler with a more 
  lasting restraint, such as trap the soul.
  If more than one astral creature is within range, the closest 
  creature is affected.
  If that creature makes its saving throw, the next closest 
  creature must make a save.
  This continues until one creature fails its save or all have 
  succeeded.
  SUSPEND DISEASE
  Abjuration
  Level: Clr 1, Drd 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One creature
  Duration: 24 hours
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell keeps a disease already infecting the subject from 
  harming him for that day.
  The disease is in no way cured, and the subject cannot 
  make a save to throw off the disease.
  Casters who intend to cast spells with a disease component 
  find this spell particularly useful.
  Material Component: A drop of bile.
  UNHEAVENED
  Abjuration [Evil]
  Level: Sor/Wiz 2
  Components: V, S, Drug
  Casting Time: 1 action
  Range: Touch
  Target: One creature
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The caster grants one creature a +4 profane bonus on saving 
  throws made against any spell or spell-like effect from a 
  good outsider.
  This protection manifests as a black and red nimbus of 
  energy visible around the subject.
  All celestial beings can identify an unheavened nimbus on 
  sight.
  Drug Component: Vodare.
  CONJURATION
  ABYSSAL MIGHT
  Conjuration (Summoning) [Evil]
  Level: Blk 3, Clr 4, Demonologist 3, Sor/Wiz 4
  Components: V, S, M, Demon
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 10 minutes/level
  The caster summons evil energy from the Abyss and 
  imbues himself with its might.
  The caster gains a +2 enhancement bonus to Strength, 
  Constitution, and Dexterity.
  The caster’s existing spell resistance improves by +2.
  Material Component: The heart of a dwarf child.
  ALERT BEBILITH
  Conjuration (Calling) [Evil]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One bebilith
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  
  402
  When in the presence of a demon, the caster conjures a 
  bebilith—a demon that hunts other demons—to kill or 
  chase off the original demon.
  This spell is a risky proposition, however.
  To determine the effect of the spell, subtract the Hit Dice 
  of the demon from 12 (the HD of the bebilith), add the 
  result to a caster level check, and consult the above table.
  If this spell is cast while not in the presence of a demon, the 
  bebilith acts as if the caster level check result was a 10.
  Material Component: A bit of demon’s flesh and a lump of 
  iron.
  APOCALYPSE FROM THE SKY
  Conjuration (Creation) [Evil]
  Level: Corrupt 9
  Components: V, S, M, Corrupt
  Casting Time: 1 day
  Range: Personal
  Area: 10-mile radius/level, centered on caster
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  The caster calls upon the darkest forces in all existence to 
  rain destruction down upon the land.
  All creatures and objects in the spell’s area take 10d6 points 
  of fire, acid, or sonic damage (caster’s choice).
  This damage typically levels forests, sends mountains 
  tumbling, and wipes out entire populations of living 
  creatures.
  The caster is subject to the damage as well as the corruption 
  cost.
  Material Component: An artifact, usually one of good 
  perverted to this corrupt use.
  Corruption Cost: 3d6 points of Constitution damage and 4d6 
  points of Wisdom drain.
  Just preparing this spell deals 1d3 points of Wisdom 
  damage, with another 1d3 points of Wisdom damage for 
  each day it remains among the caster’s prepared spells.
  BLACK BAG
  Conjuration (Creation) [Evil]
  Level: Asn 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Effect: A black leather bag
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
  This spell creates a bag full of knives, scalpels, and other 
  small torture implements.
  If the implements are removed from the bag by anyone 
  other than the caster, or if they leave the caster’s possession 
  after he removes them, they disintegrate after 1 round.
  The bag and its magically created contents weigh only 1 
  pound.
  Evil magic items, including items that deal unholy damage, 
  and items with an evil spell as a prerequisite for their 
  creation can be placed in the bag as if it had 10 cubic feet of 
  space.
  These additional items add no weight to the bag.
  Nonevil items added to the black bag fall through as if the 
  bag had no bottom, so they cannot be stored in the bag.
  Material Component: A strip of black leather soaked in the 
  blood of a willing masochist.
  CALL DRETCH HORDE
  Conjuration (Calling) [Evil]
  Level: Demonologist 3, Mortal Hunter 4, Sor/Wiz 5
  Components: V, S, Soul
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 2d4 dretches
  Duration: One year
  Saving Throw: None
  Spell Resistance: No
  The caster calls 2d4 dretches from the Abyss to where she 
  is, offering them the soul that she has prepared.
  In exchange, they will serve the caster for one year as 
  guards, slaves, or whatever else she needs them for.
  They are profoundly stupid, so the caster cannot give them 
  more complicated tasks than can be described in about ten 
  words.
  No matter how many times the caster casts this spell, she 
  can control no more than 2 HD worth of fiends per caster 
  level.
  If she exceeds this number, all the newly called creatures 
  fall under the caster’s control, and any excess from previous 
  castings become uncontrolled.
  The caster chooses which creatures to release.
  CALL LEMURE HORDE
  Conjuration (Calling) [Evil]
  Level: Mortal Hunter 4, Sor/Wiz 5
  Components: V, S, Soul
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 3d4 lemures
  Duration: One year
  Saving Throw: None
  Spell Resistance: No
  The caster calls 3d4 lemures from the Nine Hells to where 
  he is, offering them the soul that he has prepared.
  In exchange, they will serve the caster for one year as 
  guards, slaves, or whatever else he needs them for.
  They are nonintelligent, so the caster cannot give them 
  more complicated tasks than can be described in about five 
  words.
  No matter how many times the caster casts this spell, he 
  can control no more than 2 HD worth of fiends per caster 
  level.
  If he exceeds this number, all the newly called creatures fall 
  under the caster’s control, and any excess from previous 
  castings become uncontrolled.
  The caster chooses which creatures to release.
  CALL NIGHTMARE
  Conjuration (Calling) [Evil]
  Level: Demonologist 4, Sor/Wiz 5
  Components: V, S, Soul
  Casting Time: 1 minute
  Range: Medium (100 ft. + 10 ft./level)
  
  403
  Effect: One nightmare
  Duration: One week
  Saving Throw: None
  Spell Resistance: No
  The caster calls a nightmare from the Lower Planes to 
  where she is, offering it the soul that she has prepared.
  In exchange, the nightmare serves the caster for one week 
  as a mount or guard, although if the nightmare moves more 
  than 150 feet away from her, it immediately returns 
  whence it came.
  Multiple castings of this spell replace the previous 
  nightmare with a new one.
  CLOUD OF THE ACHAIERAI
  Conjuration (Creation) [Evil]
  Level: Clr 6, Demonologist 4
  Components: V, S, Disease
  Casting Time: 1 action
  Range: Personal
  Area: 10-ft.-radius spread
  Duration: 10 minutes/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The caster conjures a choking, toxic cloud of inky 
  blackness.
  Those other than the caster within the cloud take 2d6 
  points of damage.
  They must also succeed at a Fortitude save or be subject to a 
  confusion effect for the duration of the spell.
  Disease Component: Soul rot.
  DEATH BY THORNS
  Conjuration (Creation) [Evil, Death]
  Level: Corrupt 7
  Components: V, S, Corrupt
  Casting Time: 1 action
  Range: Touch
  Targets: Up to three creatures, no two of which can be 
  more than 15 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The caster causes thorns to sprout from the insides of the 
  subject creatures, which writhe in agony for 1d4 rounds, 
  incapacitated, before dying.
  A wish or miracle spell cast on a subject during this time can 
  eliminate the thorns and save that creature.
  Creatures that succeed at their Fortitude saving throws are 
  still incapacitated for 1d4 rounds in horrible agony, taking
  1d6 points of damage per round.
  At the end of the agony, however, the thorns disappear.
  Corruption Cost: 1d3 points of Wisdom drain.
  DROWN
  Conjuration (Creation) [Evil]
  Level: Sor/Wiz 3
  Components: V
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject’s lungs fill with water if the subject fails a 
  Fortitude saving throw.
  To avoid drowning, the subject can hold his breath (see The 
  Drowning Rule in Chapter 3 of the DUNGEON MASTER’s 
  Guide).
  The subject gains a new save (to expel the water) every 2 
  rounds after the first.
  While holding his breath with water-filled lungs, a 
  character cannot talk or cast spells with verbal components, 
  and he takes a –2 circumstance penalty on attack rolls, 
  saving throws, ability checks, and skill checks.
  EVIL WEATHER
  Conjuration (Creation) [Evil]
  Level: Corrupt 8
  Components: V, S, M, XP, Corrupt (see below)
  Casting Time: 1 hour
  Range: Personal
  Area: 1-mile/level radius, centered on caster
  Duration: 3d6 minutes
  Saving Throw: None
  Spell Resistance: No
  The caster conjures a type of evil weather.
  It functions as described in Chapter 2 of this book, except 
  that area and duration are as given for this spell.
  To conjure violet rain, the caster must sacrifice 10,000 gp 
  worth of amethysts and spend 200 XP.
  Other forms of evil weather have no material component or 
  experience point cost.
  Corruption Cost: 3d6 points of Constitution damage.
  EXTRACT DRUG
  Conjuration (Creation)
  Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 minute
  Range: Touch
  Effect: One dose of a drug
  Duration: Permanent
  The caster infuses a substance with energy and creates a 
  magical version of a drug.
  The magical version manifests as greenish fumes that rise 
  from the chosen focus.
  The fumes must then be inhaled as a standard action within 
  1 round to get the drug’s effects.
  The type of drug extracted depends on the substance used.
  
  404
  There may be other drugs that can be extracted with rarer 
  substances, at the DM’s discretion.
  Focus: 15 lb. or 1 cubic foot of the material in question.
  HELL’S POWER
  Conjuration (Creation) [Evil]
  Level: Blk 3, Clr 4, Sor/Wiz 4
  Components: V, S, M, Devil
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 10 minutes/level
  The caster summons evil energy from the Nine Hells and 
  bathes himself in its power.
  The caster gains a +2 deflection bonus to Armor Class, as 
  well as an upgrade of his existing damage reduction by /+1 
  (DR 10/+1 becomes DR 10/+2, for example).
  Material Component: The heart of an elf child.
  NETHER TRAIL
  Conjuration (Creation)
  Level: Sor/Wiz 1
  Components: S, M
  Casting Time: 1 action
  Range: Touch
  Effect: A trail 20 ft. long/level
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: No
  The caster creates a handful of invisible, nigh-intangible 
  powder that attracts creatures from the Lower Planes.
  The caster can sprinkle this powder in a trail on the ground.
  Evil outsiders who come within 10 feet of any portion of 
  this trail and fail their saving throws follow the trail as if 
  affected by a compulsion effect.
  Compelled fiends will follow a nether trail even into danger.
  For example, the trail could lead to a trap, a holy spell effect, 
  or even a prison cell.
  If the danger is obvious, such as a blade barrier, the 
  compelled creatures get another saving throw to resist.
  A compelled creature only follows the trail to its end.
  So, if the trail leads to the edge of a cliff, the fiend goes to 
  the edge of the cliff and no farther.
  If a creature encounters the trail in the middle, it 
  instinctively senses which direction is forward and which 
  is backward.
  When the evil outsider reaches the end of the trail, the 
  compulsion effect ends, and the creature cannot be affected 
  by this particular nether trail again.
  The trail can be obscured and destroyed by anyone who can 
  see invisible objects.
  It takes a standard action to destroy 10 feet of trail, but an 
  evil outsider must make its saving throw first.
  Material Component: A urine-soaked holy symbol, which 
  crumbles into the powder that creates the nether trail.
  PHANTASMAL THIEF
  Conjuration (Creation)
  Level: Greed 8, Wiz/Sor 8
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One object
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  An invisible force, not unlike an unseen servant, comes into 
  being where the caster wishes.
  On the caster’s turn, this force steals objects from others as 
  she inaudibly directs it to (a free action).
  A phantasmal thief can only steal from creatures.
  It cannot break into locked chests or steal unattended 
  objects.
  A phantasmal thief has a Hide bonus of +20 (useful against 
  those who can see invisible creatures) and a Move Silently 
  bonus of +20.
  If a phantasmal thief goes undetected, it can steal any object 
  a creature possesses but is not carrying or wearing.
  Even objects in a bag of holding can be stolen.
  It can only steal objects, bring objects to the caster, or put 
  them back where they came from.
  It can take no other actions.
  A phantasmal thief takes 1 round to steal an object and 
  another round to bring it to the caster.
  A phantasmal thief can only hold one object at a time; the 
  object becomes invisible in the grasp of the phantasmal thief.
  The phantasmal thief cannot take an item if the thief is 
  detected by the creature it’s trying to steal from (usually by 
  a Listen or Spot check).
  However, the thief, however, can repeat the attempt next 
  round.
  It cannot be harmed in any way, although it can be 
  dispelled.
  A phantasmal thief can also steal an object from a creature’s 
  hand.
  It does this as if it had the Improved Disarm feat and a +20 
  Strength bonus.
  If a phantasmal thief is used in this way, it disappears after it 
  brings the stolen object to the caster.
  Material Component: A spool of green thread.
  SPORES OF THE VROCK
  Conjuration (Creation) [Evil]
  
  405
  Level: Clr 2, Demonologist 1
  Components: V, S, M/DF
  Casting Time: 1 full round
  Area: 5-ft.-radius, centered on caster
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster summons a mass of spores that fill the area 
  around him.
  The spores deal 1d8 points of damage to all creatures within 
  5 feet other than the caster.
  Then they penetrate the skin and grow, dealing an 
  additional 1d2 points of damage each round for 10 rounds.
  At the end of this time, a tangle of viny growths covers each 
  subject.
  A delay poison spell stops the spores’ growth for its duration.
  Bless, neutralize poison, or remove disease kills the spores, as 
  does sprinkling the victim with a vial of holy water.
  Arcane Material Component: The feathers of an avian creature 
  with an Intelligence score of at least 3 (a harpy, achaierai, or 
  similar creature).
  THOUSAND NEEDLES
  Conjuration (Creation) [Evil]
  Level: Pain 5.
  Clr 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A thousand needles surround the subject and pierce his 
  flesh, worming through armor or any type of protection, 
  although creatures with damage reduction are immune to 
  this spell.
  The subject takes 2d6 points of damage immediately and 
  takes a –4 circumstance penalty on attack rolls, saving 
  throws, skill checks, and ability checks for the rest of the 
  spell’s duration.
  A successful Fortitude save reduces damage to half and 
  negates the circumstance penalty.
  Material Component: A handful of needles, all of which have 
  drawn blood.
  UTTERDARK
  Conjuration (Creation) [Evil]
  Level: Darkness 8, Demonic 8, Sor/Wiz 9
  Components: V, S, M/DF
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 100-ft./level radius spread, centered on caster
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  Utterdark spreads from the caster, creating an area of cold, 
  cloying magical darkness.
  This darkness is similar to that created by the deeper darkness 
  spell, but no magical light counters or dispels it.
  Furthermore, evil-aligned creatures can see in this darkness 
  as if it were simply a dimly lighted area.
  Arcane Material Component: A black stick, 6 inches long, 
  with humanoid blood smeared upon it.
  WALL OF CHAINS
  Conjuration (Creation)
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: A wall whose area is up to one 5-ft. square/level (S) 
  (see text)
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  The caster causes a flat, vertical wall of woven, spiked 
  chains to spring into being.
  This wall can be used to seal off a passage or close a breach, 
  for 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 the caster can shape 
  its edges to fit the available space.
  A wall of chains is 1 inch thick per four caster levels.
  The caster can double the wall’s area by halving its 
  thickness.
  Each 5-foot square of the wall has 20 hit points per inch of 
  thickness and hardness 10.
  A section of wall brought to 0 hit points is breached.
  If a creature tries to break through the wall, the DC for the 
  Strength check is 20 +2 per inch of thickness.
  Creatures who use a Strength check to breach the wall take 
  1d6 points of damage from the spikes and barbs covering 
  the chains.
  Material Component: A single link from an iron chain.
  WALL OF DEADLY CHAINS
  Conjuration (Creation)
  Level: Sor/Wiz 4
  Saving Throw: Reflex half As wall of chains, except as 
  noted above, and the wall sports loose lengths of spiked 
  chain that strike anyone within 5 feet of the wall.
  Those within that area take 3d6 points of damage each 
  round.
  WALL OF EYES
  Conjuration (Creation) [Evil]
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: A wall whose area is up to one 5-ft. square/level (S) 
  (see text)
  Duration: Instantaneous
  Saving Throw: Will negates (see text)
  Spell Resistance: No
  The caster causes a flat, vertical wall of living, glistening 
  eyes of all different sizes and types to spring into being.
  
  406
  This wall can be used to seal off a passage or close a breach, 
  for 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 the caster can shape 
  its edges to fit the available space.
  A wall of eyes is 1 inch thick per four caster levels.
  The caster can double the wall’s area by halving its
  thickness.
  Each 5-foot square of the wall has 10 hit points per inch of 
  thickness and hardness 5.
  A section of wall brought to 0 hit points is breached.
  If a creature tries to break through the wall, the DC for the 
  Strength check is 15 +2 per inch of thickness.
  Any creature touching the wall must succeed at a Will 
  saving throw or be held motionless as if affected by a hold 
  monster spell.
  The wall magically consumes held creatures after 10 
  rounds, disintegrating them and adding more eyes to its 
  mass.
  At any time, from any distance (even across planes), the 
  caster can take a standard action to look through the wall of 
  eyes, seeing in all directions from the wall as if she were 
  actually standing there.
  Material Component: A single humanoid eye.
  WALL OF OOZE
  Conjuration (Creation)
  Level: Clr 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: A wall whose area is up to one 5-ft. square/level (S) 
  (see text)
  Duration: Concentration + 1 round/level
  Saving Throw: Fortitude partial (see text)
  Spell Resistance: No
  The caster causes a flat, vertical wall of festering, stinking 
  organic ooze to bubble into being.
  This wall can be used to seal off a passage or close a breach, 
  for 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 the caster can shape 
  its edges to fit the available space.
  A wall of ooze is 1 inch thick per four caster levels.
  The caster can double the wall’s area by halving its 
  thickness.
  Each 5-foot square of the wall has 50 hit points per inch of 
  thickness and hardness 0.
  A section of wall brought to 0 hit points is breached.
  If a creature tries to break through the wall, the DC for the 
  Strength check is 15 +2 per inch of thickness.
  Any creature touching the wall takes 2d6 points of acid 
  damage per round from the corrosive, burning nature of 
  the ooze.
  Only the surrounding material that the wall initially is 
  conjured to touch—such as the floor or an adjoining 
  wall—is immune to this damage.
  Furthermore, a creature that touches the wall must succeed 
  at a Fortitude saving throw or be paralyzed by the ooze.
  The wall then consumes the creature in 1d6 rounds, 
  digesting it and adding the creature’s full normal hit point 
  total to its own.
  Arcane Material Component: A bit of an ochre jelly or gray 
  ooze.
  DIVINATION
  ABSORB MIND
  Divination [Evil]
  Level: Corrupt 3
  Components: V, S, F, Corrupt
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster eats at least a portion of the brain of another 
  creature’s corpse.
  By doing so, she gains the creature’s memories and 
  knowledge to some degree, so that she has a 25% chance of 
  recalling any important fact known to the creature—family 
  history, recent events, the general layout of the creature’s 
  stomping grounds, details about the creature’s death, 
  important plans, passwords, magic item command words, 
  and similar tidbits.
  Skills, feats, spells, and other such knowledge cannot be 
  obtained in this fashion.
  Once the caster rolls to determine whether she recalls a 
  fact, she cannot attempt to recall that fact again.
  After the duration expires, the caster no longer has the 
  ability to recall new facts.
  Focus: A fresh or preserved (still bloody) 1-ounce portion of 
  another creature’s brain.
  Corruption Cost: 2d6 points of Wisdom damage.
  DEMONCALL
  Divination [Evil]
  Level: Blk 2, Demonic 2, Demonologist 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: Instantaneous
  The caster taps into the forbidden knowledge of demons, 
  giving her a +10 profane bonus on any one check (made 
  immediately) involving Knowledge (arcana), Knowledge 
  (the planes), or Knowledge (religion).
  DEVIL’S EYE
  Divination [Evil]
  Level: Blk 2, Clr 3, Diabolic 2, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster gains the visual acuity of a devil.
  He can see not only in darkness, but also in magical 
  darkness, with a range of 30 feet.
  
  407
  EYES OF THE ZOMBIE
  Divination [Evil]
  Level: Clr 2, Sor/Wiz 3
  Components: V, S, F
  Casting Time: 30 minutes
  Range: Personal
  Effect: Caster and one zombie
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  The caster replaces his eyes with the eyes of a zombie, 
  allowing him to see through the zombie’s eye sockets and 
  control its actions directly.
  The zombie must be one that the caster animated.
  The magic of this spell allows the caster to remove his eyes 
  (dealing 1d6 points of damage to him from the pain, but no 
  permanent damage to his eyes) and take a zombie’s eyes 
  that he has removed and soaked in a special bath of 
  brackish water.
  The caster’s eyes are preserved by the spell while he 
  controls the zombie and perceives the world through it.
  The caster’s body remains motionless and is subject to harm 
  normally.
  When the spell ends, the caster’s eyes automatically return 
  to him.
  Focus: Zombie eyes and a pint of brackish water.
  FIENDISH CLARITY
  Divination [Evil]
  Level: Clr 7, Demonic 7, Sor/Wiz 7
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 10 minutes/level
  The caster develops the senses of a powerful fiend.
  He has darkvision to a range of 60 feet.
  The caster can see in magical darkness as if it were normal 
  darkness.
  He can see invisible creatures and objects as if he had a see 
  invisibility spell cast on him.
  The caster can detect good at will.
  GLIMPSE OF TRUTH
  Divination [Evil]
  Level: Sor/Wiz 3
  Components: V, S, Drug
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 hour
  The caster sees through the veil of reality to pose a single 
  question to nameless malevolent entities that exist beyond 
  normal consciousness.
  The question must be posed such that the answer is a 
  simple yes or no.
  The answer given is correct 75% of the time.
  Answers the DM deems too obscure are never revealed.
  The spell, at best, provides information to aid character 
  decisions.
  In cases where a one-word answer would be misleading, the 
  DM can give a short answer instead (five words or less).
  Drug Component: Mordayn vapor.
  IDENTIFY TRANSGRESSOR
  Divination [Evil]
  Level: Clr 4
  Components: V, S, Drug, Location
  Casting Time: 10 minutes
  Range: Personal
  Target: Caster
  Duration: Instantaneous
  The caster is able to divine the answer to a single question, 
  as long as the answer is a single person’s name.
  Thus, the question must be a “who?” type question.
  For example, “Who broke into the temple last night and 
  stole the wand of inflict moderate wounds?” Questions that 
  cannot be answered with a single name are not answered at 
  all.
  The base chance for a correct answer is 70% + 1% per caster 
  level.
  The DM adjusts the chance if unusual circumstances 
  require it (precautions against divination spells have been 
  taken, for example).
  The caster knows if he didn’t get a correct answer, unless 
  specific magic yielding false information is at work.
  As with augury or divination, multiple identify transgressor 
  spells about the same question by the same caster use the 
  same die roll result as the first spell and yield the same 
  answer each time.
  Drug Component: Vodare.
  Location Component: An area under the effect of a desecrate or 
  unhallow spell.
  ENCHANTMENT
  ADDICTION
  Enchantment
  Level: Asn 1, Brd 2, Clr 2, Sor/Wiz 2
  Components: V, S, Drug
  Casting Time: 1 action
  Range: Touch
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster gives the subject an addiction to a drug (see the 
  Drugs section of Chapter 3 for descriptions of drugs and 
  information on addiction).
  A caster of less than 5th level can force the subject to 
  become addicted to any drug with a low addiction rating.
  A 6th- to 10th-level caster can force addiction to any drug 
  with a medium addiction rating, and an 11th- to 15th-level 
  caster can force addiction to a drug with a high addiction 
  rating.
  Casters of 16th level or higher can give the subject an 
  addiction to a drug with an extreme addiction rating.
  Drug Component: The chosen drug for the addiction.
  
  408
  DRUG RESISTANCE
  Enchantment
  Level: Clr 1, Sor/Wiz 1
  Components: V, M
  Casting Time: 1 action
  Range: Touch
  Target: One living creature
  Duration: 1 hour/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The creature touched is immune to the possibility of 
  addiction to drugs.
  He still experiences the negative and positive effects of 
  drugs during the spell’s duration.
  This spell does not free the target from the effects of an 
  addiction already incurred.
  If the spell ends before the effects of a drug wear off, the 
  normal chance for addiction applies.
  Material Component: Three drops of pure water.
  ENTICE GIFT
  Enchantment [Mind-Affecting]
  Level: Greed 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster enchants a creature so that it feels suddenly 
  compelled to give her what it is holding when she casts the 
  spell.
  On the creature’s next action, it moves as close to the caster 
  as it can get in a single round and offers her the object as a 
  standard action.
  This spell allows the caster to act out of turn and accept the 
  “gift” if the creature reaches her to hand the caster the 
  object (assuming she has a free hand and can carry the 
  object).
  The subject defends itself normally and acts however it 
  wishes on subsequent rounds, including attempting to get 
  the object back if desired.
  If the subject is prevented from doing as the spell compels, 
  the spell is wasted.
  For example, if the subject is paralyzed and cannot move or 
  drop the item, nothing happens.
  EVIL EYE
  Enchantment [Evil]
  Level: Mortal Hunter 2, Sor/Wiz 3
  Components: S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster focuses malevolent wishes through her gaze and 
  curses someone with bad luck.
  The subject takes a –4 luck penalty on all attack rolls, saves, 
  and checks.
  The spell ends at the next sunrise, when dismissed, when a 
  remove curse is cast on the subject, or when the caster takes 
  at least 1 point of damage from the subject.
  FORBIDDEN SPEECH
  Enchantment [Evil, Mind-Affecting]
  Level: Corrupt 5
  Components: V, S, Corrupt
  Casting Time: 1 minute
  Range: Touch
  Target: 1 living creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster makes it impossible for a single creature to speak 
  about a single topic.
  The topic should be as narrow as possible for the spell to 
  work properly.
  An appropriate topic might be events that occurred while 
  the creature was in captivity, the whereabouts and names of 
  tormentors, the secret location of a hidden treasure, the 
  password into a guarded compound, the command word of 
  a magic item, or the explanation behind some major 
  occurrence.
  Invalid topics include verbal components of spells, a 
  creature’s whole life history, or anything too broad for a 
  reasonable definition of a single topic.
  Whether a topic is too broad is up the DM, who can double 
  the corruption cost and have the spell automatically fail if 
  the caster persists in attempting an invalid topic.
  Thus, this can be a dangerous spell to attempt.
  The affected creature cannot communicate regarding the 
  topic in any way.
  Speech becomes gibberish, writing is reduced to an 
  indecipherable scrawl, gestures are impossible, and even 
  telepathy (including detect thoughts) is scrambled.
  The creature has not forgotten the information, however, 
  and it can be a maddening occurrence for the creature to be 
  unable to communicate information that might be of life-
  and-death importance to friends and allies.
  Corruption Cost: 1d6 points of Strength damage.
  HEARTACHE
  Enchantment [Evil, Mind-Affecting]
  Level: Clr 1, Mortal Hunter 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster fills the subject with heart-wrenching sorrow 
  that renders it incapacitated for 1 round.
  The subject cannot move or take actions and is helpless for 
  that round.
  MASOCHISM
  Enchantment [Evil]
  
  409
  Level: Asn 3, Blk 3, Clr 3, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 round/level
  For every 10 points of damage the caster takes in a given 
  round, he gains a +1 luck bonus on attack rolls, saving 
  throws, and skill checks made in the following round.
  The more damage the caster takes, the greater the luck 
  bonus.
  It’s possible to get a luck bonus in multiple rounds if the 
  caster takes damage in more than one round during the 
  spell’s duration.
  Material Component: A leather strap that has been soaked in 
  the caster’s blood.
  MINDRAPE
  Enchantment [Evil, Mind-Affecting]
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster enters the mind of a creature, learning 
  everything that creature knows.
  The caster can erase or add memories as she sees fit and 
  alter emotions, opinions, and even alignment.
  When the caster is done, she can leave the creature insane 
  (as described in the insanity spell) or seemingly unaffected, 
  without any memory of the intrusion.
  Severe changes to personality and changes to alignment 
  can be corrected by a break enchantment spell (although an 
  atonement spell might be needed as well, depending on 
  circumstances).
  Alterations to memories and subtler thoughts can be 
  restored only through use of a miracle or wish.
  MORALITY UNDONE
  Enchantment [Evil, Mind-Affecting]
  Level: Brd 5, Clr 5, Corruption 4, Mortal Hunter 4
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One nonevil creature
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster turns one creature evil.
  The chaotic/neutral/lawful component of the subject’s 
  alignment is unchanged.
  The subject retains whatever outlook, allegiances, and 
  outlooks it had before, so long as they do not conflict with 
  the new alignment.
  Otherwise, it acts with its new selfish, bloodthirsty, cruel 
  outlook on all things.
  For example, a wizard might not immediately turn on her 
  fighter companion for no apparent reason, particularly in 
  the middle of a combat when they’re fighting on the same 
  side.
  But she might try to steal the fighter’s bag of gems, even 
  using applicable spells (charm person, suggestion, and 
  invisibility, for instance) against her friend.
  She might even eventually decide to betray or attack her 
  friend if there is some potential gain involved.
  Using this spell in conjunction with a spell such as 
  dominate person or suggestion is particularly useful, because it 
  changes what acts are against a subject’s nature.
  Arcane Material Component: A powdered holy symbol.
  PLAGUE OF NIGHTMARES
  Enchantment [Evil, Mind-Affecting]
  Level: Corrupt 8
  Components: V, S, F, Corrupt
  Casting Time: 1 action
  Range: Touch
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster can give the subject demon-haunted dreams so 
  vivid and frightening that sleep provides no rest and the 
  subject eventually turns to suicide.
  The caster must have a chunk of flesh from the target and 
  succeed at a touch attack when she casts plague of 
  nightmares.
  If the target fails the Fortitude save, the spell begins to take 
  effect.
  Thereafter, the caster must chant for 12 hours per week and 
  pay the corruption cost each week to maintain the spell.
  The subject begins to feel the effect of this spell the next 
  time he sleeps, as nightmares of evil gods and demons 
  plague him.
  These nightmares continue each night, and each night the 
  subject takes 1d4 points of Charisma damage and gains no 
  natural healing for that day.
  When the subject reaches 0 Charisma, he enters a trance in 
  which he mentally offers his soul to a demon to be 
  devoured.
  That night the subject dies and is beyond even a true 
  resurrection spell.
  The subject gets a new saving throw each day to resist the 
  spell, and one success is enough to end the nightmares.
  If the spell ultimately succeeds, the focus disappears, 
  alerting the caster that the subject is dead.
  Focus: A fresh or preserved (still bloody) 1-ounce portion of 
  another creature’s flesh.
  Corruption Cost: 1d6 points of Strength damage, taken all at 
  once at the end of each week.
  SACRIFICIAL SKILL
  Enchantment [Evil]
  Level: Asn 2, Clr 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster gains a +5 bonus on all Knowledge (religion) 
  checks that have to do with sacrifices made to evil gods.
  
  410
  See Sacrifices in Chapter 2 for the Knowledge (religion) 
  check DCs required to gain boons from evil gods.
  Material Component: A lock of hair taken from an unwilling 
  humanoid.
  SADISM
  Enchantment [Evil]
  Level: Asn 3, Blk 3, Clr 3, Pain 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 round/level
  For every 10 points of damage the caster deals in a given 
  round while under the effect of this spell, she gains a +1 
  luck bonus on attack rolls, saving throws, and skill checks 
  in the next round.
  The more damage the caster deals, the greater the luck 
  bonus.
  It’s possible to get a luck bonus for multiple rounds if she 
  deals damage in more than one round during the spell’s 
  duration.
  Material Component: A leather strap that has been soaked in 
  human blood.
  SAP STRENGTH
  Enchantment [Evil]
  Level: Clr 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster drains the personal wellbeing from the subject, 
  who becomes exhausted.
  After 1 hour of complete rest, characters become fatigued 
  rather than exhausted.
  A fatigued character becomes exhausted again if she does 
  something else that would normally cause fatigue.
  After 8 hours of complete rest, fatigued characters are no 
  longer fatigued.
  Material Component: A long needle and a tiny glass bottle.
  SORROW
  Enchantment [Evil, Mind-Affecting]
  Level: Brd 1, Clr 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Grief and sadness overcome the subject.
  She takes a –3 morale penalty on all attack rolls, saving 
  throws, ability checks, and skill checks.
  Material Component: A tear.
  SPREAD OF SAVAGERY
  Enchantment [Evil]
  Level: Bestial 8, Clr 9
  Components: V, S, M/DF
  Casting Time: 1 hour
  Range: Long (400 ft. + 40 ft./level)
  Area: 10-ft./level radius spread
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  All living creatures within the area become hostile to 
  anyone not affected by the spell, whether in or out of the 
  area, and regardless of alignment or former association.
  They are likely to attack such creatures, although they 
  retain their intellect and thus retreat or avoid opponents 
  obviously too powerful for them to overcome.
  Affected creatures are likely to continue with their normal 
  activities until presented with someone not affected by the 
  spell.
  Subjects of spread of savagery can identify unaffected 
  creatures by sight through an instinctive, supernatural 
  sense granted by the spell.
  Arcane Material Component: Three drops of brain fluid from 
  a beast.
  STUPOR
  Enchantment [Mind-Affecting]
  Level: Asn 1, Clr 1, Sor/Wiz 1
  Components: S, M
  Casting Time: 1 minute
  Range: Touch
  Area: One helpless creature
  Duration: 1 hour/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster places one creature already helpless in a clouded, 
  confused state that does not allow the subject to think 
  clearly or take actions.
  The effect is similar to being drugged.
  The subject can be moved and even forced to walk on her 
  own if dragged along, but she is unaware of what is going 
  on around her.
  Material Component: A puffball mushroom.
  WAVE OF GRIEF
  Enchantment [Evil, Mind-Affecting]
  Level: Brd 2, Clr 2
  Components: S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  All within the cone when the spell is cast are overcome 
  with sorrow and grief.
  They take a –3 morale penalty on all attack rolls, saving 
  throws, ability checks, and skill checks.
  Material Component: Three tears.
  
  411
  EVOCATION
  CIRCLE OF NAUSEA
  Evocation [Evil]
  Level: Clr 3, Drd 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Area: An emanation extending in a 20-ft.-radius around a 
  2-ft.-radius circle on the ground with the caster in the 
  center
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Evil energy bursts in all directions from the spell’s origin, 
  filling the area with pain.
  Everyone in the spell’s area must succeed at a Fortitude 
  saving throw or take a –2 penalty on all attack rolls, saving 
  throws, and skill checks.
  Those who succeed at the saving throw must make a new 
  saving throw each round if they remain in the area.
  The pain lasts as long as the spell does.
  The caster stands in the circle, which must be prepared 
  ahead of time by inscribing a circle on the ground and 
  putting a stone on the circle at each of the four cardinal 
  directions.
  Creating this circle takes 1 hour, but once created it may be 
  reused any number of times.
  If anyone attempts to cross the circle during the spell’s 
  duration, she must succeed at a Fortitude saving throw or 
  be nauseated until the spell ends, unable to take actions 
  other than a single move or move-equivalent action.
  Nauseated characters cannot cross the circle.
  If someone breaches the circle without becoming 
  nauseated, the spell ends.
  CRUSHING FIST OF SPITE
  Evocation [Evil, Force]
  Level: Sor/Wiz 9
  Components: V, S, M, Disease
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 5-ft.-radius cylinder, 30 ft. high
  Duration: 1 round/level
  Saving Throw: Reflex half or Reflex negates (see text)
  Spell Resistance: Yes
  A fist of darkness appears 30 feet above the ground and 
  begins smashing down with incredible power.
  All creatures and objects within the area take 1d6 points of 
  damage per caster level (maximum 20d6).
  A successful Reflex saving throw reduces damage by half.
  Each round, as a free action, the caster can direct the fist to 
  another area within range, where it smashes downward 
  again.
  It continues to attack the same area unless otherwise 
  directed.
  The fist does not need to strike the ground.
  It can attack airborne targets as well.
  Airborne targets that succeed at a Reflex save take no 
  damage and are forcibly ejected from the spell’s area.
  Material Component: A severed hand from a good-aligned 
  humanoid cleric.
  Disease Component: Festering anger.
  DAMNING DARKNESS
  Evocation [Darkness, Evil]
  Level: Clr 4, Darkness 4, Sor/Wiz 4
  Components: V, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Object touched
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell is similar to darkness, except that those within the 
  area of darkness also take unholy damage.
  Creatures of good alignment take 2d6 points of damage per 
  round in the darkness, and creatures neither good nor evil 
  take 1d6 points of damage.
  As with the darkness spell, the area of darkness is a 20-foot 
  radius, and the object that serves as the spell’s target can be 
  shrouded to block the darkness (and thus the damaging 
  effect).
  Damning darkness counters or dispels any light spell of equal 
  or lower level.
  Arcane Material Component: A dollop of pitch with a tiny 
  needle hidden inside it.
  DARKBOLT
  Evocation [Darkness, Evil]
  Level: Clr 2, Darkness 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The caster makes a ranged touch attack against a foe, 
  launching a bolt of cold darkness from his left hand.
  The bolt deals 1d8 points of damage per two caster levels 
  (maximum 5d8).
  Half the damage is cold, and the other has no specific type.
  When struck, the foe must also succeed at a Fortitude save 
  or be stunned for 1 round, overwhelmed by the evil charge 
  of the darkbolt.
  DARKLIGHT
  Evocation [Darkness]
  Level: Asn 2, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One creature or object touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  The caster makes one creature or object radiate special 
  darkness called darklight in a 5-foot-radius sphere.
  This spell is most useful in a large, naturally dark area.
  
  412
  Within the darklight sphere, creatures that can normally see 
  in the light can see, even though there is no light.
  Only creatures and objects in the sphere can be seen, and 
  only creatures in the sphere can see within the sphere, 
  unless other observers can naturally see in the dark.
  Thus, while two creatures in the sphere can see each other, 
  a creature standing outside the sphere can neither see the 
  creatures in the sphere (assuming it doesn’t have 
  darkvision), nor can it be seen by them.
  A creature with darkvision standing outside the sphere 
  could see those within the sphere, but those inside could 
  not discern the creature.
  The darklight spell’s sphere is invisible in normal light and 
  does not function in magical darkness.
  DREAD WORD
  Evocation [Evil]
  Level: Demonologist 3, Sor/Wiz 3
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature of good alignment
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster speaks a single unique word of pure 
  malevolence—a powerful utterance from the Dark Speech 
  (see Chapter 2).
  The word is so foul that it harms the very soul of one that 
  hears it.
  The utterance of a dread word causes one subject within 
  range to take 1d3 points of Charisma drain.
  The power of this spell protects the caster from the 
  damaging effects of both hearing and knowing the word.
  To attempt to speak this unique word without using this 
  spell means instant death (and no effect, because the caster 
  dies before she gets the entire word out).
  FLESH RIPPER
  Evocation [Evil]
  Level: Clr 3, Mortal Hunter 3
  Components: V, S, Undead, Fiend
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  The caster evokes pure evil power in the form of a black 
  claw that flies at the target.
  If a ranged touch attack roll succeeds, the claw deals 1d8 
  points of damage per caster level (maximum 10d8).
  On a critical hit, in addition to dealing double damage, the 
  wound bleeds for 1 point of damage per round until it is 
  magically healed.
  HELLFIRE STORM
  Evocation [Evil]
  Level: Diabolic 7
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  As hellfire, except in area and range and that the spell deals 
  5d6 points of special diabolic fire damage.
  HELLFIRE
  Evocation [Evil]
  Level: Diabolic 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  The caster creates a small explosion of brimstone and fire 
  that deals 3d6 points of special diabolic fire damage.
  The diabolic flames are not subject to being reduced by 
  protection from elements (fire), fire shield (chill shield), or similar 
  magic.
  LOVE’S PAIN
  Evocation [Evil, Mind-Affecting]
  Level: Corrupt 3
  Components: V, S, Corrupt
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  The caster blasts a lancelike projectile of greenish-black 
  energy from his hand, striking a single foe as a ranged 
  touch attack.
  The energy does not harm the subject.
  Instead, the subject’s closest friend or dearest loved one is 
  wracked with pain and takes 1d6 points of damage for every 
  two caster levels (maximum 10d6).
  There is no limit to the distance between the caster and the 
  loved one, and the loved one gets no saving throw or spell 
  resistance.
  If the loved one is within an antimagic field, the spell has no 
  effect.
  It may take DMs and players a moment to determine who 
  the subject’s dearest loved one is.
  The DM determines this for nonplayer characters (NPCs).
  It is rare (but possible) that no individual qualifies.
  In that case, the subject takes the damage.
  Corruption Cost: 1d6 points of Intelligence damage.
  MIRROR SENDING
  Evocation
  Level: Mortal Hunter 3, Sor/Wiz 4
  Components: V, S, F
  Casting Time: See text
  Range: See text
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  The caster sends her image through a mirror into another 
  mirror or mirrored surface that the chosen target looks 
  into.
  
  413
  The caster casts the spell, then stares into her mirror until 
  the target sees his reflection in another mirror, or until the 
  caster tires and gives up.
  The caster can see the subject and his surroundings in her 
  mirror whenever the subject looks at his mirror.
  From the subject’s perspective, the caster appears to be 
  staring out of the mirror, replacing the subject’s own 
  reflection or appearing right behind him (caster’s choice).
  The caster can have her image say up to one word per caster 
  level before it disappears, if she chooses.
  The image remains for only 1 round.
  Subjects not expecting a mirror sending can be greatly 
  unnerved by this spell.
  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.
  SONG OF FESTERING DEATH
  Evocation [Evil]
  Level: Brd 2
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster sings a wailing ululation, requiring a successful 
  Perform (singing) check (DC 20).
  If the Perform check succeeds and the target fails a 
  Fortitude saving throw, the subject’s flesh bubbles and 
  festers into pestilent blobs, dealing the subject 2d6 points 
  of damage each round.
  If the subject dies, she bursts with a sickening pop as 
  steamy gore spills onto the ground.
  STUNNING SCREECH
  Evocation [Evil, Sonic]
  Level: Brd 3, Demonologist 2
  Components: V, S, M, Drug
  Casting Time: 1 action
  Range: 30 ft.
  Targets: All creatures within range
  Duration: 1 round
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster emits a piercing screech like that of a vrock 
  demon.
  Every creature within the area is stunned for 1 round.
  Material Component: Feather of a large bird or a vrock.
  Drug Component: Mushroom powder.
  VILE LANCE
  Evocation [Evil]
  Level: Blk 4, Clr 3, Mortal Hunter 3, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Effect: One shortspear
  Duration: 10 minutes/level
  Vile lance creates a weapon of blackness that the caster (and 
  only the caster) can wield with proficiency.
  The caster can throw it, but if he does, the spell ends after 
  the ranged attack is resolved.
  The vile lance is treated in all ways like a +2 shortspear, except 
  that the damage dealt is vile damage.
  Arcane Material Component: A bone fragment of a good-
  aligned creature.
  WERE-DOOM
  Evocation [Evil, Chaos]
  Level: Bestial 9, Clr 9, Drd 9
  Components: V, S, M
  Casting Time: 1 minute
  Range: Long (400 ft. + 40 ft./level)
  Area: 50-ft./level radius
  Duration: 24 hours
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell must be cast at night.
  Lycanthropy infects 1d4 humanoid creatures in the area, 
  designated randomly.
  These creatures immediately change into their animal or 
  hybrid forms (their choice) and begin savagely attacking all 
  around them.
  To determine the type of lycanthropy that afflicts a subject, 
  roll on the following table.
  See the Lycanthrope template in the Monster Manual for 
  more information on lycanthropy, including how to cure it.
  Material Component: A bit of a lycanthrope’s fur or skin.
  WHIRLWIND OF TEETH
  Evocation [Evil]
  Level: Bestial 7, Sor/Wiz 7
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 5-ft./level radius cylinder 10 ft./level high
  Duration: 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  The caster creates an opaque area of swirling energy in the 
  form of roaring, screeching mouths full of teeth.
  Anyone within the area takes 1d8 points of damage for 
  every two caster levels (maximum 10d8) from the magically 
  created biting mouths and tearing teeth.
  The whirlwind moves as the caster mentally directs (as a 
  free action), with a speed of 40 feet.
  Arcane Material Component: A handful of bloody teeth.
  WRETCHED BLIGHT
  Evocation [Evil]
  
  414
  Level: Clr 7
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial (see text)
  Spell Resistance: Yes
  The caster calls up unholy power to smite his enemies.
  The power takes the form of a soul-chilling mass of clawing 
  darkness.
  Only good and neutral (not evil) creatures are harmed by 
  the spell.
  The spell deals 1d8 pts. of damage per caster level 
  (maximum 15d8) to good creatures and renders them 
  stunned for 1d4 rounds.
  A successful Fortitude save reduces damage to half and 
  negates the stunning effect.
  The spell deals only half damage to creatures that are 
  neither evil nor good, and they are not stunned.
  Such creatures can reduce the damage in half again (down 
  to one-quarter of the roll) with a successful Reflex save.
  ILLUSION
  CRUEL DISAPPOINTMENT
  Illusion (Phantasm) [Fear, Mind-Affecting, Evil]
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will disbelief (if interacted with) and 
  Will negates (see text)
  Spell Resistance: Yes
  The next time the subject of this spell attempts an action 
  that requires a die roll to determine success, the action fails.
  However, the spell creates the phantasmal image in the 
  subject’s mind that the action succeeded.
  The subject behaves accordingly for 1 round.
  During the next round, the phantasm fades and the subject 
  now realizes that he was fooled.
  If the subject fails a second Will save, he then takes a –4 
  morale penalty on attack rolls, saves, and checks for 1d6+1 
  rounds afterward.
  CURSE OF THE PUTRID HUSK
  Illusion (Phantasm) [Fear, Mind-Affecting, Evil]
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round + 1d10 minutes
  Saving Throw: Will negates
  Spell Resistance: Yes
  This illusion forces the subject to believe his flesh is rotting 
  and falling off his body, and that his internal organs are 
  spilling out.
  If the target fails his saving throw, he is dazed (and 
  horrified) for 1 round.
  On the following round, he falls unconscious for 1d10 
  minutes, during which time he cannot be roused normally.
  FALSE SENDING
  Illusion (Glamer)
  Level: Clr 5, Sor/Wiz 6
  Components: V, S, M/DF
  Casting Time: 10 minutes
  Range: See text
  Target: One creature
  Duration: 1 round (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster contacts a particular creature with whom she is 
  familiar and sends a short message of twenty-five words or 
  less to the subject.
  The subject is convinced that the sender of the message is 
  someone other than the caster, as specified by the caster.
  The caster must be also familiar with the false sender.
  The subject can answer in like manner immediately.
  Creatures with Intelligence scores as low as 1 can 
  understand the sending, though a subject’s ability to react is 
  limited normally by its Intelligence.
  Even if the sending is received, the subject creature is not 
  obligated to act upon it in any manner.
  If the creature in question is not on the same plane of 
  existence as the caster, there is a 5% chance that the 
  sending does not arrive.
  (Local conditions on other planes may worsen this chance 
  considerably, at the option of the DM).
  Arcane Material Component: A short piece of corroded 
  copper wire.
  REALITY BLIND
  Illusion (Phantasm) [Evil, Mind-Affecting]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Concentration (see below)
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell overwhelms the target with hallucinations, 
  causing him to be blinded and stunned if he fails the save.
  The subject can attempt a new saving throw each round to 
  end the spell.
  Even after the subject succeeds at the save or the caster 
  stops concentrating, the subject is plagued with nightmares 
  every night.
  The nightmares prevent the subject from benefiting from 
  natural healing.
  These nightmares continue until the caster dies or the 
  subject succeeds at a Will saving throw, attempted once per 
  night.
  This nightmare effect is treated as a curse and thus cannot 
  be dispelled.
  It is subject to remove curse, however.
  Material Component: A 2-inch-diameter multicolored disk of 
  paper or ribbon.
  
  415
  UNNERVING GAZE
  Illusion (Phantasm)
  Level: Demonologist 1, Mortal Hunter 1, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster makes his face resemble one of the opponent’s 
  departed loved ones or bitter enemies.
  The subject takes a –1 morale penalty on attack rolls for the 
  duration of the spell.
  NECROMANCY
  ABSORB STRENGTH
  Necromancy [Evil]
  Level: Corrupt 4
  Components: V, S, F, Corrupt
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 10 minutes/level
  The caster eats at least a portion of the flesh of another 
  creature’s corpse, thereby gaining one-quarter of the 
  creature’s Strength score as an enhancement bonus to the 
  caster’s Strength score, and one-quarter of the creature’s 
  Constitution score as an enhancement bonus to the caster’s 
  Constitution.
  Focus: A fresh or preserved (still bloody) 1-ounce portion of 
  another creature’s flesh.
  Corruption Cost: 2d6 points of Wisdom damage.
  ANGRY ACHE
  Necromancy
  Level: Asn 1, Clr 1, Pain 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster temporarily strains the subject’s muscles in a 
  very specific way.
  The subject feels a sharp pain whenever she makes an 
  attack.
  All her attack rolls have a –2 circumstance penalty for every 
  four caster levels (maximum penalty –10).
  BONEBLADE
  Necromancy [Evil]
  Level: Blk 2, Clr 3
  Components: V, S, F, Undead
  Casting Time: 1 action
  Range: Touch
  Effect: One bone that becomes a blade
  Duration: 10 minutes/level
  The caster changes a bone at least 6 inches long into a 
  longsword, short sword, or greatsword (caster’s choice).
  This weapon has a +1 enhancement bonus on attacks and 
  damage for every five caster levels (at least +1, maximum 
  +4).
  Furthermore, this blade deals an extra +1d6 points of 
  damage to living targets and an additional +1d6 points of 
  damage to good-aligned targets.
  This spell confers no proficiency with the blade, but the 
  caster doesn’t need to be the one wielding the blade for it to 
  be effective.
  Focus: A 6-inch-long bone.
  BONEBLAST
  Necromancy [Evil]
  Level: Blk 1, Clr 2
  Components: V, S, M, Undead
  Casting Time: 1 action
  Range: Touch
  Target: One creature that has a skeleton
  Duration: Instantaneous
  Saving Throw: Fortitude half or Fortitude negates (see 
  text)
  Spell Resistance: Yes
  The caster causes some bone within a touched creature to 
  break or crack.
  The caster cannot specify which bone.
  Because the damage is general rather than specific, the 
  target takes 1d3 points of Constitution damage.
  A Fortitude save reduces the Constitution damage by half,
  or negates it if the full damage would have been 1 point of 
  Constitution damage.
  Material Component: The bone of a small child that still lives.
  CHARNEL FIRE
  Necromancy [Evil]
  Level: Clr 5
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Effect: One corpse
  Duration: Instantaneous
  Saving Throw: None (Will negates for undead)
  Spell Resistance: No (Yes for undead)
  With sinister flame and brimstone, the caster completely 
  consumes one dead body so that absolutely nothing 
  remains.
  A creature whose body is destroyed by a charnel fire spell 
  can only be brought back to life through a true resurrection 
  spell.
  If this spell is cast upon a corporeal undead, the creature 
  gets a Will saving throw, and the caster must overcome its 
  spell resistance (if any).
  If the undead creature fails its save, it is destroyed forever.
  CLUTCH OF ORCUS
  Necromancy [Evil]
  Level: Clr 3
  Components: V, S
  Casting Time: 1 action
  
  416
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid
  Duration: Concentration (see text)
  Saving Throw: Will negates (see text)
  Spell Resistance: No
  The caster creates a magical force that grips the subject’s 
  heart (or similar vital organ) and begins crushing it.
  The victim is paralyzed (as if having a heart attack) and 
  takes 1d3 points of damage per round.
  Each round, the caster must concentrate to maintain the 
  spell.
  In addition, a conscious victim gains a new saving throw 
  each round to stop the spell.
  If the victim dies as a result of this spell, his chest ruptures 
  and bursts, and his smoking heart appears in the caster’s 
  hand.
  CONSUME LIKENESS
  Necromancy [Evil]
  Level: Corrupt 6
  Components: V, S, F, Corrupt
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: Permanent
  The caster can take on the appearance and form—
  including clothing and equipment—of a corporeal 
  humanoid that is freshly dead.
  The caster assumes the form of the creature as it looked 
  when it lived.
  The caster must eat the flesh of the corpse whose form is to 
  be assumed as he casts the spell.
  Once the spell is complete, the caster can assume the new 
  likeness at will.
  By changing to this new form, the caster’s body can 
  undergo a limited physical transmutation, including adding 
  or subtracting one or two limbs, and his weight can be 
  changed up to one-half.
  If the form selected has wings, the caster can fly at a speed 
  of 30 feet with poor maneuverability.
  If the form has gills, he can breathe underwater.
  The caster cannot assume the likeness of something that is 
  a different size than he is.
  The caster’s attack bonuses, 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.
  If the caster takes damage or dies, he automatically reverts 
  to his normal form.
  The caster can also take a standard action to voluntarily 
  assume his normal form.
  If the caster uses this spell to create a disguise, he gets a +10 
  bonus on his Disguise check.
  Focus: A fresh or preserved (still bloody) 1-ounce portion of 
  another creature’s flesh.
  Corruption Cost: 2d6 points of Wisdom drain.
  DANCE OF RUIN
  Necromancy [Evil]
  Level: Brd 2, Clr 2, Demonologist 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Spread centered on caster
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To cast this spell, the caster dances wildly and chants.
  After she finishes her dance, a wave of crackling energy 
  flashes outward up to the extent of the range.
  All nondemon creatures within the area take 2d20 points of 
  damage.
  DEATH GRIMACE
  Necromancy [Evil]
  Level: Asn 1, Blk 1, Sor/Wiz 1
  Components: S
  Casting Time: 1 action
  Range: Touch
  Target: One corpse
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  The caster marks a corpse with a particular magical 
  “signature”, thus identifying himself (truthfully or falsely) 
  as the murderer.
  Some assassins use this signature as a sort of calling card, 
  while others use it as a way to prove that they earned their 
  pay.
  The signature can take many forms: a specific expression on 
  the face of the corpse (hence the name of the spell), an 
  actual rune, a word written on the corpse’s flesh, a 
  discoloration of one eye, and so on.
  ECTOPLASMIC ENHANCEMENT
  Necromancy [Evil]
  Level: Sor/Wiz 6
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One incorporeal undead/level
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
  The undead affected by this spell gain a +1 deflection bonus 
  to Armor Class, +1d8 temporary hit points, a +1 
  enhancement bonus on attack rolls, and a +2 bonus to turn 
  resistance.
  Each of these enhancements increases by +1 for every three 
  caster levels.
  So a 12th-level caster grants a +5 deflection bonus to AC, an 
  extra 1d8+4 temporary hit points, a +5 enhancement bonus 
  on attack rolls, and a +6 bonus to turn resistance.
  ETERNITY OF TORTURE
  Necromancy [Evil]
  Level: Pain 9
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  Saving Throw: Fortitude partial
  
  417
  Spell Resistance: Yes
  The subject’s body is twisted and warped, wracked forever 
  with excruciating pain.
  The subject is rendered helpless, but—as long as the spell 
  continues—it is sustained and has no need for food, drink, 
  or air.
  The subject does not age—all the better to ensure a true 
  eternity of unimaginable torture.
  The subject takes 1 point of drain to each ability score each 
  day until all scores are reduced to 0 (except Constitution, 
  which stays at 1).
  The subject cannot heal or regenerate.
  Lastly, the subject is completely unaware of its 
  surroundings, insensate to anything but the excruciating 
  pain.
  A single Fortitude saving throw is all that stands between a 
  target and this horrible spell.
  However, even if the saving throw is successful, the target 
  still feels terrible (but temporary) pain.
  The target takes 5d6 points of damage immediately and 
  takes a –4 circumstance penalty on attack rolls, saving 
  throws, skill checks, and ability checks for 1 round per level 
  of the caster.
  GRIM REVENGE
  Necromancy [Evil]
  Level: Sor/Wiz 4
  Components: V, S, Undead
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living humanoid
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The hand of the subject tears itself away from one of his 
  arms, leaving a bloody stump.
  This trauma deals 6d6 points of damage.
  Then the hand, animated and floating in the air, begins to 
  attack the subject.
  The hand attacks as if it were a wight (see the Monster 
  Manual) in terms of its statistics, special attacks, and special 
  qualities, except that it is considered Tiny and gains a +4 
  bonus to AC and a +4 bonus on attack rolls.
  The hand can be turned or rebuked as a wight.
  If the hand is defeated, only a regenerate spell can restore the 
  victim to normal.
  GUTWRENCH
  Necromancy [Evil, Death]
  Level: Sor/Wiz 8
  Components: V, S, Undead
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The innards of the target creature roil.
  If the target fails its saving throw, its intestines burst forth, 
  killing it.
  The intestines fly toward the caster and are absorbed into 
  her form, granting her 4d6 temporary hit points and a +4 
  enhancement bonus to Strength.
  If the target’s save is successful, it takes 10d6 points of 
  damage instead.
  A creature with no discernible anatomy is unaffected by 
  this spell.
  IMPRISON SOUL
  Necromancy [Evil]
  Level: Clr 7
  Components: V, S, M, F
  Casting Time: 1 action (see text)
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: No
  By casting imprison soul, the caster places the subject’s soul 
  in a receptacle, such as a gem, ring, or some other 
  minuscule object, leaving the subject’s body lifeless.
  While trapped, the subject takes 1d4 points of Constitution 
  damage per day until dead or freed.
  The rituals to prepare the receptacle require three days.
  Destroying or opening the receptacle ends the spell, 
  releasing the soul.
  To cast the spell, the receptacle must be within spell range 
  and the caster must know where it is.
  The caster must also know the name of the target.
  Material Component: A portion of the target’s body (a 
  fingernail, a strand of hair, or some other small part).
  Focus: A Tiny or smaller object to be the receptacle for the 
  subject’s soul.
  LIQUID PAIN
  Necromancy
  Level: Pain 4, Sor/Wiz 4
  Components: V, S, F
  Casting Time: 1 day
  Range: Touch
  Target: One living creature
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Over the course of one day, the caster takes a subject 
  already in great pain—wracked with disease, the victim of 
  torture, or dying of a wound, for example—and captures its 
  pain in liquid form.
  This physical manifestation of agony can be used to create 
  magic items or enhance spells (see Pain as Power in 
  Chapter 2).
  It can also be used as a potent drug.
  Focus: A jar, vial, or other container for the liquid pain.
  PESTILENCE
  Necromancy [Evil]
  Level: Clr 8, Drd 7
  Components: V, S, Disease
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  
  418
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject contracts a particularly terrible and contagious 
  disease, which strikes immediately with no incubation 
  period.
  The caster infects the subject with a sickness that deals 1d4 
  points of Constitution drain each day until the subject dies.
  The subject may attempt a new saving throw each day, but 
  she must succeed at two saves in a row to rid herself of the 
  disease (as with most diseases).
  However, the disease, once unleashed, continues to spread.
  For the first day of the sickness, anyone touching the 
  subject must succeed at a Fortitude saving throw or fall 
  victim to the same malady.
  That victim in turn becomes contagious on the first day of 
  her own affliction.
  Disease Component: Any disease.
  POWER LEECH
  Necromancy [Evil]
  Level: Corrupt 5
  Components: V, S, Corrupt
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster creates a conduit of evil energy between himself 
  and another creature.
  Through the conduit, the caster can leech off ability score 
  points at the rate of 1 point per round.
  The other creature takes 1 point of drain from an ability 
  score of the caster’s choosing, and the caster gains a +1 
  enhancement bonus to the same ability score per point 
  drained during the casting of this spell.
  In other words, all points drained during this spell stack 
  with each other to determine the enhancement bonus, but 
  they don’t stack with other castings of power leech or with 
  other enhancement bonuses.
  The enhancement bonus lasts for 10 minutes per caster 
  level.
  Corruption Cost: 1 point of Wisdom drain.
  POX
  Necromancy [Evil]
  Level: Corruption 6, Drd 6, Pain 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one living creature/level, no two of which 
  can be more than 10 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Subjects take 1d4 points of Constitution drain.
  Their skin breaks out in lesions and takes on a pale yellow 
  pallor.
  PRESERVE ORGAN
  Necromancy
  Level: Clr 0, Drd 0, Sor/Wiz 0
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Touch
  Effect: One organ
  Duration: 24 hours
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes
  The caster preserves a single severed organ from a living 
  creature so that it does not decay or rot.
  Evil casters use preserved organs as material spell 
  components.
  There are ritual uses for body parts as well.
  The organ is kept in the exact state it was in when the spell 
  was cast.
  If a heart is still beating and bloody, for example, then it 
  remains that way.
  RED FESTER
  Necromancy [Evil]
  Level: Corrupt 3
  Components: V, S, Corrupt
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject’s skin turns red and blisters.
  The blisters quickly turn into oozing wounds.
  Furthermore, the subject’s sense of self becomes strangely 
  clouded, diminishing her self-esteem.
  The subject takes 1d6 points of Strength damage and 1d4 
  points of Charisma damage.
  Corruption Cost: 1d6 points of Strength damage.
  SHRIVELING
  Necromancy [Evil]
  Level: Clr 3, Sor/Wiz 2
  Components: V, S, Disease
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  The caster channels dark energy that blasts and blackens 
  the subject’s flesh.
  The subject takes 1d4 points of damage per caster level 
  (maximum 10d4).
  Disease Component: Soul rot.
  SLOW CONSUMPTION
  Necromancy [Evil]
  Level: Clr 1, Sor/Wiz 2
  Components: V, S, Location
  Casting Time: 10 minutes
  Range: Touch
  
  419
  Target: One living creature
  Duration: Permanent (see below)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster absorbs the life force and physical form from a 
  living subject and uses it for himself.
  The victim must be rendered helpless to cast this spell 
  upon her.
  For that day, the caster heals at twice the normal natural 
  rate and does not need to eat.
  The subject, on the other hand, does not heal naturally that 
  day and takes 1 point of Constitution damage.
  As long as the caster touches the subject once per day, he 
  gains the benefits and the subject takes the Constitution 
  damage.
  If the caster does not touch the subject within 24 hours of 
  the last time he touched her, the spell ends.
  Villains often use this spell on prisoners, who are 
  sometimes sustained by lesser restoration spells so they can 
  serve for years as evil sustenance.
  Location Component: An area under the effect of a desecrate or 
  unhallow spell.
  SOUL SHACKLES
  Necromancy [Evil]
  Level: Brd 5, Sor/Wiz 5
  Components: V, S, F, Location
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes
  The caster draws out the soul of a dead creature and 
  imprisons it within a specially made talisman.
  The subject must have had the talisman in his possession 
  when he died, or the spell cannot function.
  Henceforth, if the talisman is in the caster’s possession, she 
  can call forth the soul of the subject and question it about 
  what it knew in life for up to 1 round/level each day, asking 
  one question per round.
  The soul looks as it did in life, including the clothing and 
  equipment it had with it on the day it died.
  Answers are clear, complete, and precise.
  If the subject is hostile, or if the answer to the question was 
  an important secret to it in life, the subject gains a Will 
  saving throw.
  A successful saving throw indicates that the spell ends and 
  the soul departs to the afterlife.
  Focus: The talisman that will be the receptacle for the soul.
  Location Component: An area under the effect of a desecrate or 
  unhallow spell.
  STEAL LIFE
  Necromancy [Evil]
  Level: Sor/Wiz 8
  Components: V, S, Location
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living humanoid
  Duration: Concentration
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster taps into the life force of a subject and drains it 
  away, adding it to her own.
  Each round the caster concentrates, she deals 1 point of 
  ability score drain to the subject.
  Although the caster can choose which ability score to drain, 
  she must choose a different ability score to drain in each 
  round and cannot choose a score already drained until she 
  has drained all the others equally, at which point the 
  process starts over.
  Thus, if the caster drains 1 point of Strength, she must 
  choose another ability in the next round and cannot choose 
  Strength again until she has drained 1 point each of 
  Constitution, Dexterity, Intelligence, Wisdom, and 
  Charisma.
  Then, the caster can drain a second point of Strength (or 
  any other ability), but not a third until she has drained a 
  second point from all the other ability scores.
  If the caster casts this spell on the night of a full moon, she 
  becomes effectively one week younger for every point she 
  drains.
  (Her age is reduced, but memories and abilities acquired 
  during that week are not lost).
  Otherwise, the subject takes the ability score drain, but the 
  caster gains nothing.
  The subject withers and shrivels as the caster drains its 
  ability scores.
  When the subject’s Constitution score reaches 0, the 
  subject becomes a horrid, dry husk and cannot be further 
  drained.
  If the caster dies while concentrating on this spell, all the 
  subject’s lost ability score points are immediately regained.
  Location Component: An area under the effect of a desecrate or 
  unhallow spell.
  STOP HEART
  Necromancy [Evil]
  Level: Asn 4, Clr 4, Sor/Wiz 5
  Components: S, Drug
  Casting Time: 1 action
  Range: Touch
  Area: One living humanoid or animal
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Channeling hatred and spite, the caster calls upon dark 
  power to give the subject a massive heart attack.
  The subject suddenly drops to –8 hit points, then –9 hit 
  points at the end of this round.
  If someone immediately makes a successful Heal check 
  (DC 15) or somehow gives the subject more hit points, she 
  stabilizes.
  Otherwise, at the end of the next round, the subject reaches 
  –10 hit points and dies.
  Drug Component: Baccaran.
  UNLIVING WEAPON
  Necromancy [Evil]
  Level: Clr 3
  Components: V, S, M
  Casting Time: 1 full round
  Range: Touch
  
  420
  Targets: One undead creature
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes an undead creature to explode in a burst of 
  powerful energy when struck for at least 1 point of damage, 
  or at a set time no longer than the duration of the spell, 
  whichever comes first.
  The explosion is a 10-foot-radius burst that deals 1d6 points 
  of damage for every two caster levels (maximum 10d6).
  While this spell can be an effective form of attack against 
  an undead creature, necromancers often use unliving 
  weapon to create undead capable of suicide attacks (if such a 
  term can be applied to something that is already dead).
  Skeletons or zombies with this spell cast upon them can be 
  very dangerous to foes that would normally disregard them.
  Material Component: A drop of bile and a bit of sulfur.
  WAVE OF PAIN
  Necromancy [Evil]
  Level: Brd 6, Pain 7
  Components: S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: 1 round/2 levels
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  All living creatures within the cone are overcome with pain 
  and suffering.
  They are stunned for the duration of the spell.
  A creature with no discernible anatomy is unaffected by 
  this spell.
  Material Component: A needle.
  WITHER LIMB
  Necromancy [Evil]
  Level: Clr 2, Mortal Hunter 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature with limbs
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster chooses to wither either the arms or the legs of 
  the subject.
  Withered legs force a character to fall prone and make it 
  impossible for her to move more than 5 feet per round.
  Withered arms make it impossible for a character to use 
  objects or cast spells with somatic components, and the 
  subject must drop anything she was holding.
  At the end of the spell’s duration, the limbs return to 
  normal.
  WRACK
  Necromancy [Evil]
  Level: Clr 3, Mortal Hunter 3, Pain 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One humanoid creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject is wracked with such pain that he doubles over 
  and collapses.
  His face and hands blister and drip fluid, and his eyes cloud 
  with blood, rendering him blind.
  For the duration of the spell the subject is considered 
  helpless and cannot take actions.
  The subject’s sight returns when the spell’s duration 
  expires.
  Even after the spell ends, the subject is still visibly shaken 
  and takes a –2 penalty on attack rolls, saves, and checks for 
  3d10 minutes.
  TRANSMUTATION
  ABERRATE
  Transmutation [Evil]
  Level: Sor/Wiz 1
  Components: V, S, Fiend
  Casting Time: 1 action
  Range: Touch
  Target: One living creature
  Duration: 10 minutes/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster transforms one creature into an aberration.
  The subject’s form twists and mutates into a hideous 
  mockery of itself.
  The subject’s type changes to aberration, and it gains a +1 
  natural armor bonus to AC (due to the toughening and 
  twisting of the flesh) for every four levels the caster has, up 
  to a maximum of +5.
  BEFOUL
  Transmutation [Evil]
  Level: Clr 8, Corruption 8
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Area: Water in a volume of 100 ft./level by 100 ft./level by 
  10 ft./level (S)
  Duration: Permanent (see text)
  Saving Throw: None (see text)
  Spell Resistance: No
  The caster makes water (or other liquid) foul and mildly 
  poisonous.
  All creatures with 1 HD or less that are in the water at the 
  time of casting die immediately.
  Anyone drinking this water must succeed at a Fortitude 
  saving throw or take 1d4 points of Constitution damage.
  Any creature immersed in this water must make a saving 
  throw as if drinking it.
  If the caster affects only part of a larger body of water, the 
  befouled water mixes with the pure water.
  If the entire body of water is no more than four times the 
  size of the affected area, all the water in the body of water is 
  befouled 24 hours later, but the damage from drinking or 
  
  421
  swimming in the water is only 1d2 points of Constitution 
  damage.
  If the body of water is more than four times the affected 
  area but less than twenty times the affected area, after 24 
  hours all of the water tastes foul.
  If the entire body is larger than twenty times the affected 
  area, the fouled water mixes with the clean water and loses 
  all effect after 24 hours.
  Material Component: A dead fish and a drop of poison.
  BESTOW GREATER CURSE
  Transmutation
  Level: Brd 6, Clr 7, Demonologist 3, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster places a curse on the creature touched, choosing 
  one of the following three effects:
  • One ability score is reduced to 1, or two ability scores take 
  –6 penalties (to a minimum score of 1).
  • –8 penalty on attack rolls, saving throws, ability checks, 
  and skill checks.
  • Each turn, the subject has a 25% chance to act normally; 
  otherwise, he takes no action.
  A player may invent a new curse, but it should be no more 
  powerful than those listed above, and the Dungeon Master 
  (DM) has final say on the curse’s effect.
  A greater curse cannot be dispelled, nor can it can be 
  removed with a break enchantment, limited wish, or remove 
  curse spell.
  A miracle or wish spell removes the greater curse, and any 
  particular greater curse can be removed if the subject 
  performs some deed that the caster designates.
  The deed must be something that the subject can 
  accomplish within one year (assuming he undertakes it 
  immediately).
  For example, the deed might be “Slay the dragon under 
  Castle Bluecraft”, or “Climb the tallest mountain in the 
  world”.
  The cursed victim can have help accomplishing the task, 
  and in some cases another character can lift the curse (see 
  the Curses section of Chapter 2 for guidelines).
  BESTOW WOUND
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  If the caster is wounded, she can cast this spell and touch a 
  living creature.
  The creature takes the caster’s wounds as damage, either 1 
  point of damage per caster level or the amount needed to 
  bring the caster up to her maximum hit points, whichever 
  is less.
  The caster heals that much damage, as if a cure spell had 
  been cast on her.
  Material Component: A small eye agate worth at least 10 gp.
  BODAK BIRTH
  Transmutation [Evil]
  Level: Clr 8
  Components: V, S, F, Drug
  Casting Time: 1 minute
  Range: Touch
  Target: Caster or one creature touched
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: No
  The caster transforms one willing subject (which can be the 
  caster) into a bodak.
  Ignore all of the subject’s old characteristics, using the 
  bodak description in the Monster Manual instead.
  Before casting the spell, the caster must make a miniature 
  figurine that represents the subject, then bathe it in the 
  blood of at least three Small or larger animals.
  Once the spell is cast, anyone that holds the figurine can 
  attempt to mentally communicate and control the bodak, 
  but the creature resists such control with a successful Will 
  saving throw.
  If the bodak fails, it must obey the holder of the figurine, 
  but it gains a new saving throw every day to break the 
  control.
  If the figurine is destroyed, the bodak disintegrates.
  Focus: Figurine of subject, bathed in animal blood.
  Drug Component: Agony.
  CHEAT
  Transmutation [Evil]
  Level: Brd 1, Wiz/Sor 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level or until used
  Saving Throw: None
  Spell Resistance: No
  At one point during the duration of this spell, the caster can 
  alter the probability of a game of chance.
  This spell can only affect nonmagical games, such as those 
  using cards or dice.
  It cannot affect a game involving magic, nor a magic item 
  involved in a game of chance (such as a deck of many things).
  Whenever a roll is made to determine the outcome of the 
  game, the caster may force a reroll of the outcome and take 
  the better of the two rolls.
  For example, Darkon is playing a game called dragonscales, 
  which he has a 1 in 4 chance of winning.
  The DM secretly rolls 1d4 and tells the player that Darkon 
  lost.
  Darkon, under the effect of a cheat spell, can have the DM 
  reroll.
  The spell alters probability, so there is no subterfuge that 
  another character could notice (except for the casting of the 
  spell itself ).
  
  422
  To even an astute observer, it appears that the caster is just 
  lucky.
  Focus: A pair of dice made from human bones.
  CLAWS OF THE BEBILITH
  Transmutation [Evil]
  Level: Corrupt 5
  Components: V, S, Corrupt
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 10 minutes/level
  The caster gains claws that deal damage based on her size 
  (see below) and can catch and tear an opponent’s armor and 
  shield.
  If the opponent has both armor and a shield, roll 1d6: A 
  result of 1–4 indicates the armor is affected, and a result of 
  5–6 affects the shield.
  The caster makes a grapple check whenever she hits with a 
  claw attack, adding to the opponent’s roll any enhancement 
  bonus from magic possessed by the opponent’s armor or 
  shield.
  If the caster wins, the armor or shield is torn away and 
  ruined.
  Corruption Cost: 1d6 points of Dexterity damage.
  CLAWS OF THE SAVAGE
  Transmutation [Evil]
  Level: Bestial 4, Blk 4, Clr 4, Drd 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One creature
  Duration: 10 minutes/level
  The caster grants one creature two long claws that replace 
  its hands, tentacle tips, or whatever else is appropriate.
  The claws deal damage based on the creature’s size.
  The creature can make attacks with both claws as if it were 
  proficient with them.
  Just as with a creature that has natural weapons, the subject 
  takes no penalty for making two claw attacks.
  The subject is treated as armed.
  Furthermore, these claws gain a +2 enhancement bonus on 
  attack and damage rolls.
  If the creature already has claws, those claws gain a +2 
  enhancement bonus on attack and damage rolls, and the 
  claws’ damage increases as if the creature were two size 
  categories larger.
  DANCING CHAINS
  Transmutation
  Level: Demonologist 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One chain per level within range
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  The caster can control one chain per level as a standard 
  action, making the chains dance or move as she wishes.
  In addition, the caster can increase the chains’ length by up 
  to 15 feet and cause them to sprout razor-edged barbs.
  These chains attack as spiked chains that use the caster’s 
  normal ranged attack bonus on attack rolls or grapple 
  checks (treat each chain as Medium-size when grappling).
  The caster can climb a chain she controls at normal speed 
  without making a Climb check.
  DEMON WINGS
  Transmutation [Evil]
  Level: Blk 3, Demonic 3, Demonologist 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 10 minutes/level
  Massive, batlike wings grow from the caster’s back.
  With these wings, the caster can fly at his normal land 
  speed, with average maneuverability.
  The caster can carry his normal carrying capacity, and 
  greater burdens affect his fly speed as they would affect his 
  land speed.
  
  423
  DEMONFLESH
  Transmutation [Evil]
  Level: Blk 1, Demonic 1, Demonologist 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster grows the thick, leathery flesh of a demon, 
  gaining a +1 natural armor bonus to Armor Class for every 
  five caster levels (at least +1, maximum +4).
  This spell has no effect if the caster is an evil outsider.
  DESPOIL
  Transmutation [Evil]
  Level: Clr 9
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Area: 100-ft./level radius
  Duration: Instantaneous
  Saving Throw: Fortitude partial (plants) or Fortitude 
  negates (other living creatures)
  Spell Resistance: Yes
  The caster blights and corrupts a vast area of land.
  Plants with 1 HD or less shrivel and die, and the ground 
  cannot support such plant life ever again.
  Plants with more than 1 HD must succeed at a Fortitude 
  saving throw or die.
  Even those successful on their saves take 5d6 points of 
  damage.
  All living creatures in the area other than plants (and the 
  caster) must succeed at a Fortitude saving throw or take 1d4 
  points of Strength damage.
  Unattended objects, including structural features such as 
  walls and doors, grow brittle and lose 1 point of hardness 
  (to a minimum of 0), then take 1d6 points of damage.
  Only the effects of multiple wish or miracle spells can undo 
  the lasting effects of this spell.
  Material Component: Corpse of a freshly dead or preserved 
  (still bloody) living creature.
  DEVIL’S EGO
  Transmutation [Evil]
  Level: Diabolic 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster gains an enhancement bonus to Charisma of 
  1d4+1 points.
  Furthermore, the caster is treated as an outsider with regard 
  to what spells and magical effects can affect her (rendering 
  a humanoid caster immune to charm person and hold person, 
  for example).
  DEVIL’S TAIL
  Transmutation [Evil]
  Level: Diabolic 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster grows a 3-foot-long tail.
  The tail is thin, black or red, and it ends in a spike.
  The caster can use this tail to make melee attacks using his 
  attack bonus, dealing a base 1d4 points of damage, plus one-
  half his Strength bonus.
  If the caster takes a full attack action, he can use both the 
  tail and his normal melee attacks, but all attacks have a –2 
  penalty.
  DEVIL’S TONGUE
  Transmutation [Evil]
  Level: Corrupt 2
  Components: S, Corrupt
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster’s tongue lengthens and strengthens, allowing 
  her to make grapple or disarm attacks with a reach of 15 
  feet.
  Attempts to grapple or disarm with her tongue do not 
  provoke attacks of opportunity.
  Otherwise, they are handled normally.
  Corruption Cost: 1d6 points of Wisdom damage.
  DISTORT SUMMONS
  Transmutation [Evil]
  Level: Demonologist 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 50-ft.-radius spread
  Duration: 1 hour/level
  The caster creates an area in which only evil creatures can 
  be magically summoned.
  No matter what a later caster attempts to summon, he 
  actually summons an evil version (a fiendish beast rather 
  than a celestial one, for example) or an evil equivalent (a 
  devil rather than a formian).
  If the summoner was attempting to summon a good or 
  neutral creature, the evil creature that appears does not 
  obey the commands of the summoner or attack his 
  enemies.
  Instead, it attacks the summoner, and the spell that 
  summoned the evil creature cannot be dismissed.
  A distort summons spell can be dispelled normally, however.
  DISTORT WEAPON
  Transmutation [Evil]
  Level: Blk 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 minute/level
  Saving Throw: None
  
  424
  Spell Resistance: No
  This spell makes a weapon strike true against good foes.
  Any threat of a critical hit against a good foe is 
  automatically confirmed, without a roll.
  The weapon can also harm good creatures that have damage 
  reduction, as if the weapon had a +1 enhancement bonus.
  Individual arrows or bolts can be altered, but altered 
  projectile weapons (such as bows) don’t confer the benefit 
  to the projectiles they shoot.
  This spell has no effect on any magic weapon that already 
  has a special ability related to critical hits, such as a keen or 
  vorpal weapon.
  EYE OF THE BEHOLDER
  Transmutation [Evil]
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 round/level
  One of the caster’s eyes grows out of her head on an 
  eyestalk, becoming like that of a beholder.
  Due to the mobility of the eye, the caster gains a +2 
  circumstance bonus on Spot checks.
  More important, the eye has one of the beholder’s eye 
  powers, determined randomly.
  The caster can use this power as a standard action during 
  the spell’s duration.
  Each type of eye produces an effect identical to that of a 
  spell cast by a 13th-level caster, but it follows the rules for a 
  ray (see Aiming a Spell in Chapter 10 of the Player’s 
  Handbook).
  All of these effects have a range of 150 feet and a save DC of 
  18.
  Roll 1d10 to see which eye the caster gains.
  FANGS OF THE VAMPIRE KING
  Transmutation [Evil]
  Level: Corrupt 2
  Components: S, Corrupt
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  
  425
  The caster grows vampirelike fangs that allow him to make 
  bite attacks with an attack bonus of +10 plus the caster’s 
  Strength modifier.
  The caster’s bite attack deals 1d6 points of damage and 1 
  point of Constitution damage.
  Corruption Cost: 1d6 points of Strength damage.
  FIENDISH QUICKENING
  Transmutation
  Level: Clr 6, Sor/Wiz 6
  Components: V, S, Fiend
  Casting Time: 1 full round
  Range: Personal
  Target: Caster
  Duration: 1 round/level
  For the duration of this spell, the caster’s teleport or teleport 
  without error spell-like ability is quickened.
  This means that the caster can teleport as a free action and 
  still have time during the round to attack and/or move.
  The caster can use his quickened teleport or teleport without 
  error once per round.
  This spell does not affect teleport spells in any way, only the 
  spell-like ability of fiends to teleport themselves.
  GRAZ’ZT’S LONG GRASP
  Transmutation [Evil]
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 10 minutes/level
  The caster causes one of her hands to detach from her arm.
  She can control the hand by thought alone as a free action.
  It can fly at a speed of 20 feet (perfect maneuverability).
  On casting the spell, the caster takes 2d4 points of damage, 
  but she is healed by the same amount when the hand 
  returns to her arm (unless it is destroyed or otherwise 
  prevented from reaching her arm before the end of the 
  spell).
  The damage heals normally.
  As long as the spell lasts, the floating hand can deliver any 
  spell with a range of touch that the caster can cast.
  The spell gives the caster a +2 bonus on her melee touch 
  attack with the disembodied hand, which functions as if it 
  were attached to her.
  The hand can flank targets as a creature can.
  The hand can punch opponents (as a normal unarmed 
  attack with a +2 attack bonus), or it can grasp things and 
  move them (with the caster’s normal Strength).
  The hand can make grapple attacks, but it is considered 
  Tiny.
  If the hand goes beyond the spell’s range, if the caster can 
  no longer see it, or if she is not directing it, the hand 
  attempts to return to her on its own, reattaching to the end 
  of the wrist.
  The hand has improved evasion (half damage on a failed 
  Reflex save and no damage on a successful save), the caster’s 
  save bonuses, and AC 22.
  The caster’s Intelligence modifier applies to the hand’s AC 
  as if it were the hand’s Dexterity.
  The hand has 2d4 hit points, the same number that the 
  caster lost in creating it.
  HEARTCLUTCH
  Transmutation [Evil]
  Level: Clr 5
  Components: V, S, Disease
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: The heart of one creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The caster holds forth his empty hand, and the still-beating 
  heart of the subject appears within it.
  The subject dies in 1d3 rounds, and only a heal, regenerate,
  miracle, or wish spell will save it during this time.
  The target is entitled to a Fortitude saving throw to survive 
  the attack.
  If the target succeeds at the save, it instead takes 3d6 points 
  of damage +1 point per caster level from general damage to 
  the chest and internal organs.
  (The target might die from damage even if it succeeds at the 
  saving throw).
  A creature with no discernible anatomy is unaffected by 
  this spell.
  Disease Component: Soul rot.
  LAHM’S FINGER DARTS
  Transmutation [Evil]
  Level: Corrupt 2
  Components: V, S, Corrupt
  Casting Time: 1 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
  The caster’s finger becomes a dangerous projectile that flies 
  from her hand and unerringly strikes its target.
  The dart deals 1d4 points of Dexterity damage.
  Creatures without fingers cannot cast this spell.
  The dart strikes unerringly, even if the target is in melee or 
  has partial cover or concealment.
  Inanimate objects (locks, doors, and so forth) cannot be 
  damaged by the spell.
  For every three caster levels beyond 1st, the caster gains an 
  additional dart by losing an additional finger: two at 4th 
  level, three at 7th level, four at 10th level, and the 
  maximum of five darts at 13th level or higher.
  If the caster shoots multiple darts, she can have them strike 
  a single creature or several creatures.
  A single dart can strike only one creature.
  The caster must designate targets before checking for spell 
  resistance or damage.
  Fingers lost to this spell grow back when the corruption 
  cost is healed, at the rate of one finger per point of Strength 
  damage healed.
  Corruption Cost: 1 point of Strength damage per dart, plus 
  the loss of one finger per dart.
  A hand with one or no fingers is useless.
  
  426
  NO LIGHT
  Transmutation
  Level: Brd 1, Clr 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius spread
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  The caster creates an area of darkness.
  Normal light sources cannot illuminate the area, but 
  darkvision allows a creature to see within the area.
  Light counters no light (and vice versa), leaving whatever 
  light conditions normally prevail in the overlapping areas 
  of the spells.
  Higher-level light spells counter and dispel no light.
  RAPTURE OF RUPTURE
  Transmutation [Evil]
  Level: Corrupt 7
  Components: V, S, Corrupt
  Casting Time: 1 action
  Range: Touch
  Target: One living creature touched per level
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  With this spell, the caster’s touch deals grievous wounds to 
  multiple targets.
  After rapture of rupture is cast, the caster can touch one 
  target per round until she has touched a number of targets 
  equal to her caster level.
  The same creature cannot be affected twice by the same 
  rapture of rupture.
  A creature with no discernible anatomy is unaffected by 
  this spell.
  When the caster touches a subject, his flesh bursts open 
  suddenly in multiple places.
  Each subject takes 6d6 points of damage and is stunned for 
  1 round; a successful Fortitude save reduces damage by half 
  and negates the stun effect.
  Subjects who fail their Fortitude save continue to take 1d6 
  points of damage per round until they receive magical 
  healing, succeed at a Heal check (DC 20), or die.
  If a subject takes 6 points of damage from rapture of rupture 
  in a single round, he is stunned in the following round.
  Corruption Cost: 1 point of Strength damage per target 
  touched.
  RESONATING RESISTANCE
  Transmutation
  Level: Clr 5, Mortal Hunter 4, Sor/Wiz 5
  Components: V, Fiend
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster improves his spell resistance.
  Each time a foe attempts to bypass the caster’s spell 
  resistance, it must make a spell resistance check twice.
  If either check fails, the foe fails to bypass the spell 
  resistance.
  The caster must have spell resistance as an extraordinary 
  ability for resonating resistance to function.
  Spell resistance granted by a magic item or the spell 
  resistance spell does not improve.
  ROTTING CURSE OF URFESTRA
  Transmutation [Evil]
  Level: Corrupt 3
  Components: V, S, Corrupt
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject’s flesh and bones begin to rot.
  The subject takes 1d6 points of Constitution damage 
  immediately, and a further 1d6 points of Constitution 
  damage every hour until the subject dies or the curse is 
  removed with a wish, miracle, or remove curse spell.
  Corruption Cost: 1d6 points of Strength damage.
  SEETHING EYEBANE
  Transmutation [Evil, Acid]
  Level: Corrupt 1
  Components: V, S, Corrupt
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  The subject’s eyes burst, spraying acid upon everyone 
  within 5 feet.
  The subject is blinded and takes 1d6 points of acid damage.
  Those sprayed take 1d6 points of acid damage (Reflex save 
  for half ).
  Creatures without eyes can’t be blinded, but they might 
  take acid damage if someone nearby is the subject of 
  seething eyebane.
  Corruption Cost: 1d6 points of Constitution damage.
  SERPENTS OF THEGGERON
  Transmutation [Evil]
  Level: Corrupt 3
  Components: S, Corrupt
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster’s arms turn into serpents that can be used as 
  natural weapons.
  The serpents provide the caster with 10-foot reach.
  They have an attack bonus of +10 (plus caster’s Strength 
  modifier) and they deal 1d8 points of damage (plus her 
  Strength modifier).
  If the caster hits with a serpent, she has poisoned her foe.
  
  427
  The poison deals 1d6 points of Strength damage 
  immediately and another 1d6 points of Strength damage 1 
  minute later.
  Each instance of damage can be negated by a successful 
  Fortitude save (DC 16).
  As a full attack action, the caster can strike with both 
  serpents at her full attack bonus.
  Corruption Cost: 1d6 points of Intelligence damage.
  SLASH TONGUE
  Transmutation [Evil]
  Level: Clr 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with a tongue
  Duration: 1 round
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject’s tongue gets a thin cut.
  The subject takes 1 point of damage and takes a –1 penalty 
  on attack rolls, saving throws, skill checks, and ability 
  checks on the following round due to the annoying pain.
  SOUL’S TREASURE LOST
  Transmutation
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates (object)
  Spell Resistance: Yes
  With a harsh word of power and a shake of her fist, the 
  caster targets a single creature.
  The spell ascertains the most valuable object currently in 
  the subject’s possession and disintegrates it.
  This spell will not affect an artifact, but destroys the next 
  most valuable object instead.
  Material Component: A crushed ruby worth at least 500 gp.
  SPIDER HAND
  Transmutation
  Level: Clr 1, Drd 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Caster’s hand
  Duration: Concentration (up to 1 minute/level)
  The caster detaches his hand, which transforms into a 
  Small monstrous spider (see the Monster Manual) that he 
  controls.
  The caster can see through its eyes, and it can travel up to 
  20 feet per level away from him.
  If the spider is killed or prevented from returning to the 
  caster, his hand is restored when the spell ends, but he 
  takes 1d6 points of damage.
  If the caster directs the spider to return to his arm (a move-
  equivalent action), then lets the spell end, he takes no 
  damage.
  SPIDER LEGS
  Transmutation
  Level: Clr 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 minute/level
  The caster grows four long spider legs from the sides of her 
  torso.
  She can use these legs to move at a speed of 30 feet, no 
  matter what the caster’s normal speed is, as long as she 
  carries less than her maximum load.
  The caster can also use the extra legs to climb on vertical 
  surfaces or even traverse ceilings as well as a spider does, 
  with her hands completely free.
  The caster has a climb speed of 15 feet.
  A creature with a Strength score of at least 20 +1 per caster 
  level can pull the caster off a wall or ceiling.
  TONGUE OF BAALZEBUL
  Transmutation [Evil]
  Level: Clr 1
  Components: V, S, M, Drug
  Casting Time: 1 full round
  Range: Personal
  Target: Caster
  Duration: 1 hour/level
  The caster gains the ability to lie, seduce, and beguile with a 
  devil’s skill.
  He gains a +2 competence bonus on Bluff, Diplomacy, and 
  Gather Information checks.
  Material Component: A tongue from any creature capable of 
  speech.
  Drug Component: Mushroom powder.
  TONGUE SERPENTS
  Transmutation [Evil]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: Caster
  Duration: 1 hour/level or until discharged
  The caster’s tongue becomes a little but powerful serpent 
  that he may spit up to 30 feet away.
  This serpent then makes a bite attack using the caster’s 
  melee attack bonus and dealing damage as a Tiny viper (see 
  the Monster Manual).
  The caster may create one such serpent for every four caster 
  levels, spitting each one as a standard action.
  At the end of the spell’s duration, the serpents become 
  bloody bits of organic matter.
  Material Component: A serpent’s tongue.
  TONGUE TENDRILS
  Transmutation [Evil]
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  
  428
  Range: Personal
  Target: Caster
  Duration: 1 hour/level or until discharged
  The caster’s tongue becomes a powerful tendril that she 
  may spit up to 30 feet away.
  This tendril wraps around a target, lashing it to something 
  if possible.
  The tendril makes a grapple attack using the caster’s melee 
  attack bonus, dealing no damage but starting a grapple as a 
  Small creature with a Strength score of 20.
  If the tendril wins the grapple check, it wraps around a 
  limb or whatever is appropriate for the foe, lashing it to any 
  nearby object.
  Each tendril has AC 14, 10 hit points, and a break DC of 24.
  The caster may create up to one such tendril for every four 
  caster levels, spitting each one as a standard action.
  At the end of the spell’s duration, the tendrils become 
  bloody bits of organic matter.
  Material Component: A serpent’s tongue.
  TOUCH OF JUIBLEX
  Transmutation [Evil]
  Level: Corrupt 3
  Components: V, S, Corrupt
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject turns into green slime over the course of 4 
  rounds.
  If a remove curse, polymorph other, heal, greater restoration,
  limited wish, miracle, or wish spell is cast during the 4 rounds 
  of transformation, the subject is restored to normal but still 
  takes 3d6 points of damage.
  Corruption Cost: 1d6 points of Strength damage.
  CHAMPIONS OF RUIN (3.5)
  ABJURATION
  BATTLE LINE
  Abjuration
  Level: Initiate of Gruumsh 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Up to two contiguous 5-ft. squares/level, maximum 
  10 squares (S)
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: See text
  By means of this spell you draw a visible, unholy “line in 
  the sand” that causes a feeling of dread and hesitation in all 
  creatures that cross it.
  Any creature entering the affected area must make a Will 
  save or become shaken.
  A creature that successfully saves cannot be affected again 
  by the same spellcaster’s battle line spells for 24 hours.
  MANTLE OF THE SLIME LORD
  Abjuration
  Level: Initiate of Ghaunadaur 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Effect: Nimbus of divine energy
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell causes a glossy nimbus of energy to surround 
  you.
  This barrier looks like a gelatinous layer of thick, dirty 
  water to observers, but it does not hinder you in the least.
  While the mantle is active, nonintelligent oozes will not 
  attack you unless you attack them.
  In addition, you gain immunity to poison, sleep effects, 
  paralysis, polymorph, and stunning effects.
  Lastly, when a critical hit or sneak attack is scored on you, 
  there is a 75% chance that the critical hit or sneak attack is 
  negated and damage is instead rolled normally.
  NODE LOCK
  Abjuration
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One node
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  A node lock spell cast upon a node magically “locks” it 
  against others who might wish to use its power.
  You can affect a node whose class is equal to one-half your 
  caster level or less.
  For any caster except you, a node lock adds +15 to each 
  Spellcraft DC associated with the use of the node’s standard 
  powers.
  In addition, the node cannot be detected by a locate node 
  spell.
  A successful dispel magic breaks a node lock.
  Special: You must have the Node Spellcasting feat to cast 
  this spell.
  CONJURATION
  ARROWSPLIT
  Conjuration (Creation)
  Level: Assassin 3, ranger 3, justice of weald and woe 3
  Components: V, M
  Casting Time: 1 swift action
  Range: Touch
  Target: One masterwork arrow or bolt
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell is cast upon a masterwork arrow or bolt, causing 
  it to split in mid-flight into 1d4+1 identical masterwork 
  arrows or bolts.
  
  429
  All the missiles strike the same target, and you must make a 
  separate attack roll for each missile.
  The arrow or bolt must be fired during the same round the 
  spell is cast, or the magic dissipates and is lost.
  The projectile is destroyed even if it misses its target.
  Material Component: Masterwork arrow or bolt.
  BEDEVIL
  Conjuration (Summoning) [Evil]
  Level: Blackguard 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 round
  Range: See text
  Duration: 1 day/level (D)
  Saving Throw: No
  Spell Resistance: Yes
  You summon a mischievous spirit and send it to bedevil 
  your enemy.
  The spirit seeks out its assigned victim wherever she might 
  be, as long as she is on the same plane as you when you cast 
  the spell.
  It then proceeds to irritate and annoy her through a variety 
  of manifestations.
  The victim of a bedevil spell finds herself constantly seeing 
  movement out of the corner of her eye.
  Her sleep is frequently interrupted by bed shaking and 
  blanket shifting and the sounds of voices that fade upon 
  waking.
  When spellcasting, she suffers a variety of minor irritations 
  that threaten to disrupt her spells, and she constantly feels 
  haunted and watched.
  The result of this bedevilment is that she takes a –1 penalty 
  on all ability checks, skill checks, and Will saving throws 
  and has a 5% chance of arcane spell failure (which stacks 
  with any spell failure chance from armor worn).
  Detect evil cast upon the subject of this spell reveals the 
  presence of the bedeviling spirit, while protection from evil 
  keeps the spirit from adversely affecting the victim.
  A dispel evil spell destroys the mischievous spirit, but remove 
  curse or similar magic has no effect on it.
  Material Components: A tiny iron statuette of a devil or imp, 
  plus either a drop of the intended victim’s blood or one 
  personal article belonging to the intended victim.
  NODE DOOR
  Conjuration (Teleportation)
  Level: Druid 3, sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: Varies; see text
  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 node to 
  any other node of the same type that you have visited.
  You always arrive at the exact spot desired—whether by 
  simply visualizing the area or by describing your 
  destination (for example, “the Shadow Weave node in the 
  garden at the Temple of Old Night”).
  After using this spell, you can’t take any other actions until 
  your next turn.
  If you arrive in a node that is already partially occupied by a 
  newly added object, you arrive in the closest clear space in 
  that node.
  If the node is completely filled or has been destroyed by 
  any means, you bounce to the next closest node of the same 
  type (determined randomly or by the DM).
  Each such “bounce” deals 2d6 points of damage to you and 
  any who accompany you.
  You can bring along objects as long as their weight doesn’t 
  exceed your maximum load.
  You can 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.
  As with all spells for which 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.
  Special: You must have the Node Spellcasting feat to cast 
  this spell.
  NODE GENESIS
  Conjuration (Creation)
  Level: Sorcerer/wizard 9
  Components: V, S, XP
  Casting Time: 1 tenday (8 hours/day)
  Range: Touch
  Effect: One Class 1 node with a 10-ft. radius
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, the arcane energies reroute local 
  ley lines and telluric currents, precipitating the creation of 
  a Class 1 node (you determine the type when you cast the 
  spell).
  The new node is centered on and emanates from a point on 
  the ground you touch.
  The rough boundary of the new node can cross any type of 
  terrain or empty space, and can cross different types of 
  materials.
  You have some leeway in determining the initial shape of 
  your node’s outer boundary—it doesn’t have to be a perfect 
  sphere.
  The newly generated node retains its Class 1 status for one 
  year.
  Thereafter, its diameter increases at rate of 20 feet per year, 
  until it eventually reaches a diameter equal to 20 feet per 
  the caster level you possessed at the time of casting.
  When the node’s diameter reaches the low end of the range 
  for the next higher class (see Table 5–1 on page 96), its class 
  increases by +1.
  For example, a Class 1 node becomes Class 2 when its 
  diameter reaches 40 feet, and Class 3 when its diameter 
  reaches 120 feet.
  Nodes you create with this spell are automatically 
  considered node locked by you.
  
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  They are otherwise just like natural nodes and subject to 
  destruction in the same ways.
  XP Cost: 5,000 XP.
  Special: You must have the Node Spellcasting feat to cast 
  this spell.
  POCKET CAVE
  Conjuration (Creation)
  Level: Initiate of Gruumsh 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Extradimensional cave, up to two 10-ft. cubes/level 
  (S)
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You conjure up an extradimensional cave that has a single 
  entrance on the plane from which the spell was cast.
  You can only cast this spell on a surface made of rock or 
  some form of earth.
  The entry point looks like a dark cave entrance that is 4 feet 
  wide and 8 feet high.
  Only those you designate can enter the cave, and the portal 
  is shut and made invisible behind you when you enter.
  You can open it again from your side at will.
  Creatures entering the cave will find themselves in a dark, 
  wet cavern.
  The place contains enough oxygen to sustain as many 
  creatures as can fit in the area for the duration of the spell.
  Edible fungus grows along the walls, and condensation 
  drips down one wall into a pool of fresh, clean water that 
  never seems to run dry.
  External conditions such as weather do not affect the 
  pleasant atmosphere of the cave, and nothing except the 
  designated creatures can pass through the portal in either 
  direction.
  At the end of the spell’s duration, all within the pocket cave 
  return to the spot where they entered the cave or else to the 
  nearest open space, if that spot is occupied.
  SHADOW TRAP
  Conjuration (Summoning) [Shadow]
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Duration: 1 hour/level (D)
  Saving Throw: Reflex half
  Spell Resistance: Yes
  With this spell, you place a magic trap on any object that 
  casts a shadow.
  If the object is disturbed in any way that causes its shadow 
  to shift (for instance, if it or a nearby light source is moved), 
  a bound greater shadow (see Monster Manual page 221) 
  emerges from the object’s shadow to attack the nearest 
  living creature.
  The shadow can be turned or destroyed as normal; 
  otherwise, it remains for a number of rounds equal to your 
  caster level.
  If the trapped object resides in a place that has no shadows, 
  the trap does not trigger, although the spell remains in 
  effect.
  Material Component: A sheet of black cloth large enough to 
  drape over the warded object.
  SLIME HURL
  Conjuration (Creation)
  Level: Initiate of Ghaunadaur 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Three globs of green slime
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You conjure and hurl three roughly spherical globs of dark 
  green slime.
  You must succeed on a ranged touch attack to strike a target 
  with a slime glob (roll separately for each glob, using your 
  best ranged attack bonus).
  Any creature struck by a glob is coated in a patch of green 
  slime (see Dungeon Master’s Guide page 76) and begins to 
  experience its effects immediately.
  You can hit a creature with multiple globs, each of which 
  must be dealt with separately.
  The conjured green slime does not disappear automatically 
  and must be destroyed in the normal way.
  DIVINATION
  LOCATE NODE
  Divination
  Level: Cleric 3, druid 2, sorcerer/wizard 2
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: 1 mile/level; see text
  Area: Circle, centered on you, with a radius of 1 
  mile/level; see text
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You sense the direction of any node within range.
  You can choose to locate the nearest node, the closest node 
  of a particular type, or a specific node you have visited 
  before; in the latter case, the range is 2 miles/level and the 
  area is a circle, centered on you, with a radius of 2 
  miles/level.
  The spell is blocked by even a thin sheet of lead, and it 
  cannot detect nodes protected by a node lock spell.
  Arcane or Divine Focus: A pebble found in a node.
  ENCHANTMENT
  ANATHEMA
  Enchantment (Compulsion)
  Level: Cleric 9, druid 9
  Components: V, S, F, DF
  Casting Time: 1 round
  
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  Range: Unlimited
  Target: One creature of the same faith as the spellcaster
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You can permanently break the divine link between your 
  deity and a lower-level cleric, druid, ranger or paladin of 
  your faith, or upon a common worshiper.
  The spell has no effect on spellcasters of a faith other than 
  your own.
  You can pronounce an anathema upon any character of your 
  faith, no matter where he is, even if on a different plane.
  You cannot pronounce an anathema against someone who 
  is already dead.
  Some deities do not allow an anathema to be pronounced 
  against the innocent or against their chosen, while others 
  grant their high-level clerics free use of this most terrible of 
  divine curses.
  An individual under anathema can no longer cast divine 
  spells or call upon the power of his god to turn or command 
  undead, heal, harm, smite, shape change, or use any other 
  divine power associated with his character class.
  An ordinary worshiper placed under anathema is not 
  allowed to take advantage of any of the faith’s services, such 
  as healing, naming, marrying, or burial of the dead.
  Anyone who dies while under anathema is barred from 
  entry into his deity’s plane just as though he had never 
  declared allegiance to a god.
  His soul is condemned to eternally writhe in the Wall of
  the Faithless.
  On a more personal level, the anathema spell marks the 
  subject as accursed with regard to others of the faith.
  They are not allowed to speak to him, look at him, or even 
  acknowledge his existence.
  The common members of the faith are only aware that the 
  subject is under anathema if so informed by the church 
  hierarchy; however, clerics, paladins, druids and rangers of 
  the faith can automatically detect an anathema effect simply 
  by looking at the subject.
  The effect is permanent until lifted, either by the original 
  spellcaster, or by a cleric of the same faith, of a higher level 
  than the caster, who casts an atonement spell upon the 
  subject.
  The subject of an anathema can also remove its effect by 
  changing his divine allegiance (see Changing Deities, page 
  233 of the FORGOTTEN REALMS Campaign Setting).
  Focus: The subject’s name must be inscribed in a book or 
  scroll especially consecrated for this purpose and detailing 
  the crimes (real or imagined) for which the subject is being 
  condemned.
  The book is not consumed in the process.
  ENRAGE ANIMALS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Druid 1, ranger 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 minute/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  This spell incites and enrages animals, making them hostile 
  and vicious.
  Only ordinary animals (those with Intelligence scores of 1 
  or 2) can be affected by this spell.
  The maximum number of Hit Dice of animals you can 
  affect is equal to 2d4 + your caster level.
  A dire animal or an animal trained only to attack on order is 
  allowed a saving throw; other animals are not.
  For example, a ranger could enrage a normal bear or wolf 
  with little trouble, but it’s more difficult to drive a trained 
  guard dog into a frenzy so that it attacks its master.
  The affected creatures attack the nearest creature, including 
  any other creatures affected by this spell.
  LOVE’S LAMENT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3
  Components: V
  Casting Time: 1 standard action
  Range: 60 ft.
  Effect: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  With this spell, you create a cone of music that draws upon 
  the sadness, guilt, and despair of those within its area of 
  effect.
  All creatures in the area take a –4 penalty on Listen checks 
  for 1 round.
  In addition, those who fail to save against love’s lament are 
  reminded of all their lost loves and disappointments in life.
  The music seizes upon these feelings and magnifies them, 
  so that the victims of the spell take 1d6 points of Wisdom 
  damage and are nauseated for 1d4 rounds.
  REMORSELESS CHARM
  Enchantment (Compulsion) [Evil, Mind-Affecting]
  Level: Bard 5, cleric 6, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft + 5ft./2 levels)
  Duration: See text
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell eliminates normal inhibitions and silences the 
  subject’s conscience.
  Under its effects, a good creature might commit acts of 
  extraordinary evil without any feelings of remorse.
  For instance, a paladin who strives to never destroy a foe 
  that has surrendered might decide that she’s better off 
  meting out justice immediately and killing the enemy.
  This spell affects the target’s norms and expections; for 
  example, once affected, a good-aligned target might be 
  willing to attack his friends when urged to do so through a 
  suggestion.
  This would not eliminate his need to atone, according to 
  the tenets and punishments prescribed by his faith or law.
  The compulsion is permanent until broken by a break 
  enchantment spell or similar magic, or until it is removed by 
  the spellcaster.
  Material Component: One piece of masterwork artwork of at 
  least 1,000 gp in value.
  
  432
  The artwork must depict acts of debauchery or evil that are 
  titillating and fascinating, not disturbing or revolting.
  The spell is cast upon the artwork, which is then revealed 
  to the subject of the spell, triggering its effects.
  The enchantment on the artwork lasts for 1 day per 
  spellcaster level, much like a symbol, until it is viewed and 
  its magical effect is triggered.
  SYMPHONIC NIGHTMARE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 6
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 day/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  A creature targeted by this spell loses the ability to dream 
  during sleep or rest.
  Rather, in place of dreams, the target’s slumbering mind is 
  filled with the sounds of a discordant orchestra.
  After the victim’s first attempt to sleep, he incurs a –2 
  penalty on all Wisdom-based skill checks.
  This penalty persists as long as the symphonic nightmare 
  effect maintains its hold on him.
  This spell affects all creatures that sleep or enter sleeplike 
  trances; creatures without the need to sleep are effectively 
  immune.
  In addition, the creature’s sleep is now haunted.
  It can no longer gain complete rest from sleeping or 
  resting.
  The target does not regain hit points or heal ability damage 
  naturally, nor is it able to prepare spells if doing so requires 
  a full night’s rest.
  The creature is, however, now immune to the dream and 
  nightmare spells, as well as to other effects that cause 
  nightmares (such as the night hag’s dream haunting 
  ability).
  The caster can lift the effect of this curse at will, but it is 
  otherwise difficult to remove a symphonic nightmare before 
  its duration expires.
  A remove curse cast at a higher caster level than the 
  symphonic nightmare spell removes it, as does a successful 
  break enchantment.
  Otherwise, a wish or miracle is required to lift the curse.
  Focus: A small statue of an opened skull within which is 
  arranged a miniature orchestra.
  The quality of this component must be extraordinary, 
  giving it a value of at least 1,000 gp.
  EVOCATION
  DARKFLAME ARROW
  Evocation
  Level: Assassin 3, justice of weald and woe 3, ranger 3
  Components: V, M
  Casting Time: 1 swift action
  Range: Touch
  Target: One masterwork arrow or bolt
  Duration: Instantaneous; see text
  Saving Throw: None
  Spell Resistance: Yes
  This spell is cast upon a masterwork arrow or bolt, 
  engulfing its head in black fire.
  The arrow deals normal damage and wreaths the target in 
  black flame that deals an extra 2d6 points of damage.
  The black flames continue to engulf the victim for 2 more 
  rounds, dealing 2d6 points of damage each subsequent 
  round (at the start of your turn), and they cannot be 
  extinguished (although they can be dispelled).
  The arrow or bolt must be fired during the same round the 
  spell is cast, or the magic dissipates and is lost.
  Creatures with immunity or resistance to fire take full 
  damage from the black flames.
  The projectile is destroyed even if it misses its target.
  Material Component: Masterwork arrow or bolt.
  MARK OF THE UNFAITHFUL
  Evocation
  Level: Cleric 7, druid 7
  Components: V, S, F
  Casting Time: 1 round
  Range: Unlimited
  Target: One creature
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes
  You permanently place a mark upon a character or creature 
  that identifies it as an enemy of the faith.
  Anyone of your faith who encounters the bearer of a mark 
  of the unfaithful, even if he is disguised, altered, or 
  polymorphed, feels a natural hostility toward that person and 
  gains a +6 circumstance bonus on Sense Motive checks 
  made against the marked creature.
  This hostility might not induce the viewer to attack, but he 
  certainly will not be inclined to trust or believe anything 
  the marked one says.
  Clerics, paladins, druids and rangers of the faith can 
  automatically detect the mark simply by looking at the 
  subject.
  A mark of the unfaithful is permanent until dispelled or 
  removed by a cleric of the same faith, of higher level than 
  the caster, who casts an atonement spell upon the subject.
  Focus: The subject’s name must be inscribed in a book or 
  scroll especially consecrated for this purpose and detailing 
  the crimes (real or imagined) for which the subject is being 
  marked.
  SCOURGE OF FORCE
  Evocation [Force]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One tendril of force plus one additional tendril per 
  three caster levels (maximum four)
  Targets: One or more targets, no two of which can be 
  more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  
  433
  One or more whiplike tendrils of force spring from your 
  hand and lash targets within range.
  Make a melee touch attack for each tendril using your 
  highest attack bonus.
  If a tendril hits, it deals 1d8 points of force damage plus 1 
  point of force damage per two caster levels (maximum 
  1d8+5).
  You can lash a target with multiple tendrils.
  SLASHING DARKNESS
  Evocation
  Level: Clr 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
  A hissing, hurtling ribbon of pure darkness flies from your 
  hand.
  A creature struck by this ray of darkness takes 1d8 points of 
  damage per two caster levels (maximum 5d8).
  An undead creature instead heals 1d8 points of damage per 
  two caster levels (maximum 5d8).
  NECROMANCY
  NECROTIC SKULL BOMB
  Necromancy
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You imbue a humanoid skull with negative energy and hurl 
  it.
  The skull detonates on impact, releasing the negative 
  energy contained within.
  All creatures in the spell’s area, except for undead, gain 1d4 
  negative levels (see Energy Drain, page 308 of the Monster 
  Manual, for details about negative levels).
  Assuming a creature survives the effect of the spell, it 
  regains lost levels after a number of hours equal to your 
  caster level (maximum 15 hours).
  Usually, negative levels have a chance of draining a 
  creature’s levels, but the negative levels from necrotic skull 
  bomb don’t last long enough to do so.
  An undead creature in the spell’s area gains 1d4×5 
  temporary hit points for 1 hour.
  Material Component: A humanoid skull.
  RAVAGE
  Necromancy [Evil]
  Level: Cleric 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft.-radius cylinder, 40 ft. high
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A terrible column of swirling black energy engulfs 
  creatures and rips at their bodies and souls.
  All living creatures within the spell’s area take 1d6 points of 
  vile damage per two caster levels (maximum 10d6).
  Unlike regular damage, vile damage can only be healed by 
  magic cast within the area of a consecrate or hallow spell.
  SHADOW ARROW
  Necromancy
  Level: Assassin 4, justice of weald and woe 4, ranger 4
  Components: V, M
  Casting Time: 1 swift action
  Range: Touch
  Target: One masterwork arrow or bolt
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell is cast upon a masterwork arrow or bolt, 
  transforming it into pure black shadow.
  Make a ranged touch attack with the missile instead of a 
  normal ranged attack.
  Instead of dealing normal damage, a shadow arrow deals 1d6 
  points of Strength damage.
  The arrow or bolt must be fired during the same round the 
  spell is cast, or the magic dissipates and is lost.
  The projectile is destroyed even if it misses its target.
  Material Component: Masterwork arrow or bolt.
  TVASH-PRULL’S BONEFIDDLE
  Necromancy
  Level: Bard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature that has a skeleton or exoskeleton
  Duration: Concentration, up to 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You call up a ghostly fiddle bow in the air above the 
  targeted creature.
  This bow immediately descends into the subject’s body and 
  begins to saw back and forth against its skeleton.
  Although the music produced is eerily beautiful, it causes 
  intense pain and anguish to the victim.
  In each round of the duration, the victim takes 1d6 points 
  of sonic damage and has a –20 penalty on all Move Silently 
  checks; the sonic damage is considered to be continuous 
  damage for the purposes of disrupting spellcasting.
  As a standard action, you can move the bonefiddle to another 
  creature in range, but the new target gains a saving throw to 
  resist the spell.
  If a target ever makes its saving throw, the bonefiddle 
  vanishes and the spell ends.
  The spell’s effects continue even if the target moves so you 
  no longer have line of sight or line of effect to it, but you 
  cannot shift the bonefiddle to a new target unless you have 
  
  434
  both line of sight and line of effect to the current target and 
  to the intended target.
  Material Component: A miniature silver fiddle worth at least 
  30 gp.
  TRANSMUTATION
  AIR BREATHING
  Transmutation
  Level: Cleric 3, druid 3, sorcerer/wizard 3
  Components: S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Duration: 2 hours/level; see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creatures can breathe air freely.
  Divide the duration evenly among all the creatures you 
  touch.
  The spell does not make creatures unable to breathe water.
  Air breathing dispels and counters water breathing.
  Arcane Material Component: A short reed or piece of straw.
  BLOODFREEZE ARROW
  Transmutation
  Level: Assassin 4, ranger 4, justice of weald and woe 4
  Components: V, M
  Casting Time: 1 swift action
  Range: Touch
  Target: One masterwork arrow or bolt
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  This spell is cast upon a masterwork arrow or bolt, 
  transforming its head into blue ice.
  In addition to taking normal damage from the missile, the 
  target takes 2d6 points of cold damage and is paralyzed.
  A successful Fortitude save negates the paralysis, and the 
  target can make a new save each round (at the start of the 
  caster’s turn).
  Material Component: Masterwork arrow or bolt.
  BLOODSPEAR
  Transmutation
  Level: Initiate of Gruumsh 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Spear touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to channel the fury of Gruumsh into 
  the god’s favored weapon—a spear.
  The weapon’s tip begins to drip blood, and the spear acts as 
  if it had the wounding special ability (see Dungeon Master’s 
  Guide page 226) for the duration of the spell.
  The spell is automatically canceled 1 round after the 
  weapon leaves your hand.
  You cannot have more than one bloodspear in effect at a 
  time.
  This spell has no effect on a spear that already has the 
  wounding special ability, and it does not work on artifacts.
  BRILLIANT ENERGY ARROW
  Transmutation
  Level: Assassin 2, ranger 2, justice of weald and woe 2
  Components: V, M
  Casting Time: 1 swift action
  Range: Touch
  Target: One masterwork arrow or bolt
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell is cast upon a masterwork arrow or bolt, 
  transforming its head into brilliant energy that gives off 
  light as a torch (20-foot radius).
  A brilliant energy missile ignores nonliving matter.
  Armor bonuses to AC (including any enhancement 
  bonuses to that armor) do not count against it because the 
  missile passes through armor.
  It deals normal damage and has no effect on constructs, 
  undead, and objects.
  The arrow or bolt must be fired during the same round the 
  spell is cast, or the magic dissipates and is lost.
  The projectile is destroyed even if it misses its target.
  Material Component: Masterwork arrow or bolt.
  CONTROL DARKNESS AND SHADOW
  Transmutation [Darkness, Shadow]
  Level: Bard 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Shadows in one 5-ft. cube/level
  Duration: Concentration + 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You can affect existing shadows, both natural and magical, 
  by causing them to deepen, lighten, or even move.
  You can cause one of the following effects at a time, and can 
  switch them once per round as a free action for the 
  duration of the spell.
  The chosen effect covers the entire area of the spell; 
  multiple effects may not be applied to different areas.
  The possible effects are described below.
  Deepen Darkness and Shadow: Normal shadows now grant a 
  +4 bonus on Hide checks and provide concealment to 
  creatures within them.
  Magical darkness now confers total concealment to anyone
  within its area.
  Lighten Darkness and Shadow: Normal shadows are 
  suppressed within the area, making it impossible to hide 
  within them or use abilities such as the shadowdancer’s 
  shadow jump ability.
  Magical darkness no longer provides concealment, and the
  area can now be illuminated by any light source.
  Move Shadow: The affected shadow moves as you direct 
  within the area.
  You can create shadow illusions (as those created by a silent 
  image spell, but without color), reveal hidden creatures by 
  
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  taking their shadow away, cause shadows to follow you 
  within the area of the spell, or otherwise move the shadow 
  as you see fit.
  You cannot move areas of darkness in this way.
  DOUBLESTRIKE ARROW
  Transmutation
  Level: Ranger 4, justice of weald and woe 4
  Components: V, S, M
  Casting Time: 1 swift action
  Range: Touch
  Target: One arrow or bolt
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  This spell is cast upon a single arrow or crossbow bolt, 
  enabling it to strike two targets instead of one.
  The character firing the arrow selects the two targets, both 
  of which must be within 30 feet of each other, and makes a 
  separate attack roll against each target (using the same 
  attack bonus).
  After striking or missing the first target, the arrow swerves 
  and continues on course to the second target.
  A doublestrike missile cannot hit the same target twice, and 
  it is destroyed even if it misses its intended targets.
  Material Component: Arrow or bolt.
  SERPENT ARROW
  Transmutation
  Level: Justice of weald and woe 3, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to eight projectiles, all of which must be 
  within 40 ft. of each other at the time of casting; see text
  Duration: Up to 10 min./level; see text
  Saving Throw: None
  Spell Resistance: No
  You transform wooden arrows, darts, or twigs into Tiny 
  vipers (see Monster Manual page 200).
  These missiles remain rigid and harmless until fired or 
  hurled.
  They automatically bite any creature they hit, each dealing 
  1 point of damage plus poison (injury, Fortitude DC 11, 
  initial and secondary damage 1d6 Con).
  The missiles remain in snake form for the duration of the 
  spell, fighting the creatures they initially struck using their 
  normal attack bonus.
  If a missile misses its target, or the target originally struck 
  moves out of reach, the snake moves to attack the nearest 
  creature other than you.
  If a target falls dead and no others are in range, the spell 
  ends even if its duration has not run out.
  When the spell expires, the vipers melt away, leaving 
  nothing behind.
  Material Components: Up to eight wooden arrows, darts, or 
  straight twigs, plus a scale from any sort of snake.
  SPELLSLAYER ARROW
  Transmutation
  Level: Assassin 2, justice of weald and woe 2, ranger 2
  Components: V, S, M
  Casting Time: 1 swift action
  Range: Touch
  Target: One masterwork arrow or bolt
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell is cast upon a masterwork arrow or bolt, 
  transforming it into a glowing missile that destabilizes 
  other forms of magic.
  In addition to dealing normal damage, a spellslayer arrow 
  deals an extra 1d4 points of damage for each ongoing spell 
  currently in effect on the target.
  For example, an arrow would deal an extra 3d4 points of 
  damage to a creature under the effects of bull’s strength,
  haste, and mage armor.
  The arrow or bolt must be fired during the same round the 
  spell is cast, or the magic dissipates and is lost.
  The projectile is destroyed even if it misses its target.
  Material Component: Masterwork arrow or bolt.
  UNDERSONG
  Transmutation
  Level: Bard 1
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  When you cast this spell, a familiar and soothing song wells 
  up in your mind.
  The song does not distract you from any task at hand—on 
  the contrary, by humming along to the tune you can focus 
  your mind with ease.
  As long as this spell is in effect, you can use any Perform 
  check in place of a Concentration check.
  You must decide which skill to use before any check is 
  made.
  UNHOLY BEAST
  Transmutation [Evil]
  Level: Druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One animal of up to 1 HD/level
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  When you cast this spell, the subject creature temporarily 
  transforms into a being of evil, serving you for the duration 
  of the spell.
  The animal’s limbs and face contort, it sprouts tusks and 
  bone spurs through its skin, and its eyes turn completely 
  black.
  The animal gains a +2 bonus to Strength, Dexterity, and 
  Constitution, and a +2 bonus to natural armor.
  Furthermore, the damage of its natural attacks increases as 
  if it were one size category larger.
  An unholy beast serves you as if it were under the influence 
  of a dominate animal spell.
  
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  WHIP OF THORNS
  Transmutation
  Level: Druid 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Effect: 15-foot-long whip covered with sharp thorns
  Duration: 1 round/level, or until discharged
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, a piece of vine grows into a thorn-
  studded whip capable of savagely ripping your opponent’s 
  flesh.
  You can wield this whip as if you were proficient, and it 
  follows all the rules for a whip except that it deals 1d8+1 
  points of lethal damage per strike.
  Any time you strike a Large or smaller opponent 
  successfully with the whip, you can release it and entangle 
  the creature.
  Doing this ends the spell, but the thorny vine continues to 
  wrap around your enemy until the opponent breaks free 
  with a successful Escape Artist check (DC equal to the save 
  DC of the spell).
  On a failed check, the creature takes an additional 1d4 
  points of damage and remains entangled.
  On a successful check that exceeds the DC by 10 or less, the 
  creature takes the additional damage in the process of 
  freeing itself.
  A creature can also attempt to burst the vine with a DC 20 
  Strength check, although it takes 1d4 points of damage 
  whether or not the attempt succeeds.
  Material Component: A tiny piece of vine.
  WOODWISP ARROW
  Transmutation
  Level: Assassin 1, druid 1, justice of weald and woe 1, 
  ranger 1
  Components: V, S, M
  Casting Time: 1 swift action
  Range: Touch
  Target: One masterwork arrow or bolt
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell is cast upon a masterwork arrow or bolt, enabling 
  the missile to pass through wood as though it was air, 
  negating any cover benefit the target might enjoy because 
  of wooden doors, tables, or stockade walls, or negating the 
  AC modifier of a wooden shield.
  The spell doesn’t grant the spellcaster the ability to see 
  through wooden obstructions, so unless a clairvoyance spell 
  or similar magic is already in effect, the target is treated as 
  having concealment instead of cover.
  The arrow or bolt must be fired during the same round the 
  spell is cast, or the magic dissipates and is lost.
  The projectile is destroyed even if it misses its target.
  CHAMPIONS OF VALOR 
  (3.5)
  ABJURATION
  DISPEL SILENCE
  Abjuration
  Level: Initiate of Milil 2
  Components: S, DF
  Casting Time: 1 immediate action
  Target or Area: One silence effect
  This spell functions like dispel magic, except as noted above 
  and that it only works against effects that create an area of 
  silence (silence, Khelben’s suspended silence, and so on).
  While you have this spell prepared, you gain a +2 
  competence bonus on Listen checks.
  FAVOR OF TYMORA
  Abjuration
  Level: Initiate of Tymora 2
  Components: V, S, F
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/3 levels
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell creates a glistening aura of golden magical energy 
  around the target creature.
  The creature gains a +2 luck bonus to AC.
  Focus: A gold piece.
  LIONHEART
  Abjuration
  Level: Initiate of the Holy Realm 2, initiate of Nobanion 2
  Casting Time: 1 immediate action
  Duration: 1 minute
  This spell originated in Nobanion’s faith.
  It functions like remove fear except as noted above.
  REND SHADOW WEAVE
  Abjuration
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 minute
  Range: Close (25 ft. plus 5 ft./2 levels)
  Effect: One 10-ft.-cube area of the Shadow Weave
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You damage the Shadow Weave, creating an area of dead 
  magic that only affects the Shadow Weave rather than the 
  Weave.
  While you have this spell prepared, you get a +2 
  competence bonus on caster level checks to dispel Shadow 
  Weave effects.
  Material Component: A moonstone worth at least 50 gp.
  
  437
  SHARD BLESSING AURA
  Abjuration
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  This spell creates an aura of shimmering blue-white light 
  similar to moonlight that fills your space and moves with 
  you.
  The aura sheds light equal to a candle.
  This aura functions like a lesser globe of invulnerability.
  If you are a sorcerer and Selûne is your patron, the aura also 
  grants you the benefit of protection from evil.
  The spell is named for the Shards, planetar servants of 
  Selûne drawn from the ranks of her greatest priestesses.
  Because some shards return to Faerûn to visit their mortal 
  lovers, supernatural bloodlines (usually aasimar, but not 
  always) with ties to Selûne exist in some parts of the world.
  Material Component: A moonstone or other polished white 
  stone.
  SKIN OF THE STEEL DRAGON
  Abjuration
  Level: Sorcerer/wizard 5
  Components: V, S, M Cas ting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round/3 levels
  This spell grants you spell resistance equal to 10 + your 
  caster level.
  If you are a sorcerer, this spell also grants you a +5 
  resistance bonus on saving throws against poison.
  Some of Mystra’s servants are steel dragons, shapeshifting 
  creatures who love living among humanoids.
  Some sorcerers claim their magic comes from a long-ago 
  dragon ancestor, one of the first steel dragons to serve 
  Mystra in Faerûn.
  Material Component: A piece of steel in the shape of a seven-
  pointed star or a steel holy symbol of Mystra’s faith.
  CONJURATION
  ANIMATE WITH THE SPIRIT
  Conjuration (Summoning) [Good]
  Level: Sanctified 4
  Components: V, S, DF, sacrifice
  Casting Time: 10 minutes
  Range: Medium (100 ft. + 10 ft./level)
  Target: One corpse with HD equal to or less than your 
  caster level
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you request your deity to send you the 
  spirit of a good-aligned outsider (of 6 HD or less) of the 
  deity’s choice to inhabit a corpse within range, which 
  becomes animated by the spirit.
  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 can request 
  that individual by speaking the name during the spell 
  (though you might get a different creature anyway).
  The Hit Dice of the corpse to be animated (not counting 
  class levels) cannot exceed your caster level.
  The possessed body attacks your opponents to the best of 
  its ability.
  If you can communicate with the possessing spirit, you can 
  direct it not to attack, to attack particular enemies, or to 
  perform other actions.
  While the body is inhabited by the spirit, it is treated as if 
  were still alive but possessed.
  It uses the outsider’s Intelligence, Wisdom, Charisma, base 
  attack bonus, base save bonuses, alignment, mental 
  abilities, and any class levels it might have.
  The body regains the Strength, Dexterity, Constitution, hit 
  points, and innate abilities of the creature the corpse 
  represented when it was alive.
  For example, a sahuagin’s body breathes water and a troll’s 
  body regenerates.
  The spirit can’t choose to activate the host body’s 
  extraordinary or supernatural abilities, and the host body’s 
  spells and spell-like abilities do not stay with the body.
  The spirit remains within the body until the spell is 
  dismissed, the duration ends, or the host body is slain, at 
  which point it returns to its original body with no ill 
  effects.
  Sacrifice Component: 1d3 points of Strength drain.
  CELESTIAL FORTRESS
  Conjuration (Creation)
  Level: Sanctified 4
  Components: V, S, DF, sacrifice
  This spell functions like Leomund’s secure shelter, except as 
  noted above and as follows.
  The structure is a simple flat-roofed fort rather than a 
  cottage.
  It has a sturdy door and a fireplace but no windows; access 
  to the roof is through a ladder and a sturdy hatch.
  The fortress resonates with the power of your deity’s home 
  plane, and it is protected by consecrate and magic circle against 
  evil.
  The fortress’s appearance reflects your deity and deity’s 
  realm.
  For example, Mystra’s forts created by this spell look like 
  high-fantasy castles, those of Mulhorandi deities look 
  native to their land, those of dwarven deities look very 
  dwarflike, and so on.
  Sacrifice Component: 1d2 points of Constitution damage.
  CREATE LANTERN ARCHON
  Conjuration (Creation) [Good, Light]
  Level: Sanctified 3
  Components: V, S, DF, sacrifice
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One lantern archon
  Duration: Instantaneous
  Saving Throw: None
  
  438
  Spell Resistance: No
  You sacrifice a small part of your own life force to create a 
  new lantern archon (see page 16 of the Monster Manual) in 
  the service of your patron.
  The lantern archon is not under your control but is friendly 
  to you.
  It willingly performs one nonhazardous task of your choice 
  taking up to 1 hour without requiring any payment.
  Alternatively, you can request that it perform a hazardous 
  or longer task, but in this case payment is required—see 
  lesser planar ally, page 261 of the Player’s Handbook, for details 
  on tasks and payment.
  Upon completion of the task, the lantern archon is 
  magically transported to your deity’s home plane.
  Sacrifice Component: 1d2 points of Constitution drain.
  GOLDEN DRAGONMAIL
  Conjuration (Creation)
  Level: Sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Effect: One suit of magic armor
  Duration: 1 hour/level (D); see text
  You create a suit of shining golden full plate around your 
  body.
  The armor is etched with a dragonscale pattern, an image of 
  a gold dragon, or Torm’s holy symbol (your choice when 
  you cast the spell).
  It is treated as +1 mithral full plate for all purposes (including 
  arcane spell failure chance), and you are treated as 
  proficient with this armor.
  Removing or destroying the armor dismisses the spell.
  This spell has no effect if you are already wearing armor.
  Torm the True is served by gold and silver dragons, and 
  some of these dragons are the founders of ancient sorcerer 
  bloodlines among the younger races.
  If you are a sorcerer, the armor also gives you resistance to 
  fire 10.
  Focus: A gold coin and a piece of mithral in the shape of a 
  dragonscale.
  RUNIC MARKER
  Conjuration (Creation) [Earth]
  Level: Cleric 4
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One stone pillar
  Duration: Permanent
  Saving Throw: See text
  Spell Resistance: No
  You create a slender stone pillar 2 feet in diameter and 6 
  feet tall.
  It can be square, cylindrical, hexagonal, natural-looking, or 
  any similar shape.
  It must be solid and complete (without hollow spaces or 
  secret compartments).
  When you create the runic marker, you can also have a 
  message of up to twenty-five words inscribed upon it.
  The runic marker also bears a glyph of warding (blast glyph 
  only).
  In addition to the normal trigger conditions available for a 
  glyph of warding, you can set it to activate if the pillar ever 
  takes damage from a magical effect.
  When the glyph of warding effect activates, the runic marker 
  is destroyed, leaving nothing behind.
  Material Component: One vial of holy water.
  SILVER DRAGONMAIL
  Conjuration (Creation)
  Level: Sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Effect: One suit of magic armor
  Duration: 1 hour/level (D); see text
  You create a shining silver breastplate around your body.
  The armor is etched with a dragonscale pattern, an image of 
  a silver dragon, or Torm’s holy symbol (your choice when 
  you cast the spell).
  It is treated as +1 mithral breastplate for all purposes 
  (including arcane spell failure chance), and you are treated 
  as proficient with this armor.
  Removing or destroying the armor dismisses the spell.
  This spell has no effect if you are already wearing armor.
  Torm the True is served by gold and silver dragons, and 
  some of these dragons are the founders of ancient sorcerer 
  bloodlines among the younger races.
  If you are a sorcerer, the armor also gives you resistance to 
  cold 5.
  Focus: A silver piece and a piece of mithral in the shape of a 
  dragonscale.
  DIVINATION
  VISION OF PUNISHMENT
  Divination [Mind-Affecting]
  Level: Sanctified 1
  Components: V, DF, sacrifice
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One evil living creature
  Duration: 1 round/3 levels
  Saving Throw: Will partial
  Spell Resistance: Yes
  You give the target a vision of what awaits it in the afterlife.
  Since most evil creatures go to an evil plane where they 
  take the form of a lowly and much-tortured petitioner 
  (barring special arrangements with evil gods or fiends that 
  grant them higher status in the afterlife), this is usually a 
  gut-wrenching vision.
  The target is nauseated; if it makes its saving throw, it is 
  instead sickened (see page 301 of the Dungeon Master’s Guide 
  for definitions of these conditions.
  Sacrifice Component: 1d2 points of Strength damage.
  EVOCATION
  DAWN SHROUD
  Evocation [Light]
  Level: Cleric 5, druid 5
  
  439
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing creature touched
  Duration: 10 minutes/level (D)
  Saving Throw: Will half; see text
  Spell Resistance: Yes
  You cause the target to glow with the rosy light of the 
  dawn.
  In addition to acting as a daylight spell, the light is harmful 
  to oozes and undead.
  When the spell is cast, and at the beginning of each of your
  turns thereafter, such creatures take 1d6 points of damage if 
  within the bright light of the spell (out to 60 feet) or 1 point 
  of damage per round if within the shadowy illumination of 
  the spell (more than 60 feet, out to 120 feet).
  If the subject is touched by such a creature using a touch 
  attack, or if it hits the subject with a natural weapon or 
  unarmed strike, it takes 1d6 points of damage + 1 point per 
  caster level (maximum 1d6+15), with a Will saving throw 
  for half damage.
  If you cast this spell on yourself, you can suppress or 
  restore this light as a free action once each round.
  This spell was created by clerics of the church of Lathander, 
  but they do not try to restrict its use to only those of their 
  faith.
  DISK OF SOLAR VENGEANCE
  Evocation [Fire]
  Level: Initiate of Horus-Re 1
  Components: V, S, DF
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level or until discharged (D)
  This spell creates a disk of sunlike flames behind your head.
  The flames give you resistance to cold 5.
  In addition, if any creature strikes you with a natural attack, 
  an unarmed strike, or a melee weapon that is not a reach 
  weapon, it takes 1d6 points of fire damage +1 point per 
  caster level (maximum +5) after dealing its normal damage 
  to you.
  This instantly discharges the spell.
  If the attacker has spell resistance, it applies to this effect.
  Creatures wielding reach weapons, such as longspears, 
  trigger this effect but are not subject to this damage if they 
  attack you.
  You can also use the spell to attack as if it were a touch spell 
  (a successful hit discharges the spell).
  EILISTRAEE’S MOONFIRE
  Evocation [Light]
  Level: Initiate of Eilistraee 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level or until discharged; see text
  Saving Throw: None
  Spell Resistance: Yes
  You surround your hand or some other part of your body 
  with light resembling moonlight.
  You can change the intensity from a faint glow equivalent 
  to a candle to a clear, bright light equivalent to a torch.
  It varies in color as you desire, whether blue-white, soft 
  green, white, or silver.
  You can use this moonfire as a melee touch attack that deals 
  2d6 points of cold damage +1 point per caster level 
  (maximum +5).
  Whether or not the attack hits, the spell effect is 
  discharged.
  You can cause the moonlight to leave your body and move 
  about as a single light similar to dancing lights.
  Once it leaves your body, the effect’s duration is 1 minute 
  per level, and the effect can no longer be used to attack.
  HOLY FIRE SHIELD
  Evocation [Cold or Fire; Good]
  Level: Sanctified 4
  Components: V, S, sacrifice
  This spell functions like fire shield, except half the damage 
  from the spell is fire (or cold) and the remainder is divine 
  energy, similar to a flame strike spell.
  If you create a warm shield, the flames are a beautiful 
  golden-red.
  If you create a chill shield, the flames are a soothing blue-
  white.
  Sacrifice Component: 1d3 points of Strength damage.
  LOVE BITE
  Evocation [Force]
  Level: Initiate of the Holy Realm 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous; see text
  Saving Throw: None
  Spell Resistance: Yes
  This spell originated in Sune’s faith.
  You determine at the time of casting what effect it takes.
  Fleeting Kiss: The target feels the sensation of a brief, tender 
  kiss on a visible part of her body or on her mouth if her 
  body is completely covered.
  This effect is often used as a signal.
  Love Bite: The target takes 1 point of damage.
  In either case, if you are holding the charge on a touch spell 
  of 2nd level or lower when you cast love bite, this spell also 
  delivers the touch spell to the target as if you had touched it 
  directly (normal saving throws and spell resistance for the 
  touch spell applies, if applicable).
  You must make a melee touch attack as normal with a +2 
  bonus.
  This form of the spell always attacks from your direction 
  and cannot flank targets as a creature can.
  Using this spell to deliver a held charge is an exception to 
  the normal rule that casting another spell while holding a 
  charge dissipates the held spell.
  STARS OF ARVANDOR
  Evocation [Force, Good]
  Level: Cleric 4, druid 4, ranger 4, sorcerer/wizard 3
  Components: V, S
  
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  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: See text
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You create one twinkling star per level (maximum ten 
  stars).
  These minute starbursts orbit your head like ioun stones.
  As a swift action, you can launch one star at a target you 
  designate within range.
  Alternatively, as a standard action, you can launch up to 
  three stars at one or more targets within range.
  You can only launch stars once per round.
  You must make a ranged touch attack for each star.
  Against non-evil targets, each star deals 1d8 points of 
  nonlethal damage; evil targets take 1d8 points of lethal 
  damage instead.
  STARS OF MYSTRA
  Evocation [Force, Good]
  Level: Cleric 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: See text
  Duration: 1 minute/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create one twinkling star per three levels (maximum 
  five stars).
  These minute starbursts orbit your head like ioun stones.
  Beginning on the turn you cast the spell, you can launch 
  one star as a swift action at a target you designate within 
  range.
  You must make a ranged touch attack for each star.
  Each time an evil creature is hit by a star, it must make a 
  saving throw or lose a prepared spell or spell slot as if the 
  creature had used it to cast a spell.
  The level of the lost spell is 4th (or the highest spell level 
  lower than 4th in which the caster has at least one 
  remaining prepared spell or spell slot).
  If the target prepares spells, determine the specific lost 
  spell randomly.
  If the creature has spellcasting ability from more than one 
  class (such as a 4th-level cleric/4th-level ranger), determine 
  the affected spellcasting class randomly.
  The stars have no effect on nonspellcasters.
  STARS OF SELÛNE
  Evocation [Cold, Force]
  Level: Cleric 4
  Saving Throw: None
  This spell functions like stars of Mystra, except as noted 
  above and as follows.
  Each star deals 1d8 points of force damage and 1d8 points 
  of cold damage to the target.
  STORMVOICE
  Evocation [Sonic]
  Level: Initiate of Horus-Re 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D) or until discharged
  Your voice is amplified greatly.
  Subtract 10 from the DC of Listen checks made to hear you 
  talking (even whispering).
  You also gain a +2 competence bonus on Intimidate checks.
  While this spell is active, you can use a swift action to 
  create a 15-foot-long cone-shaped burst of intense sound 
  with a shout.
  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.
  Doing this discharges the spell.
  Creatures that cannot hear are not stunned but are still 
  damaged.
  THUNDERSTROKE
  Evocation [Electricity]
  Level: Initiate of Anhur 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You call down a bolt of electricity, which unerringly strikes 
  the target and deals 1d6 points of electricity damage per 
  caster level (maximum 5d6).
  A small rumble of thunder accompanies the bolt, which is 
  as loud as a battle (Listen DC –10 to hear it).
  ILLUSION
  BENIGN PROJECTION
  Illusion (Shadow)
  Level: Sanctified 6
  Components: V, S, DF, sacrifice
  Range: See text
  This spell functions like project image, except as noted above 
  and as follows.
  You can create an image of your entire body or just your 
  face, and you can cause it to shed light as a candle at will.
  It can only mimic your actions and speech (you cannot 
  direct it to perform other actions).
  The image can cast spells only from the schools of 
  abjuration, divination, and conjuration (healing).
  Sacrifice Component: 1d2 points of Strength damage.
  INVISIBILITY, SWIFT
  Illusion (Glamer)
  Level: Assassin 2, bard 2, initiate of Baravar Cloakshadow 1
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  
  441
  This spell functions like invisibility except as noted above.
  TRANSMUTATION
  CONVERT WAND
  Transmutation
  Level: Cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Wand touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  This spell temporarily transforms a magic wand of any type 
  into a healing wand with the same number of charges 
  remaining.
  At the end of the spell’s duration, the wand’s original 
  properties are restored, and any charges that were drained 
  remain so.
  The spell level of the wand determines how powerful a 
  healing instrument the wand becomes:
  For example, a 10th-level cleric can transform a wand of 
  lightning bolt (3rd-level spell) into a wand of cure serious 
  wounds for 10 minutes.
  FAITH HEALING WAND
  Transmutation
  Level: Cleric 3
  This spell functions like convert wand (see page 53), except 
  you always transform the wand into a wand of faith healing, 
  no matter what spell the wand normally contains.
  FLEETING FORTUNE
  Transmutation
  Level: Initiate of Tymora 1
  Components: V, S, DF
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round or until discharged
  Saving Throw: Yes (harmless)
  Spell Resistance: Yes (harmless)
  You imbue the subject with a bit of Tymora’s luck, granting 
  her a +5 luck bonus on a single skill check of her choice.
  Activating the luck bonus requires no action but must be 
  declared before the skill check is rolled.
  HORRIBLE TASTE
  Transmutation
  Level: Druid 1, initiate of the Holy Realm 1, ranger 1
  Components: V, S
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 turn/level
  Drawing upon the talents of some creatures of the insect 
  world, you change your flesh to make it unpalatable to 
  other creatures.
  Any creature that hits you with a bite attack becomes 
  nauseated until the end of your next turn unless it succeeds 
  on a Fortitude save.
  Creatures immune to poison are unaffected by this spell.
  PORTAL WELL
  Transmutation
  Level: Bard 2, cleric 2, druid 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Active portal touched
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  When you step into a portal affected by this spell, you can 
  wait for a short time within an extradimensional space 
  between the portal’s entrance and exit.
  This spell only works on a portal you are able to activate; for 
  example, if you are an elf and the target portal doesn’t work 
  for elves, you can’t use this spell on the portal.
  The extradimensional space created by this spell is similar 
  to that created by a rope trick spell but can only hold you and 
  your gear (up to your maximum heavy load).
  When the spell ends, you exit the portal at either your point 
  of entry or the portal’s destination.
  While within this extradimensional space, you can see the 
  origin and destination locations, though the images are 
  blurry (much like viewing the Material Plane from the 
  Ethereal Plane).
  Dispel magic or gate seal traps you within the 
  extradimensional space for as long as the portal is negated or 
  sealed (as would surrounding both ends with a dead magic 
  area).
  Mordenkainen’s disjunction or some other effect that destroys 
  a portal outright forcibly ejects you from one random end of 
  the portal and deals 5d6 points of damage to you.
  This spell originated in Shaundakul’s church and is hard to
  find elsewhere.
  Arcane Material Component: A silver wire tied in a knot.
  SPELLSONG
  Transmutation
  Level: Initiate of Eilistraee 6
  Components: V, S, DF
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: Instantaneous
  When you cast this spell, you immediately prepare one 
  spell of 4th level or lower in this spell’s slot.
  The spell must be a spell you could normally prepare in that 
  slot (for example, you could not prepare a wizard spell or a 
  domain spell).
  
  442
  The spell works like any spell prepared in the normal 
  manner, including requiring the normal components.
  Like a bard spell, casting spellsong always requires a verbal 
  component, and you cannot use Silent Spell or similar 
  effects to cast the spell without a verbal component.
  SPELLSONG, LESSER
  Transmutation
  Level: Initiate of Eilistraee 3
  This spell functions like spellsong, except you can use it only 
  to prepare one spell of 1st level or lower in this spell’s slot.
  SPIDERBIND
  Transmutation
  Level: Cleric 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One spider or spiderlike creature/level, no two 
  of which can be more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  An affected creature moves and attacks at a drastically 
  reduced rate, as the slow spell.
  It can only take a single move action or standard action 
  each turn, but not both (nor can it take fullround 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.
  In addition, any attack by the creature that would normally 
  include poison (such as a spider’s bite) does not do so, but 
  all other effects associated with that attack apply.
  For example, if an aranea subject to spiderbind cast a touch 
  spell and then bit a creature, the attack would deal normal 
  bite damage and trigger the touch spell, but the bite would 
  not inject poison.
  While you have this spell prepared, you get a +2 
  circumstance bonus on saving throws against poison.
  Clerics of Eilistraee created this spell to help battle the 
  many spiderlike creatures that serve Lolth.
  Araneas, bebiliths, chitines, choldriths, driders, ettercaps, 
  myrlochars, phase spiders, retrievers, and yochlols are 
  sufficiently spiderlike to be affected by this spell.
  For a more complete list of creatures that qualify as 
  spiderkind, see page 30 of Underdark.
  CITY OF SPLENDORS 
  WATERDEEP (3.5)
  ABJURATION
  HALASTER’S TELEPORT CAGE
  Abjuration
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Close (25 feet +5 ft./2 levels)
  Area: One 10-ft. cube per level
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  This spell modifies the functioning of all conjuration 
  (teleportation) spells and spell-like abilities, including 
  dimension door, greater teleport, refuge, teleport, teleportation 
  circle, and word of recall, into, out of, and within its area.
  If cast in an area adjoining or overlapping another teleport 
  cage, the effects of both spells merge to create a single 
  teleport cage.
  Undermountain, the greatest dungeon of Faerûn, is 
  believed to have been enclosed within the largest teleport 
  cage in existence in the Realms by means of this effect.
  When cast within a teleport cage, such translocation spells 
  simply transport all affected creatures and objects to 
  another random location within the teleport cage.
  For example, if a wizard casts teleport within the confines of 
  Undermountain, the encompassing teleport cage would 
  cause him to appear at another random location within the 
  great dungeon.
  When a caster outside the area encompassed by a teleport 
  cage attempts to teleport into it, this spell redirects their 
  destination to another random location reachable by the 
  spell.
  For example, if a 9th-level wizard in Waterdeep attempted 
  to teleport into the depths of Undermountain, the teleport 
  cage would cause him to appear at another random location 
  within 900 miles of the place where he cast the spell.
  Material Component: Diamond dust worth 1,000 gp.
  KHELBEN’S DWEOMERDOOM
  Abjuration
  Level: Sorcerer/wizard 9
  Components: V, S, F
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: 1 creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You counterspell an opponent’s spell or spell-like ability 
  before it is even cast and without knowing what spell you 
  are countering.
  If the target prepares spells, you counterspell the highest 
  level spell currently prepared, eliminating it from the 
  target’s list of prepared spells for that day.
  If the target casts spells spontaneously (and does not 
  prepare spells), you effectively reduce by one the number 
  of spells per day of the highest level spell slot available.
  If the target has spell-like abilities (and does not prepare 
  spells or cast spells spontaneously), it loses one use of the 
  highest-level spell-like ability available.
  Otherwise, this spell has no effect.
  You must make a successful dispel check (as the spell dispel 
  magic, but the maximum caster level on your dispel check is 
  +25 instead of +10) to successfully counter or remove your 
  opponent’s prepared spell, spell slot, or use of a spell-like 
  ability.
  Focus: A crystal lens worth at least 1,000 gp.
  
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  CONJURATION
  HALASTER’S FETCH I
  Conjuration (Calling)
  Level: Sorcerer/wizard
  4 As summon monster I, except called creatures do not 
  disappear at the end of the spell’s duration.
  They do, however, become free-willed and outside the 
  control of the caller after the spell expires.
  HALASTER’S FETCH II
  Conjuration (Calling)
  Level: Sorcerer/wizard 5
  As summon monster II, except called creatures do not 
  disappear at the end of the spell’s duration.
  However, they become free-willed and outside the control 
  of the caller after the spell expires.
  HALASTER’S FETCH III
  Conjuration (Calling)
  Level: Sorcerer/wizard 6
  As summon monster III, except called creatures do not 
  disappear at the end of the spell’s duration.
  However, they become free-willed and outside the control 
  of the caller after the spell expires.
  HALASTER’S FETCH IV
  Conjuration (Calling)
  Level: Sorcerer/wizard 7
  As summon monster IV, except called creatures do not 
  disappear at the end of the spell’s duration.
  However, they become free-willed and outside the control 
  of the caller after the spell expires.
  HALASTER’S FETCH V
  Conjuration (Calling)
  Level: Sorcerer/wizard 8
  As summon monster V, except called creatures do not 
  disappear at the end of the spell’s duration.
  However, they become free-willed and outside the control 
  of the caller after the spell expires.
  HALASTER’S FETCH VI
  Conjuration (Calling)
  Level: Sorcerer/wizard 9
  As summon monster VI, except called creatures do not 
  disappear at the end of the spell’s duration.
  However, they become free-willed and outside the control 
  of the caller after the spell expires.
  HALASTER’S IMAGE SWAP
  Conjuration (Teleportation)
  Level: Bard 4, sorcerer/wizard 4
  Components: V
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: You and touched objects weighing up to 50
  lb./level
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Spell Resistance: No and Yes (object)
  You instantly swap locations with a projected image.
  You always arrive exactly where your image previously 
  stood, and you leave a projected image in your wake.
  To anyone incapable of discerning that the projected image is 
  an illusion, the image swap occurs without visible clue.
  To anyone capable of discerning that the projected image is 
  an illusion, the image swap is effectively identical to a 
  dimension door.
  This spell has no effect if you do not have a projected image 
  in effect.
  Unlike normal teleport spells, use of Halaster’s image swap 
  does not count as breaking one’s line of sight with a 
  projected image.
  Material Component: A small replica of you (a doll).
  TROBRIAND’S BALEFUL TELEPORT
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Saving Throw: Will negates
  Spell Resistance: Yes
  As teleport, except that you send the targeted creature (and 
  only that creature) and carried objects to a designated 
  destination.
  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 might make 
  teleportation more hazardous or even impossible.
  If the destination is “very familiar”, the target gets no saving 
  throw bonus.
  If the destination is “studied carefully”, the target gets a +2 
  saving throw bonus.
  Likewise, if the destination is “seen casually”, “viewed 
  once”, or “false destination”, the target gets a +4, +6, or +8 
  bonus, respectively.
  EVOCATION
  BINDING CHAIN OF FATE
  Evocation
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Whirling chain of force
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create a chain of force that whirls into a loop around a 
  single creature of your choice, making a metallic rattling 
  sound as it does so.
  The chain creates an oscillating ring surrounding the target 
  at a distance of 5 feet (so all squares adjacent to the target 
  creature are within the chain).
  
  444
  If the creature succeeds on its saving throw, the chain fails 
  to encircle it and dissipates harmlessly.
  Otherwise, the chain surrounds the target, with the 
  following effects: The target creature cannot leave the area 
  defined by the chain.
  Other creatures can enter or leave the area (although they 
  must succeed on a DC 15 Escape Artist check or a DC 15 
  Tumble check to slip past the chain).
  If the target was in midair (flying, levitating, and so on) 
  when the chain took effect, the chain suspends the target in 
  midair safely as if it had a solid floor on which to stand.
  The chain prevents the target from changing form, 
  including lycanthropic form changes, vampiric 
  transformations, or polymorph or similar effects.
  The chain acts as a dimensional anchor upon the target.
  The chain deals 2d6 points of force damage per round to 
  the target.
  No magic functions within the chain, as if the chain 
  defined the area of an antimagic field.
  This means that the target cannot use any magic, and no 
  magic from outside the chain affects the creature.
  The chain cannot be dispelled, but it is automatically 
  destroyed by disintegrate, Mordenkainen’s disjunction, or a rod 
  of cancellation.
  Material Component: A tiny silver chain.
  HALASTER’S BLACKSPHERE
  Evocation [Force]
  Level: Sorcerer/wizard 8
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft.-radius burst and globe
  Duration: 2d4 rounds + 1 round/level
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  This spell creates a burst of black force.
  The force burst causes 1d6 points of force damage per caster 
  level (maximum 20d6) and envelops the affected area in a 
  sphere of force with a radius of 10 feet, trapping creatures 
  within.
  A successful Reflex save reduces the damage by half and 
  negates the entrapment effect.
  Creatures trapped inside cannot escape except by those 
  methods that can bypass or destroy a wall of force.
  This spell can be used in lieu of wall of force as part of 
  creating a bead of force.
  Material Components: A small piece of charcoal and a small 
  piece of onyx.
  HALASTER’S SHAKING HAND
  Evocation
  Level: Sorcerer/wizard 6
  As Bigby’s interposing hand, except the hand can also grapple 
  the magic hand created by the following spells: Bigby’s 
  clenched fist, Bigby’s crushing hand, Bigby’s forceful hand, and 
  Bigby’s grasping hand.
  The shaking hand gets one grapple attack per round.
  Its grapple bonus against another magic hand is your level 
  + your Intelligence or Charisma modifier (for wizards or 
  sorcerers, respectively), +9 for the hand’s Strength score 
  (29), +4 for being Large.
  Once grappled, a magic hand can only escape the shaking 
  hand by making an opposed grapple check, unless the 
  duration of the grappled hand exceeds the duration of the 
  shaking hand.
  In cases where no Strength score is given, assume the 
  magic hand has a Strength score of 17 + twice the level of 
  the spell.
  Once a grapple is broken, nothing prevents your shaking 
  hand from attempting another grapple attack.
  For example, a wizard uses Halaster’s shaking hand to grapple 
  a sorcerer’s Bigby’s forceful hand, rolls a 10 on a d20, adds +4 
  for his own Intelligence score (18), adds +9 for the hand’s 
  Strength score (29), and adds +4 for the hand’s size (Large), 
  for a total of 27.
  The sorcerer seeks to break the handshake; he rolls a 14 on 
  a d20, adds +4 for his own Charisma score (18), adds +8 for 
  the hand’s Strength score (27), and adds +4 for the hand’s 
  size (Large) for a total of 30.
  The “handshake” (grapple) lasts for at least 1 more round.
  If, however, the sorcerer had rolled a 15 or higher, the 
  handshake would have been broken, at least until the 
  shaking hand successfully grappled the forceful hand again.
  JUMPGOUT
  Evocation [Fire]
  Level: Sorcerer/wizard 5
  Components: V
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Duration: 2 rounds
  Area: 5-ft.-radius pillar of flame, up to 30 ft. tall
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  You create a vertical pillar of roaring flame.
  Creatures caught in the fire take 1d6 points of fire damage 
  per caster level, up to a maximum of 15d6.
  On your next turn (the second round of the spell) the pillar 
  vanishes and reappears up to 60 feet away from its original 
  location.
  If you maintain concentration on the spell on its second 
  round (a standard action), you can choose the spot where 
  the pillar reappears.
  Otherwise, the pillar moves 1d6×10 feet in a random 
  direction.
  Creatures caught in the pillar on the second round take 1d6 
  points of fire damage per 2 caster levels (Reflex half).
  The pillar then dies away in a swirl of sparks.
  LAERAL’S SILVER LANCE
  Evocation [Force]
  Level: Sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  This spell brings into being a shimmering, silver lancelike 
  column of force, equivalent to a Large lance.
  The lance flies toward a single creature you pantomime 
  throwing it at when you cast the spell.
  
  445
  Its attack bonus is equal to your caster level + your 
  Intelligence bonus or your Charisma bonus (for wizards or 
  sorcerers, respectively) with an additional +3 enhancement 
  bonus and a +2 bonus for charging.
  It deals 4d6+3 points of force damage, with a threat range of 
  20 and a critical multiplier of ×3.
  In addition, the creature struck must succeed on a 
  Fortitude save or be knocked prone by the impact.
  Focus: A miniature platinum lance engraved with arcane 
  runes that costs 250 gp to construct.
  PALARANDUSK’S FIRE BREATH
  Evocation [Fire]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Area: 10-ft. cone
  Duration: One hour or until discharged
  Saving Throw: Reflex half
  Spell Resistance: Yes
  This spell allows you to spit a gout of flame in a 10-foot 
  cone, dealing 1d6 points of fire damage per caster level 
  (maximum 5d6).
  Palarandusk’s fire breath is considered a breath weapon.
  If you expend the spell on the round you cast it, you only 
  use one standard action to cast and breathe.
  If you save the spell for later, you must use a standard 
  action to breathe fire.
  If unused, the gout of flame dissipates after 1 hour.
  One nasty side effect of this spell is terrible heartburn.
  STEELSTING
  Evocation [Force]
  Level: Sorcerer/wizard 4
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 5-ft.-radius cylinder, 25 ft. tall
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You create a brief maelstrom of flying darts of force that 
  spin, slice, and rebound within the area.
  Each creature within the area is targeted by 1d3+1 melee 
  attacks from these darts (check for each creature 
  separately).
  The darts strike with an attack bonus equal to your caster 
  level + your Intelligence or Charisma bonus (for wizards or 
  sorcerers, respectively), dealing 2d6 points of damage per 
  hit.
  The name is a misnomer, for the spell creates neither steel 
  nor a true sting.
  NECROMANCY
  ENSUL’S SOULTHEFT
  Necromancy [Evil]
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 full round
  Range: Touch
  Target: Living, corporeal creature touched
  Duration: 1 round/level (D); see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  Crackling black radiance surrounds your left hand.
  While the spell lasts, you can make touch attacks to steal 
  the lifeforce of another creature in a manner that heals and 
  renews you, diluting diseases and poisons, and prolonging 
  your life span.
  With a successful melee touch attack, you drain 1d4 points 
  of Intelligence from the victim touched.
  This is permanent ability drain.
  For every point of Intelligence drained, you heal 5 points of 
  damage.
  Healing in excess of your normal maximum is retained as 
  temporary hit points that fade after 1 hour.
  In addition, you receive an immediate Fortitude save 
  against any diseases or poisons currently ravaging your 
  body when you drain a foe’s Intelligence, as long as the 
  disease or poison in question allowed a Fortitude save in
  the first place.
  The DC for this saving throw is the same as the DC of the 
  original effect that poisoned or infected you, and there is no 
  penalty if you fail this new saving throw.
  If a victim is reduced to 0 Intelligence as a result of this 
  spell, it dies.
  A victim slain in this manner is forever dead and cannot be 
  brought back by raise dead, resurrection, or similar magic 
  unless used in conjunction with a miracle or wish.
  When you slay a victim in this manner, you do not age for a 
  number of days equal to the number of points of 
  Intelligence drained.
  If the victim was a spellcaster, the gain in lifespan is 
  increased by the sum of the spell levels prepared by or 
  available to the victim at the time of death.
  If the victim was a psion, the gain in lifespan is increased by 
  a number of days equal to the victim’s power point reserve.
  Ensul’s soultheft lasts for 1 round per level, during which 
  time you can attempt touch attacks as often as once per 
  round.
  Some users of this spell arrange for the victim to be 
  restrained or otherwise helpless, so that they can be easily 
  drained for multiple rounds.
  Material Component: A drop of blood taken from a vampire.
  LAERAL’S CROWNING TOUCH
  Necromancy
  Level: Cleric 9, sorcerer/wizard 9
  Components: V, S, F, XP
  Casting Time: 1 standard action
  Range: Touch
  Target: One spellcaster
  Duration: 1 year and 1 day
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You place a curse on the subject.
  Mystra’s symbol appears drawn in silver on each palm (or 
  on the chest and forehead of beings lacking palms) as a 
  glowing brand equal that sheds light as a candle.
  A creature that can cast arcane spells, such as a sorcerer or 
  wizard, takes a –4 penalty on its saving throw.
  
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  Any time the target casts a spell, he gains a number of 
  negative levels equal to the level of the spell being cast.
  (The spell he just cast functions normally at the caster level 
  he possessed before he received the negative levels for 
  casting that spell).
  This effect is cumulative and lasts as long as the crowning 
  touch lasts.
  There is no saving throw to avoid gaining the negative 
  levels, but 24 hours after gaining each negative level, the 
  subject must make a Fortitude saving throw (DC = crowning 
  touch’s spell save) for each negative level.
  If the save succeeds, that negative level is removed.
  With each spell use, streaks of silver appear in the hair of 
  the target, until the transgressor’s hair is all silver (which 
  happens when the character’s level reaches 1st).
  The curse bestowed by this spell cannot be dispelled, but it 
  can be removed with a wish spell or a successful break 
  enchantment spell (caster level check DC 15 + caster level of 
  the crowning touch).
  After the curse is lifted, all the effects (except permanent 
  level loss) go away.
  This spell was developed for use only against beings who 
  misuse the sort of magic Mystra has dominion over.
  The Lady of Mysteries does not look kindly on mages who 
  hurl deadly magic at every spellcaster who insults them.
  Mystra has been known to shorten the effects on the truly 
  repentant and the undeserving, if they pray to her for 
  forgiveness and obtain an atonement spell.
  Focus: A prism worth at least 1,000 gp.
  XP Cost: 1,000 XP (reduced to 500 XP if cast by a character 
  with Mystra’s special blessing, such as one of the Chosen of 
  Mystra or the Magister).
  TRANSMUTATION
  HALASTER’S LIGHT STEP
  Transmutation
  Level: Bard 2, sorcerer/wizard 2
  As fly, except Halaster’s light step provides a maximum speed 
  of 30 feet (20 feet if the subject wears medium or heavy 
  armor).
  Additionally, the subject cannot ascend or descend 
  vertically unless hovering 1 foot or less above terrain that 
  ascends or descends at an angle of less than 45 degrees.
  The practical impact of this spell is to allow the recipient to 
  walk along reasonably level terrain without leaving tracks 
  and to stride across chasms at will.
  It also adds a +15 circumstance bonus on Climb checks, a 
  +10 circumstance bonus on Move Silently checks (which 
  does not stack with the bonus provided by boots of 
  elvenkind), and negates any chance of falling.
  When this spell is used in combination with levitate, the 
  combined effect is equivalent to a slow-speed fly spell.
  It provides no additional benefit if used in combination 
  with fly.
  JHANIFER’S DELIQUESCENCE
  Transmutation [Cold, Water]
  Level: Sorcerer/wizard 4
  Components: V, S
  As transmute rock to mud, except it transforms ice to cold 
  water (about 40° F).
  The water remains until a successful dispel magic spell or 
  spell with the cold descriptor restores its substance—but 
  not necessarily its form.
  The water will freeze again naturally depending on local 
  weather conditions and the depth of the water, normally 
  over the course of several hours or days.
  This spell was created by Syluné in her guise as Jhanifer.
  TROBRIAND’S CRYSTALBRITTLE
  Transmutation
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One nonmagical object up to 1 cu. ft. per level
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell reduces the hardness and hit points of the 
  targeted object to that of glass (hardness 1 and 1 hit 
  point/inch of thickness).
  If the object already has a lower hardness score, the spell 
  has no effect.
  (As always, if the object is attended, its owner receives a 
  saving throw; unattended nonmagical objects do not 
  receive saving throws).
  Material Component: A glass needle worth 100 gp.
  TROBRIAND’S GLASSEE
  Transmutation
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One nonmagical stone or metal object up to 1 cu. 
  ft. per level
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell gives the target object the transparency of glass.
  Material Component: Glass sliver.
  CITYSCAPE (3.5)
  CONJURATION
  LEOMUND’S SPACIOUS CARRIAGE
  Conjuration (Creation)
  Level: Bard 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: A full-sized carriage and phantom horses
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  With a faint shimmering and a rushing breeze, an ornate carriage 
  appears on the street, pulled by four snorting, faintly translucent 
  horses.
  
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  You conjure up a carriage capable of seating four passengers 
  comfortably or six in cramped conditions, as well as the 
  horses needed to pull it.
  These “horses” are similar to those created by the phantom 
  steed spell, though they do not gain any of the special, level-
  based abilities conferred by that spell.
  They respond to your thoughts alone, and they can pull the 
  carriage at a speed of up to 50 feet.
  The carriage resists flames as if it were stone.
  It is impervious to normal missiles (but not the sort cast by 
  siege engines or giants).
  The interior contains lush, cushioned seats.
  The side windows can be opened to allow for missile fire or 
  spellcasting.
  If the windows are open, everyone inside is considered to 
  have cover.
  but they are not impervious to missiles as they would 
  otherwise be.
  Material Component: A few splinters of gold-painted oak, 
  several strands of horse hair, and a strip of leather.
  SUMMON PEST SWARM
  Conjuration (Summoning)
  Level: Cleric 4, druid 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Effect: One pest swarm
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  With a cacophony of shrieks and squeals, a horde of flying, 
  running, and crawling pests appears from the shadows and 
  swarms across your foes.
  Summon pest swarm creates a horde of small mammals, 
  birds, and vermin that appear throughout the target area, 
  tear into any creature present, then move in a crawling 
  mass at your volition.
  The pest swarm (see page 136) stays in one place unless you 
  actively direct it (a move action for you).
  If the pest swarm moves beyond the spell’s range, it 
  disappears.
  It takes actions at the beginning of your turn.
  The pest swarm attacks any creature other than you that 
  occupies all or part of its space.
  Arcane Material Component: A handful of teeth, claws, and 
  mandibles from urban pests (such as crows, rats, cats, and 
  cockroaches).
  DIVINATION
  DETECT WEAPONRY
  Divination
  Level: Bard 1, cleric 1, Ebonmar infiltrator* 1, hexblade 1, 
  paladin 1, sorcerer/wizard 1 * See page 79.
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone-shaped emanation
  Duration: Concentration, up to 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  With your final utterance, tiny bits of the world around you begin 
  to glow.
  The points of light grow in brightness and size, finally taking the 
  general dimensions of swords, axes, and other implements of death.
  You can detect the presence of weapons in a cone 
  emanating out from you in whatever direction you face.
  A “weapon” is generally defined as any manufactured 
  weapon.
  The spell detects improvised weapons such as bottles or 
  pitchforks only if the wielder actively intends to use such 
  an item as a weapon.
  The amount of information revealed by this spell depends 
  on how long you search a particular area.
  1st Round: Presence or absence of weapons.
  2nd Round: Number of weapons in the area.
  3rd Round: Specific locations of the weapons and the type of 
  damage they deal (bludgeoning, piercing, or slashing).
  This spell does not reveal if weapons are magical, or 
  anything else about them.
  Weapons hidden by secret weapon, or borne by individuals 
  who are under the effect of a nondetection spell, do not 
  register.
  Each round, you can turn to detect weapons 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 or wood or 
  dirt blocks it.
  ILLUSION
  SECRET WEAPON
  Illusion (Glamer)
  Level: Assassin 1, bard 1, blackguard 1, Ebonmar 
  infiltrator* 1, sorcerer/wizard 1 * See page 79.
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 10 min./level (D)
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  At your touch, the weapon seems to disappear from view.
  You enable someone to hide a weapon on his person.
  The weapon does not become truly invisible so much as 
  easily overlooked.
  Secret weapon adds +20 to the Sleight of Hand check to 
  conceal a light weapon, and +10 to the check to conceal a 
  larger weapon (even one normally too large to conceal).
  A “weapon” is defined as any manufactured weapon.
  With the aid of this spell, you can attempt to hide a weapon 
  even if you do not possess the Sleight of Hand skill.
  Additionally, you can hide the presence of a weapon from 
  detection spells, although true seeing penetrates the glamer.
  Material Component: A thin black cloth.
  TRANSMUTATION
  FALSE PEACEBOND
  Transmutation
  Level: Assassin 1, blackguard 1, sorcerer/wizard 2
  The weapon glows with a faint aura.
  
  448
  For just a moment, your companion shimmers to match, before the 
  light fades.
  This spell functions as peacebond (see the facing page), 
  except that you can choose a single individual who can 
  draw the weapon freely.
  This individual might be yourself, or anyone else present at 
  the time of casting.
  Once this individual draws the weapon, the false peacebond
  effect ends; resheathing the weapon does not reactivate the 
  spell.
  IMPEDING STONES
  Transmutation
  Level: Druid 1, ranger 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft.+ 10 ft./level)
  Area: Brick, stone, or earthen surface in a 40-ft.-radius 
  spread
  Duration: 1 min./level (D)
  Saving Throw: Reflex partial; see text
  Spell Resistance: No
  At your command, the cobblestones of the street shudder and crack, 
  sending your foes staggering about.
  Stones, bricks, hard dirt, or any similar surface cracks and 
  shifts in its foundations, rendering footing treacherous and 
  potentially tripping anyone in the area.
  Any creature who fails its Reflex save is knocked prone.
  Those who remain standing can move at only half normal 
  speed.
  Each round on your turn, standing creatures must make 
  either a new Reflex save or a Balance check (their choice) to 
  remain upright.
  Because the stones continuously shift, any attempt at 
  spellcasting requires a Concentration check (DC 15 + spell 
  level), and any attacks made from within the area take a –2
  penalty; this does not stack with the penalty for attacking 
  while prone if the attacker failed his save.
  PEACEBOND
  Transmutation
  Level: Cleric 1, paladin 1, hexblade 1, sorcerer/wizard 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon
  Duration: 10 min./level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  The weapon glows faintly, and seems to settle more firmly into its 
  sheathe.
  The weapon targeted by this spell remains stuck in its 
  sheath, holder, quiver, or whatever object is used to hold it 
  when not in use.
  A “weapon” is defined as any manufactured weapon.
  No amount of physical effort can draw it forth before the 
  spell expires or is dispelled.
  The precise nature of the holder doesn’t matter; it can be an 
  ornate sheath, or simply a belt through which the weapon 
  has been stuck.
  The weapon glows faintly for the duration of the spell.
  This spell has no effect on weapons currently held in the 
  hand or otherwise not contained in some sort of holder.
  If the bearer of the targeted weapon is attacked, he is 
  immediately entitled to a second save to overcome the 
  effect and draw the weapon.
  The bearer can repeat this save in every round that the 
  assault continues.
  Material Component: A small strip of cloth or a leather 
  thong.
  ZONE OF PEACE
  Transmutation
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, F
  Casting Time: 1 minute
  Area: 10-ft./level emanation
  The entire chamber glows with a faint, comforting light.
  This spell works as peacebond, except that every individual 
  in the area must successfully save, or have all their weapons 
  remain trapped in their sheaths for the duration, or until 
  they leave the area.
  You cannot designate any exceptions, including yourself.
  If subjects are attacked, they are immediately entitled to a 
  second save to overcome the effect.
  They can repeat this save in every round that the assault 
  continues.
  COMPLETE ADVENTURER 
  (3.5)
  ABJURATION
  DAGGERSPELL STANCE
  Abjuration
  Level: Druid 2, sorcerer/wizard 2
  Components: V, F
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  This spell, favored by the Daggerspell Guardians (see page 
  167), improves your ability to defend yourself when 
  wielding a pair of daggers.
  The spell, like many of the daggerspell techniques, depends 
  on the use of daggers to bring down a foe.
  The spell’s effect cannot be realized unless you are wielding 
  two daggers, but the spell does not end if you drop, throw, 
  or otherwise lose a hold on one or both of your daggers.
  While this spell is in effect, if you make a full attack while 
  holding a dagger in each hand, you gain a +2 insight bonus 
  on attack rolls and damage rolls made with daggers in that 
  round.
  The magical energy that permeates your daggers while this 
  spell is active allows you to deflect the magical energy of 
  many spells.
  When wielding two daggers and fighting defensively, you 
  gain spell resistance equal to 5 + your caster level.
  The spell focuses your concentration so that when you 
  devote all of your attention to defense, you can turn the 
  
  449
  force of most blows away from your body with your 
  daggers.
  When wielding two daggers and using the total defense 
  action, you gain both the spell resistance benefit described 
  above and damage reduction 5/magic.
  Focus: A pair of daggers.
  EASY TRAIL
  Abjuration
  Level: Druid 2, ranger 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft. radius emanation
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You radiate an energy that gently pushes plants aside, 
  allowing easy passage and hiding your trail after you pass.
  Anyone in the area of the spell (including you) finds the 
  undergrowth held aside while she passes.
  This effect essentially provides a trail through any kind of 
  undergrowth, reducing any movement penalties from 
  terrain caused by dense vegetation (see Table 9–5: Terrain 
  and Overland Movement, page 164 of the Player’s 
  Handbook).
  Once the effect of the spell passes, the plants return to their 
  normal shape.
  The DC to track anyone who traveled within the area of 
  this spell increases by 5 (the equivalent of hiding the trail).
  This spell has no effect on plant creatures (that is, they 
  aren’t pushed or held aside by its effect).
  JOYFUL NOISE
  Abjuration
  Level: Bard 1
  Components: S
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: Concentration; see text
  Saving Throw: None
  Spell Resistance: No
  You create sonic vibrations that negate any magical silence 
  effect in the area.
  This zone of negation moves with you and lasts as long as 
  you continue to concentrate.
  The silence is not dispelled but simply held in abeyance; it 
  remains in effect outside the area of the joyful noise effect.
  Thus, this spell is usually used to move a group out of range 
  of a silence effect.
  CONJURATION
  HEALTHFUL REST
  Conjuration (Healing)
  Level: Bard 1, druid 1
  Components: V, S
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more 
  than 30 feet apart
  Duration: 24 hours
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Healthful rest doubles the subjects’ natural healing rate.
  Each affected creature regains twice the hit points it 
  otherwise would have regained during that day, depending 
  on its activity level (see page 76 of the Player’s Handbook).
  DIVINATION
  ARROW MIND
  Divination
  Level: Ranger 1, sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You sharpen your senses and focus your mind on the use of 
  a bow.
  While this spell is in effect and you are wielding a longbow, 
  shortbow, greatbow*, composite greatbow*, composite 
  shortbow, or composite longbow, you threaten all squares 
  within your normal melee reach (5 feet if Small or Medium, 
  10 feet if Large) with your bow, allowing you to make 
  attacks of opportunity with arrows shot from the bow.
  In addition, you do not provoke attacks of opportunity 
  when you shoot a bow while you are in another creature’s 
  threatened square.
  Material Component: A flint arrowhead.
  * See Complete Warrior.
  BALANCING LORECALL
  Divination
  Level: Druid 2, ranger 2, sorcerer/wizard 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You intuit the precise spot and stance necessary to stand on 
  areas of even the most unstable footing.
  You gain a +4 insight bonus on Balance checks.
  If you have sufficient ranks in the Balance skill, you can 
  even balance on an otherwise impossible surface with a DC 
  20 Balance check.
  If you have 5 or more ranks in Balance, you can balance on 
  vertical surfaces; the normal modifier for a sloped or angled 
  surface no longer applies to you, though other DC 
  modifiers (such as for a slippery surface) do apply.
  If you balance on a vertical surface, you can move up or 
  down as if you were climbing.
  However, you are not actually climbing, so you can make 
  attacks normally, retain your Dexterity bonus to Armor 
  Class, and generally follow the rules of the Balance skill 
  rather than the Climb skill.
  If you have 10 or more ranks in Balance, you can balance on 
  liquids, semisolid surfaces such as mud or snow, or similar 
  surfaces that normally couldn’t support your weight.
  
  450
  For each consecutive round that you begin balanced on a 
  particular surface of this sort, the DC of your Balance check 
  increases by 5.
  As with all uses of the Balance skill, you move at half speed 
  unless you decide to use the accelerated movement option 
  (thereby increasing the DC of the Balance check by 5).
  For more information on the Balance skill, see page 67 of 
  the Player’s Handbook.
  Arcane Material Component: A thin, three-inch-long wooden 
  dowel.
  BLOODHOUND
  Divination
  Level: Ranger 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 24 hours (D)
  If you fail a Survival check to track a creature while this 
  spell functions, you can immediately attempt another roll 
  against the same DC to reestablish the trail.
  If the reroll fails, you must search for the trail for 30 
  minutes (if outdoors) or 5 minutes (if indoors) before trying 
  again.
  CRITICAL STRIKE
  Divination
  Level: Assassin 1, sorcerer/wizard 1
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  While this spell is in effect, your melee attacks are more 
  likely to strike a foe’s vital areas.
  Whenever you make a melee attack against a flanked foe or 
  against a foe denied its Dexterity bonus, you deal an extra 
  1d6 points of damage, your weapon’s threat range is 
  doubled (as if under the effect of keen edge), and you gain a 
  +4 insight bonus on rolls made to confirm critical hits.
  The increased threat range granted by this spell doesn’t 
  stack with any other effect that increases your weapon’s 
  threat range.
  Creatures immune to sneak attacks are immune to the extra 
  damage dealt by your attacks.
  DIVINE INSIGHT
  Divination
  Level: Cleric 2, paladin 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged (D)
  When you cast this spell, you invoke the power of your 
  deity to guide your actions.
  Once during the spell’s duration, you can choose to use its 
  effect.
  This spell grants you an insight bonus equal to 5 + your 
  caster level (maximum bonus of +15) on any single skill 
  check.
  Activating the effect requires an immediate action.
  You must choose to use divine insight before you make the 
  check you want to modify.
  Once used, the spell ends.
  You can’t have more than one divine insight effect active on 
  you at the same time.
  GOLEM STRIKE
  Divination
  Level: Sorcerer/wizard 1
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  While this spell is in effect, you have a special connection 
  to the arcane forces that animate constructs.
  For 1 round, you can deliver sneak attacks against 
  constructs as if they were not immune to sneak attacks.
  To attack a construct in this manner, you must still meet 
  the other requirements for making a sneak attack.
  This spell applies only to sneak attack damage.
  It gives you no ability to affect constructs with critical hits, 
  nor does it confer any special ability to overcome the 
  damage reduction or other defenses of constructs.
  GRAVE STRIKE
  Divination [Good]
  Level: Cleric 1, paladin 1
  Components: V, DF
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  While this spell is in effect, you have a special connection 
  to the forces of light and positive energy.
  For 1 round, you can deliver sneak attacks against undead 
  as if they were not immune to sneak attacks.
  To attack an undead creature in this manner, you must still 
  meet the other requirements for making a sneak attack.
  This spell applies only to sneak attack damage.
  It gives you no ability to affect undead with critical hits, nor 
  does it confer any special ability to overcome the damage 
  reduction or other defenses of undead creatures.
  GUIDED SHOT
  Divination
  Level: Ranger 1, sorcerer/wizard 1
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You use magical energy to briefly focus your mind and 
  body on making a perfect shot.
  While this spell is in effect, your ranged attacks do not take 
  a penalty due to distance.
  
  451
  In addition, while this spell is in effect, your ranged attacks 
  ignore the AC bonus granted to targets by anything less 
  than total cover.
  This spell does not provide any ability to exceed the 
  maximum range of the weapon with which you are 
  attacking, nor does it confer any ability to attack targets 
  protected by total cover.
  HEALING LORECALL
  Divination
  Level: Cleric 2, druid 2, ranger 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  You tap into your healing acumen to make your curative 
  spells more potent.
  A caster with 5 or more ranks in Heal can, when casting a 
  conjuration (healing) spell, choose to remove any one of 
  the following conditions affecting the target of the spell, in 
  addition to the spell’s normal effects: dazed, dazzled, or 
  fatigued.
  A caster with 10 or more ranks in Heal can choose from the 
  following conditions in addition to those above: exhausted, 
  nauseated, or sickened.
  Also, when determining the amount of damage healed by 
  your conjuration (healing) spells, you can substitute your 
  total ranks in Heal for your caster level.
  The normal caster level limit for individual spells still 
  applies; thus, a 3rd-level cleric with 6 ranks in Heal when 
  under the effect of healing lorecall cures 1d8+5 points of 
  damage with a cure light wounds spell.
  Material Component: A small mint leaf.
  HINDSIGHT
  Divination
  Level: Bard 6, sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 hour
  Range: Personal
  Area: 60-ft. radius, centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You can see and hear into the past, getting a look at events 
  that happened previously at your current location.
  The level of detail you see and hear by means of this spell 
  depends on the span of time you wish to observe; 
  concentrating on a span of days renders a more detailed 
  perspective than, say, a span of centuries.
  You can view only one span of time per casting, chosen 
  from the following options.
  Days: You sense the events of the past, stretching back one 
  day per caster level.
  You gain detailed knowledge of the people, conversations, 
  and events that transpired.
  Weeks: You gain a summary of the events of the past, 
  stretching back one week per caster level.
  Exact wording and details are lost, but you know all the 
  participants and the highlights of the conversations and 
  events that took place.
  Years: You gain a general idea of the events of the past, 
  stretching back one year per caster level.
  You notice only noteworthy events such as deaths, battles, 
  scenes of great emotion, important discoveries, and 
  significant happenings.
  Centuries: You gain a general idea of the events of the past, 
  stretching back one century plus an additional century for 
  every four caster levels beyond 1st.
  For instance, a 16th-level caster would gain insight into the 
  events of four centuries in the past, and a 17th-level caster 
  would see back across five centuries.
  You notice only the most remarkable of events: 
  coronations, deaths of important personages, major battles, 
  and other truly historic happenings.
  Material Component: An hourglass-shaped diamond worth at 
  least 1,000 gp.
  INSIGHTFUL FEINT
  Divination
  Level: Assassin 1, sorcerer/wizard 1
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You gain temporary insight into the way your opponent 
  moves and reacts.
  You gain a +10 insight bonus on the next single Bluff check 
  (if it is made before the start of your next turn) that you 
  make to feint in combat (see Bluff, page 68 of the Player’s 
  Handbook).
  INSTANT LOCKSMITH
  Divination
  Level: Assassin 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You can make one Disable Device check or one Open Lock 
  check in this round as a free action.
  You gain a +2 insight bonus on the check.
  INSTANT SEARCH
  Divination
  Level: Assassin 1, ranger 1, sorcerer/wizard 1
  Components: V, S Ca sting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You can make one Search check in this round as a free 
  action.
  You gain a +2 insight bonus on the check.
  LISTENING COIN
  Divination (Scrying)
  Level: Bard 4
  Components: V, S, F
  Casting Time: 1 standard action
  
  452
  Range: Touch
  Effect: Magical sensor
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can turn two ordinary coins into magic listening 
  devices—one a sensor and the other a receiver.
  After casting the spell, you simply give the sensor coin 
  away, either surreptitiously or overtly.
  By holding the receiver coin up to your ear, you can hear 
  whatever transpires near the sensor as if you were there 
  (much like a clairaudience effect).
  If the sensor coin is in a pocket, pouch, or sack, the DC of 
  the Listen check increases by 5.
  The coins continue to function no matter how far apart 
  they are, although they fall silent if they’re on different 
  planes.
  Focus: The pair of coins.
  LISTENING LORECALL
  Divination
  Level: Druid 2, ranger 2, sorcerer/wizard 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You gain the ability to precisely and instantaneously 
  identify and locate the origins of even the most minute 
  sounds you detect.
  You gain a +4 insight bonus on Listen checks.
  In addition, if you have 5 or more ranks in Listen, you gain 
  blindsense out to 30 feet.
  If you have 10 or more ranks in Listen, you gain blindsight 
  out to 30 feet instead.
  A silence spell or effect negates blindsense or blindsight 
  granted by a listening lorecall spell.
  MASTER’S TOUCH
  Divination
  Level: Bard 1, sorcerer/wizard 1
  Components: V, F
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Master’s touch is a spell often found in the repertoire of 
  adventurers who specialize in casting arcane spells.
  You gain proficiency with a single weapon or shield you 
  hold in your hands when the spell is cast.
  The lack of a somatic component means the spell can be 
  cast in the middle of a fight while you keep ready whatever 
  items stand between you and danger.
  Proficiency is granted for only a single, specific item, 
  although multiple castings allow for multiple proficiencies.
  For example, if you hold a short sword and a rapier, with a 
  buckler strapped to your off hand, you could cast the spell 
  three times, once for each weapon and once for the shield.
  This spell does not grant proficiency for a kind or category 
  of item (such as short swords) but only for the one specific 
  item held in your hand at the time the spell is cast (this 
  short sword).
  Should you set that item down or otherwise lose your grip 
  on it, the proficiency does not transfer to a different item of 
  the same kind you might pick up.
  However, if you recover the original item before the spell’s 
  effect runs out, you are still proficient with that specific 
  weapon or shield for the duration.
  Focus: The item in whose use you wish to be proficient.
  SNIPER’S SHOT
  Divination
  Level: Assassin 1, ranger 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  When you cast this spell, you extend and sharpen your 
  perceptions for one devastating ranged attack.
  Your next single ranged attack (if it is made before the start 
  of your next turn) can be a sneak attack regardless of the 
  distance between you and your target.
  This spell doesn’t grant you the ability to make a sneak 
  attack if you don’t already have that ability.
  SPEECHLINK
  Divination
  Level: Bard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: You and one creature touched
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You and a willing target can communicate verbally no 
  matter how much distance you put between yourselves on 
  the same plane.
  Either participant can end the spell at any time.
  Speechlink allows each to hear the other’s vocalizations, 
  whatever their volume.
  It does not transfer other sounds from either participant’s 
  location.
  This spell works on any creatures, including animals, but 
  does not convey any special language comprehension 
  abilities.
  TACTICAL PRECISION
  Divination [Mind-Affecting]
  Level: Bard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more 
  than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  When you cast this spell, you grant your allies greater 
  insight into one another’s actions, allowing them to better 
  coordinate their attacks.
  
  453
  If two affected allies flank the same creature, each gains a 
  +2 insight bonus on attack rolls made against the flanked 
  creature.
  This bonus is in addition to the normal +2 bonus on attack 
  rolls granted to flanking creatures.
  In addition, if an affected ally successfully deals damage 
  against an opponent that is flanked by another affected ally, 
  she deals an extra 1d6 points of damage.
  Creatures immune to sneak attacks are immune to this 
  extra damage.
  Material Component: A toy soldier.
  VINE STRIKE
  Divination
  Level: Druid 1, ranger 1
  Components: V, DF
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  While this spell is in effect, you have a special connection 
  to the forces of nature that allows you to deliver sneak 
  attacks on plant creatures as if they were not immune to 
  sneak attacks.
  To attack a plant creature in this manner, you must still 
  meet the other requirements for making a sneak attack.
  This spell applies only to sneak attack damage.
  It gives you no ability to affect plant creatures with critical 
  hits, nor does it confer any special ability to overcome the 
  damage reduction or other defenses of plant creatures.
  ENCHANTMENT
  DIRGE OF DISCORD
  Enchantment (Compulsion) [Evil, Mind-Affecting]
  Level: Bard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius spread
  Duration: Concentration + 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create an unholy, cacophonous dirge that fills the 
  subjects’ minds with the screams of the dying, the wailing 
  of the damned, and the howling of the mad.
  Affected creatures take a –4 penalty on attack rolls and 
  Concentration checks, a –4 penalty to Dexterity, and a 50% 
  reduction in their speed (to a minimum of 5 feet).
  Material Component: A pinch of ashes from a destrachan.
  DISTRACT ASSAILANT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Assassin 1, sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  The subject of this spell is distracted, flinching at blows that 
  seem to come from the shadows.
  A creature affected by this spell is flat-footed until the 
  beginning of its next turn.
  Material Component: The dried wing of a fly.
  FOCUSING CHANT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 1
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute (D)
  You can use focusing chant to block out distractions and 
  hone your attention.
  You gain a +1 circumstance bonus on attack rolls, skill 
  checks, and ability checks for the duration of the spell.
  You need not concentrate on focusing chant, but you must 
  continue to mutter the syllables of the chant to maintain 
  the spell.
  Therefore, you cannot speak, use bardic music effects, or 
  cast spells with verbal components while a focusing chant 
  spell is in effect.
  Dismissing focusing chant is an immediate action.
  HARMONIC CHORUS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  Harmonic chorus lets you improve the spellcasting ability of 
  another spellcaster.
  For the duration of the spell, the subject gains a +2 morale 
  bonus to caster level and a +2 morale bonus on save DCs for 
  all spells she casts.
  Focus: A tuning fork.
  HERALD’S CALL
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Bard 1
  Components: V, S
  Casting Time: 1 swift action
  Range: 20 ft.
  Area: 20-ft.-radius burst centered on you
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You produce a crowd-stopping shout that holds an air of 
  authority others find difficult to ignore.
  Any creature with 5 Hit Dice or less is slowed for 1 round.
  Creatures beyond the radius of the burst might hear the 
  shout, but they are not slowed.
  
  454
  INSIDIOUS RHYTHM
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You play a catchy, silly little tune that gets stuck in the 
  mind of the subject unless she succeeds on a Will save.
  The endlessly recycling melody makes it difficult for the 
  subject to cast spells or perform any other action that 
  requires mental focus.
  The subject takes a –4 penalty on all Intelligence-based skill 
  checks and Concentration checks.
  Whenever the target attempts to cast, concentrate on, or 
  direct a spell, she must succeed on a Concentration check 
  (DC equal to insidious rhythm’s save DC + spell’s level) or fail 
  at the attempt.
  INSPIRATIONAL BOOST
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Bard 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Targets: You
  Duration: 1 round or special; see text
  When you play your instrument, sing your song, recite 
  your epic poem, or speak your words of encouragement, 
  you fill your allies with greater confidence than normal.
  While this spell is in effect, the morale bonus granted by 
  your inspire courage bardic music increases by 1.
  The effect lasts until your inspire courage effect ends.
  If you don’t begin to use your inspire courage ability before 
  the beginning of your next turn, the spell’s effect ends.
  MINDLESS RAGE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 2, sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You fill the subject with so great a rage that it can do 
  nothing but focus on engaging you in personal physical 
  combat.
  The target must be able to see you when you cast this spell.
  If the subject later loses line of sight to you, the spell 
  immediately ends.
  (A subject can’t voluntarily break line of sight with you, 
  such as by closing its eyes, to end this spell prematurely).
  If the subject threatens you, it must make a full attack 
  against you using its melee weapons or natural melee 
  attacks.
  If the subject doesn’t threaten you, it must move at up to 
  twice its speed, ending its movement as close to you as 
  possible.
  If it moves close enough with a single move to threaten 
  you, it may stop and make a melee attack against you as 
  normal.
  While under the effect of a mindless rage spell, the subject 
  can make use of all normal melee combat skills, abilities, 
  and feats—either offensive or defensive.
  However, the subject can’t make ranged attacks, cast spells, 
  or activate magic items that require a command word, a 
  spell trigger, or spell completion to function.
  The subject can’t make any attack against a creature other 
  than you.
  The subject of this spell, though overcome with rage, is by 
  no means rendered idiotic or suicidal.
  For example, an affected creature will not charge off a cliff 
  in an attempt to reach you.
  An interesting side effect of mindless rage occurs when the 
  spell affects any character or creature with the rage ability 
  (such as a barbarian).
  In these cases, the mindless rage spell automatically activates 
  the character’s rage ability (and counts as one of the 
  character’s uses of rage for that day).
  Focus: A scarlet handkerchief or similar piece of cloth, 
  waved in the target’s direction while you vocalize the verbal 
  component.
  TRAIN ANIMAL
  Enchantment (Charm) [Mind-Affecting]
  Level: Druid 2, ranger 2
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Touch
  Target: Animal touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You temporarily boost the number of tricks that an animal 
  knows.
  While this spell is in effect, the affected animal gains a 
  number of additional tricks equal to half your caster level 
  (maximum five).
  For more information on tricks and trained animals, see the 
  descriptions of the Handle Animal skill, page 100 of this 
  book, and pages 74–75 of the Player’s Handbook.
  This spell does not modify an animal’s attitude toward you, 
  nor does it guarantee that an animal will cooperate when 
  instructed to perform the newly learned tricks.
  WAR CRY
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Bard 4
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: See text
  You attack with a cry that bolsters your own courage as well 
  as intimidating your enemies.
  
  455
  As a result of this spell, you gain a +2 morale bonus on 
  attack rolls and damage rolls, or a +4 morale bonus on 
  attack rolls and damage rolls made as part of a charge.
  If you deal damage with a melee attack, your foe must 
  succeed on a Will save or become panicked for 1 round 
  (spell resistance applies to this effect).
  An opponent who makes a successful saving throw against 
  this effect cannot be affected again by the same casting of 
  war cry.
  EVOCATION
  CACOPHONIC SHIELD
  Evocation [Sonic]
  Level: Bard 6, sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 1 minute/level (D)
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You create a barrier of sonic energy at a distance of 10 feet 
  from yourself.
  Creatures on either side of the barrier hear it as a loud but 
  harmless buzzing.
  Nonmagical sound (including sound produced by a 
  thunderstone) does not cross the barrier.
  Supernatural or spell-based sounds or sonic effects 
  penetrate the barrier only if the caster or originator of the 
  effect succeeds on a caster level check (DC 11 + your caster 
  level).
  A creature that crosses the barrier takes 1d6 points of sonic 
  damage +1 point per caster level (maximum +20) and must 
  make a Fortitude save or be deafened for 1 minute.
  The sonic vibrations create a 20% miss chance for any 
  missiles crossing the barrier in either direction.
  The barrier moves with you, but you cannot force another 
  creature to pass through it (for example, by moving 
  adjacent to an enemy).
  If you force a creature to pass through, the barrier has no 
  effect on that creature.
  DISSONANT CHORD
  Evocation [Sonic]
  Level: Bard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You emit a terrible, piercing note.
  Creatures (other than you) in the affected area take 1d8 
  points of sonic damage per two caster levels (maximum 
  5d8).
  FOEBANE
  Evocation
  Level: Ranger 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  This spell imbues one of your weapons with great killing 
  power against a single favored enemy type.
  Against creatures of that type, the weapon acts as a +5 magic 
  weapon and deals an extra 2d6 points of damage.
  Furthermore, while you wield the weapon, you gain a +4 
  resistance bonus on saving throws against effects created by 
  creatures of that type.
  The spell is automatically canceled 1 round after the 
  weapon leaves your hand for any reason.
  You cannot have more than one foebane weapon active 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 any other spell that might 
  modify the weapon in any way.
  This spell does not work on artifacts.
  HYMN OF PRAISE
  Evocation [Good, Sonic]
  Level: Bard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: A sphere-shaped emanation with a radius equal to 
  the range, centered on you
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can strike up a rousing, inspirational song that 
  temporarily boosts by 2 the effective caster level of each 
  good-aligned divine spellcaster within range.
  This increase does not grant access to additional spells, but 
  it does improve all spell effects that are dependent on caster 
  level.
  In addition, hymn of praise mimics the effect of a hallow spell 
  with respect to turning or rebuking undead.
  Within the spell’s area, each good-aligned divine spellcaster 
  gains a +4 sacred bonus on Charisma checks to turn 
  undead, and each evil-aligned divine spellcaster takes a –4 
  sacred penalty on Charisma checks to rebuke undead.
  INFERNAL THRENODY
  Evocation [Evil, Sonic]
  Level: Bard 3
  Components: V, S
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: A sphere-shaped emanation with a radius equal to 
  the range, centered on you
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  
  456
  Spell Resistance: Yes
  You can strike up a pulsing, powerful rhythm that 
  temporarily boosts by 2 the effective caster level of each 
  evil-aligned divine spellcaster within range.
  This increase does not grant access to addition al spells, but 
  it does improve all spell effects that are dependent on caster 
  level.
  In addition, infernal threnody mimics the effect of an 
  unhallow spell with respect to turning or rebuking undead.
  Within the spell’s area, each evil-aligned divine spellcaster 
  gains a +4 profane bonus on Charisma checks to rebuke 
  undead, and each good-aligned divine spellcaster takes a –4 
  profane penalty on Charisma checks to turn undead.
  NATURE’S FAVOR
  Evocation
  Level: Druid 2, ranger 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Animal touched
  Duration: 1 minute
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  By calling on the power of nature, you grant the subject 
  animal a +1 luck bonus on attack and damage rolls for every 
  three caster levels you possess, to a maximum bonus of +5 
  at 15th level.
  ILLUSION
  BLADEWEAVE
  Illusion [Pattern]
  Level: Bard 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: See text
  A bladeweave spell imbues your melee attacks with a 
  fascinating pattern or rhythm that entrances your 
  opponent.
  Any round that you attack with a melee weapon, you can 
  make a single additional touch attack with that weapon at 
  your normal attack bonus as a free action.
  This attack deals no damage.
  Instead, anyone successfully touched by the weapon must 
  succeed on a Will save or be dazed for 1 round.
  Spell resistance applies to this effect.
  INVISIBILITY, SWIFT
  Illusion (Glamer)
  Level: Assassin 2, bard 2
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  This spell functions like invisibility (see page 245 of the 
  Player’s Handbook), except as noted above.
  SHADOW FORM
  Illusion (Shadow)
  Level: Assassin 4, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You call forth the power of shadow, enveloping yourself in 
  a clinging, concealing shroud of darkness.
  While this spell is in effect, you gain a number of benefits.
  The shadows wrapping your form grant you a +4 
  competence bonus on Escape Artist, Hide, and Move 
  Silently checks.
  Your shadowy form also provides you with concealment.
  This shadowy concealment is not negated by a see invisibility 
  spell, but a true seeing spell counteracts the effect.
  Standing within the radius of a daylight spell or in bright 
  natural sunlight temporarily suppresses the concealment 
  effect.
  In addition, if you have 5 ranks in Escape Artist, you can 
  attempt to slip through a solid object or barrier up to 5 feet 
  thick with a DC 20 Escape Artist check, though doing this 
  ends the spell as soon as the attempt is completed 
  (regardless of success).
  If you have 10 ranks in Escape Artist, you can attempt to 
  pass through an object or barrier up to 10 feet thick.
  If you have 15 ranks in Escape Artist, you can attempt to 
  pass through a barrier composed of magical force (or 
  similar magical obstacles).
  Material Component: A small piece of black cloth taken from 
  a funeral shroud.
  SPECTRAL WEAPON
  Illusion (Shadow)
  Level: Assassin 3, bard 4, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: Will partial; see text
  Spell Resistance: Yes; see text
  Using material from the Plane of Shadow, you can fashion a 
  quasi-real weapon of any type with which you are 
  proficient.
  This spectral weapon appears in your hand and behaves as a 
  normal weapon of its type, with two exceptions.
  First, you resolve attacks with your spectral weapon as melee 
  touch attacks instead of melee attacks.
  Second, any foe you hit is entitled to a Will save to 
  recognize the weapon’s shadowy nature.
  If the save is successful, that opponent takes only one-fifth 
  normal damage from the weapon on that attack and all 
  subsequent attacks, and is only 20% likely to suffer any 
  special effects of your attacks (such as a death attack 
  delivered with the weapon).
  You can maintain only one spectral weapon at a time, and 
  only you can wield it.
  
  457
  The weapon dissipates when you let go of it or when the 
  spell’s duration expires, whichever comes first.
  NECROMANCY
  WAIL OF DOOM
  Necromancy [Fear, Mind-Affecting, Sonic]
  Level: Bard 5
  Components: V
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous and 1 round/level or 1 round; 
  see text
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  Anyone caught in the area of this spell suffers excruciating 
  pain and becomes demoralized.
  Each creature takes 1d4 points of damage per caster level 
  (up to a maximum of 15d4) and becomes panicked for 1 
  round per caster level.
  A successful Will save halves the damage, reduces the 
  panicked effect to shaken, and reduces the duration of the 
  shaken effect to 1 round.
  WRACKING TOUCH
  Necromancy
  Level: Druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  Your touch causes horrible agony in a creature’s vital area.
  You lay your hand upon a creature and deal 1d6 points of 
  damage +1 point per caster level (maximum +10).
  In addition, if you have the sneak attack ability, you also 
  deal sneak attack damage to the affected creature unless the 
  creature is immune to extra damage from critical hits.
  The creature still takes the spell damage even if it does not 
  take the sneak attack damage.
  Unlike a normal use of sneak attack, your target need not 
  be flanked or denied its Dexterity bonus to take sneak 
  attack damage from this spell.
  TRANSMUTATION
  ABSORB WEAPON
  Transmutation
  Level: Assassin 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Effect: One touched weapon not in another creature’s 
  possession
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (object); see text
  Spell Resistance: Yes (object)
  You can harmlessly absorb a weapon you are touching 
  (even a poisoned one) into your arm, so long as it is not in 
  another creature’s possession.
  The weapon must be a light weapon for you at the time you 
  cast the spell.
  The absorbed weapon cannot be felt under the skin and 
  doesn’t restrict your range of motion in any way.
  An absorbed weapon cannot be detected with even a 
  careful search, although a detect magic spell reveals the 
  presence of a magical aura.
  The only evidence of its presence is a faint blotch on your 
  skin shaped vaguely like the weapon.
  When you touch the spot (an action equivalent to drawing 
  a weapon), or when the spell duration expires, the weapon 
  appears in your hand and the spell ends.
  If you attack with the weapon in the same round that you 
  retrieve it from its hiding place, you can attempt a Bluff 
  check to feint in combat as a free action, and you gain a +4 
  bonus on the Bluff check.
  An intelligent magic weapon gets a saving throw against 
  this spell, but other weapons do not.
  ACCELERATED MOVEMENT
  Transmutation
  Level: Bard 1, ranger 1, sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  While this spell is in effect, you can move at your normal 
  speed when using Balance, Climb, or Move Silently 
  without taking any penalty on your check.
  This spell does not affect the penalty for using these skills 
  while running or charging.
  Material Component: A dead cockroach.
  ALLEGRO
  Transmutation
  Level: Bard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius burst, centered on you
  Duration: 1 minute/level (D)
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell makes you and your companions extraordinarily 
  fleet of foot.
  Each creature within the spell’s area gains a 30-foot 
  enhancement bonus to its land speed, up to a maximum of 
  double the creature’s land speed.
  Affected creatures retain these effects for the duration of 
  the spell, even if they leave the original area.
  Material Component: A tailfeather from a bird of prey.
  ARROW STORM
  Transmutation
  Level: Ranger 4
  Components: V
  
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  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You can cast this spell only at the beginning of your turn, 
  before you take any other actions.
  After casting arrow storm, you can use a full-round action to 
  make one ranged attack with a bow with which you are 
  proficient against every foe within a distance equal to the 
  weapon’s range increment.
  You can attack a maximum number of individual targets 
  equal to your character level.
  If you choose not to spend a full-round action in this 
  fashion after casting the spell, the spell has no effect.
  BLADE STORM
  Transmutation
  Level: Ranger 3
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You can cast this spell only at the beginning of your turn, 
  before you take any other actions.
  After casting blade storm, you can take a full-round action to 
  make one attack with each melee weapon you are currently 
  wielding against every foe within reach.
  If you wield two weapons, or a double weapon, you can 
  attack each foe once with each weapon or end, using the 
  normal rules for two-weapon fighting.
  So, a ranger wielding a longsword and a short sword could 
  attack each opponent he can reach with both weapons.
  You can attack a maximum number of individual targets 
  equal to your character level.
  If you choose not to spend a full-round action in this 
  fashion after casting the spell, the spell has no effect.
  BRANCH TO BRANCH
  Transmutation
  Level: Druid 2, ranger 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You gain a +10 competence bonus on Climb checks made 
  in trees.
  As long as you remain at least 10 feet above the ground, you 
  can brachiate (swing via branches and vines) in medium or 
  dense forest, but not in sparse forest.
  When you brachiate, you gain a 10-foot enhancement 
  bonus to your land speed and ignore the hampered 
  movement penalties for undergrowth and other terrain 
  features.
  You can charge while brachiating, but you can’t run.
  Naturally, some local conditions such as areas of sparse 
  forest, clearings, wide rivers, or other breaks in the forest 
  canopy might force you to return to the ground.
  CLOAK OF THE SEA
  Transmutation
  Level: Druid 5, sorcerer/wizard 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject retains his or her form but takes on a blue-
  green watery appearance.
  While underwater, the subject functions as if affected by 
  blur, freedom of movement, and water breathing and doesn’t 
  take nonlethal damage from water pressure or hypothermia 
  for the duration of the spell.
  When out of the water (or even partially out), the subject 
  gains none of these advantages except water breathing.
  The subject can leave and reenter water without ending the 
  spell.
  DISTORT SPEECH
  Transmutation [Sonic]
  Level: Bard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You distort a creature’s vocalizations.
  The voice of the subject becomes warped and nearly 
  incomprehensible.
  For the duration of this spell, the subject has a 50% chance 
  to miscast spells that have verbal components, and any time 
  the subject speaks (including the use of magic items 
  activated by command words), there is a 50% chance that 
  the utterance is completely incomprehensible and 
  therefore ineffective.
  EASY CLIMB
  Transmutation
  Level: Ranger 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Vertical path 10 ft. wide and 20 ft. tall/level
  Duration: 10 minutes/level (D)
  Saving Throw: None (object)
  Spell Resistance: Yes (object)
  You create a path of handholds and footholds up the surface 
  of a cliff face, tree trunk, wall, or other vertical obstacle.
  This effect changes the surface to the equivalent of a very 
  rough wall (DC 10 to climb).
  EMBRACE THE WILD
  Transmutation
  Level: Druid 2, ranger 1
  Components: V
  
  459
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  This spell allows you to adopt the nature and some of the 
  abilities of a particular animal.
  Upon casting the spell, you can choose any animal whose 
  Hit Dice are equal to or less than your caster level.
  You retain your own form, but you gain the natural and 
  extraordinary senses of the creature you choose, including 
  blindsense, blindsight, darkvision, low-light vision, and 
  scent, as applicable.
  You can also choose to replace either or both of your Listen 
  and Spot check modifiers with those of the animal chosen.
  For example, a 3rd-level druid casting this spell might 
  choose to adopt the nature of a wolverine to gain low-light 
  vision, scent, and Listen and Spot check modifiers of +6.
  Alternatively, she could select the eagle and gain low-light 
  vision, Listen +2, and Spot +14.
  If the druid’s Listen check modifier were better than +2, 
  she could retain her own Listen check modifier while 
  gaining the eagle’s Spot check modifier.
  ENTANGLING STAFF
  Transmutation
  Level: Druid 3, sorcerer/wizard 4
  Components: V, F
  Casting Time: 1 swift action
  Range: Touch
  Target: Quarterstaff touched
  Duration: 1 round/level (D)
  Saving Throw: Yes (harmless, object)
  Spell Resistance: Yes (harmless)
  You cause your quarterstaff to extrude writhing vines that 
  allow you to easily grab and entrap foes.
  Each time you successfully strike a foe with the staff (a 
  normal melee attack), you deal normal damage and can 
  attempt to start a grapple as a free action without provoking 
  attacks of opportunity (see Starting a Grapple, page 156 of 
  the Player’s Handbook).
  This grapple attempt does not require a separate touch 
  attack.
  You gain a +8 bonus on grapple checks you cause by 
  striking a foe with the entangling staff.
  You can attempt to grapple creatures up to one size 
  category larger than you.
  If your grapple check succeeds, your quarterstaff’s vines 
  constrict your foe, dealing 2d6 points of damage (you can 
  choose to deal nonlethal damage instead of normal damage 
  if you wish).
  You then have two choices: Release: You release your 
  opponent from the grapple.
  Some vines remain clinging to your foe, leaving it 
  entangled for the duration of the spell.
  You can attack different enemies in later rounds with the 
  entangling staff, potentially grappling and constricting or 
  entangling them.
  Maintain: You maintain your hold.
  In subsequent rounds, you deal constriction damage with a 
  successful grapple check.
  You can then choose to release or maintain the hold again.
  Focus: A quarterstaff.
  EXACTING SHOT
  Transmutation
  Level: Ranger 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Ranged weapon touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  This transmutation makes a ranged weapon strike true 
  against your favored enemies.
  All rolls made to confirm critical hits by the weapon against 
  favored enemies automatically succeed, so every threat is a 
  critical hit.
  The affected weapon also ignores any miss chance due to 
  concealment whenever you fire at a favored enemy (unless 
  the target has total concealment, in which case the normal 
  miss chance applies).
  If the ranged weapon or the projectile fired has any magical 
  effect or property related to critical hits, this spell has no 
  effect on it.
  EXPEDITIOUS RETREAT, SWIFT
  Transmutation
  Level: Bard 1, sorcerer/wizard 1
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  This spell functions like expeditious retreat (see page 228 of 
  the Player’s Handbook), except as noted above.
  FLY, SWIFT
  Transmutation
  Level: Bard 2, druid 3, sorcerer/wizard 2
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round This spell functions like fly (see page 
  232 of the Player’s Handbook), except as noted above.
  FORESTFOLD
  Transmutation
  Level: Druid 4, ranger 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You change your coloring and attune your footfalls to one 
  specific kind of terrain (aquatic, desert, plains, forest, hills, 
  mountains, marsh, or underground).
  While you are in terrain of that kind, you gain a +20 
  competence bonus on Hide and Move Silently checks.
  You retain these bonuses even if you leave the designated 
  terrain and return within the duration of the spell.
  
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  HASTE, SWIFT
  Transmutation
  Level: Ranger 2
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  This spell functions as haste (see page 239 of the Player’s 
  Handbook), except as noted above.
  HAWKEYE
  Transmutation
  Level: Druid 1, ranger 1
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  This spell gives you the ability to see accurately at long 
  distances.
  Your range increment for ranged weapons increases by 
  50%, and you gain a +5 competence bonus on Spot checks.
  IMPROVISATION
  Transmutation
  Level: Bard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You gain access to a floating “pool” of luck, which manifests 
  as bonus points you can use as desired to improve your
  odds of success at various tasks.
  This bonus pool consists of 2 points per caster level, which 
  you can spend as you like to improve attack rolls, skill 
  checks, and ability checks, although no single check can 
  receive a bonus greater than one-half your caster level.
  You must declare any bonus point usage before the 
  appropriate roll is made.
  Used points disappear from the pool, and any points 
  remaining when the spell ends are wasted.
  These points count as luck bonuses for purposes of 
  stacking.
  For example, a 14th-level bard pauses while chasing a 
  pickpocket to cast improvisation.
  At any time during the next 14 rounds, he could use the 
  points to provide him a +7 luck bonus on a Spot check, a +7 
  luck bonus on a Climb check, and a +7 luck bonus on two 
  of his attacks.
  Material Component: A pair of dice.
  IRON SILENCE
  Transmutation
  Level: Assassin 2, bard 2, cleric 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One suit of armor touched per three levels
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  While this spell is in effect, the armor check penalty from 
  the affected suit or suits of armor does not apply on Hide 
  and Move Silently checks.
  Only wearers proficient in the armor’s use get this benefit 
  when wearing the affected armor.
  The armor check penalty still applies to other skill checks 
  as normal.
  NIGHTSTALKER’S TRANSFORMATION
  Transmutation
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You become a stealthy and dangerous combatant.
  Your mind-set changes so that you relish stealth, deception, 
  and surprise attacks over magical assaults.
  You gain a +4 enhancement bonus to Dexterity, a +3 luck 
  bonus to Armor Class, a +5 luck bonus on Reflex saving 
  throws, a +5 competence bonus on Spot, Listen, Hide, and 
  Move Silently checks, and proficiency with all simple 
  weapons plus the hand crossbow, rapier, sap, shortbow, and 
  short sword.
  You also gain the Weapon Finesse feat and the evasion 
  ability (see page 50 of the Player’s Handbook).
  You deal an extra 3d6 points of damage whenever you 
  attack an opponent that you flank or an opponent denied 
  its Dexterity bonus to Armor Class.
  This extra damage works like the rogue’s sneak attack 
  ability.
  You lose your spellcasting ability for the duration of the 
  spell, 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 cat’s grace, which you drink 
  (and whose effects are subsumed by the spell effects).
  PROTÉGÉ
  Transmutation
  Level: Bard 6
  Components: V, S
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You briefly grant bardic abilities to a creature of your 
  choice.
  The subject of the spell can then function as a bard of one-
  half your current bard level with respect to bardic music 
  and bardic knowledge.
  However, protégé imparts no spellcasting ability and does 
  not grant access to spells not normally available to the 
  subject.
  For Perform checks and bardic music prerequisites, the 
  creature uses its own ranks in Perform or one-half of your 
  
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  ranks (modified by its own Charisma modifier), whichever 
  is better.
  SNIPER’S EYE
  Transmutation
  Level: Assassin 4
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  This spell magically enhances your senses, making you 
  deadly with ranged weapons.
  When you cast sniper’s eye, you gain the following benefits.
  • +10 competence bonus on Spot checks.
  • Darkvision out to 60 feet.
  • The ability to make a ranged sneak attack at a range of up 
  to 60 feet, rather than 30 feet.
  • The ability to make a death attack with a ranged weapon 
  rather than just with a melee weapon.
  The target must be within 60 feet.
  This spell doesn’t grant you the ability to make a sneak 
  attack or death attack if you don’t already have that ability.
  Sniper’s eye attunes you completely to the vantage point you 
  had when you cast the spell.
  You understand the nuances of the breeze and every angle 
  and shadow—from that spot.
  If you move even 5 feet from the place where you cast the 
  spell, you lose the benefits of sniper’s eye until you return to 
  that spot.
  Focus: A magnifying glass lens.
  SONIC WEAPON
  Transmutation [Sonic]
  Level: Bard 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 minute/level (D)
  This spell temporarily sheathes a weapon in sonic energy.
  While the spell is in effect, the affected weapon deals an 
  extra 1d6 points of sonic damage with each successful 
  attack.
  The sonic energy does not harm the weapon’s wielder.
  Bows, crossbows, and slings that are affected by this spell 
  bestow the sonic energy upon their ammunition.
  WRAITHSTRIKE
  Transmutation
  Level: Assassin 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  When you cast this spell, your melee weapons or natural 
  weapons become ghostly and nearly transparent for a brief 
  time.
  While this spell is in effect, your melee attacks are resolved 
  as melee touch attacks rather than normal melee attacks.
  COMPLETE ARCANE (3.5)
  ABJURATION
  ABSORPTION
  Abjuration
  Level: Sorcerer/wizard 9, wu jen 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Until expended or 10 min./level
  Spells and spell-like effects that target you are absorbed, 
  their energy stored to power spells of your own.
  Absorption absorbs only ranged spells that have you as a 
  target.
  Touch spells, effect spells, and area spells that affect you 
  cannot be absorbed.
  Once the spell is cast, you can absorb 1d4+6 spell levels 
  (rolled secretly by the DM).
  The level of each spell you absorb is subtracted from the 
  total.
  If a spell is only partially absorbed (because its level exceeds 
  the number of levels remaining to be absorbed), divide the 
  number of spell levels left unabsorbed by the original spell 
  level.
  For spells that deal damage, use the result to determine 
  what fraction of the damage you take.
  For spells that create effects, use the result as a percentage 
  chance to be affected.
  For example, you have three spell levels of absorption 
  remaining and are struck by dominate person (cast as a 5th-
  level spell).
  Absorption absorbs three levels of the spell, resulting in a 
  40% chance (2/5) that you will be affected normally.
  If affected, any saving throw the spell allows you still 
  applies.
  Likewise, if you’re struck by disintegrate (cast as a 6th-level 
  spell) with four levels of absorption remaining, two levels of 
  the spell remain, and you take only 33% (2/6) of the damage 
  you would normally take from the spell.
  You can use captured spell energy to cast any spell you 
  know or have prepared, but spells so cast don’t disappear 
  from your list of prepared spells or count against the 
  number of spells you can normally cast per day (so you so 
  must keep a running total of spell levels absorbed and 
  used).
  The levels of spell energy you have stored must be equal to 
  or greater than the level of the spell you want to cast, and 
  you must have at hand (and expend) any material 
  components required for the spell.
  AIMING AT THE TARGET
  Abjuration
  Level: Sorcerer/wizard 5, wu jen 5
  Components: S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: Concentration, up to 20 minutes; see text
  
  462
  When you cast this spell as a swift action (see page 86), you 
  increase your ability to concentrate on a spell you have 
  already cast.
  This spell is one of only a few spells (finding the center being 
  another) that you can cast while maintaining concentration 
  on another spell.
  Aiming at the target gives you a +10 circumstance bonus on 
  Concentration checks you make to maintain concentration 
  on the other spell, and its effect lasts as long as you 
  concentrate on the other spell (to a maximum of 20 
  minutes).
  ANTICIPATE TELEPORTATION
  Abjuration
  Level: Sorcerer/wizard 4
  Components: V, S, F
  Casting Time: 1 round
  Range: One willing creature touched
  Area: 5-ft./level radius emanation from touched creature
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  The subject of the spell is surrounded with an invisible aura 
  that anticipates and delays the teleportation of any creature 
  into the spell’s area.
  Any teleportation spell or effect (including all spells with 
  the teleportation descriptor) can be anticipated, making the 
  spell’s recipient instantly aware of the exact location where 
  the teleporting creature will arrive (subject to the 
  restrictions below), the creature’s size, and how many other 
  creatures (and their sizes) are arriving with the teleporting 
  creature.
  The spell also delays the arrival of the teleporting creature 
  by 1 round (so that it arrives on its initiative count 
  immediately before its next turn), generally giving the 
  recipient of the spell and anyone else made aware of the 
  information 1 round to act or ready actions.
  The teleporting creature does not perceive this delay.
  Since a teleporting creature doesn’t necessarily arrive at the 
  precise location it intends, the spell also functions against a 
  creature that arrives in range even though its intended 
  destination was elsewhere.
  For a creature that intends to teleport into range but 
  inadvertently arrives outside the spell’s area, the spell gives 
  the recipient awareness that a creature has attempted to 
  teleport into range and delays the creature as normal, but 
  doesn’t give any awareness as to the actual location of its 
  imminent arrival.
  The spell has no effect on creatures attempting to teleport 
  away from the spell’s area, though if their destination is 
  within the area, the spell will affect their reentry as normal.
  Focus: A tiny hourglass of platinum and crystal costing 500 
  gp, which must be carried or worn by the spell’s recipient 
  while the spell is in effect.
  ANTICIPATE TELEPORTATION, GREATER
  Abjuration
  Level: Sorcerer/wizard 8
  Casting Time: 10 minutes
  Duration: 24 hours
  As anticipate teleportation, except that greater anticipate 
  teleportation identifies the type of the arriving creature (and 
  any companions accompanying it) and creates a delay of 3 
  rounds, providing the recipient with even more warning 
  and preparation time.
  Focus: A tiny hourglass of platinum and crystal filled with 
  diamond dust, costing 1,000 gp.
  The hourglass must be carried or worn by the spell’s 
  recipient while the spell is in effect.
  DUELWARD
  Abjuration
  Level: Sorcerer/wizard 5
  Components: V, S, M Ca sting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level or until discharged (D)
  You mantle yourself in a powerful magical field that 
  facilitates your defense against enemy spells.
  While a duelward is in effect, counterspelling is an 
  immediate action for you, allowing you to counterspell 
  even when it is not your turn without having previously 
  readied an action.
  You also gain a +4 competence bonus on Spellcraft checks 
  made to identify spells being cast.
  The first time you successfully counterspell while the spell 
  is in effect (whether you counterspell as an immediate 
  action or not), duelward is discharged.
  Material Component: A miniature silk glove.
  ELEMENTAL WARD
  Abjuration
  Level: Wu jen 4 (all)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft.-radius emanation, centered on you
  Duration: 1 minute
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell allows you to drive off elementals of a specific 
  type by uttering a fearsome cry.
  When you cast the spell, any elemental within the spell’s 
  area must leave the area unless it makes a successful Will 
  save.
  If you try to force the barrier against an elemental that has 
  failed its saving throw, the spell fails.
  Material Component: A small quantity of the element 
  opposed to the type being warded against—fire for water 
  elementals, earth for air elementals, air for earth 
  elementals, or water for fire elementals.
  ENERGY IMMUNITY
  Abjuration
  Level: Cleric 6, druid 6, sorcerer/wizard 7, wu jen 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  
  463
  This abjuration grants a creature and its equipment 
  complete protection against damage from one of the five 
  energy types—acid, cold, electricity, fire, or sonic.
  Energy immunity absorbs only damage, so the recipient 
  could still suffer side effects such as drowning in acid, 
  being deafened by a sonic attack, or becoming immobilized 
  in ice.
  Note: Energy immunity overlaps protection from energy and 
  resist energy.
  So long as energy immunity is in effect, the other spells 
  absorb no damage.
  FINDING THE CENTER
  Abjuration
  Level: Wu jen 8
  Duration: 10 minutes (D)
  As aiming at the target (see page 96), except that you no 
  longer need to maintain conscious concentration on the 
  spell you cast before casting this one.
  Your unconscious mind maintains the required 
  concentration, allowing you to take other actions 
  (including movement, attacks, and even casting more 
  spells) as normal.
  Short of dying, only mind-affecting spells and conditions 
  (such as feeblemind and confusion) can affect your 
  concentration on the other spell, though you might be 
  convinced to willingly dismiss finding the center (and the 
  previous spell with it) under the effect of a charm or 
  suggestion.
  OTILUKE’S DISPELLING SCREEN
  Abjuration
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Energy wall whose area is up to one 10-ft. 
  square/level, or a sphere or hemisphere with a radius of up 
  to 1 ft./level
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You create an opaque, immobile, shimmering screen of 
  violet energy.
  Any spell effect operating on a creature or unattended 
  object that passes through the screen is affected as by a 
  targeted dispel magic at your caster level.
  Attended items that pass through are not affected by the 
  screen, which is the only way the screen differs from a 
  normal targeted casting of dispel magic—attended items 
  are essentially not targeted by the screen.
  Make a caster level check (1d20 + 1 per caster level, 
  maximum +10) to dispel spell effects (DC 11 + caster level) 
  or suppress an unattended object’s magical properties for 
  1d4 rounds (DC equal to the item’s caster level).
  Spell effects not operating on objects or unattended 
  creatures cannot pass through the screen.
  A disintegrate or successful dispel magic removes Otiluke’s 
  dispelling screen, while an antimagic field suppresses it.
  Material Component: A sheet of fine lead crystal.
  OTILUKE’S GREATER DISPELLING SCREEN
  Abjuration
  Level: Sorcerer/wizard 7
  As Otiluke’s dispelling screen, except that the maximum caster 
  level bonus on the dispel check is +20.
  PROTECTION FROM CHARM
  Abjuration
  Level: Wu jen 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The recipient of this spell gains a resistance bonus of +1 per 
  three caster levels (maximum +5) on any Will save against 
  charm or compulsion spells or effects.
  Material Component: Hair or some other small part of the 
  body of a creature with an innate charm or dominate ability 
  (such as a succubus or a vampire).
  REAVING DISPEL
  Abjuration
  Level: Sorcerer/wizard 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Area: One spellcaster, creature, or object; or a 
  20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  Reaving dispel functions like dispel magic, except that the 
  maximum caster level on your dispel check is +25 instead 
  of +10, and (as with greater dispel magic) you have a chance to 
  dispel any effect that remove curse can remove, even if dispel 
  magic can’t dispel that effect.
  When casting a targeted dispel or counterspell, you can 
  choose to reave each spell you successfully dispel, stealing 
  its power and effect for yourself.
  When making a targeted dispel, make a Spellcraft check 
  (DC 25 + spell level) to identify the target spell or each 
  ongoing spell currently in effect on the target creature or 
  object.
  Each spell you dispel with a targeted dispel can be reaved if 
  you so desire, and the spell’s effects are redirected to you, 
  continuing as if cast on you by the original caster with no 
  interruption to or extension of duration.
  Once you reave the spell, you identify it if you haven’t done 
  so already (see below).
  If the subject was the caster and the spell is dismissible, you 
  can dismiss it as if you had cast it yourself.
  Likewise, if the subject was the caster and the spell requires 
  concentration, you must concentrate to maintain the spell’s 
  effect as if you had cast it yourself.
  You can still attempt to reave a spell you didn’t identify 
  with your Spellcraft check, but doing so can be risky if you 
  don’t know the specifics of the spell’s effect.
  
  464
  For example, if you fail to identity an ongoing spell effect 
  on an enemy character and choose to reave anyway, you 
  might find yourself under the influence of the dominate 
  person effect that character was suffering from.
  Any spell resistance you might have has no effect against 
  harmful spells you might inadvertently reave, but you get 
  the same chance to save against those spell effects as the 
  original target.
  If you choose to reave a spell you have successfully 
  counterspelled with reaving dispel, you seize control of the 
  spell after the enemy caster completes it, and you can 
  redirect the spell to whichever targets or area you wish 
  (including the original caster, if appropriate).
  Again, you must make a Spellcraft check (DC 25 + spell 
  level) to identify the spell you intend to reave, but you are 
  free to choose to redirect a spell whose effects, range, and 
  area you don’t know.
  Note, though, that if its correct casting conditions aren’t 
  met (because you guess at an improper target or range, for 
  example), the spell fails.
  Reaving dispel can be used to cast an area dispel with the 
  increased maximum caster level, but any magical effects so 
  dispelled cannot be reaved.
  RECIPROCAL GYRE
  Abjuration
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Will half, then Fortitude negates; see text
  Spell Resistance: No
  You manipulate the magical aura of a creature or object, 
  creating a damaging feedback reaction of arcane power.
  The target takes 1d6 points of damage per spell level of each 
  functioning spell or spell-like ability currently affecting it 
  (maximum 25d6).
  For example, a creature who is hasted (3rd level), flying (3rd 
  level), and protected by a stoneskin spell (4th-level wizard 
  version) takes 10d6 points of damage (Will save for half ).
  In addition, any creature that fails its save must then 
  succeed on a Fortitude save or be dazed for 1d6 rounds.
  Only spells specifically targeted on the creature in question 
  can be used to create the backlash of a reciprocal gyre, so 
  spells that affect an area (such as invisibility sphere and solid 
  fog) can’t be used to deal reciprocal damage to creatures 
  within their area.
  Likewise, persistent or continuous effects from magic items 
  can’t be used to deal reciprocal damage, but targeted spell 
  effects can be—for example, the magic of a cloak of resistance 
  can’t be used by reciprocal gyre, but a spell cast by a wand of 
  invisibility could be.
  Material Component: A tiny closed loop of copper wire.
  REFUSAL
  Abjuration
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Two 10-ft. squares/level (S)
  Duration: 1 hour/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You create a special ward that prevents unauthorized 
  spellcasters or creatures with spell-like abilities from 
  entering an area.
  Any creature that has spells prepared, spell slots available 
  for casting without preparation, or innate spell-like abilities 
  must succeed on a Will save or be halted by an invisible 
  barrier that prevents passage.
  The DC of the Will save increases by a number equal to the 
  spell level of the highest-level spell the creature has 
  prepared or is capable of casting (so that a 10th-level 
  sorcerer who hasn’t yet exhausted his 5th-level spell slots 
  for the day adds +5 to the save DC).
  You can choose to designate a password or special 
  condition (such as character race, alignment, possession of 
  a token, or any other observable or detectable 
  characteristic) by which spellcasting characters and 
  creatures can enter the refusal-warded area.
  Creatures that have no spellcasting capability or spell-like 
  abilities (including spellcasters who have exhausted their 
  spell slots, and creatures with spell trigger or spell 
  completion magic items) can pass through the barrier with 
  no difficulty.
  Spellcasters and creatures that have spell-like abilities and 
  that are already within the area you protect when you 
  create the ward are not compelled to leave or restricted in 
  their movement within it (and spells and spell-like abilities 
  can pass through the barrier in either direction with no 
  difficulty).
  However, if such creatures leave the area, they must 
  succeed on saving throws as described above to return.
  Creatures attempting to use any teleportation spell or effect 
  to enter the warded area make the normal saving throw.
  They are shunted harmlessly to the nearest safe space 
  outside the warded area if they fail.
  Material Component: A pinch of dust from a wizard’s tomb.
  RESIST ENERGY, MASS
  Abjuration
  Level: Cleric 3, druid 3, sorcerer/wizard 4, wu jen 4
  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: 10 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  As resist energy, except that it affects all targeted creatures.
  SIGN OF SEALING
  Abjuration
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One door, chest, or portal up to 30 sq. ft./level in 
  size
  Duration: Permanent
  
  465
  Saving Throw: Reflex half; see text
  Spell Resistance: No
  You seal a door, chest, or similar closure with a prominent 
  magical sigil that bars entry and prevents opening.
  A door or object protected by this spell can be opened only 
  by breaking (add 10 to the normal break DC) or by the use 
  of knock or dispel magic.
  If the door or object is forced open by any means (magical 
  or physical), the sign of sealing deals 1d4 points of damage 
  per caster level (maximum 10d4) in a 30-foot radius (Reflex 
  half).
  A knock spell doesn’t negate or automatically bypass a sign of 
  sealing, but will suppress the sign for 10 minutes on a 
  successful caster level check (DC 11 + the caster level of the 
  sign’s creator).
  A sign of sealing is a magical trap that can be disarmed with a 
  successful DC 28 Disable Device check.
  You can pass your own sign safely, and it remains set 
  behind you.
  Material Component: A crushed emerald worth 100 gp.
  SIGN OF SEALING, GREATER
  Abjuration
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 10 minutes
  This spell functions like sign of sealing, except that it can also 
  be used to seal an open space (such as a corridor or an 
  archway), creating a magical barrier of force that repels any 
  creature attempting to pass.
  In addition, doors and objects protected by a greater sign of 
  sealing are strengthened, increasing their hardness by 10 
  and gaining 5 hit points per caster level.
  Any object protected by the sign is treated as a magic item 
  for the purpose of making saving throws and gains a +4 
  resistance bonus on all saves.
  If its seal is broken, a greater sign of sealing deals 1d6 points 
  of damage per caster level (maximum 20d6) in a 40-foot 
  radius (Reflex half).
  A greater sign of sealing cannot be passed with a knock spell, 
  but it can be dispelled (DC 15 + the caster level of the sign’s 
  creator).
  It can be disarmed with a successful DC 31 Disable Device 
  check.
  Material Component: A crushed emerald worth at least 500 
  gp.
  CONJURATION
  ARC OF LIGHTNING
  Conjuration (Creation) [Electricity]
  Level: Druid 4, sorcerer/wizard 5, warmage 5, wu jen 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: A line between two creatures
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  You create natural conductivity between two creatures, and 
  a bolt of electricity arcs between them.
  This bolt deals 1d6 points of electricity damage per caster 
  level (maximum 15d6) to both creatures and to anything in 
  the line between them.
  Both creatures must be in range, and you must be able to 
  target them (as if this spell had them as its targets).
  Draw the line from any corner in one creature’s space to 
  any corner in the other’s space.
  Arcane Material Component: Two small iron rods.
  BANDS OF STEEL
  Conjuration (Creation)
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Reflex partial
  Spell Resistance: No
  You conjure a number of shining metallic bands out of thin 
  air, encircling a Medium or smaller creature.
  The victim must succeed on a Reflex save or be 
  immobilized (helpless).
  If the saving throw succeeds, the victim is only partially 
  trapped by the bands (treat as entangled).
  A creature immobilized by the bands can attempt escape as 
  a fullround action, either by bursting free (Strength DC 18) 
  or wriggling out (Escape Artist DC 18).
  An entangled creature can use a full-round action to break 
  or disentangle itself with a DC 13 Strength check or a DC 
  13 Escape Artist check.
  Large or larger creatures are too big to be captured or 
  impeded by the bands.
  Material Component: Three small silver hoops, interlocked.
  BLADES OF FIRE
  Conjuration (Creation) [Fire]
  Level: Ranger 2, sorcerer/wizard 2, warmage 2
  Components: V
  Casting Time: 1 swift action
  Range: Touch
  Targets: Up to two melee weapons you are wielding
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  Flames sheathe your melee weapons, harming neither you 
  nor the weapons but possibly burning your opponents.
  Your melee weapons each deal an extra 1d6 points of fire 
  damage.
  This damage stacks with any energy damage your weapons 
  already deal.
  BLAST OF FLAME
  Conjuration (Creation) [Fire]
  Level: Sorcerer/wizard 4, warmage 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  
  466
  Spell Resistance: No
  Flames fill the area, dealing 1d6 points of fire damage per 
  caster level (maximum 10d6) to any creature in the area 
  that fails its saving throw.
  Material Component: A bit of wick soaked in oil.
  BODY OUTSIDE BODY
  Conjuration (Creation)
  Level: Wu jen 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 10 ft.
  Effect: One duplicate/5 levels
  Duration: 1 minute
  Saving Throw: None
  Spell Resistance: No
  This spell creates one or more indistinguishable duplicates 
  of you, all of which share your ability scores, personality, 
  class levels, skills, feats, and memories.
  They carry the same arms, armor, and equipment as you do 
  (but only have mundane versions of any magic gear), and 
  they cannot cast spells or use any spell completion or spell 
  trigger items.
  They are friendly toward each other and your companions 
  and will follow any order you give them (even actions that 
  you wouldn’t normally do yourself, such as charging a 
  dragon or jumping off a cliff).
  The duplicates you create each have one-quarter of your hit 
  point total at the time of casting and take damage as normal 
  in combat.
  If a duplicate is slain, it disappears and you take 10 points of 
  damage.
  At the end of the spell’s duration, all remaining duplicates 
  (and any equipment created with them) disappear without 
  dealing damage to you.
  Material Component: A few of your hairs, fingernail parings, 
  or flakes of skin.
  CLOUD CHARIOT
  Conjuration (Creation) [Water]
  Level: Wu jen 8 (water)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal and touch
  Target: You and other touched willing creatures
  Duration: 10 minutes (D)
  When the spell is cast, you and any willing creatures you 
  touch lift into the air on a magic chariot formed of cloud, 
  then fly away in the direction you desire.
  You can bring one Medium or smaller creature (carrying 
  gear and objects up to its maximum load) per four caster 
  levels.
  A Large creature counts as two Medium creatures, a Huge 
  creature counts as two Large creatures, and so forth.
  A cloud chariot flies at 10 miles per minute, so that you can 
  cover a distance of 100 miles over the spell’s full duration.
  You and your passengers feel none of the effects of this 
  swift movement, though, and the ride is perfectly steady 
  and calm in even the worst weather.
  When the spell is dismissed, the cloud settles gently to the 
  ground and dissipates.
  Should the spell duration expire while a cloud chariot is still 
  aloft, the magic fails slowly, with cloud and riders floating 
  downward 60 feet per round for 1d6 rounds.
  If the cloud reaches the ground in that amount of time, it 
  lands safely.
  If not, it falls the rest of the distance, and all creatures 
  riding in it take falling damage.
  A cloud chariot descends slowly if the spell is dispelled, but 
  not if it is negated by an antimagic field.
  Material Component: A small ball of cotton.
  CORPSE CANDLE
  Conjuration (Creation)
  Level: Sorcerer/wizard 3, wu jen 3
  Components: S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ghostly hand and candle
  Duration: 1 min./level (D); see text
  Saving Throw: None
  Spell Resistance: No
  A ghostly hand bearing a lit candle appears at the spot you 
  choose, shedding light in a 5-foot radius and moving as you 
  desire—forward or back, up or down, straight or around 
  corners at up to 50 feet per round (no concentration 
  required).
  The hand and candle are incorporeal and can pass through 
  objects, making them a useful tool for simulating 
  hauntings.
  As well, a corpse candle illuminates hidden, ethereal, and 
  invisible beings and items, all of which become faintly 
  visible as wispy outlines.
  Ethereal creatures remain unreachable from the Material 
  Plane (except with force effects), but invisible creatures 
  have only concealment (20% miss chance) and lose their 
  bonus on attack rolls from invisibility when they are within 
  5 feet of the candle.
  The ghostly radiance also makes immaterial creatures and 
  items slightly material, so that incorporeal creatures within 
  5 feet of a corpse candle have only a 30% chance to avoid 
  damage from corporeal creatures (though all other benefits 
  of being incorporeal are retained).
  The hand is Diminutive, has 1 hit point per caster level, and 
  has AC 14 + a deflection bonus equal to your Charisma 
  modifier.
  It makes saves as you do but is immune to spells that don’t 
  cause damage.
  The spell effect ends if the hand is destroyed, and the hand 
  winks out if the distance between you and it exceeds the 
  spell’s range.
  Material Component: A piece of a corpse untreated by any 
  kind of preservative.
  FREEZING FOG
  Conjuration (Creation) [Cold]
  Level: Sorcerer/wizard 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: 1 min./level
  Saving Throw: None
  
  467
  Spell Resistance: No
  A bank of freezing mist billows out from the point you 
  designate, obscuring all sight (including darkvision) 
  beyond 5 feet.
  Creatures in the first 5 feet of the mist have concealment, 
  while creatures farther inside have total concealment.
  Each round on your turn, the frigid mist deals 1d6 points of 
  cold damage to each creature and object within it.
  The freezing fog is so thick that any creature attempting to 
  move through it progresses at a maximum speed of 5 feet 
  (regardless of its normal speed) and takes a –2 penalty on all 
  melee attack rolls and damage rolls and a –6 penalty on 
  ranged weapon attack rolls (but not ranged spell attack 
  rolls).
  A creature or object that falls into the fog from above is 
  slowed, so that each 10 feet of mist it passes through 
  effectively reduces overall falling distance by 10 feet.
  Freezing fog also coats all solid surfaces in its area with a 
  slick, icy rime, and on your turn each round, each creature 
  in the area of the fog must make a successful Reflex save or 
  fall.
  A creature that manages to stand must make a DC 10 
  Balance check in order to move, falling if it fails its save by 
  5 or more.
  Creatures in a freezing fog can’t take a 5-foot step.
  A severe wind (31+ mph) disperses the cloud in 1 round.
  The spell does not function underwater.
  HAIL OF STONE
  Conjuration (Creation) [Earth]
  Level: Wu jen 1 (earth), warmage 1
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (5-ft. radius, 40 ft. high)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You create a rain of stones that deals 1d4 points of damage 
  per caster level (maximum 5d4) to creatures and objects 
  within the area.
  Material Component: A piece of jade worth 5 gp.
  ICE KNIFE
  Conjuration (Creation) [Cold]
  Level: Assassin 2, wu jen 2 (water), warmage 2
  Components: S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: One icy missile
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  A magical shard of ice blasts from your hand and speeds to 
  its target.
  You must succeed on a normal ranged attack to hit (with a 
  +2 bonus on the attack roll for every two caster levels).
  If it hits, an ice knife deals 2d8 points of cold damage plus 2 
  points of Dexterity damage (no Dexterity damage on a 
  successful Fortitude save).
  Creatures that have immunity to cold damage also take no 
  Dexterity damage automatically.
  A knife that misses creates a shower of ice crystals in a 10-
  foot-radius burst (see Missing with a Thrown Weapon, page 
  158 of the Player’s Handbook, to determine where the shard 
  hits).
  The icy burst deals 1d8 points of cold damage to all 
  creatures within the area of the effect (Reflex half).
  Material Component: A drop of water or piece of ice.
  LEOMUND’S HIDDEN LODGE
  Conjuration (Creation)
  Level: Bard 5, sorcerer/wizard 5
  Components: V, S, F; see text
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 20-ft.-square structure
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
  As Leomund’s secure shelter (see page 247 of the Player’s 
  Handbook), except that the hidden lodge is perfectly 
  camouflaged to blend in with whatever terrain or 
  surroundings are appropriate.
  It might appear as a house-sized boulder in a rocky or 
  mountainous area, as a sand dune in the desert, as a densely 
  tangled thicket, a grassy knoll, or even a mighty tree.
  The hidden lodge also obscures all telltale signs of 
  habitation, including any smoke, light, or sound coming 
  from within.
  At any distance of more than 30 feet, the lodge is 
  indistinguishable from natural terrain.
  Any creature approaching within 30 feet is entitled to a DC 
  30 Survival check to spot the hidden lodge as an artificial 
  dwelling and not a natural part of the landscape.
  Focus: The focus of an alarm spell (silver wire and a tiny 
  bell), if this benefit is to be included in the hidden lodge 
  (see the Leomund’s secure shelter description for more 
  information).
  MAGE ARMOR, GREATER
  Conjuration (Creation) [Force]
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  This spell functions like mage armor, except that its tangible 
  field of force provides a +6 armor bonus to Armor Class.
  Material Component: A tiny platinum shield worth 25 gp.
  ORB OF ACID
  Conjuration (Creation) [Acid]
  Level: Sorcerer/wizard 4, warmage 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One orb of acid
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  
  468
  Spell Resistance: No
  An orb of acid about 3 inches across shoots from your palm 
  at its target, dealing 1d6 points of acid damage per caster 
  level (maximum 15d6).
  You must succeed on a ranged touch attack to hit your 
  target.
  A creature struck by the orb takes damage and becomes 
  sickened by the acid’s noxious fumes for 1 round.
  A successful Fortitude save negates the sickened effect but 
  does not reduce the damage.
  ORB OF ACID, LESSER
  Conjuration (Creation) [Acid]
  Level: Sorcerer/wizard 1, warmage 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One orb of acid
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  An orb of acid about 2 inches across shoots from your palm 
  at its target, dealing 1d8 points of acid damage.
  You must succeed on a ranged touch attack to hit your 
  target.
  For every two caster levels beyond 1st, your orb deals an 
  additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th 
  level, 4d8 at 7th level, and the maximum of 5d8 at 9th level 
  or higher.
  ORB OF COLD
  Conjuration (Creation) [Cold]
  Level: Sorcerer/wizard 4, warmage 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One orb of cold
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  This spell functions like orb of acid, except that it deals cold 
  damage.
  In addition, a creature struck by an orb of cold must make a 
  Fortitude save or be blinded for 1 round instead of being 
  sickened.
  ORB OF COLD, LESSER
  Conjuration (Creation) [Cold]
  Level: Sorcerer/wizard 1, warmage 1
  Effect: One orb of cold
  This spell functions like lesser orb of acid, except that it deals 
  cold damage.
  ORB OF ELECTRICITY
  Conjuration (Creation) [Electricity]
  Level: Sorcerer/wizard 4, warmage 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One orb of electricity
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  This spell functions like orb of acid, except that it deals 
  electricity damage.
  In addition, a creature wearing metal armor struck by an orb 
  of electricity must make a Fortitude save or be entangled for 1 
  round instead of being sickened.
  ORB OF ELECTRICITY, LESSER
  Conjuration (Creation) [Electricity]
  Level: Sorcerer/wizard 1, warmage 1
  Effect: One orb of electricity
  This spell functions like lesser orb of acid, except that it deals 
  electricity damage.
  ORB OF FIRE
  Conjuration (Creation) [Fire]
  Level: Sorcerer/wizard 4, warmage 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One orb of fire
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  This spell functions like orb of acid, except that it deals fire 
  damage.
  In addition, a creature struck by an orb of fire must make a 
  Fortitude save or be dazed for 1 round instead of being 
  sickened.
  ORB OF FIRE, LESSER
  Conjuration (Creation) [Fire]
  Level: Sorcerer/wizard 1, warmage 1
  Effect: One orb of fire
  This spell functions like lesser orb of acid, except it deals fire 
  damage.
  ORB OF FORCE
  Conjuration (Creation) [Force]
  Level: Sorcerer/wizard 4, warmage 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One orb of force
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a globe of force 3 inches across, which streaks 
  from your palm toward your target.
  You must succeed on a ranged touch attack to hit the target.
  The orb deals a total of 1d6 points of damage per caster level 
  (maximum 10d6).
  ORB OF SOUND
  Conjuration (Creation) [Sonic]
  Level: Sorcerer/wizard 4, warmage 4
  Components: V, S
  
  469
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One orb of sonic energy
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  This spell functions like orb of acid, except that it deals 1d4 
  points of sonic damage per level (maximum 15d4).
  In addition, a creature struck by an orb of sound must make a 
  Fortitude save or be deafened for 1 round instead of being 
  sickened.
  ORB OF SOUND, LESSER
  Conjuration (Creation) [Sonic]
  Level: Sorcerer/wizard 1, warmage 1
  Effect: One orb of sonic energy
  This spell functions like lesser orb of acid, except it deals 1d6 
  points of sonic damage, plus an additional 1d6 points of 
  damage per two caster levels beyond 1st: 2d6 at 3rd level, 
  3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 
  at 9th level or higher.
  REANIMATION
  Conjuration (Healing)
  Level: Wu jen 7
  Components: V, S, M, F
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You restore a semblance of life to a deceased creature, 
  putting the reanimated subject in a state of half life but not 
  fully binding the soul back into the body.
  Creatures that have been dead no more than one day per 
  caster level can be reanimated so long as their souls are free 
  and willing to return (see Bringing Back the Dead, page 171 
  of the Player’s Handbook).
  The reanimated creature has 1 hit point and can take only a 
  single move action each round (and so is unable to attack, 
  use spells, or activate magic items).
  Its speech (if it could speak while alive) is slow and slurred, 
  and the creature’s memory is cloudy, making it difficult for 
  the subject to remember even the basic details of its past 
  life.
  If left unwatched, the creature is prone to wander off 
  randomly.
  It can gain temporary hit points but cannot increase its 1 
  hit point by means of a Constitution increase or any other 
  method (though if it is wounded, healing can bring the 
  creature back to 1 hit point again).
  The creature can be killed again (and reanimated again if 
  possible), and can be restored to full life by any spell that 
  would restore a fully dead creature to life (such as raise 
  dead).
  As with gentle repose, time spent reanimated does not count 
  against the time limit on raising the creature from the dead, 
  and the reanimated body does not decay.
  A reanimated creature is not undead, and it cannot be 
  turned, harmed by positive energy or holy water, or healed 
  by negative energy.
  A greater restoration spell fully restores the creature’s 
  memory but does not improve its physical state.
  Material Component: A white shawl and incense.
  Focus: A golden amulet shaped like a phoenix.
  RING OF BLADES
  Conjuration (Creation)
  Level: Cleric 3, warmage 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  This spell conjures a horizontal ring of swirling metal 
  blades around you.
  The ring extends 5 feet from you, into all squares adjacent 
  to your space, and it moves with you as you move.
  Each round on your turn, starting when you cast the spell, 
  the blades deal 1d6 points of damage +1 point per caster 
  level (maximum +10) to all creatures in the affected area.
  The blades conjured by a lawful-aligned cleric are cold iron, 
  those conjured by a chaotic-aligned cleric are silver, and 
  those conjured by a cleric who is neither lawful nor chaotic 
  are steel.
  Material Component: A small dagger.
  SERVANT HORDE
  Conjuration (Creation)
  Level: Sorcerer/wizard 5, wu jen 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Invisible, mindless, shapeless servants
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  This spell creates a number of unseen servants (see page 297 
  of the Player’s Handbook), up to a maximum of 2d6 +1 
  servant per level (maximum +15).
  Material Component: A small stick crossbar to which many 
  lengths of knotted thread are attached.
  SPHERE OF ULTIMATE DESTRUCTION
  Conjuration (Creation)
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 2-ft.-radius sphere
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You conjure a featureless black sphere of nothingness that 
  disintegrates virtually anything it touches.
  The sphere flies up to 30 feet per round, and you must 
  make a ranged touch attack against the single creature or 
  object you wish to target.
  The sphere stops moving during the round when it attacks, 
  and you must actively direct it to a new target as a move 
  action.
  
  470
  When struck by the sphere, a target takes 2d6 points of 
  damage per caster level (maximum 40d6).
  Any creature reduced to 0 or fewer hit points by this spell is 
  disintegrated, leaving behind only a trace of fine dust 
  (though its equipment is unaffected).
  When used against an object, the sphere disintegrates as 
  much as one 10-foot cube of nonliving matter.
  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 disintegrated.
  The effects of the sphere count as a disintegrate spell for the 
  purpose of destroying a wall of force or any other spell or 
  effect specifically affected by disintegrate.
  If the sphere exceeds the spell’s range, it winks out.
  Material Component: A pinch of dust from a disintegrated 
  creature.
  SPIRIT BINDING
  Conjuration (Calling) [see text for lesser spirit binding]
  Level: Wu jen 6
  Targets: Up to 16 HD worth of spirits, no two of which 
  can be more than 30 ft. apart when they appear
  As lesser spirit binding, except you can attempt to call and 
  trap one or more spirit creatures of the same type whose 
  Hit Dice total no more than 16.
  If you call multiple spirits, each gets its own saving throw, 
  makes independent attempts to escape, and must be 
  individually persuaded to aid you.
  SPIRIT BINDING, GREATER
  Conjuration (Calling) [see text for lesser spirit binding]
  Level: Wu jen 8
  Targets: Up to 24 HD worth of spirits, no two of which 
  can be more than 30 ft. apart when they appear
  As lesser spirit binding, except you can attempt to call and 
  trap one or more spirit creatures of the same type whose 
  Hit Dice total no more than 24.
  If you call multiple spirits, each gets its own saving throw, 
  makes independent attempts to escape, and must be 
  individually persuaded to aid you.
  SPIRIT BINDING, LESSER
  Conjuration (Calling) [see text]
  Level: Wu jen 4
  Components: V, S
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels); see text
  Target: One spirit of up to 8 HD
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell functions as lesser planar binding (see page 262 of 
  the Player’s Handbook), except that it allows you to call and 
  trap a single spirit creature of up to 8 Hit Dice.
  When you use a calling spell to call an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it becomes a spell 
  of that type.
  SUMMON ELEMENTAL MONOLITH
  Conjuration (Summoning) [see text]
  Level: Cleric 9, druid 9, sorcerer/wizard 9, wu jen 9
  Components: V, S, M/DF
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One summoned elemental monolith
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You conjure a tremendously powerful creature known as an 
  elemental monolith (see page 156).
  It appears at the spot you designate and acts immediately 
  on your turn, attacking your opponents to the best of its 
  ability.
  If you speak the elemental monolith’s language and are 
  close enough to communicate with it, you can direct it not 
  to attack, to attack particular enemies, or to perform other 
  actions.
  The monolith can’t be summoned into an environment 
  hostile to it in any way (for example, you couldn’t summon 
  a fire monolith underwater or an earth monolith high in 
  mid-air).
  When you use a summoning spell to summon an air, earth, 
  fire, or water creature, it becomes a spell of that type.
  Arcane Material Component: A gem worth 100 gp—
  aquamarine for air, tourmaline for earth, garnet for fire, or 
  pearl for water.
  VITRIOLIC SPHERE
  Conjuration (Creation) [Acid]
  Level: Sorcerer/wizard 5, wu jen 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 10-ft.-radius burst
  Duration: Instantaneous; see text
  Saving Throw: Reflex negates and Reflex half; see text
  Spell Resistance: No
  You conjure a sizzling emerald sphere that drenches all 
  within the area with a potent acid.
  Affected creatures take 1d4 points of acid damage per caster 
  level (maximum 15d4) and must succeed on a Reflex save 
  or risk taking damage in the following 2 rounds (6d4 points 
  of damage in the second round and 3d4 points of damage in 
  the third round).
  Both rounds of continuing damage are subject to Reflex 
  saves for half damage; if an affected creature succeeds on its 
  second Reflex save, it takes no acid damage in the third 
  round.
  Material Component: A tiny glass vial filled with aqua regia.
  WALL OF BONES
  Conjuration (Creation)
  Level: Wu jen 4
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Wall whose area is up to one 10-ft. square/level
  Duration: 10 minutes
  Saving Throw: None
  Spell Resistance: No
  This spell causes a wall of bones to erupt from the earth.
  
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  The wall can be whatever shape you desire as long as its 
  base is solidly on the ground, but it cannot be conjured so 
  that it occupies the same space as a creature or another 
  object.
  Though solid, the wall has many small openings and gaps, 
  and creatures on either side have cover and concealment 
  against attacks from the opposite side.
  A wall of bones can be passed through as a full-round action, 
  but its sharp spikes and edges deal 1d8 points of damage to 
  any Small or Medium creature that attempts to do so.
  Small creatures can slip and wriggle through the wall at 
  will, but a Medium creature must make a successful DC 20 
  Escape Artist check.
  Failure means that a creature takes damage as normal and 
  becomes stuck in the wall.
  It must make another move attempt the following round to 
  either pass through the wall or pull back from it (taking 
  damage from the movement either way).
  Tiny or smaller creatures can slip freely through the wall at 
  half speed, and Large or larger creatures cannot pass 
  through it but might be able to break through (see below) 
  or climb over, taking no damage.
  Any creature trapped in the wall can choose to remain 
  motionless until the spell expires to avoid taking any more 
  damage.
  The wall is 6 inches thick per caster level.
  Each 5-foot square has 10 hit points per 6 inches of 
  thickness, but the wall takes only half damage from 
  slashing or piercing weapons.
  A creature can make a Strength check (DC 15 + 2 per caster 
  level, maximum + 10) to break through the wall with a 
  single attack.
  The wall is composed of bones of many different types of 
  creatures, fused at bizarre angles, but it cannot be animated 
  by an animate dead spell nor communicated with via speak 
  with dead.
  Material Component: A withered tree branch taken from a 
  cemetery.
  DIVINATION
  ASSAY RESISTANCE
  Divination
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level
  This spell enables you to divine the exact nature and 
  vulnerabilities of a single creature’s magical defenses, 
  giving you a +10 bonus on caster level checks to overcome 
  its spell resistance.
  Assay resistance is effective only against one specific creature 
  per casting, and you must be able to see the creature when 
  you cast the spell.
  COMMUNE WITH GREATER SPIRIT
  Divination
  Level: Wu jen 7
  Components: V, S, M, XP
  Target: One spirit
  As commune with lesser spirit, except this spell can contact 
  any spirit creature regardless of Hit Dice, and you can ask 
  one question per caster level.
  Material Component: Incense and a small offering worth 25 
  gp.
  XP Cost: 100 XP.
  COMMUNE WITH LESSER SPIRIT
  Divination
  Level: Wu jen 3
  Components: V, S, M
  Casting Time: 10 minutes
  Range: 10 ft.
  Target: One lesser spirit
  Duration: 1 min./level
  Saving Throw: Will negates; see text
  Spell Resistance: No
  You contact any local spirit creature with 4 or fewer Hit 
  Dice and can ask it up to one question per two caster levels.
  You must know the identity of the spirit, and you must be 
  within 10 feet of the spirit’s location.
  The spirit’s knowledge is limited to matters within its 
  immediate area (so that the spirit of a great tree in a village 
  cannot answer questions about events outside the village, 
  for example), and you must ask questions that could 
  typically have one-word answers.
  “Unclear” is a legitimate answer, because spirits are not 
  necessarily omniscient, but in cases where a one-word 
  answer would be misleading or contrary to the spirit’s 
  interests, the DM can respond with a short phrase (five 
  words or less) instead.
  If the spirit has been subject to commune with lesser spirit (or 
  commune with greater spirit) within the past week, this spell 
  fails.
  As well, if the spirit’s alignment is different from yours, it 
  gets a Will save to resist the spell.
  Unasked questions are wasted if the spell’s duration 
  expires.
  Material Component: Incense and a small offering worth 10 
  gp.
  DISCERN SHAPECHANGER
  Divination
  Level: Sorcerer/wizard 3, wu jen 3
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 round/level
  By taking a standard action to concentrate, you can see the 
  true form of creatures within 60 feet.
  Each round, you can examine one creature you can see to 
  determine whether it is polymorphed, disguised, or 
  transmuted, and what its true form is.
  If you look at a shapechanger in its true form, you 
  immediately sense its shapechanging ability, but you can’t 
  determine what other forms it might be capable of 
  assuming.
  For the purpose of this spell, a shapechanger is any creature 
  with the shapechanger type or a supernatural or 
  
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  extraordinary ability that allows it to assume an alternate 
  form.
  A wizard who knows alter self is not a shapechanger (since a 
  spell is not a supernatural or extraordinary ability), but a 
  barghest is (since it has the supernatural ability to assume 
  alternate forms, even though its type is outsider).
  Material Component: A balm of honey and lotus flower, 
  smeared on your eyelids.
  UNLUCK
  Divination
  Level: Bard 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  When you cast this spell, you negatively influence the 
  randomness of fortune for the target.
  Whenever the affected creature undertakes an action 
  involving random chance (specifically, whenever any die 
  roll is made for the creature, including attack rolls, damage 
  rolls, and saving throws), two separate rolls are made and 
  the worse result applied.
  A creature carrying a stone of good luck is immune to the 
  effect of unluck, but the stone’s effects do not function for 
  the duration of the spell if the creature fails its save.
  Material Component: A piece of a broken mirror.
  ENCHANTMENT
  PROGRAMMED AMNESIA
  Enchantment (Compulsion) [Mindaffecting]
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can selectively destroy, alter, or implant memories in 
  the target creature as you see fit.
  Casting the spell gives you access to all of the subject’s 
  thoughts and memories, allowing you to implement as 
  many of the following specific effects as you like.
  Memory Erasure: Any or all memories possessed by the 
  subject can be erased, including knowledge of specific 
  events, people, or places.
  Memory Implant: You can create false memories in the 
  subject’s mind as you see fit.
  Memories of being friends with a hated enemy, events that 
  didn’t really take place, or betrayals by people the subject 
  regards as friends could all be implanted.
  Negative Levels: You can bestow a number of negative levels 
  equal to 1/2 the subject’s character level or less.
  This effect represents erasure of class knowledge and 
  training.
  These negative levels never become permanent level loss, 
  but they cannot be removed by spells such as restoration,
  remaining in effect as long as the subject is under the effect 
  of this spell.
  Persona Rebuilding: By erasing the subject’s previous 
  personality and implanting a false set of memories, you can 
  build a new persona for the creature, altering its alignment, 
  beliefs, values, and personality traits.
  Some class abilities are affected by alignment changes.
  Programmed Trigger: You can program the subject to delay 
  the onset of any of the above effects until a specific event 
  takes place, such as the receipt of a coded message, capture 
  by enemies, or arrival at some destination.
  Similarly, you could specify some or all of the alterations 
  you create in a subject to be removed by a specific event.
  The nature of programmed amnesia is such that a subject 
  given new memories (whether willing or not) might be 
  given cause to suspect that those memories are false, based 
  on how complete your programming is.
  For example, a paladin subject to a persona rebuilding that 
  changes her alignment to neutral loses her paladin abilities.
  Unless you impart a specific believable memory of why she 
  changed alignment, the character will perceive this 
  unexplained gap in her memory and might take steps (such 
  as seeking a magical cure for her “amnesia”) that could 
  negate the spell’s effect (see below).
  Generally, your subject must be either willing to undergo 
  the spell or restrained in some way so that it cannot leave or 
  interfere with the casting.
  Programmed amnesia is normally permanent unless you care 
  to specify events that will end the effect.
  Its effect can also be removed by a greater restoration or wish 
  spell.
  Material Component: A set of small crystal lenses set in gold 
  loops worth 500 gp.
  SECRET SIGNS
  Enchantment [Mind-Affecting]
  Level: Wu jen 1
  Components: F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One intelligent creature
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Using nonverbal means, you can communicate a simple 
  message to one other intelligent creature within range.
  By simply waving a hand, placing a scroll on a table, raising 
  an eyebrow, or making any other sign, the spell allows the 
  target to understand any complete thought of twenty-five 
  words or less, so long as you and the target could normally 
  communicate.
  You can’t send a verbal message if you don’t speak the 
  target’s language, but can transmit a simple emotional 
  appeal (such as “help” or “danger”) that the recipient knows 
  is from you.
  You can use this spell even if you are bound and gagged, so 
  long as the focus is on your person.
  Focus: A small glass cone.
  
  473
  TRANSFIX
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 6, wu jen 6
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: One or more humanoids within a 10-ft.-radius 
  emanation
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes any Medium or smaller humanoids within 
  the area of the spell to become paralyzed.
  When casting the spell, you must specify a condition that 
  will end it (“Wait here until the dragon arrives”), even if 
  that condition can never feasibly be met (“Stay here until 
  the sun shines at night”).
  Subjects in the area that fail their saves immediately 
  become aware of the condition, but they cannot 
  communicate it due to their paralyzed state (although 
  someone could use a spell such as detect thoughts to ascertain 
  the condition).
  For every hour the creatures are transfixed before the 
  condition is met, they are allowed another saving throw to 
  break free of the spell’s effect.
  So long as the spell operates, any Medium or smaller 
  humanoid that enters its area must make a successful 
  saving throw or become transfixed with the same exit 
  conditions (they too become aware of the exit conditions 
  on becoming transfixed).
  Likewise, any creatures removed from the area are freed 
  from the spell’s effects.
  Material Component: A drop of pine resin.
  EVOCATION
  BLISTERING RADIANCE
  Evocation [Fire, Light]
  Level: Cleric 5, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 50-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: None and Fortitude partial; see text
  Spell Resistance: Yes
  A blazing ball of light is hurled toward the point you 
  designate, erupting into a brilliant hovering sphere.
  All sighted creatures in the area are dazzled (no save), and 
  the heat from the blistering radiance deals 2d6 points of fire 
  damage to all creatures and objects in the area each round 
  on your turn (Fortitude save for half).
  Like fireball, blistering radiance erupts if it strikes any 
  material body or solid barrier before attaining the 
  prescribed range, and you must make a successful ranged 
  touch attack to send the sphere through a narrow opening 
  or passage.
  Blistering radiance counters or dispels any darkness spell of 
  equal or lower level.
  Material Component: A bit of tinder and a small lens.
  CREEPING DARKNESS
  Evocation [Darkness]
  Level: Wu jen 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cloud spreads in a 20-ft.-radius, 20 ft. high (S)
  Duration: 3 rounds/level
  Saving Throw: None
  Spell Resistance: No
  This spell creates an amorphous cloud of inky blackness 
  that you can shape and move as desired.
  While you concentrate on it, the darkness can move up to 
  20 feet per round, either floating through air or seeping 
  through the smallest cracks.
  The cloud stops all light and sound, so creatures within it 
  (or creatures whose sensory organs and vocal apparatus are 
  within it) are treated as being deafened and blinded 
  (including creatures with darkvision), in addition to being 
  unable to speak or cast spells with verbal components.
  As well, creatures entirely within the cloud have total 
  concealment.
  A moderate wind (11+ mph) disperses the cloud in 5 
  rounds; a strong wind (21+ mph) disperses it in 2 rounds.
  Material Component: A whisker from a black cat and a tiny 
  bottle of smoke captured on a moonless night.
  DEFENESTRATING SPHERE
  Evocation [Air]
  Level: Sorcerer/wizard 4
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 2-ft.-radius sphere
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  A cloudy gray sphere of whirling air and howling wind flies 
  to attack your enemies and hurl them to the sky.
  As a move action, you can make the sphere travel up to 30 
  feet per round and strike the creature or object you indicate 
  as a ranged touch attack.
  Any creature struck by the sphere takes 3d6 points of 
  damage from the force of its winds.
  In addition, Medium or smaller creatures must succeed on 
  a Fortitude save or be knocked prone.
  Creatures that fall prone must then succeed on a second 
  Fortitude save or be swept up by the sphere and driven 
  1d8×10 feet into the air, dropping 1d6 squares from their 
  original position in a random direction and taking falling 
  damage as normal.
  If some obstacle prevents the target creature from reaching 
  its expelled height, it takes 1d6 points of damage for every 
  10 feet of movement it was unable to complete, so that a 
  creature hurled 50 feet up in a room with a 20-foot ceiling 
  would take 3d6 points of damage from the impact, then 
  take 2d6 points of damage when it falls back to the ground.
  The sphere can affect a maximum of one creature or object 
  per round, and winks out if it exceeds the spell’s range.
  Focus: A gray pearl worth at least 100 gp.
  
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  EARTHBOLT
  Evocation [Earth]
  Level: Wu jen 3 (earth)
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Line up to close range (25 ft. + 5 ft./2 levels)
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  With a shout, you strike the ground at your feet and create 
  a bolt of seismic force that causes earth, rock, and sand to 
  fly into the air, striking creatures along its path.
  Any creatures caught in the spell’s area take 1d6 points of 
  damage per caster level (maximum 10d6).
  This spell functions only if you are standing on dirt, clay, 
  sand, or stone (including stone floors), not on wooden 
  floors or other surfaces.
  ELEMENTAL BURST
  Evocation
  Level: Wu jen 1 (all)
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half or Reflex negates; see text
  Spell Resistance: Yes
  When you cast this spell, you designate a target composed 
  of one of the five wu jen elements—earth, fire, metal, 
  water, and wood.
  The target then releases magical energy in a sudden, 
  explosive burst, as follows: Wood, Metal, or Earth: The target 
  throws off sharp slivers and fragments; creatures within the 
  burst take 1d8 points of damage (Reflex save for half 
  damage).
  Fire: The target shoots out glowing sparks that deal 1d8 
  points of fire damage to creatures within the burst (Reflex 
  save for half damage).
  Water: Water pushes out in a fierce wave, knocking 
  creatures within the area prone unless they make 
  successful Reflex saves.
  Creatures get a +4 bonus on their saving throws for each 
  size category they are larger than Medium, or a –4 penalty 
  for each size category smaller than Medium.
  Exceptionally stable creatures, such as dwarves or creatures 
  with four legs, get an additional +4 bonus.
  The spell does not noticeably affect the structure or form of 
  the target object.
  EMERALD FLAME FIST
  Evocation [Fire]
  Level: Sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: Creatures or objects touched
  Duration: 1 round/level; see text
  Saving Throw: See text
  Spell Resistance: Yes
  One of your hands bursts into an aura of brilliant emerald 
  flame, shedding light equal to that of a torch.
  You take no damage or penalties from the flames, but on a 
  melee touch attack, an emerald flame fist deals 3d6 points of 
  fire damage +1 point per caster level (maximum +20).
  The creature you touch must then succeed on a Fortitude 
  save or be engulfed by the fiercely hot aura of flame.
  Each round on your turn, a creature engulfed in the 
  flaming aura takes 3d6 points of fire damage +1 point per 
  caster level (maximum +20) until the spell ends (Fortitude 
  save each round for half).
  You can use your flaming touch attack repeatedly until one 
  of your targets is engulfed, at which point the flame leaves 
  your hand.
  You can use this spell to attack an object.
  Nonmagical, unattended objects are automatically engulfed 
  in green flame and take 3d6 points of fire damage +1 point 
  per caster level each round.
  FIERY EYES
  Evocation [Fire]
  Level: Wu jen 1 (fire)
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute
  Saving Throw: Reflex special; see text
  This spell causes your eyes to glow with an unnatural fire 
  whose color you determine (from dull red to brilliant 
  yellow), projecting beams of bright light that clearly 
  illuminate a 5-foot-square area to a range of 5 feet.
  By fixing your sight on one spot within 60 feet as a full-
  round action, you can cause combustible materials to burst 
  into flames, and though you cannot target living creatures 
  with this effect, creatures carrying or wearing items you 
  ignite take 1d6 points of fire damage and must make a DC 
  15 Reflex save or catch on fire themselves.
  FIRE BREATH
  Evocation [Fire]
  Level: Wu jen 5 (fire)
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  As a standard action, you can breathe a gout of flame once 
  per round for the duration of the spell.
  You make a ranged touch attack with the flame (to a 
  maximum range of 15 feet), dealing 1d8 points of fire 
  damage per two caster levels (maximum 10d8) on a 
  successful hit.
  Fire breath ignites combustibles and damages objects in the 
  area, and it can melt metals with low melting points (such 
  as lead, gold, copper, silver, and bronze).
  The spell does not function underwater.
  FIRE SHIELD, MASS
  Evocation [Fire or Cold]
  Level: Sorcerer/wizard 5, warmage 5
  
  475
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more allied creatures, no two of which 
  can be more than 30 ft. apart
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless) This spell functions 
  like fire shield (see page 230 of the Player’s Handbook), except 
  as noted above.
  FIRE SHURIKEN
  Evocation [Fire]
  Level: Assassin 2, wu jen 2 (fire)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: One magical shuriken/3 levels
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell creates shuriken formed of magic fire that you 
  can throw as a normal ranged attack at any target within 
  range.
  You are automatically considered proficient with the fire 
  shuriken, which have a range increment of 10 feet, threaten 
  a critical hit on a roll of 19–20, and deal 3d6 points of fire 
  damage each on a successful hit (though you and your 
  possessions take no damage as the shuriken are thrown).
  Any additional damage dealt by the fire shuriken (including 
  Strength and sneak attack bonuses) is also fire damage.
  The shuriken disappear when they hit, so they cannot set 
  fire to combustibles or damage objects.
  You can create one fire shuriken per three caster levels, up 
  to a maximum of six at 18th level.
  Material Component: A shuriken coated with pine sap and 
  sulfur.
  FIREBURST
  Evocation [Fire]
  Level: Sorcerer/wizard 2, warmage 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 5 ft.
  Effect: Burst of fire extending 5 ft. from you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Fireburst causes a powerful explosion of flame to burst from 
  you, damaging anyone within 5 feet of you.
  All creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 1d8 
  points of fire damage per caster level (maximum 5d8).
  Material Component: A bit of sulfur.
  FIREBURST, GREATER
  Evocation [Fire]
  Level: Sorcerer/wizard 5, warmage 5
  Effect: Burst of fire extending 10 ft. from you
  This spell functions like fireburst, except that it affects 
  creatures within 10 feet of you and deals a maximum of 
  15d8 points of damage to each one.
  FORCE WHIP
  Evocation [Sonic, Mind-Affecting]
  Level: Bard 2, wu jen 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Effect: A whip of force
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Spell Resistance: No
  This spell creates a whip of magical force that you wield as 
  if you had proficiency with it.
  Simply cracking a force whip keeps normal animals (but not 
  magical beasts or vermin) at bay unless they succeed on a 
  Will save.
  Affected animals stay at least 30 feet away from you for the 
  duration of the spell, as space permits.
  On a successful ranged attack with the whip, any normal 
  animal you strike must succeed on a Will save or become 
  frightened.
  Against other creature types, you can use a force whip in 
  combat as if it were a normal whip.
  Material Component: A small silk whip.
  ICE BLAST
  Evocation [Cold]
  Level: Wu jen 2 (water)
  Components: S, M
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous; see text
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  When you cast this spell, you spit forth a cloud of icy 
  crystals that extends outward in a cone.
  Creatures in the area are covered with a thin layer of ice 
  that deals 1d6 points of damage per two caster levels 
  (maximum 10d6).
  In addition, creatures are affected by a temporary frostbite 
  condition, making them fatigued for 1 minute.
  A successful Fortitude save negates both the damage and 
  the frostbite effect.
  Material Component: A mouthful of water.
  INTERNAL FIRE
  Evocation [Fire]
  Level: Wu jen 9 (fire)
  Components: V, S, F
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to 1 HD/level of creatures, no two of which 
  can be more than 20 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  
  476
  This spell creates a deadly raging heat in the internal organs 
  of the targets, causing them to burst into flame from 
  within.
  Targets that fail a Fortitude save die instantly.
  Those who save successfully take 6d6 points of fire damage 
  +1 point per caster level (maximum +20) instead.
  Focus: An iron brazier filled with red-hot charcoal.
  LIGHTNING BLADE
  Evocation [Electricity]
  Level: Wu jen 2
  Components: V, S
  Casting Time: 1 standard action
  Target: Willing creature touched; see text
  Effect: Swordlike blade; see text
  Duration: 1 minute or until discharged
  Saving Throw: None
  Spell Resistance: Yes
  When you cast this spell, a sword blade of crackling 
  electrical energy appears in the hand of the willing creature 
  you touch.
  A lightning blade is the size of a normal longsword but 
  virtually weightless, and it is treated as a martial weapon for 
  the purpose of determining whether the wielder is 
  proficient with it.
  The wielder can use the blade to deal electricity damage 
  with a melee touch attack, or to fire a 30-foot line of 
  lightning as a ranged touch attack.
  During the spell’s duration, the blade can deal up to 1d6 
  points of electricity damage per caster level (maximum 
  10d6).
  For each attack roll, the blade’s wielder decides how many 
  dice of damage the blade will deal on a successful hit, up to 
  the maximum damage potential remaining in the spell.
  On a successful attack, the blade deals the specified damage 
  to the target.
  If the attack misses, the damage is lost.
  The wielder’s Strength modifier does not apply to any 
  damage done with a lightning blade.
  The spell does not function underwater.
  MELT
  Evocation
  Level: Wu jen 1 (fire)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One 5-ft. cube of ice or 10-ft. cube of snow/level, 
  or one cold creature/level
  Duration: Instantaneous
  Saving Throw: None or Fortitude half; see text
  Spell Resistance: See text
  This spell allows you to melt ice and snow, or to deal 
  damage to cold creatures.
  The spell melts normal ice and snow automatically (no 
  saving throw or spell resistance allowed); melted ice creates 
  an equivalent volume of water that flows and spreads 
  according to its location.
  Melted snow creates a volume of water equal to one-tenth 
  its original volume (so that a 10th-level wu jen melting ten 
  10-foot cubes of snow would create a single 10-foot-cube 
  volume of water in its place).
  In both cases, depending on the local temperature, melted 
  ice or snow might begin to freeze again once the water 
  stops flowing, possibly creating a movement hazard.
  Against cold creatures, the spell deals 2 points of damage 
  per caster level (maximum 10 points), or half damage on a 
  successful Fortitude save.
  Against magically created ice or snow (like that generated 
  by wall of ice), the spell deals the same damage (possibly 
  smashing or breaching the ice) but does not melt it.
  Cold creatures apply spell resistance, if any.
  Material Component: A few crystals of rock salt and a pinch 
  of soot.
  PRISMATIC RAY
  Evocation
  Level: Sorcerer/wizard 5, warmage 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  A single beam of brilliantly colored light shoots from your 
  outstretched hand.
  On a successful ranged touch attack, creatures with 6 Hit 
  Dice or fewer are blinded for 2d4 rounds by the prismatic 
  ray in addition to suffering a randomly determined effect 
  (see the accompanying table).
  RESONATING BOLT
  Evocation [Sonic]
  Level: Bard 4, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft. line
  Duration: Instantaneous
  
  477
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You unleash a tremendous bolt of sonic energy from your 
  open hand, dealing 1d4 points of sonic damage per caster 
  level (maximum 10d4) to each creature within its area.
  In addition, a resonating bolt deals full damage to objects and 
  can easily shatter or break interposing barriers.
  If the bolt destroys a barrier, it can continue beyond it if its 
  range permits; otherwise, it stops.
  STEAM BREATH
  Evocation [Fire]
  Level: Wu jen 3 (water)
  Components: V, S, M
  Casting Time: 1 round
  Range: 30 ft.
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You expel a powerful breath of superheated steam that 
  extends outward as a cone of scalding mist.
  Creatures within the cone take 1d6 points of fire damage 
  per caster level (maximum 10d6).
  The steam clouds dissipate instantly after the damage is 
  dealt.
  Material Component: A glowing piece of charcoal doused 
  with water.
  SWORD OF DECEPTION
  Evocation
  Level: Sorcerer/wizard 5, wu jen 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Pale green blade of force
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You cause a blade of pale green force to appear and strike 
  the opponent you designate, starting with one attack in the 
  round when the spell is cast and continuing each round 
  thereafter.
  Though it makes regular melee attacks, the sword strikes as 
  a spell, not a weapon (and so can strike incorporeal 
  creatures).
  A sword of deception always strikes from your direction, and 
  so it can’t be used to flank along with your regular attack, 
  but it could flank along with your allies.
  The blade attacks with a base attack bonus equal to your 
  caster level, dealing 1d4 points of damage per hit and 
  threatening a critical hit on a roll of 19–20.
  In addition, each successful hit provides a –1 penalty on the 
  target’s next saving throw roll (–2 on a successful critical 
  hit).
  This penalty is cumulative (to a maximum of –5 on a single 
  creature) and lasts until the creature is forced to make a 
  saving throw in a dangerous situation or receives the 
  benefit of a remove curse spell.
  Each round, a sword of deception continues to attack the 
  previous round’s target unless you use a standard action to 
  switch it to a new target within range.
  On any round when the weapon switches targets, it gets 
  one attack as a standard action (as it does in the round when 
  the spell is cast).
  The weapon can make multiple attack rolls against a single 
  target with a full attack action if its base attack bonus 
  permits.
  A sword of deception cannot be attacked or damaged (though 
  it can be dispelled as any other spell).
  If an attacked creature has spell resistance, make a caster 
  level check the first time the sword attacks.
  If successful, the sword can attack that creature with 
  normal effect for the duration of the spell.
  If not, the sword of deception is dispelled.
  If it goes beyond the spell range or out of your sight, the 
  sword of deception returns to you and hovers.
  Focus: A miniature replica of a sword and a set of loaded 
  dice.
  ILLUSION
  APPARITION
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Wu jen 2
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes the subject’s face to take on a horrible and 
  terrifying appearance.
  You can create nearly any combination of hideous 
  features—blue skin, parrot face, elephantine nose, rotting 
  tusks, or worse—but you cannot duplicate the appearance 
  of any specific creature or person.
  Any creature (excluding you and your allies) that views the 
  recipient and fails its save becomes shaken.
  Material Component: A miniature palette dotted with paints 
  of assorted colors.
  CHAMELEON
  Illusion (Glamer)
  Level: Druid 2, wu jen 2
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell alters the coloration of the recipient’s body and 
  clothing so as to blend in with the surrounding 
  background, granting the creature a +10 circumstance 
  bonus on any Hide checks.
  In areas where the background changes gradually (such as 
  stepping from forest to green field), the coloration shifts 
  quickly enough to grant the bonus while moving at up to 
  one-half normal speed.
  When the background changes abruptly (from forest to 
  stone wall, for example), the creature loses the 
  
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  circumstance bonus for 1 round while the coloration 
  change takes effect.
  Material Component: The shed skin of a small lizard.
  ILLUSORY PIT
  Illusion (Figment)
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft. cube/level
  Duration: Concentration + 1 round/level
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  You create an illusory pit, and each creature entering or 
  within the area is forced to make a Will save or believe the 
  floor on which it stands has become a bottomless chasm.
  On a successful save, creatures suffer a mild case of vertigo 
  and are stunned for 1 round, but those that fail their saves 
  fall prone and are unable to take any action except clawing 
  desperately at the floor in the hopes of stopping their 
  apparent fall.
  An attack on an affected creature frees it from the effect of 
  the illusion but leaves it stunned for 1 round.
  Likewise, when the spell ends, creatures that believed they 
  were falling are stunned for 1 round.
  Flying creatures passing over an illusory pit that succeed on 
  a Will save are unaffected by the spell, but those that fail are 
  stunned for 1 round.
  PHANTASMAL ASSAILANTS
  Illusion (Phantasm) [Fear, Mindaffecting]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will disbelief (if interacted with), then 
  Fortitude half; see text
  Spell Resistance: Yes
  You create phantasmal images of nightmare creatures in 
  the target’s mind, visible only as shadowy shapes to you and 
  unseen by all others.
  If the target succeeds on an initial Will save, it recognizes 
  that the images are not real, and the spell fails.
  If not, the phantasms strike the target, dealing 4 points of 
  Wisdom damage and 4 points of Dexterity damage (2 points 
  each on a successful Fortitude save).
  If the subject of a phantasmal assailant succeeds in 
  disbelieving and is wearing a helm of telepathy, the spell can 
  be turned back upon you with the same effect.
  SHADOW BINDING
  Illusion (Shadow)
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius burst
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You cause a multitude of ribbonlike shadows to 
  instantaneously explode outward from the target point.
  Creatures in the area that fail a Will save are dazed for 1 
  round and are subsequently entangled.
  Breaking free of the shadow binding requires a DC 20 
  Strength check or Escape Artist check, taken as a full-round 
  action.
  Material Component: A few links of iron chain.
  SUPERIOR INVISIBILITY
  Illusion (Glamer)
  Level: Sorcerer/wizard 9
  Components: V, S
  Casting Time: 10 minutes
  Range: Personal or touch
  Target: You or a creature or object weighing no more than 
  100 lb./level
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  This powerful glamer functions like invisibility, except that 
  it masks image, scent, and sound alike, concealing the 
  subject from all senses except touch and taste.
  As with greater invisibility, this spell doesn’t end if the 
  subject attacks.
  While invisible, the subject exudes no scent and radiates a 
  silence that absorbs all sound and vibration in a 5-foot 
  radius, preventing detection by tremorsense and similar 
  abilities, as well as preventing speech and the casting of 
  spells with somatic components (though the subject 
  remains able to detect scents and can hear as normal).
  Superior invisibility renders the recipient immune to 
  detection by see invisibility, faerie fire, glitterdust, invisibility 
  purge, dust of appearance, and the blindsense ability, though 
  creatures under the effect of the spell can be detected by 
  true seeing or the blindsight ability.
  Certain mundane conditions (such as leaving footprints) 
  can also render a subject detectable.
  WALL OF GLOOM
  Illusion (Shadow) [Darkness, Fear, Mind-Affecting]
  Level: Sorcerer/wizard 2, wu jen 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Semiopaque sheet of darkness up to 40 ft. long, or 
  a ring of darkness with a radius of up to 15 ft.; either form 
  20 ft. high
  Duration: Concentration + 1 round/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You create a barrier of ominous shadow that obscures 
  vision and deters passage.
  Creatures in squares adjacent to the wall have concealment 
  against attacks from the other side, while creatures more 
  than 1 square away have total concealment.
  Although the wall is not substantial, a creature with 6 or 
  fewer Hit Dice must succeed on a Will save or be halted at 
  its edge, ending its move action (though a creatures can 
  
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  move away from the wall or attempt to move through again 
  if it has a second move action available).
  A creature can attempt to pass the wall any number of 
  times, but each previous failure imposes a cumulative –1 
  penalty on its Will save.
  Wall of gloom counters or dispels any light spell of equal or 
  lower level.
  Material Component: A bit of fleece from a black sheep.
  NECROMANCY
  ARROW OF BONE
  Necromancy [Death]
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: One projectile or thrown weapon touched
  Duration: 8 hours or until discharged
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You scribe runes of dire power on a single missile or 
  thrown weapon (usually an arrow, bolt, dart, javelin, or 
  spear), changing the weapon into a sinister missile of cold, 
  enhanced bone.
  When thrown or fired at a creature as a normal ranged 
  attack, the weapon gains a +4 enhancement bonus on attack 
  rolls and damage rolls.
  In addition, any living creature struck by an arrow of bone 
  must succeed on a Fortitude save or be instantly slain.
  A creature that makes its save instead takes 3d6 points of 
  damage +1 point per caster level (maximum +15).
  Regardless of whether the attack hits, the magic of the 
  arrow of bone is discharged by the attack, and the missile is 
  destroyed.
  Material Component: A tiny sliver of bone and a vial of blood 
  mixed with powdered precious gems worth 50 gp, used to 
  paint the runes on the projectile.
  BACKBITER
  Necromancy
  Level: Sorcerer/wizard 1, wu jen 1 (wood)
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon
  Duration: 1 round/level or until discharged
  Saving Throw: Will negates; see text
  Spell Resistance: Yes (object)
  You cast this spell on any wooden-hafted two-handed 
  weapon (such as a greataxe or heavy flail) or any wooden-
  hafted reach weapon (such as a longspear or glaive).
  The next time that weapon is used to make a melee attack, 
  its shaft twists around so that the weapon strikes the 
  wielder instead, with the attack roll applied against the 
  attacker’s own AC.
  The wielder gets no warning or knowledge of the spell’s 
  effect on his weapon, and though he makes the attack, the 
  self-dealt damage can’t be consciously reduced (though 
  damage reduction applies) or changed to nonlethal damage.
  Once the weapon attacks its wielder (whether successfully 
  or not), the spell is discharged.
  The spell can target a weapon of any size as long as its 
  wielder normally uses it as a two-handed weapon or a reach 
  weapon.
  For example, a Small longspear wielded by a halfling could 
  be the target of the spell, but not the same Small longspear 
  wielded by a human; in the human’s hands, the weapon is 
  too small to twist around and strike its wielder.
  Magic weapons targeted by this spell receive a Will save.
  An item in a creature’s possession uses its own Will save 
  bonus or its wielder’s bonus, whichever is higher.
  Focus: A dagger.
  BLACKFIRE
  Necromancy [Evil]
  Level: Sorcerer/wizard 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Fortitude negates and Reflex negates; see 
  text
  Spell Resistance: Yes
  A ray of necromantic black energy springs from your hand, 
  and on a successful ranged touch attack, a living target is 
  engulfed in chill black flames that feed on the fuel of their 
  victim’s life force.
  A creature engulfed in blackfire must make a successful 
  Fortitude save each round that the spell is in effect or take 
  1d4 points of Constitution damage and become nauseated.
  A creature that makes its save takes no damage for that 
  round and is sickened instead.
  In addition to its effects on the target, blackfire can spread 
  rapidly, and any living creature adjacent to a creature 
  engulfed in blackfire must succeed on a Reflex save or 
  become engulfed itself.
  Any creature whose Constitution is reduced to 0 or lower 
  by the spell is reduced to a pile of black ash, and can be 
  returned to life only by true resurrection or wish, the caster of 
  which must succeed on a DC 30 caster level check to 
  restore the victim to life.
  If a creature succeeds on its Fortitude save in 3 consecutive 
  rounds, the blackfire affecting it gutters out.
  The black flames cannot otherwise be extinguished by 
  normal means (such as immersion in water or smothering), 
  but an antimagic field, a successful dispel magic, a remove curse,
  or a break enchantment spell snuffs it out.
  As well, a creature protected by death ward has immunity to 
  blackfire’s effects.
  Material Component: A pinch of dust from a vampire 
  destroyed by sunlight.
  BURNING BLOOD
  Necromancy
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature; see text
  Duration: 1 round/level (D)
  
  480
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You taint a living creature’s blood with a hot, corrosive 
  infusion, dealing 1d8 points of acid damage and 1d8 points 
  of fire damage per round.
  The subject can attempt a Fortitude save each round to 
  negate the damage, but a successful save does not prevent 
  damage in future rounds.
  Searing pain limits the subject to a single move action in 
  any round when it fails its Fortitude save.
  Burning blood does not affect creatures of the construct, 
  elemental, ooze, plant, or undead types.
  Material Component: A drop of blood and a pinch of 
  saltpeter.
  GHOST LIGHT
  Necromancy [Fear, Mind-Affecting]
  Level: Wu jen 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One Medium or smaller ghostly light
  Duration: Concentration
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create a ghostly green radiance anywhere within range 
  that shines with the brightness of a torch and is imbued 
  with unearthly power, causing creatures within 30 feet to 
  become shaken unless they succeed on a Will save.
  The light can be shaped to any Medium or smaller form, 
  and can move at a speed of 30 feet as long as you maintain 
  concentration on the spell (so that you can shape the effect 
  into a human form and make it seem to walk or fly, for 
  example).
  The shape of a ghost light can be changed at any time during 
  the spell’s duration as a free action.
  Material Component: A bit of phosphorus.
  HEART OF STONE
  Necromancy
  Level: Sorcerer/wizard 8
  Components: V, S, F, XP
  Casting Time: 1 hour
  Range: Personal
  Target: You
  Duration: 1 year
  You exchange your own living heart for a finely crafted 
  heart of perfect, unblemished stone, altering the very 
  nature of your body.
  Your living heart can then be stored or hidden anywhere 
  you like, where it continues to beat for the duration of the 
  spell.
  While under the effect of heart of stone, you gain damage 
  reduction 5/– and resistance to energy 5 against cold, fire, 
  and electricity, but are subject to the following 
  disadvantages.
  First, your rate of natural healing slows to only 1 hit point 
  per day (regardless of character level or whether you rest).
  Second, any attempt to heal you with conjuration (healing) 
  spells, or spell-like and supernatural abilities that mimic the 
  effects of such spells, requires a caster level check (DC 10 + 
  your caster level) to succeed.
  Finally, your own living heart is vulnerable to attack; if it is 
  damaged or destroyed, you are instantly slain.
  Heart of stone can be dispelled, in which case your own 
  living heart instantly returns to its proper place while the 
  stone heart is transported to the place where you left your 
  own heart.
  Your heart and the stone heart likewise switch places if you 
  enter an antimagic field (temporarily negating the spell’s 
  effects), but the spell resumes when you leave it.
  Stone to flesh can also end the spell, though you get a 
  Fortitude saving throw to resist.
  Focus: A carved stone heart of exceptional quality (jade, 
  obsidian, or gold-veined marble) worth 5,000 gp.
  XP Cost: 1,000 XP.
  HEART RIPPER
  Necromancy
  Level: Assassin 4, wu jen 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more creatures, no two of which can be 
  more than 30 ft. apart; see text
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  With a sweep of your hand, invisible bolts of force slam 
  into your targets, instantly slaying each target by driving its 
  heart from its body unless it succeeds on a Fortitude save.
  Heart ripper affects a number of creatures with Hit Dice 
  totaling your caster level, none of which can have more 
  than 4 HD.
  Creatures with the fewest Hit Dice are affected first, with 
  creatures of equal Hit Dice affected according to which is 
  closest to the spell’s point of origin.
  Extra Hit Dice not sufficient to affect remaining creatures 
  are wasted.
  Creatures that don’t depend on their hearts for survival 
  (such as undead and constructs) and creatures with no 
  anatomy (such as oozes) are unaffected by the spell.
  KISS OF THE TOAD
  Necromancy
  Level: Wu jen 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous; see text
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  Your touch becomes toxic, poisoning a creature you hit 
  with a successful melee touch attack.
  The poison deals 1d6 points of Constitution damage 
  immediately and another 1d6 points of Constitution 
  damage 1 minute later.
  Each instance of damage can be negated with a successful 
  Fortitude save.
  Focus: A tattoo of a toad on your skin.
  
  481
  PAIN
  Necromancy
  Level: Wu jen 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to 1 HD/level of creatures, no two of which 
  can be more than 20 ft. apart
  Duration: 1 minute
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The target creatures are struck by wracking pains and 
  agony, giving them a –4 penalty on attack rolls, skill checks, 
  and ability checks.
  A successful Fortitude save lessens this penalty to –2.
  Material Component: A live leech.
  SPIRIT SELF
  Necromancy
  Level: Wu jen 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute (D)
  You can send your spirit outside yourself in an incorporeal 
  form while maintaining some semblance of life within your 
  physical body.
  Your spirit is treated as an incorporeal creature for the 
  purposes of determining movement, special qualities, and 
  weaknesses, and has a speed of 90 feet but cannot move 
  more than 200 feet from your body.
  In your spirit form, a spellcaster using commune with lesser 
  spirit or commune with greater spirit can contact you, and you 
  can cast spells that have only verbal components.
  You cannot attack physically or otherwise affect the 
  physical world, and you can return your spirit to your body 
  on your turn as a standard action.
  While you function in your spirit form, your body assumes 
  a half-awake state, able to take only one move action per 
  round, losing its Dexterity bonus to Armor Class (if any), 
  and granting its foes a +2 bonus on attack rolls against it.
  Within 5 feet of your body, you can command it to take 
  simple actions such as walking, talking (in a slow, slurred 
  fashion), or eating.
  Damage taken by either your spirit or your body is 
  subtracted from your hit point total, and if you are reduced 
  to 0 or fewer hit points, you die.
  Likewise, you die if your body moves more than 200 feet 
  from your spirit form and you cannot follow (while under 
  the effects of a spirit needle, for example), or if you are 
  otherwise prevented from returning to your body when the 
  spell ends.
  Material Component: A small prayer wheel.
  SPIRITWALL
  Necromancy [Fear, Mind-Affecting]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Effect: Swirling wall whose area is up to one 10-ft. 
  square/level, or a sphere or hemisphere with a radius of up 
  to 1 ft./level
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell creates an immobile, swirling mass of greenish-
  white forms resembling tortured spirits.
  One side of the wall, selected by you, emits a low groaning 
  that causes creatures within 60 feet of that side to make a 
  Will save or flee in panic for 1d4 rounds.
  Any living creature that merely touches the wall takes 1d10 
  points of damage as its life force is disrupted.
  A living creature passing through the wall takes 1d10 
  points of damage, as above, and must make a successful 
  Fortitude save or gain one negative level.
  The barrier is semimaterial and opaque, providing cover 
  and total concealment against physical attacks, and it 
  blocks magical effects (including spells, spell-like abilities, 
  and supernatural abilities).
  Material Component: A clear cut gemstone.
  SWORD OF DARKNESS
  Necromancy [Evil]
  Level: Sorcerer/wizard 7, wu jen 7
  Components: V, S, M
  Effect: Black blade of negative energy
  This spell functions as sword of deception, except you cause a 
  black blade of pure negative energy to appear and attack 
  opponents at a distance, as directed by you.
  A sword of darkness bestows one negative level on each 
  successful hit against a living creature, threatens a critical 
  hit on a roll of 19–20, and bestows an additional negative 
  level on a critical hit.
  Negative levels usually have a chance of permanently 
  draining the subject’s levels, but the negative levels from 
  sword of darkness don’t last long enough to do so.
  However, if the subject gains at least as many negative 
  levels as it has Hit Dice, it dies.
  If the sword strikes an undead creature, it grants that 
  creature 5 temporary hit points per two caster levels 
  (maximum 25 temporary hit points) that last for up to 1 
  hour.
  Material Component: A katana, bastard sword, or longsword, 
  which is shattered against a stone while casting the spell.
  WITHERING PALM
  Necromancy
  Level: Cleric 7, wu jen 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Your successful melee touch attack deals 1 point of 
  Strength damage and 1 point of Constitution damage per 
  two caster levels to the target (maximum of 15 points each).
  If you score a critical hit, the subject takes ability drain 
  instead.
  
  482
  TRANSMUTATION
  ACCURACY
  Transmutation
  Level: Warmage 1, wu jen 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Targets: One thrown weapon/level touched or one 
  projectile weapon touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  When you cast this spell, you enhance one or more thrown 
  weapons or one projectile weapon to improve its chance of 
  hitting distant targets.
  For the duration of the spell, the range increment for the 
  affected weapon or weapons is doubled.
  Material Component: Ink used to scribe a mystical character 
  on each weapon affected by the spell.
  ANIMATE FIRE
  Transmutation [Fire]
  Level: Druid 2, wu jen 2 (fire)
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to a 5-ft. cube of fire
  As animate wood, but you can animate a fire no larger than 
  the maximum volume.
  Animated fire has the fire subtype and the burn special 
  attack of a fire elemental, dealing bludgeoning damage plus 
  fire damage on a successful slam attack and possibly setting 
  opponents on fire (save DC 12; see page 98 of the Monster 
  Manual).
  Fire animated by this spell has hardness 0.
  Material Component: A handful of charcoal, sulfur, and soda 
  ash.
  ANIMATE WATER
  Transmutation [Water]
  Level: Druid 1, wu jen 1 (water)
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to a 5-ft. cube of water
  As animate wood, but you can animate a quantity of water up 
  to the maximum volume.
  Water animated by this spell has hardness 0, but has double 
  the normal hit points that an animated object of the same 
  size would have.
  Material Component: A vial of pure spring water mixed with 
  cinnabar oil.
  ANIMATE WOOD
  Transmutation
  Level: Druid 1, wu jen 1 (wood)
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: One Small or smaller wooden object
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell imbues a Small or smaller wooden object with 
  mobility and a semblance of life, then causes it to 
  immediately attack whomever or whatever you initially 
  designate.
  Statistics for the animated wood are as for a Small animated 
  object and can be found on page 13 of the Monster Manual.
  Wooden objects animated by this spell have hardness 5.
  The spell cannot animate objects carried or worn by a 
  creature.
  Material Component: A mixture of powdered cinnabar and 
  ground peach pit.
  BLINK, GREATER
  Transmutation
  Level: Bard 5, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  This spell functions like blink, except you have control over 
  the timing of your “blinking” back and forth between the 
  Ethereal Plane and the Material Plane.
  You can also ready an action to blink away from any 
  physical or magical attack, with the attack missing 
  automatically unless it also affects ethereal targets (as a 
  force effect does).
  While blinking, you have no chance of interfering with your 
  own attacks or your own spells.
  When moving through solid objects, you do not risk 
  materializing inside one unless you actually end your 
  movement there, in which case you materialize and are 
  shunted off to the nearest open space, taking 1d6 points of 
  damage per 5 feet traveled in this manner.
  BRILLIANT BLADE
  Transmutation
  Level: Cleric 8, sorcerer/wizard 6
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One melee or thrown weapon, or fifty projectiles 
  (all of which must be in contact with each other at the time 
  of casting)
  Duration: 1 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You transform a single melee weapon, thrown weapon, or 
  group of projectiles into a weapon of brilliant energy.
  A brilliant energy weapon sheds light as a torch (20-foot 
  radius) and ignore nonliving matter.
  Armor bonuses to AC (including any enhancement 
  bonuses to that armor) do not count against it because the 
  weapon passes through armor.
  (Dexterity, deflection, dodge, natural armor, and other such 
  bonuses still apply).
  A brilliant energy weapon cannot harm undead, constructs, 
  or objects.
  If this spell is cast on arrows or crossbow bolts, the effect on 
  a particular projectile ends after one use, whether or not the 
  missile strikes its intended target.
  
  483
  Treat shuriken as arrows, rather than as thrown weapons, 
  for the purpose of this spell.
  COBRA’S BREATH
  Transmutation
  Level: Wu jen 1 (water)
  Components: S, M
  Casting Time: 1 standard action
  Range: 10 ft.
  Target: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: No
  Your saliva changes into a virulent poison that you then 
  spray forth in a 10-foot cone.
  Creatures within the cone must make a Fortitude save or 
  take 1d3 points of Constitution damage.
  The poison does not affect you, nor does it produce any 
  secondary effects or remain potent once sprayed.
  Material Component: A cobra’s fang.
  DANCING BLADE
  Transmutation
  Level: Wu jen 4 (metal)
  Components: V, S, M
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One sword
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, you cause the target sword to 
  hover and attack on its own, aiding a character you 
  designate.
  The sword must be either unattended (in which case you 
  choose which creature it will fight for, so long as both 
  creature and weapon are within range) or in the possession 
  of a willing ally who benefits from the spell.
  A dancing blade attacks using the initiative modifier and 
  base attack bonus of the creature it fights for, though it 
  gains no other attack or damage modifiers the creature 
  might have (including those from Strength) and takes a –4 
  penalty on its attack rolls if the creature it fights for doesn’t 
  have proficiency with a weapon of its kind.
  The sword moves with the creature it fights for (and so can 
  take the full attack action if that creature does), staying 
  within 5 feet at all times and dropping to the ground if that 
  creature is reduced to 0 or fewer hit points.
  Controlling the sword requires no concentration, and the 
  designated creature can fight with another weapon at the 
  same time.
  A dancing blade prevents two opponents from flanking the 
  creature it fights for (though that creature can be flanked 
  by additional opponents).
  Material Component: A tiny stick puppet.
  DARKVISION, MASS
  Transmutation
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Range: 10 ft.
  Targets: The caster and all allies in a 10-ft.-radius burst, 
  centered on the caster
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As darkvision (see page 216 of the Player’s Handbook), except 
  that all target creatures receive the spell’s benefits.
  Unlike with darkvision, recipients of this spell cannot have 
  the ability made permanent with a permanency spell.
  Material Component: A dried carrot or three small agates.
  DECAPITATING SCARF
  Transmutation
  Level: Wu jen 7 (metal)
  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; see text
  Spell Resistance: No
  When you cast this spell, you flick a silk scarf at one 
  creature within range, magically propelling it toward the 
  target.
  The scarf assumes an ironlike hardness on the way, and 
  then wraps around the creature’s neck.
  You must have line of sight to the target and hit with a 
  normal ranged attack.
  If you hit, the target must make a Fortitude saving throw; 
  failure indicates that the scarf has decapitated the victim.
  A target creature that makes its save takes 1d4 points of 
  damage per caster level (maximum 20d4) before freeing 
  itself from the decapitating scarf.
  Constructs and most undead (except vampires) are not 
  immediately killed by decapitation, and take only 6d4 
  points of damage whether they make their save or not.
  Oozes, aberrations, and other creatures without a head are 
  immune to the spell’s effects.
  Focus: The silk scarf.
  EARTHEN GRASP
  Transmutation [Earth]
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Animated earthen arm
  Duration: 2 rounds/level
  Saving Throw: None
  Spell Resistance: Yes
  You bring forth from the ground an arm made of dense, 
  compacted earth or soil that can grapple your foes.
  You can cause the arm to rise out of only earth, mud, grass, 
  or sand, and the spell fails if you attempt to cast it in an area 
  with the wrong materials (including stone).
  Treated the arm as a Medium creature, with a base attack 
  bonus equal to your caster level and a Strength score of 14 
  +2 per three caster levels (16 at 3rd level, 18 at 6th level, and 
  so on).
  The arm doesn’t move from the square it appears in, but can 
  make one grapple attempt per round against any creature in 
  
  484
  its square or any adjacent square, provoking attacks of 
  opportunity as normal.
  If the arm can target multiple creatures, the caster chooses 
  one.
  If the caster is unable to choose a target, the arm attacks a 
  random creature within reach (possibly including the 
  caster’s allies).
  Each round that it successfully pins a target, the hand deals 
  1d6 points of lethal damage (plus its Strength modifier).
  The earthen arm has AC 15, hardness 4, and 3 hit points per 
  caster level.
  If reduced to 0 or fewer hit points, it crumbles to dust.
  Material Component: A miniature hand sculpted from clay.
  ENTANGLING SCARF
  Transmutation
  Level: Wu jen 2 (metal)
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  When you cast this spell, you flick a silk scarf at one 
  creature within range, magically propelling it toward the 
  target.
  The scarf assumes an ironlike hardness on its way and then 
  wraps around the target creature.
  You must have line of sight to the target and hit with a 
  ranged touch attack.
  If you hit, the target must make a successful Reflex save or 
  become entangled.
  Focus: The silk scarf.
  FIENDFORM
  Transmutation [Evil]
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  This spell functions like alter self, except that you can take 
  the form of any fiendish creature, demon, or devil that can 
  be summoned by a summon monster I, II, III, or IV spell, 
  regardless of size.
  You can assume only one form with each use of the spell, 
  but you gain all that form’s extraordinary, spell-like, and 
  supernatural abilities, and your type changes to outsider.
  Spells and effects that harm or ward evil outsiders affect 
  you, and any effect that would normally banish an outsider 
  to its home plane instead ends the spell and leaves you 
  staggered for 1 round per caster level.
  Material Component: A bone from any fiendish creature, 
  half-fiendish creature, demon, or devil.
  FIRE WINGS
  Transmutation [Fire]
  Level: Wu jen 3 (fire)
  Components: V, S, M, F
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 10 min./level
  This spell transforms your arms into wings of brilliant fire 
  (resembling those of a phoenix), which do not damage you 
  or any items you carry.
  Since your arms are transformed, you cannot hold items in 
  your hands or cast spells with somatic components while 
  using fire wings, but rings, bracers, and other items worn on 
  your arms meld into the new form and continue to 
  function normally.
  The wings allow you to fly at a speed of 60 feet (good) while 
  carrying no more than a light load.
  You can ascend at half speed and descend at double speed, 
  and you can charge (but not run) while flying.
  You can make unarmed attacks with fire wings but are not 
  considered proficient with them, taking a –4 penalty on 
  your attack rolls.
  A successful unarmed strike deals 2d6 points of fire damage 
  in addition to your normal unarmed attack damage (treated 
  as lethal damage while the spell is in effect).
  The wings are extinguished (and the spell ends) if subjected 
  to a quench spell, immersed in water for 1 round, or exposed 
  to winds of hurricane force or greater.
  If the spell expires while you are aloft, you fall normally.
  Material Component: The feather of a bird, which you must 
  burn when you cast the spell.
  Focus: A golden amulet shaped like a phoenix.
  FIST OF STONE
  Transmutation [Earth]
  Level: Sorcerer/wizard 1, warmage 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute
  You transform one of your hands into a mighty fist of living 
  stone, gaining a +6 enhancement bonus to Strength for 
  purposes of attacks, grapple checks, or breaking and 
  crushing items.
  In addition, you gain the ability to make one natural slam 
  attack as a standard action, dealing 1d6 points of damage 
  plus your new Strength bonus (or 1-1/2 times your 
  Strength bonus if you make no other attacks that round).
  You can make the slam attack as a natural secondary attack 
  with the normal –5 penalty (or –2 penalty if you have the 
  Multiattack feat; see page 304 of the Monster Manual) as part 
  of a full attack action.
  However, you cannot gain more than one slam attack per 
  round with this spell due to a high base attack bonus (+6 or 
  higher).
  Your fist undergoes no change in size or form, remaining as 
  flexible and responsive as it would normally be while under 
  the spell’s effect.
  Material Component: A pebble inscribed with a stylized fist 
  design.
  FLENSING
  Transmutation [Evil]
  Level: Sorcerer/wizard 8
  
  485
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One corporeal creature; see text
  Duration: Up to 4 rounds; see text
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  When you cast this spell, you literally strip the flesh from a 
  corporeal creature’s body, inflicting incredible pain and 
  psychological trauma.
  Each round, the target takes 2d6 points of damage, 1d6 
  points of Charisma damage, and 1d6 points of Constitution 
  damage.
  A successful Fortitude save negates the ability damage, 
  reduces the hit point damage by half, and ends the spell.
  In each round when the target creature is affected, it gets a 
  new save.
  Flensing has no effect on creatures in gaseous form.
  Material Component: An onion.
  FLY, MASS
  Transmutation
  Level: Sorcerer/wizard 5
  Components: V, S
  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 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As fly (see page 232 of the Player’s Handbook), except this 
  spell confers the power of flight upon all targeted creatures.
  Each recipient of the spell must remain within 30 feet of at 
  least one other recipient, or the spell ends for the creature 
  that is separated from the others.
  If only two individuals are affected, the spell ends for both 
  if the distance between them exceeds 30 feet.
  GHOSTFORM
  Transmutation
  Level: Sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You assume a visible, incorporeal form like that of a 
  manifesting ghost.
  You have no physical body while in this state.
  You can be harmed only by other incorporeal creatures, 
  magic weapons or creatures that strike as magic weapons, 
  and spells, spell-like abilities, or supernatural abilities.
  You are immune to all nonmagical attack forms.
  Even when hit by spells or magic weapons, you have a 50% 
  chance to ignore any damage from a corporeal source 
  (except for positive energy, negative energy, force effects 
  such as magic missile, or attacks made with ghost touch 
  weapons).
  Non damaging spell effects affect you normally unless they 
  require corporeal targets to function (such as implosion) or 
  they create a corporeal effect that incorporeal creatures 
  would normally be unaffected by (such as a web or wall of 
  stone spell).
  As an incorporeal creature, you have no natural armor 
  bonus but have a deflection bonus equal to your Charisma 
  bonus (always at least +1, even if your Charisma score does 
  not normally provide a bonus).
  You can enter or pass through solid objects while in 
  ghostform, but you must remain adjacent to the object’s 
  exterior, and so cannot pass entirely through an object 
  whose space is larger than your own.
  You can sense the presence of creatures or objects within a 
  square adjacent to your current location, but enemies have 
  total concealment (50% miss chance) from you while you 
  are inside an object.
  In order to see farther from the object you are in and attack 
  normally, you must emerge.
  While inside an object, you have total cover, but when you 
  attack a creature outside the object you have cover only, so 
  a creature outside with a readied action could strike at you 
  as you attack.
  You cannot pass through a force effect.
  While under the effect of ghostform, your attacks pass 
  through (ignore) natural armor, armor, and shields, 
  although deflection bonuses and force effects (such as mage 
  armor) work normally against you.
  Your nonmagical attacks have no effect on corporeal 
  targets, and any attack you make with a magic weapon 
  against a corporeal target has a 50% miss chance, except for 
  attacks you make with a ghost touch weapon, while are 
  made normally (no miss chance).
  Spells you cast while in ghostform affect corporeal targets 
  normally, including spells that require you to make an 
  attack roll (such as rays or melee touch spells).
  You can pass through and operate in water as easily as you 
  do in air.
  You cannot fall or take falling damage.
  You cannot make trip or grapple attacks, nor can you be 
  tripped or grappled.
  In fact, you cannot take any physical action that would 
  move or manipulate an opponent or its equipment, nor are 
  you subject to such actions.
  You have no weight while in ghostform and do not set off 
  traps that are triggered by weight.
  You move silently and cannot be heard with Listen checks 
  if you don’t wish to be while in ghostform.
  You have no Strength score while incorporeal, so your 
  Dexterity modifier applies to both your melee attacks and 
  ranged attacks.
  Nonvisual senses, such as scent and blindsight, are either 
  ineffective or only partly effective with regard to you.
  You have an innate sense of direction and can move at full 
  speed even when you cannot see.
  GIANT SIZE
  Transmutation
  Level: Wu jen 7
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute
  
  486
  When you cast this spell, you grow to Huge, Gargantuan, or 
  Colossal size, depending on your caster level.
  Your Strength, Dexterity, Constitution, natural armor, size 
  modifier to Armor Class and attack rolls, and space and 
  reach all change as shown on the accompanying table.
  (You need not assume the largest size you are capable of; 
  you can choose to grow only to a smaller size if you wish).
  All your equipment changes size with you, allowing you to 
  use weapons or magic items effectively in your giant form.
  See Table 2–2: Increasing Weapon Damage by Size, page 28 
  of the Dungeon Master’s Guide, to determine the damage 
  dealt by any weapons carried when you cast giant size.
  Material Component: The scale of a dragon or hairs from the 
  head of a giant.
  IRON SCARF
  Transmutation
  Level: Wu jen 1 (metal)
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, you flick a silk scarf at one 
  creature within range, magically propelling it toward the 
  target.
  The scarf assumes an ironlike hardness on the way.
  You must have line of sight to the target and hit with a 
  normal ranged attack with the scarf.
  If you hit, the target takes 1d8 points of damage +1 point 
  per caster level (maximum +5).
  Focus: The silk scarf.
  LOW-LIGHT VISION
  Transmutation
  Level: Assassin 1, ranger 1, sorcerer/wizard 1
  Components: V, 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 target creature gains low-light vision: the ability to see 
  twice as far as a human in starlight, moonlight, torchlight, 
  and similar conditions of poor illumination.
  The target retains the ability to distinguish color and detail 
  under these conditions.
  Arcane Material Component: A small candle.
  MAGNETISM
  Transmutation
  Level: Wu jen 3 (metal)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: No
  A shimmering magnetic ray springs from your hand and 
  pulls iron or steel objects to your grasp.
  Once per round on a successful ranged touch attack, the 
  magnetic ray can draw an object toward you with an 
  effective Strength score of 30 (and so can target items 
  weighing up to 8,000 pounds).
  Any unattended and unsecured item flies directly and 
  safely to your hand (or to the edge of your space if too large 
  to be wielded), but drawing an item toward you that 
  another creature is holding (such as a weapon) requires a 
  successful disarm attempt (see page 155 of the Player’s 
  Handbook).
  You use the ray’s Strength modifier (+10) in place of your 
  own, and such attempts do not provoke attacks of 
  opportunity, even if you use magnetism against a creature in 
  an adjacent square, although casting the spell might still 
  provoke attacks of opportunity.
  If you succeed on the disarm attempt, the weapon flies 
  from your opponent’s hand to your own.
  If you target an item that is attended but not held, such as a 
  weapon at someone’s belt, the creature bearing the item 
  gets a Reflex save to hang onto it, dropping whatever else is 
  in one hand at the time unless it has a free hand.
  On a failed save, the item flies from the creature’s hand to 
  your own.
  Otherwise, make a disarm attempt as above.
  If an item is secured in some way, you can make a Strength 
  check (using the ray’s +10 bonus) to break or burst 
  whatever holds it.
  Material Component: A piece of lodestone.
  METAL SKIN
  Transmutation
  Level: Wu jen 5 (metal)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  
  487
  When you cast this spell, the recipient’s skin toughens and 
  gleams as if metallic, and it gains a natural armor bonus of 
  +8.
  The target becomes somewhat slow and stiff, taking a –2 
  penalty to Dexterity.
  Material Component: A small piece of rhinoceros hide.
  MINUTE FORM
  Transmutation
  Level: Wu jen 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute
  When you cast this spell, you shrink to Tiny, Diminutive, 
  or Fine size, depending on your caster level).
  Your Strength, Dexterity, Constitution, size modifier to 
  Armor Class and attack rolls, and space and reach all 
  change as shown on the accompanying table.
  (You need not assume the smallest size you are capable of; 
  you can choose to shrink only to a larger size if you wish).
  None of your ability scores can be reduced below 1 by this 
  spell.
  All your equipment changes size with you, allowing you to 
  use weapons or magic items effectively in your smaller 
  form.
  See Table 2–3: Decreasing Weapon Damage by Size, page 
  28 of the Dungeon Master’s Guide, to determine the damage 
  dealt by any weapons carried when you cast minute form.
  Material Component: A flea.
  POISON NEEDLES
  Transmutation
  Level: Wu jen 4 (metal)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None and Fortitude negates; see text
  Spell Resistance: Yes
  A needle flicked from your fingers multiplies into a hail of 
  needles that drip poison, striking a single target.
  If you hit with a normal ranged attack, the target takes 1d4 
  points of damage per caster level (maximum 5d4) and 
  experiences an effect of your choice from the following.
  • The target takes 1d8 points of Constitution damage 
  immediately and another 1d8 points of Constitution 
  damage 1 minute later.
  Each instance of damage can be negated with a separate 
  Fortitude save.
  • The target is paralyzed for 2d6 minutes.
  A successful Fortitude save negates the effect.
  • The target takes 1d10 points of Dexterity damage 
  immediately and another 1d10 points of Dexterity damage 
  1 minute later.
  Each instance of damage can be negated with a separate 
  Fortitude save.
  Material Component: A long metal needle.
  RAIN OF NEEDLES
  Transmutation
  Level: Wu jen 2 (metal)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one creature/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  A needle flicked from your fingers multiplies into a hail of 
  needles, raining down on all the targets you select.
  You make a normal ranged attack against each target 
  separately, and the needles deal 1d4 points of damage per 
  caster level (maximum 5d4) divided up among the targets.
  Thus, a 4th-level wu jen can target a single creature with 
  4d4 points of damage, or two creatures with 2d4 points of 
  damage each, and so forth.
  Material Component: A long metal needle.
  REPAIR CRITICAL DAMAGE
  Transmutation
  Level: Sorcerer/wizard 4
  As repair light damage, except you repair 4d8 points of 
  damage +1 point per caster level (maximum +20).
  REPAIR LIGHT DAMAGE
  Transmutation
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Construct touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When laying your hand upon a construct that has at least 1 
  hit point remaining, you transmute its structure to repair 
  the damage it has taken.
  
  488
  The spell repairs 1d8 points of damage +1 point per caster 
  level (maximum +5).
  REPAIR MINOR DAMAGE
  Transmutation
  Level: Sorcerer/wizard 0
  As repair light damage, except you repair 1 point of damage 
  to a construct.
  REPAIR MODERATE DAMAGE
  Transmutation
  Level: Sorcerer/wizard 2
  As repair light damage, except you repair 2d8 points of 
  damage +1 point per caster level (maximum +10) to a 
  construct.
  REPAIR SERIOUS DAMAGE
  Transmutation
  Level: Sorcerer/wizard 3 As repair light damage, except you 
  repair 3d8 points of damage +1 point per caster level 
  (maximum +15) to a construct.
  SCALES OF THE LIZARD
  Transmutation
  Level: Wu jen 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute
  When you cast this spell, your skin toughens and shimmers 
  as if covered with scales.
  You gain a +2 enhancement bonus to your natural armor 
  bonus, increasing to +3 at 6th level, +4 at 9th level, and +5 at 
  12th level or higher.
  The enhancement bonus provided by scales of the lizard 
  stacks with your own natural armor bonus (if any), but not 
  with other enhancement bonuses to natural armor.
  A creature without natural armor has an effective natural 
  armor bonus of +0, much as a character wearing only 
  normal clothing has an armor bonus of +0.
  Focus: A tattoo of a lizard on your skin.
  SMOKE LADDER
  Transmutation
  Level: Wu jen 1 (fire)
  Components: V, S, F
  Casting Time: 1 round
  Range: Touch
  Effect: A ladder of smoke
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You create a misty ladder up to 10 feet long per caster level, 
  shaped from the smoke given off by a fire as you cast the 
  spell.
  A smoke ladder weighs virtually nothing and can be easily 
  handled at any length.
  Always steady and rigid, the ladder needs no support or 
  object to lean against, but can simply be placed in the 
  desired position and climbed.
  By casting the spell again on an existing smoke ladder before 
  it dissipates, you can reset its duration.
  Focus: A large fire of green wood.
  SNAKE DARTS
  Transmutation
  Level: Wu jen 4
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One or two creatures
  Duration: Instantaneous; see text
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  When you cast this spell, your snake tattoos (the spell’s 
  focus) transform into real poisonous snakes that fly from 
  you to the target or targets you select, striking like darts.
  The snakes always hit, dealing 3d6 points of damage each.
  The poison each snake carries deals 1d6 points of 
  Constitution damage immediately and another 1d6 points 
  of Constitution damage 1 minute later.
  Each instance of ability damage can be negated by a 
  successful Fortitude save.
  After striking the targets, the living snakes fly back to you 
  and must be swallowed before you can cast the spell again.
  Swallowing the snakes is a standard action that causes you 
  no harm and does not provoke attacks of opportunity.
  Once they are swallowed, the tattoos reappear immediately 
  on your arms.
  Focus: Two snake tattoos on your skin, usually one coiled 
  around each forearm.
  SPIRIT NEEDLE
  Transmutation
  Level: Wu jen 6 (metal)
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One spirit creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  A needle flicked from your fingers magically penetrates a 
  spirit creature’s aura.
  If you hit with a normal ranged attack, the spirit loses the 
  protective benefits of being incorporeal and is held in place 
  (losing any Dexterity bonus to Armor Class and giving 
  attackers a +4 bonus on attack rolls against it).
  Though the spirit cannot move for the duration of the spell, 
  it can still take standard and full-round actions (including 
  attacks).
  A pinned spirit is unable to use any supernatural or spell-
  like ability that would transport it from its current location 
  (such as dimension door or teleport) or alter its substance or 
  state (such as gaseous form or ethereal jaunt).
  The spirit cannot remove the needle that pins it in place, 
  but another creature can do so as a standard action.
  Focus: A long metal needle.
  
  489
  STONY GRASP
  Transmutation [Earth]
  Level: Sorcerer/wizard 3
  Effect: Animated stone arm
  Duration: 1 round/level
  As earthen grasp (see page 104), except the stony arm can 
  appear from any natural surface, including unworked rock, 
  earth, mud, grass, or sand.
  The stone arm has AC 18, hardness 8, and 4 hit points per 
  caster level.
  Material Component: A miniature hand sculpted from stone.
  SUMMONING WIND
  Transmutation
  Level: Wu jen 5
  Components: V, S
  Casting Time: 10 minutes
  Range: 10 miles/level
  Targets: Up to 10 creatures/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You send a message or sound on the wind to a number of 
  specific creatures that you identify while casting the spell.
  You need not directly know the recipients, but you must be 
  able to distinguish them by their location, position, or some 
  feature other than race or character class.
  For example, you could send a summoning wind to the 
  soldiers of your palace guard or to the governors of all the 
  provinces in the empire, provided you know that such 
  characters exist.
  You can prepare the spell to bear a message of up to twenty-
  five words, cause the spell to deliver any other normal 
  sounds for 1 round, or merely have a summoning wind seem 
  to be a mysterious stirring of the air.
  The wind travels to each recipient provided that it can find 
  a way from you to their locations (the wind can travel 
  around virtually any obstacle, but can’t pass through closed 
  portals or windows, regardless of whether they’re airtight).
  You choose its speed (from as slow as 1 mile per hour to as 
  fast as 1 mile per 10 minutes), but the summoning wind is as 
  gentle and unnoticed as a zephyr until it reaches the 
  recipients, where it delivers its whisper-quiet message and 
  dissipates.
  As with magic mouth, a summoning wind cannot speak verbal 
  components, use command words, or activate magical 
  effects.
  SWIM
  Transmutation [Water]
  Level: Druid 2, sorcerer/wizard 2, wu jen 2 (water)
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell gives the recipient a swim speed like any aquatic 
  creature (though not the ability to breathe water or hold 
  one’s breath beyond normal limits).
  So long as the creature isn’t carrying more than a light load, 
  it can swim at its normal speed without making Swim 
  checks.
  It also gains a +8 competence bonus on any Swim checks to 
  perform special actions or avoid hazards, though it still 
  takes the normal penalty for weight carried (–1 per 5 
  pounds).
  The recipient can choose to take 10 on swim checks, even if 
  rushed or threatened, and can use the run action while 
  swimming if it swims in a straight line.
  If the creature is carrying more than a light load, it must 
  make Swim checks to move (taking the normal penalty for 
  weight carried), but all other benefits and bonuses of the 
  spell still apply.
  Material Component: A goldfish scale.
  TERRA COTTA LION
  Transmutation
  Level: Wu jen 5 (earth)
  As terra cotta warrior, but the spell animates a statuette of a 
  foo lion (a celestial dire lion) into a Huge animated object 
  (Huge construct, 90 hp, AC 13, hardness 6, speed 30 ft., 
  attack slam +9, damage 2d6+7).
  As with terra cotta warrior, the lion has none of the animated 
  object attack forms given in the Monster Manual.
  Focus: A terra cotta statue of a foo lion, up to 1 foot tall and 
  costing 10 gp.
  TERRA COTTA WARRIOR
  Transmutation
  Level: Wu jen 3 (earth)
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: One statuette touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell turns an innocuous statuette of decoration and 
  devotion into a full-sized warrior, ready to fight your foes.
  The statuette becomes a Medium animated object (Medium 
  construct, 35 hp, AC 14, hardness 6, speed 40 ft., attack slam 
  +2, damage 1d6+1) that attacks a specified target on your 
  turn as directed by you.
  You can change the designated target as a move action (as if 
  directing an active spell).
  The statuette can be reused if the terra cotta warrior 
  remains intact at the end of the spell, but if the warrior is 
  reduced to 0 or fewer hit points, it crumbles to powder and 
  the statuette is lost.
  See page 13 of the Monster Manual for full information on 
  animated objects, but the terra cotta warrior has none of the 
  given attack forms.
  Focus: A terra cotta statue of a warrior, up to 6 inches tall and 
  costing 1 gp.
  THORNSKIN
  Transmutation
  Level: Druid 3, wu jen 3 (wood)
  Components: V, S, M
  Casting Time: 1 standard action
  
  490
  Range: Personal
  Target: You
  Duration: 1 round/level
  Your skin sprouts thorns when this spell is cast, increasing 
  the damage you deal with an unarmed strike and making 
  you difficult to grab.
  As well as dealing lethal damage on an unarmed strike (if 
  you don’t already do so), you deal an extra 1d6 points of 
  piercing damage (so that a human under the effect of 
  thornskin would deal 1d3 points of bludgeoning damage 
  plus 1d6 points of piercing damage with an unarmed 
  strike).
  In addition, any creature that hits you with a natural 
  weapon or unarmed strike (including all successful grapple 
  checks) takes 5 points of piercing damage.
  Material Component: A thorn.
  TRANSMUTE ROCK TO LAVA
  Transmutation [Earth, Fire]
  Level: Druid 9, sorcerer/wizard 9, wu jen 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 10-ft. cube
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Spell Resistance: No
  You transform natural, uncut, or unworked rock of any sort 
  into an equal volume of red-hot molten lava.
  All creatures in the spell’s area who make a successful 
  Reflex save take 2d6 points of fire damage provided they 
  can physically escape the area on their next turn.
  Creatures that fail their save, or those unable to escape the 
  area, take 20d6 points of fire damage for each round they 
  remain in the area.
  Creatures in the lava have their speed reduced to 5 feet and 
  take a –2 penalty on attack rolls and to Armor Class.
  Even after leaving the area of the spell, creatures that were 
  exposed to the lava take half damage (either 1d6 or 10d6) 
  for an additional 1d3 rounds.
  If transmute rock to lava is cast upon the ceiling of a cavern 
  or tunnel, the lava falls to the floor and spreads out in a 15-
  foot-radius pool at a depth of approximately 1-1/2 feet.
  The rain of lava deals 2d6 points of fire damage and 1d6 
  points of bludgeoning damage to anyone caught directly 
  beneath (Reflex half).
  In addition, creatures take 2d6 points of fire damage each 
  round when they are caught in the area of the pool, then 
  1d6 points of fire damage for 1d3 rounds after they escape.
  While constructions of worked stone can’t be targeted with 
  this spell, casting it on unworked stone below or adjacent 
  to such structures does 10d6 points of fire damage per 
  round to any part of the structure in contact with the lava.
  Wooden structures in contact with lava instantly burst into 
  flame.
  The lava cools naturally from its surface toward its center, 
  and it no longer deals fire damage after 2d6 hours as it 
  slowly reverts to stone.
  Though a 15-foot-radius pool can take as long as two days to 
  completely cool, the core of a 10-foot cube of lava might 
  remain molten for a month or more.
  Magical or enchanted stone is not affected by the spell.
  WATER TO POISON
  Transmutation
  Level: Wu jen 4 (water)
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: One ounce of water/level
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: No
  This spell transforms a volume of water into an equal 
  volume of colorless, tasteless, ingested poison with a save 
  DC equal to the spell’s DC.
  When ingested, the poison deals 1 point of Constitution 
  damage followed by 1d8 points of Constitution damage 1 
  minute later.
  A successful Will save can negate each instance of damage.
  A single swallow (1 ounce) of poison is enough to affect a 
  single creature; drinking more does not increase the effect.
  Material Component: The fang of a poisonous snake and a 
  bloodstone worth at least 50 gp.
  WHIRLING BLADE
  Transmutation
  Level: Bard 2, sorcerer/wizard 2, warmage 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 60 ft.
  Effect: 60-ft. line
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  As you cast this spell, you hurl a single slashing weapon at 
  your foes, magically striking at all enemies along a line to 
  the extent of the spell’s range.
  You make a normal melee attack, just as if you attacked 
  with the weapon in melee, against each foe in the weapon’s 
  path, but you can choose to substitute your Intelligence or 
  Charisma modifier (as appropriate for your spellcasting 
  class) for your Strength modifier on the weapon’s attack 
  rolls and damage rolls.
  Even if your base attack bonus would normally give you 
  multiple attack rolls, a whirling blade gets only one attack (at 
  your best attack bonus) against each target.
  The weapon deals damage just as if you had swung it in 
  melee, including any bonuses you might have from ability 
  scores or feats.
  No matter how many targets your weapon hits or misses, it 
  instantly and unerringly returns to your hand after 
  attempting the last of its attacks.
  Focus: A slashing melee weapon that the caster hurls.
  WOOD ROT
  Transmutation
  Level: Druid 5, wu jen 5 (wood)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One nonmagical wooden object or a volume of 
  wood; or one plant creature
  Duration: Instantaneous or 1 round/level; see text
  
  491
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, an insidious rot immediately 
  taints any wooden object or plant creature you touch.
  Any unattended nonmagical wooden item smaller than 6 
  feet in diameter, or a 3-foot-radius volume of a larger 
  wooden object (such as a wooden door), is instantly 
  destroyed by wood rot.
  In combat, you can use the spell to attempt to sunder any 
  wooden or wooden-hafted weapon; the weapon or its 
  wooden portion is destroyed on a successful melee touch 
  attack.
  Attempting to sunder a weapon generally provokes attacks 
  of opportunity, and wood rot has no effect on wooden or 
  wooden-hafted weapons that strike you, even if you hold 
  the charge.
  Against wooden shields or armor, you also make a melee 
  touch attack.
  Targets too large to be destroyed outright take a –1d6 
  penalty to their bonus to Armor Class on a successful hit 
  and are rendered unusable if the penalty exceeds the bonus.
  Any attack against a wooden object discharges the spell, 
  and wooden magic items are immune to the effect of wood 
  rot.
  Against plant creatures, wood rot deals 3d6 points of damage 
  +1 point per caster level (maximum +15) on a successful 
  attack.
  Against plant creatures only, the spell lasts for 1 round per 
  level, and you can make one melee touch attack per round.
  Once it is used to make an attack against a plant creature, 
  wood rot cannot be used to attack or destroy wooden items.
  Material Component: A live termite.
  UNIVERSAL
  ENHANCE FAMILIAR
  Universal
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Familiar touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You infuse your familiar with vigor, granting it a +2 
  competence bonus on saves, attack rolls, and melee damage 
  rolls, as well as a +2 dodge bonus to Armor Class.
  FAMILIAR POCKET
  Universal
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One container or garment with a pocket touched
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, a garment or container becomes a 
  safe haven for a Tiny or smaller familiar.
  The spell turns the target item or pocket into a comfortable 
  extradimensional space (about 1 cubic foot).
  The familiar can fit inside the space without creating any 
  noticeable bulge in the item.
  Whenever the familiar is touching you, you can whisk it 
  inside the space as a free action by speaking a command 
  word chosen by you when the spell is cast.
  If the familiar can speak, it can command itself inside.
  As a free action, you can call the familiar forth or it can 
  leave the space on its own.
  Once inside, the familiar has total cover (+4 AC) and 
  concealment (20% miss chance), and as a free action, you or 
  the familiar can further seal the space to make it airtight 
  and waterproof.
  The air supply inside the sealed space lasts for 1 hour, but 
  with the pocket unsealed, the familiar can remain inside 
  indefinitely.
  The familiar cannot attack or cast spells from within the 
  space, but can use supernatural or spell-like abilities as 
  normal (provided they don’t require line of sight, which the 
  pocket blocks).
  The spell ends if the familiar pocket is placed within or taken 
  into another extradimensional space (such as a portable hole).
  If your familiar is within the pocket when the spell 
  duration expires or if the spell ends abnormally (as above), 
  it appears in your space unharmed.
  Material Component: A tiny golden needle and a strip of fine 
  cloth given a half twist and fastened at the ends.
  FORTIFY FAMILIAR
  Universal
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Familiar touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (Harmless)
  This spell makes your familiar tougher, granting it 2d8 
  temporary hit points and a +2 enhancement bonus to its 
  natural armor.
  It also has a 25% chance to avoid extra damage from sneak 
  attacks or critical hits (though such attacks still deal normal 
  damage if successful).
  Temporary hit points gained in this fashion last for up to 1 
  hour.
  IMBUE FAMILIAR WITH SPELL ABILITY
  Universal
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Familiar touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell allows you to transfer a number of your spells 
  and the ability to cast them into your familiar.
  Spontaneous spellcasters, such as sorcerers, can imbue a 
  familiar with any spells they know how to cast.
  
  492
  Arcanists who prepare spells, such as wizards, can imbue a 
  familiar with any spell they have currently prepared.
  In either case, you can imbue one spell per three caster 
  levels, with a maximum spell level of one-third your caster 
  level, rounded down (maximum 5th level).
  Multiple castings of imbue familiar with spell ability have no 
  effect on these limits.
  The transferred spell’s variable characteristics (range, 
  duration, area, and so on) function according to your level.
  Once you cast imbue familiar with spell ability on your 
  familiar, both the spell slot from which you cast the spell 
  and the spell slots of the transferred spells remain 
  unavailable for the preparation or casting of new spells 
  until the familiar uses the transferred spells or imbue 
  familiar with spell ability expires.
  The spell can be dispelled; if this spell fails, the spells 
  transferred are lost as if the familiar had cast them.
  In an antimagic field, the familiar loses the ability to cast the 
  imbued spells, but regains it again if it leaves the field (so 
  long as the spell’s duration hasn’t expired).
  If any transferred spell requires a focus or material 
  component, you must have it on your person when the 
  spells are cast (components are consumed as normal 
  without requiring you to bring them to hand).
  Any XP costs from a transferred spell are deducted from 
  your total when the familiar casts the spell.
  COMPLETE CHAMPION 
  (3.5)
  ABJURATION
  ALIGNED AURA
  Abjuration
  Level: Blackguard 4, cleric 4, paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 20 ft. or 60 ft.
  Area: 20-ft.-radius emanation or 60-ft.-radius burst, 
  centered on you
  Duration: 1 round/level or until discharged
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A rush of divine energy flows through your holy symbol, infusing 
  your body with the essence of the divine ethos.
  When you cast this spell, choose one non-neutral aspect of 
  your own alignment—chaos, evil, good, or law.
  (If you are neutral, you can select whichever alignment you 
  wish each time you cast this spell).
  You are immediately surrounded in a 20-foot aura of 
  invisible energy associated with the chosen alignment 
  component.
  Anyone in that area who shares that alignment component 
  gains a bonus, and anyone with the opposed alignment 
  component must make a Fortitude save or take a penalty.
  The values of these modifiers and the features to which 
  they apply are given on the following table.
  These modifiers end when the affected creature leaves the 
  spell’s area.
  At any point before the duration expires, you can choose to 
  unleash the spell’s remaining power in a 60-foot burst that 
  deals 1d4 points of damage per round of duration 
  remaining (maximum 15d4) to each creature of the 
  opposed alignment in the area.
  Each affected creature can attempt a Fortitude save for half 
  damage.
  The burst also heals 1 point of damage per round of 
  duration remaining (maximum 15 points) for each creature 
  of the same alignment in the area.
  Once this option is invoked, the spell ends immediately.
  BENEDICTION
  Abjuration
  Level: Cleric 2, paladin 2
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You grant your comrade the luck of the gods.
  With this spell, you can grant another creature a +2 luck 
  bonus on all saving throws.
  If the subject is also under another effect that grants saving 
  throw bonuses, the effects stack.
  In addition, at any point before the duration expires, the 
  subject can choose to reroll a single attack roll, saving 
  throw, skill check, or ability check after seeing the result of 
  the initial roll, but before finding out whether it succeeds 
  or fails.
  The higher of the two rolls applies.
  Once this option is exercised, the spell ends immediately.
  Unlike most touch spells, benediction cannot be used on 
  yourself.
  Its effects are for the benefit of others only.
  
  493
  BODY WARD
  Abjuration
  Level: Cleric 2, druid 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level or until expended
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Your comrade’s body grows denser and stronger beneath your 
  touch.
  You grant the subject a limited resistance to ability damage.
  You choose one of the three physical ability scores—
  Strength, Dexterity, or Constitution—when you cast the 
  spell.
  Body ward absorbs the next 5 points of damage dealt to that 
  ability score, regardless of its source.
  If, for instance, an ally you had warded against Strength 
  damage were subsequently poisoned for 6 points of 
  Strength damage, she would take only 1 point.
  The spell lasts until its duration expires, or until the 5 
  points of protection are used up, whichever comes first.
  When cast multiple times upon the same subject, body ward 
  has a synergistic effect.
  If you use it to affect two physical abilities simultaneously, 
  it wards each against 8 points of damage.
  If you use it to affect all three physical abilities at once, it 
  wards each against 10 points of damage.
  To achieve this synergy, the multiple castings must occur 
  in subsequent rounds.
  The benefits from multiple castings of body ward that 
  protect the same ability score do not stack.
  BOLSTER AURA
  Abjuration
  Level: Cleric 3, paladin 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature or object touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  The divine aura that surrounds you begins to swell, sending off 
  waves of faux power into the ether.
  By casting bolster aura, you make the aura of the target 
  creature or object stronger, possibly causing other creatures 
  to assume that the target is more powerful than it actually 
  is.
  For every two caster levels you possess, the target of a bolster 
  aura spell appears to have 1 Hit Die more than it actually 
  does.
  If the target has no aura, then bolster aura has no effect.
  DAMPEN MAGIC
  Abjuration
  Level: Cleric 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level or until discharged (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You can sense the fibers of magic around you.
  Reaching out, you pull them tight about your subject, creating an 
  invisible cocoon of mystical forces.
  This spell surrounds the subject with a mystical field that 
  dampens the effects of magic.
  While it is in effect, the enhancement bonus of any magic 
  weapon used against the subject is lowered by 1.
  For instance, a +4 longsword would have only a +3 
  enhancement bonus on attack rolls and damage rolls when 
  wielded against the subject.
  However, even if a weapon’s enhancement bonus is 
  reduced below +1, its masterwork bonus still applies.
  Similarly, every spell, spell-like ability, or supernatural 
  ability that affects the subject—whether it is specifically 
  targeted on the subject or merely includes the subject in its 
  area—takes a –1 penalty to caster level and save DC.
  The subject of the spell can choose, as a move action, to 
  lower this field to receive the full effects of beneficial 
  spells, but doing so might leave him vulnerable until his 
  next turn, since raising the effect again also requires a move 
  action.
  Ongoing magical effects already in place on the subject 
  when dampen magic is cast (such as bull’s strength or the 
  enhancement bonuses of its own equipment) are 
  unaffected, but any item the subject picks up and any spell 
  he receives after dampen magic is in effect are affected as 
  normal.
  For every six caster levels above 7th that you possess, the 
  spell reduces incoming effects by one additional point.
  Thus, if your caster level is 13th–18th, the reduction to the 
  enhancement bonus of weapons and the caster levels and 
  save DCs of spells used against the subject is 2, and if your 
  caster level is 19th or higher, the reduction is 3.
  At any time when dampen magic has 5 or more rounds of 
  duration left, the subject can render itself utterly immune 
  to most magic for a brief period.
  The effect produced is an antimagic field (PH 200), which 
  surrounds the subject to a radius of 5 feet.
  Divide the remaining rounds of duration by 5 and round 
  down; the result is the number of rounds the antimagic 
  effect lasts.
  Once that time expires, the spell ends, and once the 
  antimagic field has been invoked, the original spell effect 
  cannot be reinstated.
  DIVINE RETRIBUTION
  Abjuration
  Level: Cleric 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level or until discharged
  Saving Throw: Will partial
  Spell Resistance: Yes
  You feel your deity’s hand hovering over you, ready to smite 
  anyone who harms you.
  For the duration of this spell, any creature that attacks 
  you—whether with a physical attack, a spell, or by other 
  
  494
  means—is struck by a retributive effect immediately after 
  you’re affected.
  The retribution deals 1d6 points of damage per caster level 
  you possess (maximum 15d6) and 1d4 points of ability 
  damage.
  The precise nature of the damage and ability damage are 
  depend upon your deity, as given in the table below, but the 
  damage is always one-half energy and one-half divine 
  power.
  A successful Will save halves the hit point damage and 
  negates the ability damage.
  Once the retributive effect takes place, the spell ends.
  If you do not worship a deity, choose one whose alignment 
  is within one step of your own.
  You must make this choice when you cast this spell for the 
  first time and cannot subsequently change it, unless your 
  alignment changes in such a way that your previous choice 
  is no longer applicable.
  You can have only one divine retribution spell in effect at any 
  time.
  LIGHT OF COURAGE
  Abjuration [Good]
  Level: Cleric 6
  Components: V, S, DF
  Casting Time: 1 swift action
  Range: Touch
  Target: Holy symbol touched
  Duration: 1 round/level, or until discharged
  Saving Throw: Will half
  Spell Resistance: No
  Your holy symbol is wreathed in a wrathful, iridescent glow that 
  causes undead creatures to wither before its celestial light.
  You temporarily infuse your holy symbol with divine 
  power.
  If you make a turning check before the duration expires, 
  each undead creature that you target takes 1d8 points of 
  damage per two caster levels you possess (maximum 10d8) 
  in addition to effects of the turning (if any).
  The turning check need not succeed to trigger this effect.
  LIGHT OF FAITH
  Abjuration [Good]
  Level: Cleric 2
  Components: V, S, DF
  Casting Time: 1 swift action
  Range: Touch
  Target: Holy symbol touched
  Duration: 1 round/level, or until discharged
  Saving Throw: None
  Spell Resistance: No
  A warm, comforting glow surrounds your holy symbol, renewing 
  your faith and causing the wicked monsters before you to recoil in 
  fear.
  This spell grants you a sacred (if you are good or neutral) or 
  profane (if you are evil) bonus equal to one-half your divine 
  caster level (maximum +5) on your next turning check.
  LIGHT OF PURITY
  Abjuration [Good]
  Level: Cleric 4
  Components: V, S, DF
  Casting Time: 1 swift action
  Range: Touch
  Target: Holy symbol touched
  Duration: 1 round/level, or until discharged
  Saving Throw: None
  Spell Resistance: No
  Your holy symbol gleams with a bright, white light that seems to 
  cleanse the air around you of the foul stench emanating from your 
  undead enemies.
  When you cast this spell on your holy symbol, your turning 
  damage increases by 1d6 per four divine caster levels you 
  possess (maximum +5d6) on your next successful turning 
  check.
  LIGHT OF WISDOM
  Abjuration [Good]
  Level: Cleric 3
  Components: V, S, DF
  Casting Time: 1 swift action
  Range: Touch
  Target: Holy symbol touched
  Duration: 1 round/level, or until discharged
  Saving Throw: None
  Spell Resistance: No
  A cool, blue radiance pours forth from your extended holy symbol, 
  increasing your power against the foul scourge of the undead.
  When you cast light of wisdom upon your holy symbol, your 
  effective turning level increases by 1 per three caster levels.
  These bonus levels apply only for the purpose of 
  determining the most powerful undead that your turning 
  check can affect and whether or not the undead you turn 
  are destroyed outright.
  The increase has no bearing on the amount of turning 
  damage you deal with a successful turn attempt.
  MORAL FACADE
  Abjuration
  
  495
  Level: Bard 3, cleric 4, paladin 4
  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)
  With an uttered incantation and a motion of your hand, you 
  surround your target with a haze that prevents others from 
  discerning its true nature.
  By casting this spell, you cloak the target in an effect that 
  gives a false alignment reading to all divination spells.
  At the time of casting, you must designate the alignment 
  that you wish the spell to reveal.
  SOUL WARD
  Abjuration
  Level: Cleric 2, druid 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Your comrade’s thoughts and feelings meld with yours, each 
  bolstering the other, through the touch of your hand.
  This spell functions like body ward (page 117), except that 
  you choose one of the three mental abilities—Intelligence, 
  Wisdom, or Charisma—rather than a physical ability to be 
  affected.
  SUBDUE AURA
  Abjuration
  Level: Cleric 3, paladin 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature or object touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  The normally formidable aura that marks you as a servant of a 
  higher power recedes, leaving few traces of your allegiance visible 
  to creatures that can see such marks.
  This spell masks the target’s aura, making it appear less 
  powerful than it really is.
  For every two caster levels, the target of a subdue aura spell 
  appears to have 1 fewer Hit Die than it really does.
  If the target has no aura, the spell has no effect.
  CONJURATION
  CONDUIT OF LIFE
  Conjuration (Healing)
  Level: Cleric 2, paladin 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level or until discharged
  A small kernel of positive energy grows within your heart, 
  warming your whole body.
  The next time you use a class feature or racial ability to 
  channel positive energy (such as turn undead or lay on 
  hands), you also heal a number of points of damage to 
  yourself equal to 2d10+1/caster level (maximum 10).
  If you are already subject to an ongoing healing effect (such 
  as vigor, or if you receive a cure spell while conduit of life is 
  still in effect, this spell instead heals a number of points of 
  damage equal to 3d8+1/caster level and it is discharged.
  DARTS OF LIFE
  Conjuration (Healing)
  Level: Cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One or more creatures per round
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  Small orbs of light circle your head.
  With a gesture, you cause one to spin off and strike your friend, 
  healing him of damage.
  You create ten gently pulsing darts of pale blue light that 
  orbit your head like ioun stones.
  As a free action, you can launch one dart per round at an 
  ally you designate within range.
  Alternatively, as a standard action, you can launch up to 
  three darts per round at one or more designated allies 
  within range.
  As a full-round action, you can launch all remaining orbs at 
  one or more allies within range.
  Each dart heals 1d8 points of damage the target has taken, 
  as though it were a cure spell.
  Since undead are powered by negative energy, this spell 
  damages them instead of curing their wounds.
  An undead creature can apply spell resistance to this effect, 
  and you must make a successful ranged touch attack for 
  each dart you attempt to launch against such a creature.
  DOOR OF DECAY
  Conjuration (Teleportation)
  Level: Cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: See text
  Target: You
  Duration: Instantaneous
  You feel yourself pulled forward, into the undead creature you have 
  touched.
  Your flesh and soul grow cold, and after an instant of maddening 
  emptiness, you reappear elsewhere.
  You can use the Negative Energy Plane as a conduit in the 
  same fashion that most teleportation magic uses the Astral 
  Plane.
  Upon casting this spell, you can literally step into an 
  undead creature and emerge from another designated 
  undead creature up to 100 miles away per caster level.
  
  496
  If you do not know the precise location of the destination 
  undead, you can select the undead creature you control 
  nearest your desired exit point.
  Both undead creatures must be your size category or larger 
  and either willing or under your control.
  (Mindless undead are considered willing only if you 
  control them).
  If you worship Wee Jas, Vecna, or another deity associated 
  with both death and magic, you gain a +4 bonus to your 
  caster level for the purpose of determining the maximum 
  distance you can travel.
  You can bring along objects as long as their weight doesn’t 
  exceed your maximum load, but you cannot bring other 
  creatures with you.
  Special: A dread necromancer can learn this spell through 
  the advanced learning class feature, even though it is not a 
  necromancy spell.
  HEALING CIRCLE
  Conjuration (Healing)
  Level: Cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level or until discharged
  A circle of warm comfort emanates from you, enveloping those 
  who enter in positive energy.
  By casting this spell, you create an aura of healing energy 
  upon which your allies can draw to mend their own 
  wounds.
  The spell has five charges when cast.
  Once per round as a standard action, a single allied creature 
  within 30 feet can drain one charge from the healing circle.
  The first charge so drained functions as a cure critical wounds 
  spell, the second as a cure serious wounds spell, the third as a 
  cure moderate wounds spell, and the fourth as a cure light 
  wounds spell, and the final charge heals only 5 points of 
  damage.
  A creature must be conscious to draw a charge from the 
  healing circle.
  The spell effect delivered by each charge functions as if you 
  had personally cast the associated spell.
  Thus, the first charge heals 4d8 points of damage +1 point 
  per caster level (maximum +20), and so on.
  PHANTOM CHARGE
  Conjuration (Teleportation)
  Level: Blackguard 4, paladin 4
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal and touch
  Target: You and your special mount or fiendish 
  companion
  Duration: Instantaneous
  You and your mount utter a fierce call as one.
  The beating of its hooves grows almost deafening, and the world 
  around you begins to shimmer.
  If you cast this spell while mounted on your special mount 
  or mount-sized fiendish companion, you tap into the 
  energies normally released only when you summon or 
  dismiss that creature, creating a short-range teleportation 
  effect.
  Between a single pair of steps, you and your mount can 
  teleport directly forward once, moving up to 5 feet per two 
  caster levels.
  Many paladins use this spell to attack over rough terrain 
  that would normally prevent a charge.
  Because this spell can be cast while your mount is moving, 
  the creature can move part of its speed both before and 
  after the spell takes effect.
  If you cast this spell in conjunction with master cavalier 
  (page 124) and war-mount (page 129), the three spells have a 
  synergistic effect.
  See the master cavalier spell description for details.
  REJUVENATING LIGHT
  Conjuration (Healing) [Light]
  Level: Cleric 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: 1 minute/level (D)
  Saving Throw: None or Fortitude negates; see text
  Spell Resistance: No or yes; see text
  A soft, comforting glow emanates from the object you’ve touched, 
  filling the entire area with light and warmth.
  Though seemingly gentle, the light pierces the shadows like the 
  rays of the sun.
  The object touched sheds light as a daylight spell (PH 216).
  In addition, every living creature within the area of bright 
  light (a 60-foot radius) gains fast healing 1.
  This effect ends for a given creature if it moves out of the 
  area of light but resumes should it reenter.
  Any undead creature within the area of light takes 1d6 
  points of positive energy damage per round.
  An undead creature that is particularly vulnerable to 
  sunlight (such as a vampire) instead takes 2d6 points of 
  damage per round.
  A successful Fortitude save negates this damage, but the 
  affected creature must repeat the save every round, 
  whether it succeeds or fails.
  If the undead creature has spell resistance, the spell must 
  overcome it to deal damage.
  Rejuvenating light counters and dispels any darkness spell of 
  equal or lower level.
  SEED OF LIFE
  Conjuration (Healing)
  Level: Cleric 4, druid 5, paladin 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 rounds + 1 round/level (maximum 30 
  rounds) or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The energy of life flows through you, warming your hand—and 
  indeed your very soul.
  But instead of swiftly infusing that life into others to heal their 
  wounds, you feed it slowly and gradually into your ally.
  
  497
  You implant a tiny seed of positive energy into the subject’s 
  soul.
  This seed of life grants the subject fast healing 2 for the 
  duration of the spell, in much the same way as vigor.
  At any point before the duration expires, the subject can 
  exhaust the remaining positive energy in a sudden burst of 
  healing as a standard action.
  When this option is exercised, roll a number of d4s equal to 
  one-half the spell’s remaining duration, rounded down (for 
  example, Sd4 if the spell has 11 rounds remaining).
  The result is the number of hit points of damage instantly 
  healed.
  Using this option ends the spell immediately.
  SUMMON HOLY SYMBOL
  Conjuration (Summoning)
  Level: Cleric 0, paladin 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Small wooden holy symbol
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You whisper a prayer to your deity, and his symbol appears in your 
  hand.
  You conjure a small holy symbol, which you can then use 
  to turn undead, or as a divine focus for spells, or for any 
  other purpose that you would normally use one.
  The conjured holy symbol is made of wood and is neither 
  magical nor particularly valuable.
  TOUCH OF RESTORATION
  Conjuration (Healing)
  Level: Paladin 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute
  When you pray for the power to restore that which your friend has 
  lost, a beam of sun breaks through the clouds and bathes your 
  hands in golden light.
  Casting touch of restoration lets you use your lay on hands 
  ability to cure ability damage.
  While this spell is active, you can cure 1 point of ability 
  damage per caster level by laying on hands, and you can 
  split these points among different creatures if desired.
  For every point of ability damage you cure in this manner, 
  you must subtract 1 from your effective level when 
  determining how many hit points of damage you can heal 
  with your standard lay on hands ability for the remainder of 
  the day.
  DIVINATION
  FOREST EYES
  Divination (Scrying)
  Level: Druid 3
  Components: V, S, DF
  Casting Time: 1 minute
  Range: Unlimited
  Target: Two plants of the same type, one of which must 
  be in physical contact with you
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  The moment your hand contacts the rough wood, your vision 
  swims, blurs, and resolves into a different image.
  Upon casting this spell, you can touch a normal, Medium 
  or larger plant or tree and designate another of the same 
  kind.
  You immediately see the surroundings of the destination 
  plant, regardless of the distance separating the two.
  You see the area as though you were standing in the exact 
  spot where the destination plant stands.
  You cannot move your field of vision from that spot, but 
  you can rotate it in all directions to observe the area around 
  the destination plant.
  Unlike other scrying spells, forest eyes 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 dark, you can see in a 10-foot radius around 
  the plant at the center of the spell’s effect.
  Both plants must be alive to allow use of this spell.
  You can either select a particular destination plant that is 
  already familiar to you, or designate a direction and 
  distance and let forest eyes find the appropriate type of plant 
  nearest to the desired location.
  LORE OF THE GODS
  Divination
  Level: Cleric 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level or until discharged
  Your mind opens to the secrets of the cosmos and briefly touches the 
  omniscience of the gods.
  You gain a +5 insight bonus on all Knowledge checks.
  At any point before the duration expires, you can make a 
  check with a Knowledge skill in which you have no ranks, 
  or retry a Knowledge check you have previously failed.
  The +5 insight bonus still applies in both of those cases, but 
  utilizing this option reduces the spell’s remaining duration 
  to 1 minute/level.
  If you worship a deity who grants access to the Knowledge 
  domain, the bonus is +10 rather than +5—even if you did 
  not choose that domain.
  SPIRITUAL ADVISOR
  Divination
  Level: Cleric 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  
  498
  When you chant the final words of your incantation, a soft, 
  comforting voice seems to whisper in your ear, “What knowledge 
  may I impart to you?”
  Spiritual advisor allows you to consult with a spirit, an angel, 
  or some other divine aspect of your deity.
  This advisor manifests as a barely shimmering orb that 
  floats above one of your shoulders.
  When it speaks, only you can hear its counsel.
  As long as the spiritual advisor is present, it helps you recall 
  bits of trivia, history, or other knowledge.
  This knowledge can be as general or specific as is required, 
  and the information gained grants you a +4 insight bonus 
  on all Knowledge checks while the spell is in effect.
  You can even attempt checks with Knowledge skills in 
  which you have no skill ranks or retry a Knowledge check 
  you failed before casting the spell.
  ENCHANTMENT
  BEWILDERING MISCHANCE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Adept 5, cleric 5, shugenja 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your deity’s laughter rains down on your suddenly clumsy foe.
  Bewildering mischance causes extreme bad luck to befall the 
  target.
  For the duration of the spell, the subject must roll each 
  saving throw, attack roll, and skill check twice, keeping the 
  lower of the two rolls.
  CONFOUND
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Cleric 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Short (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your opponent’s eyes try to follow your gestures while you cast, and 
  they fail to refocus when you finish.
  You render the target unable to follow your movements 
  effectively.
  The subject takes a –2 penalty on attack rolls made against 
  you, and you gain a +2 circumstance bonus on attack rolls 
  made against it.
  If you worship a deity that provides access to the Trickery 
  domain—even if you did not choose that domain—these
  modifiers rise to –3 and +3, respectively.
  Furthermore, the subject cannot make attacks of 
  opportunity against you.
  If you successfully cast this spell on the same subject in 
  each of 2 consecutive rounds, these beneficial effects 
  extend to your allies as well.
  IMPEDE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Cleric 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid creature
  Duration: 1 round/level (D)
  Saving Throw: Will partial
  Spell Resistance: Yes
  Your will clamps down on the subject’s mind, making the slightest 
  movement a strenuous effort.
  This spell locks the subject in place.
  An affected creature is capable of taking actions, such as 
  attacking or casting spells, but it cannot step from its 
  current square (or squares, if it occupies more than one).
  The subject also takes a –1 penalty on melee attack rolls and 
  a –2 penalty on Reflex saves while so rooted.
  if the subject succeeds on the initial Will save, it suffers no 
  ill effects and the spell ends immediately.
  If it fails the initial save, it can attempt a new Will save 
  every round thereafter.
  Once the subject succeeds on one of these secondary saves, 
  it can move, but its base speed is reduced by 10 feet (to a 
  minimum of 5 feet) for the duration of the spell.
  If the subject has multiple modes of movement, each is 
  reduced accordingly.
  If the subject is already under an effect that curtails its 
  ability to move (such as slow or hold person), it also takes a –4 
  penalty to Dexterity for the duration of this spell, even if 
  the other effect ends before this one does.
  INTERFAITH BLESSING
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Adept 2, cleric 2, druid 2, shugenja 2
  Components: V, S, DF
  Casting Time: 1 round
  Range: 20 ft. Area: 20-ft.-radius burst centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You feel your deity speaking through you to other gods, filling the 
  space around you with diverse divine energies that strengthen your 
  ally.
  When you cast interfaith blessing, every creature within 
  range is individually blessed by its own deity for the 
  duration of the spell.
  The specific blessing gained depends on the particular 
  deity worshiped, as given on the table below.
  A subject that venerates more than one deity must roll 
  randomly to determine which blessing is received.
  
  499
  MARK OF SIN
  Enchantment [Mind-Affecting]
  Level: Cleric 5
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level or permanent; see text
  Saving Throw: Will partial
  Spell Resistance: Yes
  You bring forth the subject’s inner sins and crimes, causing them to 
  manifest in its appearance and aura.
  Your successful touch attack leaves a mystical mark upon 
  the subject.
  After a number of rounds equal to your divine caster level, 
  the subject is entitled to a Will save.
  Success ends the spell at that point, but failure renders the 
  mark of sin permanent.
  Though the mark is invisible, all living creatures can sense 
  its presence and are repulsed by it.
  Thus, they begin their initial interactions with the subject 
  one step nearer to a hostile attitude than they normally 
  would, unless they already know the subject personally.
  Furthermore, the subject takes a –10 circumstance penalty 
  on all Diplomacy checks designed to change the attitudes 
  of others.
  (See Diplomacy, PH 71).
  In addition, the subject takes a –4 penalty to a specific 
  ability score based on your deity, as given in the table for 
  the divine retribution spell (page 119).
  This penalty cannot be removed in any way as long as the 
  mark of sin remains, if you do not worship a deity, you must 
  choose one whose alignment is within one step of your 
  own when you cast this spell for the first time.
  This choice is for the purpose of this effect only, and you 
  cannot subsequently change it unless your ] alignment 
  shifts in such a way that your previous choice is no longer 
  applicable.
  A mark of sin 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 that of the mark of sin.
  TURN ANATHEMA
  Enchantment (Compulsion) [Mind Affecting and Chaotic, 
  Evil, Good, or Lawful]
  Level: Blackguard 2, cleric 2, paladin 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  When you clutch your holy symbol, it pulses briefly with divine 
  power, then grows oddly cold beneath your fingers.
  Choose one non-neutral aspect of your own alignment—
  chaotic, evil, good, or lawful.
  If you are neutral, you must choose an alignment 
  component for this spell when you first cast it, and this 
  choice cannot be altered for subsequent castings unless 
  your alignment has changed in such a way as to make that 
  choice unsuitable.
  The spell takes on the descriptor of the selected alignment 
  component.
  Upon casting this spell, you can use one of your daily turn 
  or rebuke attempts to turn creatures with the opposing 
  alignment subtype as though they were undead.
  For instance, if you cast turn anathema as a good spell, you 
  could attempt to turn creatures of the evil subtype, such as 
  demons.
  You could not, however, turn a red dragon, because 
  although it is an evil creature, it lacks the evil subtype.
  This spell allows only turning, not rebuking or destroying, 
  even if you normally rebuke rather than turn.
  You can use as many of your daily turn/rebuke attempts as 
  you wish in this way for the duration of the spell.
  EVOCATION
  SPIRITUAL GUARDIAN
  Evocation [Force]
  Level: Cleric 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 5 ft.
  Effect: A phantasmal knight
  Duration: 1 minute/level or 1 round/level; see text
  Saving Throw: None
  Spell Resistance: No
  The sound of hoofbeats begins in the distance and draws swiftly 
  nearer.
  As though leaping down from an invisible charger, a translucent 
  knight, clad head to toe in heavy plate, appears by your side.
  The holy symbol of your deity is emblazoned across his tabard and 
  shield.
  By casting this spell, you create a translucent knight made 
  of force.
  It remains within 5 feet of you at all times, constantly 
  matching your speed and mode of travel—even if you are 
  mounted or magically accelerated.
  Any time you are attacked, it moves to parry the attack with 
  its shield or longsword, granting you a +6 deflection bonus 
  to Armor Class.
  As a standard action in any round, you can command the 
  knight to make a single attack against any creature within 5 
  feet.
  It strikes with its longsword, using your base attack bonus 
  and applying your Wisdom modifier to the roll.
  
  500
  The attack deals 1d8 points of force damage +1 extra point 
  per three caster levels (maximum +10).
  At any point before the spell expires, you can turn the 
  knight loose and order it to fight on its own.
  It then moves at a speed of 60 feet to attack any foe you 
  designate.
  It continues to use your base attack bonus and your 
  Wisdom modifier for its attack rolls, and it can make as 
  many attacks per round as your base attack bonus allows.
  You need not concentrate on the knight as long as it is 
  fighting a specific opponent, but commanding it to change 
  foes requires a move action.
  If its opponent falls, the knight waits for your direction.
  Once you have turned the knight loose, you lose the 
  deflection bonus to Armor Class that it provided, and you 
  cannot regain it.
  Furthermore, the remaining duration of the spell converts 
  from minutes per level to rounds per level on a one-to-one 
  basis.
  WEIGHT OF SIN
  Evocation [Chaotic, Evil, Good, or Lawful]
  Level: Cleric 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous, then 1 round/level or 
  permanent; see text
  Saving Throw: Fortitude partial, then Will partial; see 
  text
  Spell Resistance: Yes
  You use the raw power of your deity to reach into your target’s soul 
  and pull forth its sins, leaving their horror exposed for all to see.
  You affect the target differently based on how its alignment 
  compares to your own.
  If the target’s alignment is the same as yours, weight of sin 
  has no effect.
  If the target’s alignment differs from yours but contains no 
  directly opposing components (for example, the target is 
  neutral good and you are lawful neutral), the spell deals 1
  point of damage per caster level (maximum 15) and has no 
  secondary effect.
  If the target’s alignment has one aspect opposed to yours 
  (such as law/chaos), but not both, the spell deals 1d4 points 
  of damage per caster level (maximum 15d4), and the subject 
  suffers a minor secondary effect (see the table above).
  If the target’s alignment is diametrically opposed to yours 
  (such as lawful good/chaotic evil), the spell deals 1d6 points 
  of damage per caster level (maximum 15d6), and the subject 
  suffers a moderate secondary effect (see the table below).
  If you cast this spell on the same target in 2 consecutive 
  rounds, any secondary effect the spell has increases by one 
  “step” in severity.
  That is, if the spell caused a minor effect on the first casting, 
  it now causes a moderate effect, and if it caused a moderate 
  effect, it now causes a major effect.
  Minor and moderate effects end in 1 round per caster level, 
  but major effects are permanent until dispelled.
  In all cases, the subject is entitled to a Fortitude save for 
  half damage, and then a Will save to negate the secondary 
  effect, if any.
  The target is entitled to this Will save even if the spell 
  duplicated by the secondary effect normally does not 
  permit one.
  ILLUSION
  BEWILDERING SUBSTITUTION
  Illusion (Phantasm) [Mind-Affecting]
  Level: Adept 2, cleric 2, shugenja 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates
  
  501
  Spell Resistance: Yes
  You channel the mockery of the trickster deities to sow dissension 
  among your opponents.
  By casting this spell, you cause the subject to believe that 
  one ally and one enemy have traded places.
  The ally physically closest to the subject now seems to have 
  the appearance, voice, clothing, and gear of its nearest 
  enemy, and that enemy looks and sounds exactly like the 
  subject’s nearest ally.
  Both the ally and the enemy must be within the spell’s 
  range, and the effect ends immediately if either moves out 
  of its range from you.
  The illusion affects only the subject.
  BEWILDERING VISIONS
  Illusion (Phantasm) [Mind-Affecting]
  Level: Adept 2, cleric 2, shugenja 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You channel mischievous divine energy to envelop your foe in 
  sickened disorientation.
  This spell makes the world appear to be tossing and 
  rippling in a nauseating manner.
  The subject is sickened for the duration of the spell and 
  must make a Fortitude save or be nauseated.
  This saving through must be repeated each round.
  NECROMANCY
  BLEED
  Necromancy
  Level: Blackguard 4, cleric 5, druid 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Your touch thins the blood of your target, causing it to spill with 
  unnatural ease.
  For the duration of the spell, the subject bleeds profusely 
  through any open wound.
  Each new hit from a piercing or slashing weapon or effect 
  that deals damage to the subject also deals 1 point of 
  Constitution damage.
  This ability damage is not multiplied on a critical hit.
  Because this spell thins the subject’s blood, repeated uses 
  cause additional difficulty.
  In addition to the extra damage, a target subjected to a 
  second use of this spell before the first has expired also 
  takes a –4 penalty on Fortitude saves against disease, 
  poison, or the sickened and nauseated conditions.
  Creatures with no discernible anatomy (such as plants and 
  oozes) and those immune to critical hits (such as undead 
  and constructs) are immune to this spell.
  EXECRATION
  Necromancy
  Level: Blackguard 2, cleric 2
  Components: V, S, DF
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level or until discharged
  Saving Throw: Will negates
  Spell Resistance: Yes
  You channel the wrath of your deity through a simple touch, 
  inflicting misfortune on your foe.
  With a touch, you impose a –2 penalty on all of another 
  creature’s saving throws.
  If the subject is also under another effect that imposes 
  saving throw penalties, the effects stack.
  At any point before the spell’s duration expires, you can 
  force the subject to reroll a single attack roll, saving throw, 
  skill check, or ability check as an immediate action.
  You can require this action either before or after the subject 
  rolls, but you must have line of sight to the subject at the 
  time.
  The lower of the two rolls applies.
  Once this option is exercised, the spell ends immediately.
  RAVENOUS DARKNESS
  Necromancy [Darkness]
  Level: Cleric 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: 1 minute/level (D)
  Saving Throw: None or Fortitude negates; see text
  Spell Resistance: No or yes; see text
  Tendrils of shadow leap from the object you’ve touched, then 
  swiftly form into an all-encompassing wave.
  The spreading night seems to blot out both light and life.
  The object touched sheds darkness as a deeper darkness spell 
  (PH 217).
  In addition, every living creature within the area of the 
  resulting darkness (a 60-foot radius) takes 1d6 points of 
  negative energy damage per round.
  Any creature under the influence of an ongoing negative 
  energy effect (such as negative levels or necromantic-based 
  ability damage) instead takes 2d6 points of damage per 
  round.
  This effect ends for a given creature if it moves out of the 
  area of darkness but resumes should it reenter.
  A successful Fortitude save negates the damage, but the 
  affected creature must repeat the save every round, 
  whether it succeeds or fails.
  If a creature has spell resistance, the spell must overcome it 
  to deal damage.
  Any undead creature within the darkness instead gains fast 
  healing 1.
  Ravenous darkness counters and dispels any light spell of 
  equal or lower level.
  
  502
  TRANSMUTATION
  DEIFIC BASTION
  Transmutation
  Level: Blackguard 3, cleric 3, paladin 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Shield or heavy armor touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Calling upon your patron for protection, you imbue your defenses 
  with an unnatural resilience.
  You must either be holding a shield or wearing heavy 
  armor to cast this spell.
  The shield or armor gains a +1 enhancement bonus plus an 
  additional special ability that depends on your deity, as 
  given on the table below.
  This enhancement bonus is defensive only; it does not 
  cause a shield to function as a magic weapon if it is used to 
  make a shield bash.
  The enhancement bonus of the armor or shield is +2 if your 
  caster level is 9th–11th, +3 if it’s 12th–14th level, +4 if it’s 
  15th–16th, and +5 if it’s 18th or higher.
  DIVINE PRESENCE
  Transmutation
  Level: Blackguard 2, cleric 2, druid 2, paladin 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Your back straightens, your eyes flash, and your aura pulses with 
  divine might.
  You channel a tiny spark of the divine, granting yourself 
  nearly inhuman presence.
  You gain a +5 sacred (if your deity is good or neutral) or 
  profane (if your deity is evil) bonus on Intimidate checks 
  made against anyone who does not worship your deity.
  When making such checks against individuals who have 
  one alignment component opposed to yours (chaos/law or 
  good/evil), this bonus becomes +10.
  When making such checks against someone whose 
  alignment is diametrically opposed to yours, the bonus 
  becomes +15.
  FOOTSTEPS OF THE DIVINE
  Transmutation
  Level: Cleric 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your body twists and reshapes itself, allowing you brief freedom 
  from the confines of a wholly humanoid shape.
  Upon casting this spell, you briefly acquire a new 
  movement mode and speed, as given on the table below.
  Unlike most deity-variable spells, footsteps of the divine does 
  not limit you to the option offered by your own deity; you 
  are free to choose any option presented on the table.
  If you choose an option offered by a deity other than your 
  own, however, the spell duration is halved.
  You can choose only one option per casting.
  Your assumption of a new movement mode, if any, imposes 
  certain physical changes on you.
  For instance, if footsteps of the divine grants you flight, you 
  grow wings; if it grants you a burrow speed, you grow heavy 
  digging claws; and so forth.
  
  503
  A “—” entry indicates that you gain no new movement 
  type, but your base speed increases by the amount 
  indicated.
  At any point before the duration expires, you can choose to 
  employ a burst of truly inhuman speed.
  Doing so adds an additional +10 feet to your speed per 
  round remaining in the spell’s duration.
  However, this effect lasts for only a single round, after 
  which the spell ends.
  FOREST CHILD
  Transmutation
  Level: Druid 8
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One wooden duplicate
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  The tree trunk bulges, then spits forth a humanoid form made of 
  wood.
  Its features shift, creaking and cracking, until they resemble your 
  own.
  You draw forth a humanoid figure from the wood of a tree 
  that is at least one size category larger than yourself.
  The figure is your size and clearly made of wood, but it 
  resembles you sufficiently that anyone who knows you can 
  recognize your features in its face.
  The figure can emerge from the tree you touch, or from any 
  tree of the same type within the spell’s range.
  Thereafter, if you and the forest child separate by more than 
  the maximum range of the spell, or if you lose line of effect 
  to it, it vanishes instantly and the spell ends.
  A forest child mimics your actions, including speech, unless 
  you direct it to act differently as a move action.
  You can see through its eyes and hear through its ears as if 
  you were standing in its location, and you can switch from 
  using its senses to using your own, or back again, as a free 
  action anytime during your turn.
  While you are using its senses, your own body is 
  considered blinded and deafened.
  If you desire, any spell you cast whose range is touch or 
  greater can originate from the forest child instead of from 
  you.
  It cannot, however, cast any spells on itself.
  Spells cast through the forest child function normally in all 
  respects except for the point of origin.
  A forest child has a number of hit points equal to your 
  character level.
  If you use it to attack physically, you take a –4 penalty on 
  attack rolls, and it deals damage equal to your unarmed 
  damage.
  As a standard action, you can change places with your 
  duplicate.
  (Although the spell itself is a transmutation, this usage is a 
  conjuration [teleportation] effect).
  Making use of this option reduces the remaining duration 
  of the spell by 5 rounds.
  If you have fewer than 5 rounds of duration left, you cannot 
  invoke this ability.
  If you cast this spell along with both forest eyes and forest 
  voice (see below), the duration of forest child doubles, and its 
  range quadruples.
  Material Component: A small hardwood replica of yourself, 
  which costs 10 gp to create.
  FOREST VOICE
  Transmutation (Language-Dependent)
  Level: Druid 3
  Components: V, S, DF
  Casting Time: 1 minute
  Range: Unlimited
  Target: Two plants of the same kind, one of which must 
  be in physical contact with you
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You touch the leaves and speak, and your comrade answers you 
  through the plant.
  Upon casting this spell, you can touch a normal, Medium 
  or larger plant or tree and designate another of the same 
  kind.
  You can then carry on a conversation with anyone who is 
  within 10 feet of the destination plant.
  Your conversation is as clear as it would be if you stood 
  within 10 feet of one another.
  The plants cannot, however, transmit magical sonic effects.
  Both plants must be alive to allow use of this spell.
  You can either select a particular destination plant that is 
  already familiar to you, or designate direction and distance 
  and let the forest voice find the appropriate type of plant 
  nearest to the desired location.
  ICONIC MANIFESTATION
  Transmutation [Chaotic, Evil, Good, or Lawful]
  Level: Druid 4
  Components: V, S, DF
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 10 minutes/level, then 1 minute/level (D); see 
  text
  Your mind opens to an awareness of a new, spiritual world beyond 
  the natural realm.
  Its energies flow into you even as the spirits of the beasts and the 
  trees always have.
  The descriptor of this spell matches the non-neutral 
  component of your own alignment.
  For instance, if you are lawful neutral, you cast iconic 
  manifestation as a lawful spell.
  If you are neutral, you cannot cast it at all.
  Once you cast the spell, you have up to 10 minutes per 
  caster level to invoke its power before it is spent.
  At any point during this period, you can choose to spend 
  one daily use of your wild shape ability to take on aspects of 
  your non-neutral alignment.
  You temporarily acquire the celestial template (MM 31) if 
  you are good, the fiendish template (MM 107) if you are 
  evil, the anarchic template (Manual of the Planes 198) if you 
  are chaotic, or the axiomatic template (Manual of the Planes 
  197) if you are lawful.
  
  504
  (If your campaign does not use Manual of the Planes, you can 
  approximate the axiomatic template by using the celestial 
  template, and substituting lawful for good and chaotic for 
  evil.
  You can approximate the anarchic template by using the 
  fiendish template and making the same substitution).
  Once invoked, this transformation lasts 1 minute per caster 
  level.
  You can still use your wild shape ability to take on other 
  forms without negating this spell.
  Note: Adding a template “on the fly” can dramatically slow 
  game-play.
  If you anticipate using this spell, write down the relevant 
  adjustments—both to your normal form and to any animal, 
  plant, or elemental forms you regularly assume—before 
  play begins.
  MASTER CAVALIER
  Transmutation
  Level: Blackguard 2, cleric 2, paladin 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  When you utter the final words of this spell, your muscles and 
  equilibrium shift dramatically, making you feel more at home in 
  the saddle than you do on your own feet.
  Upon casting this spell, you gain a +10 bonus on all Ride 
  checks.
  If you have special mount or similar class ability, your bonus 
  on Ride checks increases to +20 while you are mounted on 
  your special mount.
  If you cast master cavalier along with phantom charge (see 
  below) and war-mount (page 129), the three spells have a 
  synergistic effect.
  By shunting a tiny amount of its physical form into the 
  plane from which it normally comes, your mount gains the 
  ability to walk on liquids or even on empty air.
  This adjustment grants it a fly speed equal to its normal 
  land-based movement rate, with average maneuverability.
  This effect lasts until either master cavalier or war-mount 
  expires.
  METAL FANG
  Transmutation
  Level: Druid 2, ranger 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject’s natural weapons take on a gleaming, metallic sheen.
  You temporarily transform one of the subject’s natural 
  weapons into either cold iron or silvered, thereby allowing 
  it to bypass the appropriate form of damage reduction.
  The affected natural weapon also counts as magical for the 
  purpose of overcoming damage reduction, though it gains 
  no enhancement bonuses on attack or damage rolls.
  You can cast the spell twice on the same weapon to make it 
  function as both cold iron and silvered.
  PROFANE ITEM
  Transmutation [Evil]
  Level: Cleric 4, blackguard 4
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Touch
  Target: Object touched
  Duration: Permanent until discharged
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  Negative forces flow through your hands and into the object you 
  hold, filling it with a darkly glowing power that gleams for a 
  moment, then subsides.
  You imbue a touched object with latent negative energy.
  If the item thereafter touches or is touched by an animal or 
  plant of any alignment, or by an outsider or shapechanger 
  of good alignment, the negative energy discharges with a 
  loud snap, dealing 1d4 points of negative energy damage 
  per caster level (maximum 10d4) to that creature.
  If the creature discharging the item is an animal or plant, it 
  must save against fear or flee in terror (or cower, if it cannot 
  move) for 1d4 minutes.
  On a successful save, the creature is merely shaken for the 
  same length of time.
  If the creature discharging the item is a shapechanger, an 
  image of its natural form or most common alternate form 
  appears for 1d4 rounds, superimposed over its body, 
  revealing its true nature to all witnesses.
  Profane item counters and dispels sacred item (see below).
  SACRED ITEM
  Transmutation [Good]
  Level: Cleric 4, paladin 4
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Touch
  Target: Object touched
  Duration: Permanent until discharged
  Saving Throw: Will negates
  Spell Resistance: Yes (object)
  Protective forces flow through your hands into the object you hold, 
  suffusing it with a golden glow that shines for a moment, then 
  subsides.
  You imbue a touched object with latent positive energy.
  If the item thereafter touches or is touched by an undead 
  creature of any alignment, or by an outsider or 
  shapechanger of evil alignment (other than yourself), the 
  positive energy discharges with a flash of light, dealing 1d4 
  points of positive energy damage per caster level 
  (maximum 10d4) to that creature.
  If the creature discharging the item is undead, it must save 
  against fear or flee in terror (or cower, if it cannot move) for 
  1d4 minutes.
  On a successful save, the creature is merely shaken for the 
  same length of time.
  If the creature discharging the item is a shapechanger, an 
  image of its natural form or most common alternate form 
  appears for 1d4 rounds, superimposed over its body, 
  revealing its true nature to all witnesses.
  
  505
  Sacred item counters and dispels profane item (see above).
  SUBSTITUTE DOMAIN
  Transmutation
  Level: Cleric 2
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: 1 day/level (D)
  The power of your deity courses through you, re-placing what you 
  once knew with different ideas and abilities.
  Upon casting substitute domain, you can swap one of your 
  current domains for another that your deity offers.
  You gain the granted power of the new domain, as well as 
  access to any of its spells that you can cast—though you 
  must still prepare the spells normally.
  While substitute domain is in effect, you lose the granted 
  powers and spells of the domain to which you have given 
  up access.
  For example, Saera, a cleric of Pelor, normally has access to 
  the Strength and Sun domains.
  She casts substitute domain.
  on herself and chooses to swap the Strength domain for 
  another of the domains that Pelor normally grants—
  namely Healing.
  While she can now access the spells and granted power of 
  the Healing domain, Saera cannot tap the abilities and 
  spells normally associated with the Strength domain.
  SURGE OF FORTUNE
  Transmutation
  Level: Cleric 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level or until discharged
  The power of your deity flows through you, guiding your 
  movements and honing your instincts.
  Upon casting this spell, you gain a +2 luck bonus on attack 
  rolls and damage rolls, saving throws, skill checks, ability 
  checks, and spell penetration checks, as well as to Armor 
  Class.
  At any point before the spell expires, you can channel some 
  of its remaining power into a single instant of perfect 
  fortune as an immediate action.
  The result of the next attack roll, saving throw, skill check, 
  ability check, or spell penetration check you attempt is 
  treated as a natural 20, as long as it occurs within 1 round of 
  the time you invoked this power.
  (If you use it for an attack roll, you must still roll to confirm 
  the critical hit normally).
  Using this option instantly ends the spell.
  WAR-MOUNT
  Transmutation
  Level: Blackguard 3, paladin 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Special mount or fiendish companion touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  At your touch, your mount’s flanks ripple, and its eyes blaze with 
  newfound energy.
  You render the natural attacks of your mount or fiendish 
  companion magical with a touch.
  The creature gains a +2 enhancement bonus on attack rolls 
  and damage rolls with its natural weapons for the duration 
  of the spell.
  They are treated as both magic and good-aligned (paladin) 
  or evil-aligned (blackguard) weapons for the purpose of 
  overcoming damage reduction.
  If you cast this spell in conjunction with master cavalier 
  (page 124) and phantom charge (page 125), the three spells 
  have a synergistic effect.
  See the master cavalier spell description for details.
  WOODEN BLIGHT
  Transmutation
  Level: Druid 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The spirit of the trees manifests within your foe, slowing and 
  transforming its body.
  You transform the subject’s body into wood from the inside 
  out.
  Each round, the subject must make a new saving throw or 
  take 1d4 points of Dexterity damage.
  Success halves the Dexterity damage from that round and 
  ends the spell.
  A subject whose Dexterity is reduced to 0 or lower by this 
  spell transforms, along with its gear, into a mindless, inert, 
  wooden statue.
  A creature in this state is not actually dead, but it does not 
  register as alive either when viewed with spells such as 
  deathwatch.
  If the target already has Dexterity damage or a penalty to 
  Dexterity, wooden blight is even more debilitating.
  Each round in which the subject takes Dexterity damage 
  from this spell, its base movement rate is reduced by 5 feet 
  for every point of Dexterity damage it takes (minimum 
  speed 5 feet).
  Creatures of the plant type are immune to this spell.
  Material Component: A sliver of wood from a living tree.
  COMPLETE DIVINE (3.5)
  ABJURATION
  BLESSING OF BAHAMUT
  Abjuration [Good]
  Level: Paladin 3
  Components: V, M
  
  506
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Your skin takes on a platinum sheen that protects you from 
  the weapons of your enemies.
  You gain damage reduction of 10/magic for the spell’s 
  duration.
  Material Component: A canary feather, which is flung into 
  the air.
  DANCE OF THE UNICORN
  Abjuration
  Level: Druid 5, Purification 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  You surround yourself with a purifying, swirling mist with 
  a radius of 5 feet per caster level that washes the air clean of 
  smoke dust, and poisons.
  Nonmagical contaminants, including inhaled poisons, are 
  automatically negated within the cloud.
  Magical effects, including acid fog, cloudkill, and green 
  dragon breath, are negated only if your level is greater than 
  the offending spell’s caster level (or the dragon’s HD).
  If your level is lower than the caster level, the dance of the 
  unicorn grants everyone within the mist a +4 bonus on their 
  saving throws against the effect.
  The cloud of mist leaves everything within its area damp.
  RESURGENCE
  Abjuration
  Level: Blackguard 1, cleric 1, paladin 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  By laying hands on a creature and saying a brief prayer, you 
  can convince a higher power to grant a second chance to 
  one of your allies.
  The target of resurgence can make a second attempt to save 
  against an ongoing spell, spell-like ability, or supernatural 
  ability, such as dominate person, a chaos beast’s corporeal 
  instability, or the sickening effect (but not the damage) 
  from unholy blight.
  If the target of resurgence is subject to more than one 
  ongoing magic effect, the target chooses one of them to 
  retry the save against.
  If the subject succeeds at the saving throw on the second 
  attempt, the effect ends immediately.
  Resurgence never restores hit points or ability score damage, 
  but it does eliminate any conditions such as shaken, 
  fatigued, or nauseated that were caused by the spell, spell-
  like ability, or supernatural ability.
  If a spell, spell-like ability, or supernatural ability doesn’t 
  allow a save (such as power word stun), then resurgence won’t 
  help the subject recover.
  RESURGENCE, MASS
  Abjuration
  Level: Blackguard 3, cleric 4, paladin 3
  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 resurgence, except that it affects 
  multiple creatures.
  The spell grants a second save attempt against a single spell 
  or ability chosen by the caster.
  If three of the your allies have been mind blasted by mind 
  flayers and two others have been turned into toads by 
  baleful polymorph spells, you must choose either the mind 
  blast (granting three new save attempts) or the baleful 
  polymorphs (granting two new save attempts).
  SACRED HAVEN
  Abjuration [Good]
  Level: Paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You shield one creature in a nimbus of holy energy.
  The creature gains a +2 sacred bonus to Armor Class.
  In addition, while protected by this spell, the creature does 
  not lose its Dexterity bonus to Armor Class when flat-
  footed.
  For the duration of the spell, you gain awareness of the 
  creature’s health as with the status spell, and you need not 
  be able to touch the affected creature to heal it with your 
  lay on hands ability.
  Use of the lay on hands ability still requires a standard 
  action, but it can be done at any range.
  SPELL RESISTANCE, MASS
  Abjuration
  Level: Cleric 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one creature/level, no two of which can be 
  more than 30 ft. apart
  Duration: 1 round/level; see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Each targeted creature gains spell resistance equal to 12 + 
  caster level.
  Divide the duration evenly among all the creatures you 
  target.
  In order to affect a creature who has spell resistance with a 
  spell, a spellcaster must roll the creature’s spell resistance or 
  higher on 1d20 + caster level.
  A creature with spell resistance may, as a standard action, 
  voluntarily lower it in order to accept a spell.
  
  507
  STORM TOWER
  Abjuration
  Level: Druid 7
  Components: V, S
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Area: 100-ft. tall, 20-ft.-radius spread
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You form a tower of dark, swirling storm clouds that 
  negates many forms of magic.
  The storm tower absorbs any electricity damage inflicted to 
  those within it.
  Magic missiles cannot be cast into, out of, or within the storm 
  tower.
  The storm tower is composed of 60 mph winds (making 
  ranged attacks impossible within the tower), though it has 
  no effect on the movement of creatures within it.
  However, only Gargantuan or Colossal creatures can pass 
  through the outer edge of the storm tower; all creatures of 
  lesser size must stop any movement at the edge.
  Anyone within the storm tower has one-half concealment 
  relative to those outside the tower.
  The howling winds of the storm tower also apply a –10 
  penalty on all Listen checks within 50 feet of it (including 
  all those inside).
  UNBINDING
  Abjuration
  Level: Liberation 9, sorcerer/wizard 9
  Components: V, S, M, DF
  Casting Time: 1 full round
  Range: 180 ft.
  Area: 180-ft.-radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When you cast an unbinding spell, a burst of force erupts 
  from your body and magically destroys any spells that 
  contain, constrain, or seal, with the exceptions noted below.
  The unbinding negates charm and hold spells of all types, 
  arcane locks and similar closures, spells that create physical 
  or magical barriers (wall of stone, wall of force), guards and 
  wards, temporal stasis, and slow spells, among others.
  The effect of a statue spell is ended.
  A magic jar is shattered—forever destroyed—and the life 
  force within snuffed out.
  In addition, any spell that holds magical effects, including 
  other spells, immediately releases them at a range of 0 feet 
  (including magic mouth, imbue with spell ability, and so on).
  Protective spells such as protection from evil, shield, globe of 
  invulnerability, and similar spells are not affected by an 
  unbinding.
  Petrified creatures are neither revealed nor restored.
  Individuals bound to service are not freed (including 
  creatures such as familiars, invisible stalkers, genies, and 
  elementals).
  An antimagic field is not affected, nor does the effect of 
  unbinding penetrate one.
  A magic circle against evil (or another alignment) that 
  currently holds a creature imprisoned is dispelled.
  Curses and geas/quest spells are negated only if the caster is 
  of a level equal to or greater than that of the original caster.
  All these effects occur without regard to the caster’s wishes.
  Spell effects on the person of the caster or being carried or 
  worn by the caster remain undisturbed, but any others 
  within the burst are effective, including those of allies.
  The opening of locks or other closures triggers any alarms 
  or traps attached to them.
  Any released creature may or may not be friendly to the 
  caster.
  Material Components: A lodestone and a pinch of saltpeter.
  ZEAL
  Abjuration
  Level: Blackguard 2, paladin 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You invoke a divine shield to protect you as you close with 
  a chosen opponent.
  Choose a foe as you cast this spell.
  You gain a +4 deflection bonus to your AC against all 
  attacks of opportunity from opponents other than the 
  chosen foe.
  Also, you can move through enemies as if they were allies 
  for the duration of this spell, as long as you finish your 
  movement closer to your chosen foe than when you began 
  it.
  CONJURATION
  BEGET BOGUN
  Conjuration (Creation)
  Level: Druid 1
  Components: V, S, M, XP
  Casting Time: 1 standard action
  Range: Touch
  Effect: Tiny construct
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Beget bogun allows you to infuse living magic into a small 
  mannequin that you have created from vegetable matter.
  This is the final spell in the process of creating a bogun.
  See the bogun’s description for further details.
  Material Component: The mannequin from which the bogun 
  is created.
  XP Cost: 25 XP.
  €Bogun
  Tiny Construct
  Hit Dice: 2d10 (11 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), fly 50 ft. (good)
  Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
  Base Attack/Grapple: +1/–5
  Attack: Nettles +1 melee (1d4–2 plus poison)
  Full Attack: Nettles +1 melee (1d4–2 plus poison)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attack: Poison
  
  508
  Special Quality: Construct traits
  Saves: Fort +0, Ref +3, Will +1
  Abilities: Str 7, Dex 16, Con —, Int 8, Wis 13, Cha 10
  Skills: Hide +10, Move Silently +9
  Feat: Stealthy
  Environment: Any (typically forest)
  Organization: Solitary
  Challenge Rating: 1
  Treasure: None
  Alignment: Any neutral (always the same as the creator)
  Advancement: 3–6 HD (Tiny)
  Level Adjustment: —
  A bogun is a small nature servant created by a druid.
  Like a homunculus, it is an extension of its creator, sharing 
  the same alignment and link to nature.
  A bogun does not fight particularly well, but it can perform 
  any simple action, such as attacking, carrying a message, or 
  opening a door or window.
  For the most part, a bogun simply carries out its creator’s 
  instructions.
  Because it is self-aware and somewhat willful, however, its 
  behavior is not entirely predictable.
  On rare occasions (5% of the time), the bogun may refuse to 
  perform a particular task.
  In that case, the creator must make a Diplomacy check (DC 
  11) to convince the creature to cooperate.
  Success means the bogun performs the task as requested; 
  failure indicates that it either does exactly the opposite or 
  refuses to do anything at all for 24 hours (DM’s option as to 
  which).
  A bogun cannot speak, but the process of creating one links 
  it telepathically with its creator.
  It knows what its creator knows and can convey to him or 
  her everything it sees and hears, up to a range of 500 yards.
  A bogun never travels beyond this range willingly, though 
  it can be removed forcibly.
  In that case, it does everything in its power to regain 
  contact with its creator.
  An attack that destroys a bogun also deals its creator 2d10 
  points of damage.
  If the creator is slain, the bogun also dies, and its body 
  collapses into a heap of rotting vegetation.
  A bogun looks like a vaguely humanoid mound of compost.
  The creator determines its precise features, but the typical 
  bogun stands about 18 inches tall and has a wingspan of 
  about 2 feet.
  Its skin is covered with nettles and branches.
  Combat: A bogun attacks by brushing against opponents 
  with harsh nettles that deliver an irritating poison.
  Poison (Ex): Nettles, Fort save (DC 11); initial and secondary 
  damage 1d6 temporary Dex.
  The creator of a bogun is immune to its poison.
  Construct Traits: A bogun has immunity to poison, sleep 
  effects, paralysis, stunning, disease, death effects, 
  necromancy effects, mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), and 
  any effect that requires a Fortitude save unless it also works 
  on objects or is harmless.
  It is not subject to critical hits, subdual damage, ability 
  damage, ability drain, fatigue, exhaustion, or energy drain.
  Cannot heal damage, but can be repaired.
  Darkvision 60 ft. and low-light vision.
  Construction: Unlike a homunculus, a bogun is created 
  from natural materials available in any forest.
  Thus, there is no gold piece cost for its creation.
  All materials used become permanent parts of the bogun.
  The creator must be at least 7th level and possess the Craft 
  Wondrous Item feat to make a bogun.
  Before casting any spells, a physical form must be woven 
  out of living (or once-living) vegetable matter to hold the 
  magical energy.
  A bit of the creator’s own body, such as a few strands of hair 
  or a drop of blood, must also be incorporated into this crude 
  mannequin.
  The creator may assemble the body personally or hire 
  someone else to do it.
  Creating the mannequin requires a Craft (basketweaving or 
  weaving) check (DC 12).
  Once the body is finished, the creator must animate it 
  through an extended magical ritual that requires a week to 
  complete.
  The creator must labor for at least 8 hours each day in 
  complete solitude in a forest grove; any interruption from 
  another sentient creature undoes the magic.
  If the creator is personally weaving the creature’s body, that 
  process and the ritual can be performed together.
  When not actively working on the ritual, the creator must 
  rest and can perform no other activities except eating, 
  sleeping, or talking.
  Missing even one day causes the process to fail.
  At that point, the ritual must be started anew, though the 
  previously crafted body and the grove can be reused.
  On the final day of the ritual, the creator must personally 
  cast control plants, wood shape, and beget bogun.
  These spells can come from outside sources, such as scrolls, 
  rather than being prepared, if the creator prefers.
  BOTTLE OF SMOKE
  Conjuration (Creation)
  Level: Druid 4, ranger 3
  Components: V, S, F
  Casting Time: 10 minutes
  Range: Touch
  Effect: One smoky, horselike creature
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You use a fire source to create a plume of smoke that you 
  capture in a special bottle you’re holding.
  If the bottle is thereafter opened before the spell duration 
  expires, the smoke emerges to form a vaguely horselike 
  creature made of wisps of smoke.
  It makes no sound, and anything that touches it simply 
  passes through it.
  To mount this smoke horse, the would-be rider must make 
  a successful Ride check (DC 10) while holding the bottle in 
  one hand.
  Anyone attempting to mount without the bottle simply 
  passes through the horse’s form.
  Letting go of the bottle after mounting causes the rider to 
  fall through the horse’s smoky form; he or she cannot 
  thereafter remount without the intact bottle in hand.
  If the bottle is broken, the spell ends immediately and the 
  rider (if mounted) falls to the ground.
  The smoke horse has a speed of 20 feet per caster level, to a 
  maximum of 240 feet.
  
  509
  It can send smoke billowing out behind it at the rider’s 
  behest, leaving behind a bank of smoke 5 feet wide and 20 
  feet high as it moves.
  A wind that is at least severe (31+ mph), or magical wind of 
  any kind, disperses the horse (and any smoke it has 
  produced) instantly.
  Otherwise, the bank of smoke lasts 10 minutes, starting on 
  the turn it was laid down.
  Starting or stopping the smoke trail is a free action.
  The mount and the smoke trail it produces give one-half 
  concealment (20% miss chance) to anyone behind them.
  The mount is immune to all damage and other attacks 
  because material objects and spells simply pass through it.
  It cannot attack.
  The rider can return the smoke horse to the bottle, and thus 
  pause the spell, at any time by simply uncorking it (a move-
  equivalent action) and stoppering it again (another move-
  equivalent action) in the next round after the horse is 
  inside.
  If the bottle is reopened later, the spell reactivates with its 
  remaining duration intact.
  Regardless of how much duration remains unused, the
  spell ceases functioning 24 hours after it is cast.
  If dispelled at any time while the bottle is corked, the spell 
  ends.
  Focus: An ornate, corked bottle worth at least 50 gp.
  COMETFALL
  Conjuration (Creation)
  Level: Cleric 6, druid 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 400-pound ball of rock and ice
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  You conjure a bright, glowing comet, which appears in 
  midair above your enemies, then strikes the ground with 
  tremendous force.
  The comet appears 5 feet per caster level above the ground 
  or at the ceiling, whichever is lower.
  The comet immediately falls, dealing 2d6 points of damage 
  per 10 feet fallen to everything in the 10-foot-square area 
  directly below it.
  The force of the comet can also knock creatures prone.
  Creatures who failed their Reflex save are subject to a trip 
  attempt.
  The comet has a +11 bonus (+7 for effective Strength of 25 
  and +4 for being Large) on the trip check.
  The comet breaks apart on impact, filling the 10-footsquare 
  area with dense rubble (as described on page 90 of the 
  Dungeon Master’s Guide).
  DEIFIC VENGEANCE
  Conjuration (Summoning)
  Level: Cleric 2, Purification 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  When you cast this spell, you call out to a deity, listing the 
  crimes of your target and urging the deity to punish the 
  miscreant.
  (The target’s alignment is irrelevant to the success of the 
  spell).
  The divine power of the angry deity imposes this 
  punishment in the form of a sharp, spiritual blow to the 
  target.
  This attack hits automatically and deals 1d6 points of 
  damage per two caster levels (maximum 5d6), or 1d6 points 
  per caster level (maximum 10d6) if the target is undead.
  A successful Will saving throw reduces the damage by half.
  GOLDEN BARDING
  Conjuration (Creation) [Force]
  Level: Blackguard 1, paladin 1
  Components: V, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Special mount touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You conjure forth a glowing, golden suit of barding for your 
  special mount.
  
  510
  The golden barding you create has no armor check penalty 
  and has no effect on your mount’s speed.
  The exact nature of the barding depends on your caster 
  level.
  2nd–3rd: Scale mail barding (+4 armor bonus).
  4th–5th: Chainmail barding (+5 armor bonus).
  6th–7th: Splint mail barding (+6 armor bonus).
  8th–9th: Half-plate barding (+7 armor bonus).
  10th+: Full plate barding (+8 armor bonus).
  Because golden barding is made of force, incorporeal 
  creatures can’t bypass it the way they do normal armor.
  MAELSTROM
  Conjuration (Creation)
  Level: Ocean 8
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: A whirlpool 120 ft. wide and 60 ft. deep
  Duration: 1 round/level
  Saving Throw: Reflex negates (and see text)
  Spell Resistance: No
  Maelstrom causes a deadly vortex to form in water.
  A body of water at least 120 feet wide and 60 feet deep must 
  be present, or the spell is wasted.
  Waterborne creatures or objects within 50 feet of the vortex 
  (below and on all sides) must make successful Reflex saves 
  or be sucked in.
  Trained swimmers can attempt Swim checks instead if 
  their skill modifier is higher than their Reflex save bonus.
  Waterborne vessels avoid being sucked in if their operators 
  make Profession (sailor) checks against the same DC as the 
  spell’s saving throw.
  These creatures and objects take 3d8 points of damage upon 
  being sucked in.
  Once inside, creatures and objects take 3d8 points of 
  bludgeoning damage each round.
  They remain trapped for 2d4 rounds.
  Subjects of Large or smaller size are ejected from the 
  bottom of the vortex.
  Larger subjects are ejected from the top.
  OBEDIENT AVALANCHE
  Conjuration (Creation) [Cold]
  Level: Cold 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 20-ft.-radius avalanche of snow, centered 
  anywhere within range; see text
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Spell Resistance: No
  You summon an avalanche of snow out of a rift in midair, 
  burying your foes and sending them to a frosty death.
  The obedient avalanche affects creatures differently, 
  depending on where they are in relation to the avalanche.
  Within 20 feet of the Center Point: Creatures take 1d8 points of 
  damage per two caster levels (maximum 10d8) and an 
  additional 1d6 points of cold damage per two caster levels.
  Creatures who fail their saves are also buried (as described 
  in Avalanches, page 90 of the Dungeon Master’s Guide).
  All squares within 20 feet of the center point are covered in 
  heavy snow (see page 94 of the Dungeon Master’s Guide),
  which persists as long as ordinary snow would.
  Between 20 feet and 40 feet of the Center Point: Creatures take 
  half as much damage from the impact of the avalanche as 
  the creatures nearer the center point took (Reflex save 
  negates).
  Creatures who fail their saves must also resist the force of 
  the snow moving past them as if they were being bull 
  rushed.
  The snow has a +13 bonus (+5 for effective Strength of 20 
  and +8 for effectively being Huge) on the bull rush check, 
  and it pushes characters away from the center point of the 
  spell.
  All squares in the 20-foot to 40-foot ring are covered in light 
  snow, which persists as long as ordinary snow would.
  Terrain and Structures: The avalanche uproots small trees and 
  other vegetation automatically, and it leaves a trail of light 
  rubble (as described on page 91 of the Dungeon Master’s 
  Guide) even after the snow melts.
  Structures struck by an obedient avalanche take 1d6×10 
  points of damage.
  The obedient avalanche extinguishes all flames, whether 
  normal or magical, it touches.
  OTYUGH SWARM
  Conjuration (Creation)
  Level: Pestilence 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Three or more otyughs, no two of which are more 
  than 30 ft. apart
  Duration: Seven days or seven months (D); see text
  Saving Throw: None
  Spell Resistance: No
  
  511
  Otyugh swarm creates otyughs from a large collection of 
  refuse and filth, such as a sewer or cesspool.
  You can choose to create 3d4 ordinary otyughs or 1d3+1 
  Huge otyughs with 15 HD (see page 296 of the Monster 
  Manual).
  The otyughs willingly aid you in combat or battle, perform 
  a specific mission, or serve as bodyguards.
  They remain with you for seven days unless you dismiss 
  them.
  If the otyughs are created only for guard duty, the duration 
  of the spell is seven months.
  In this case, the otyughs can only be ordered to guard a 
  specific site or location.
  Otyughs summoned to guard duty cannot move outside the 
  spell’s range.
  You must create the otyughs in an area containing at least 
  6,000 pounds of sewage, refuse, or offal.
  After you cast the spell, otyughs not summoned for guard 
  duty may leave the area of offal at your command.
  PAVILION OF GRANDEUR
  Conjuration (Creation)
  Level: Creation 9
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Extradimensional pavilion, up to five 10-ft. 
  cubes/level (S), plus feast for 12 creatures/level
  Duration: 1 day/level (D) plus 12 hours; see text
  Saving Throw: None
  Spell Resistance: No
  You conjure up a grand pavilion-sized tent 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 10 feet wide by 15 feet high.
  Only those you designate may enter the pavilion, and the 
  entrance 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 spacious tent decorated in the colors of your faith.
  The lighting can vary between darkness and daylight, and 
  the temperature between 40 and 90 degrees Fahrenheit, at 
  your discretion when casting the spell.
  The pavilion is sumptuously furnished, including a full 
  meal for a dozen people per caster level.
  Anyone who spends one full hour dining here gains 
  benefits identical to those of a heroes’ feast.
  While in the pavilion, creatures heal naturally at double the 
  normal rate (not including fast healing or regeneration).
  PHANTOM BEAR
  Conjuration (Summoning)
  Level: Druid 9
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One summoned phantom bear
  Duration: Concentration up to 1 round/level
  Saving Throw: None
  Spell Resistance: No
  As phantom wolf, except you instead conjure an incorporeal 
  bear with a fearsome roar.
  €Phantom Bear: Huge magical beast (incorporeal); HD 
  14d10+48; hp 113; Init +9; Spd fly 60 ft. (good); AC 25, 
  touch 25, flat-footed 16; Base Atk +14; Grp —; Atk +23 
  melee touch (2d6 plus 3d6 cold, claw); Full Atk +23 melee 
  touch (2d6 plus 3d6 cold, 2 claws) and +21 melee (2d8 plus 
  3d6 cold, bite); SA fearsome roar; SQ darkvision 60 ft., 
  incorporeal traits; AL N; SV Fort +13, Ref +17, Will +7; Str
  —, Dex 29, Con 20, Int 11, Wis 17, Cha 28.
  Skills and Feats: Listen +20, Spot +20; Dodge, Combat 
  Reflexes, Mobility, Multiattack, Weapon Focus (bite).
  Fearsome Roar: A phantom bear can loose a fearsome roar 
  every 1d4 rounds.
  All creatures except the caster of the phantom bear spell 
  within 120 feet must succeed on a DC 26 Will save or be 
  frightened for 3d6 rounds.
  Those who are within 30 feet when they fail their saves are 
  panicked instead of frightened.
  Incorporeal Traits: A phantom bear is harmed only by other 
  incorporeal creatures, magic weapons, spells, spell-like 
  abilities, and supernatural abilities.
  It has a 50% chance to ignore any damage from a corporeal 
  source, except for force effects or attacks made with ghost 
  touch weapons.
  It can pass through solid objects, but not force effects, at 
  will.
  Its attacks ignore natural armor, armor, and shields, but 
  deflection bonuses and force effects work normally against 
  them.
  An incorporeal creature always moves silently and cannot 
  be heard with Listen checks if it doesn’t wish to be.
  PHANTOM STAG
  Conjuration (Creation)
  Level: Druid 5
  Components: V, S
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: One quasi-real, staglike creature
  Duration: 1 hour/level (D)
  Saving Throw: None; see text
  Spell Resistance: No
  You conjure a Large, corporeal staglike creature that bears 
  you or a person you designate into combat or overland at 
  great speed.
  A phantom stag has a black body and head with sharp, 
  silvery antlers, and smoke-colored, insubstantial hooves 
  that make no sound.
  It has no saddle, bridle, or bit, but it is exceptionally alert to 
  the nudges and balance changes of its rider.
  The phantom stag has an AC of 20 (–1 size, +6 natural 
  armor, +5 Dex) and 40 hit points +5 hit points per caster 
  level.
  It attacks with its antlers at a +10 bonus, dealing 1d8+9 
  points of damage (doubled on a successful charge).
  It can also trample Medium or smaller foes, who must 
  succeed on a Reflex save or take 1d6+9 points of damage as 
  the stag moves through their space.
  A phantom stag has a speed of 20 feet per caster level, to a 
  maximum of 300 feet.
  It can bear its rider’s weight plus up to 10 pounds per caster 
  level.
  
  512
  It ignores terrain elements such as undergrowth, rubble, or 
  mud that would slow its movement.
  Phantom stags gain certain powers according to caster 
  level.
  A mount’s abilities include those of mounts of lower caster 
  levels.
  Thus, a mount created by a 16th-level caster has the 12th 
  and 14th caster level abilities as well.
  12th Level: The phantom stag 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.
  The phantom stag gains a +2 deflection bonus to AC.
  14th Level: The phantom stag can fly at its speed (average 
  maneuverability).
  The phantom stag gains a +4 deflection bonus to AC.
  16th Level: The phantom stag’s antlers have the wounding 
  and ghost touch weapon qualities.
  The phantom stag gains a +6 deflection bonus to AC.
  18th Level: The phantom stag can use etherealness on behalf 
  of its rider (as the spell, caster level 18th).
  The phantom stag gains a +8 deflection bonus to AC.
  PHANTOM WOLF
  Conjuration (Summoning)
  Level: Druid 8
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One summoned phantom wolf
  Duration: Concentration up to 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You conjure forth an incorporeal white wolf with 
  abnormally large, frosty jaws.
  This phantom wolf follows your mental commands, acting 
  on your behalf as long as it remains within range and you 
  continue to concentrate on it.
  The phantom wolf appears where you designate and acts as 
  you direct on your turn.
  You don’t need to maintain line of effect once the spell is 
  cast, but the spell ends if the phantom wolf is ever outside 
  the spell’s range.
  €Phantom Wolf: Large magical beast (incorporeal); HD 
  12d10+48; hp 113; Init +9; Spd fly 60 ft. (good); AC 25, 
  touch 25, flat-footed 16; Base Atk +12; Grp—; Atk +21 
  melee touch (2d6 plus 3d6 cold, bite); Full Atk +22 melee 
  touch (2d6 plus 3d6 cold, bite); SA frightful presence; SQ 
  darkvision 60 ft., incorporeal traits; AL N; SV Fort +12, Ref 
  +17, Will +7; Str —, Dex 29, Con 18, Int 11, Wis 17, Cha 26.
  Skills and Feats: Listen +20, Spot +20; Alertness, Dodge, 
  Combat Reflexes, Mobility, Weapon Focus (bite).
  Frightful Presence: Creatures of less than 12 HD within 30 
  feet of an attacking phantom wolf must succeed on a DC 24 
  Will save or be frightened for 3d6 rounds.
  An opponent that succeeds on the saving throw is immune 
  to that same phantom wolf’s frightful presence for 24 
  hours.
  Incorporeal Traits: A phantom wolf is harmed only by other 
  incorporeal creatures, magic weapons, spells, spell-like 
  abilities, and supernatural abilities.
  It has a 50% chance to ignore any damage from a corporeal 
  source, except for force effects or attacks made with ghost 
  touch weapons.
  It can pass through solid objects, but not force effects, at 
  will.
  Its attacks ignore natural armor, armor, and shields, but 
  deflection bonuses and force effects work normally against 
  them.
  An incorporeal creature always moves silently and cannot 
  be heard with Listen checks if it doesn’t wish to be.
  PLAGUE OF RATS
  Conjuration (Summoning)
  Level: Pestilence 5
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Swarm of dire rats in a 20-ft. spread
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes; see text
  A swarm of dire rats viciously attacks all other creatures 
  within a 20-foot spread, inflicting damage and spreading 
  filth fever (see page 292 of the Dungeon Master’s Guide).
  A creature in the swarm that takes no action other than 
  fighting off the rats takes 1d4 points of damage on its turn 
  and makes a Fortitude saving throw against DC 15 + your 
  Intelligence bonus to avoid contracting filth fever.
  A creature in the swarm who takes any other action, 
  including leaving the swarm, takes 1d4 points of damage 
  per caster level, and must save at a –4 penalty to avoid 
  contracting the disease.
  Spellcasting or concentrating on spells within the swarm is 
  impossible.
  The rats’ attacks are nonmagical, so being incorporeal, 
  damage reduction, and other defenses can protect a 
  creature from damage.
  The disease effect is magical and spreads by touch.
  Any corporeal creature in the swarm that is subject to 
  disease may contract it.
  The swarm cannot be fought effectively with weapons, but 
  fire and damaging area effects can force it to disperse.
  The swarm disperses when it has taken a total of 8 points of 
  damage per caster level from these attacks.
  A stinking cloud spell and similar area spells disperse a 
  swarm immediately.
  As a move-equivalent action, you can direct the swarm to 
  move up to 40 feet per round.
  POISON VINES
  Conjuration (Creation)
  Level: Druid 7
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  As vine mine, but the vines you create are poisonous 
  (contact, 1d6 Dex/2d6 Dex).
  A successful Fortitude save is required only upon the first 
  entry into the spell’s area (and again 1 minute later); 
  creatures don’t have to save each time they enter (or each 
  round they remain within).
  You are immune to the poison of the vines you create, and 
  you can select a number of other targets equal to your level 
  to share this immunity.
  
  513
  QUILL BLAST
  Conjuration (Creation)
  Level: Druid 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius spread, centered on you
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  Needle-sharp quills emerge from your skin as you cast this 
  spell, then fly outward in every direction when you 
  complete the spell.
  Creatures within the spread of a quill blast are hit by one or 
  more quills, depending on their size:
  Creatures who make their saves are struck by half as many 
  quills; Tiny or smaller creatures avoid the quills completely.
  Each quill inflicts 1d6 points of piercing damage and lodges 
  itself in the flesh of any living creature it hits.
  Lodged quills impose a –1 penalty on attacks, saves, and 
  checks per quill.
  A quill can be removed safely as a standard action with a 
  DC 20 Heal check.
  Otherwise, removing a quill deals an extra 1d6 points of 
  damage.
  Material Component: Porcupine quill.
  RECITATION
  Conjuration (Creation)
  Level: Cleric 4, Purification 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  By reciting a sacred passage or declaration, you invoke your 
  deity’s blessing upon yourself and your allies while causing 
  confusion and weakness among your enemies.
  The spell affects all allies and foes within the spell’s area at 
  the moment you cast it.
  Your allies gain a +2 luck bonus on attack rolls and saving 
  throws, or a +3 luck bonus if they worship the same patron 
  deity as you.
  Enemies suffer a –2 luck penalty on attack rolls and saving 
  throws.
  After casting the spell, you are free to take further actions 
  during the spell’s duration as you see fit.
  Divine Focus: In addition to your holy symbol, this spell 
  requires a sacred text as a divine focus.
  REJUVENATION COCOON
  Conjuration (Healing)
  Level: Druid 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing creature touched
  Duration: 2 rounds
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With this spell, you create a temporary cocoon of energy 
  around a creature you touch that provides healing and a 
  measure of protection.
  When you cast the spell, the cocoon forms around the 
  target.
  The glowing, yellow-green cocoon is made of force, but it is 
  somewhat flexible and responds to pressure from the inside 
  of the cocoon.
  The cocoon initially forms a few inches from the target, but 
  deforms enough to allow the target to reach into a 
  backpack, cast a spell with a somatic component, draw a 
  weapon, or perform similar actions.
  The target can’t move from the space it is in while 
  cocooned, however.
  Nor can it leave the rejuvenation cocoon early without using 
  teleportation magic or dealing enough damage to destroy 
  the cocoon.
  The cocoon has hardness 10 and 10 hit points per caster 
  level.
  If it is destroyed, the spell ends.
  One round after the cocoon forms, it heals the target of 10 
  points of damage per caster level and purges the target of 
  poison and disease.
  At the end of the second round, the rejuvenation cocoon 
  dissipates and the target emerges, able to move and act 
  freely.
  Material Component: Cocoon from a butterfly.
  RENEWAL PACT
  Conjuration (Healing)
  Level: Cleric 7, Pact 7
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Touch
  Target: Willing living creature touched
  Duration: Permanent until triggered
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell creates a pact between the target and a deity that 
  uses divine energy to wipe away any of a host of conditions 
  that may afflict the target.
  Once this spell is cast, the pact remains dormant until the 
  target is subjected to one or more of the following adverse 
  conditions: ability damage, blinded, confused, dazed, dazzled, 
  deafened, diseased, exhausted, fatigued, feebleminded,
  insanity, nauseated, sickened, stunned, or poisoned.
  One round after the target is affected by a condition that 
  triggers the renewal pact, the target receives a heal spell 
  (caster level equal to the caster of the renewal pact.
  A creature can be subject to only one renewal pact at a time.
  Casting renewal pact on a target who already has an 
  untriggered renewal pact voids the earlier pact.
  
  514
  XP Cost: 500 XP.
  REVENANCE
  Conjuration (Healing)
  Level: Blackguard 4, cleric 4, paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Dead ally touched
  Duration: 1 min./level
  Saving Throw: None; see text
  Spell Resistance: Yes (harmless)
  You touch a recently slain ally and temporarily restore her 
  to life so she may continue to fight.
  The target can have been dead for up to 1 round/caster 
  level.
  She functions as if a raise dead spell had been cast upon her, 
  except that she does not lose a level and has half of her full 
  normal hit points.
  She is alive (not undead) for the duration of the spell and
  can be healed normally, but dies as soon as the spell ends.
  While the subject is under this spell, she is not affected by 
  resurrection or raise dead.
  The target gains a +1 morale bonus on attacks, damage, 
  saves, and checks against the creature that killed her.
  SLIME WAVE
  Conjuration (Summoning)
  Level: Cleric 7, druid 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 15-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  You create a wave of green slime that begins at the range 
  you choose and violently spreads to the limit of the area.
  The wave splashes and splatters as it passes; some slime 
  clings to any wall or ceiling.
  Green slime devours flesh and organic materials on contact, 
  and even dissolves metal.
  Each creature is covered with one patch of green slime for 
  every 5 feet of its face.
  A patch of green slime deals 1d6 points of temporary 
  Constitution damage per round while it devours flesh.
  Against wood or metal, green slime deals 2d6 points of 
  damage per round, ignoring metal’s hardness but not that 
  of wood.
  It does not harm stone.
  On the first round of contact, the slime can be scraped off a 
  creature (most likely destroying the scraping device), but 
  after that it must be frozen, burned, or cut away (applying 
  damage to the victim as well).
  Extreme cold or heat, sunlight, or a remove disease spell 
  destroys the green slime.
  Unlike normal green slime, the slime created by this spell 
  gradually evaporates, disappearing by the end of the 
  duration.
  Material Component: A few drops of stagnant pond water.
  SPIRITUAL CHARIOT
  Conjuration (Creation)
  Level: Blackguard 4, paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One special mount
  Duration: 1 hour/level
  When this spell is cast, a ghostly chariot forms behind the 
  paladin’s special mount.
  The chariot is large and ornate, and it is made of 
  transparent, faintly glowing energy.
  Usually the holy symbol of the paladin’s deity is 
  emblazoned on the sides of the chariot.
  The mount is correctly harnessed to the chariot.
  The chariot can hold 1 Medium creature or two Small 
  creatures plus the driver (usually the paladin).
  Although the chariot seems large and sturdy, it and its 
  occupants have no weight for the purpose of the mount’s 
  load, so the horse can travel at full speed.
  If the chariot is ever unhitched from the special mount, it 
  disappears.
  The driver of the spiritual chariot gains a +4 sacred bonus 
  on her Handle Animal checks.
  The chariot is made of magical force and is immune to 
  damage.
  It interacts with other spells just like a wall of force.
  Those in the chariot have cover based on their size and the 
  position of their attackers.
  In most situations, Medium creatures inside the chariot 
  gain cover (+4 bonus to AC, +2 bonus on Reflex saving 
  throws).
  STORM OF ELEMENTAL FURY
  Conjuration (Summoning)
  Level: Druid 8
  Components: V, S
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: 40-ft.-radius storm cloud, 200 feet above the 
  ground
  Duration: Concentration (maximum 4 rounds) (D)
  Saving Throw: See text
  Spell Resistance: Yes
  This spell creates a black storm cloud that hovers over your 
  enemies, striking them with a terrifying combination of 
  effects from the Elemental Planes.
  When created, the storm of elemental fury buffets the area 
  immediately below it with a whirling windstorm that 
  functions as described on pages 94–95 of the Dungeon 
  Master’s Guide.
  Ranged attacks within the area of the storm are impossible, 
  and Small or smaller creatures must succeed on a Fortitude 
  save or be blown away.
  Medium creatures must make their Fortitude save or be 
  knocked prone, and Large or larger creatures must succeed 
  on a Fortitude save to move that round.
  Flying creatures that fail their saves are instead blown in a 
  random direction, traveling 1d6×5 feet of Large or larger, 
  1d6×10 feet if Medium, and 2d6×10 feet if Small or smaller.
  Spells cast within the area are disrupted unless the caster 
  succeeds on a Concentration check against a DC equal to 
  
  515
  the storm of elemental fury’s save DC + the level of the spell 
  the caster is trying to cast.
  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.
  As a move action (taken in addition to the standard action 
  required to maintain concentration), you can move the 
  storm cloud up to 40 feet in any direction.
  2nd round: Chunks of rock fall from the sky, dealing 5d6 
  points of bludgeoning damage (no save).
  3rd round: A deluge of rain extinguishes unprotected 
  flames and perhaps protected ones as well (50% chance).
  The torrential downpour reduces visibility to 5 feet and 
  cuts movement speed in half.
  4th round: Flame pelts the area underneath the storm cloud, 
  dealing 1d6 points of fire damage per caster level (Reflex 
  half).
  TRUE CREATION
  Conjuration (Creation)
  Level: Creation 8
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: Unattended, nonmagical object of nonliving 
  matter, up to 1 cu. ft./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a nonmagical, unattended object of any sort of 
  matter.
  Items created are permanent and cannot be negated by 
  dispelling magics or negating powers.
  For all intents and purposes, these items are completely 
  real.
  The volume of the item created cannot exceed 1 cubic foot 
  per caster level.
  You must succeed on an appropriate skill check to make a 
  complex item, such as a Craft (bowmaking) check to make 
  straight arrow shafts or a Craft (gemcutting) check to make 
  a cut and polished gem.
  Unlike the items brought into being by the lower-level 
  spells minor creation and major creation (see the Player’s 
  Handbook for those spell descriptions), objects created by 
  the casting of true creation can be used as material 
  components.
  Material Component: A small piece of matter of the same 
  type of item you plan to create—a sliver of wood to create 
  arrow shafts, a tiny piece of the appropriate stone to create a 
  polished gem, and so forth.
  XP Cost: The item’s gold piece value in XP, or a minimum of 
  1 XP, whichever is more (see the Player’s Handbook for item 
  costs).
  VIGOR
  Conjuration (Healing)
  Level: Cleric 3, druid 3
  Duration: 10 rounds + 1 round/level (max 25 rounds)
  This spell is the same as lesser vigor, except that it grants fast 
  healing at the rate of 2 hit points per round.
  VIGOR, GREATER
  Conjuration (Healing)
  Level: Cleric 5, druid 5
  Duration: 10 rounds + 1 round/level (max 35 rounds)
  This spell is the same as lesser vigor, except that it grants fast 
  healing at the rate of 4 hit points per round.
  VIGOR, LESSER
  Conjuration (Healing)
  Level: Cleric 1, druid 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 rounds + 1 round/level (max 15 rounds)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a touch of your hand, you boost the subject’s life 
  energy, granting him or her the fast healing ability for the 
  duration of the spell.
  The subject heals 1 hit point per round of such damage 
  until the spell ends and is automatically stabilized if he or 
  she begins dying from hit point loss during that time.
  Lesser vigor does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to regrow 
  or attach lost body parts.
  The effects of multiple vigor spells do not stack; only the 
  highest-level effect applies.
  Applying a second vigor spell of equal level extends the first 
  spell’s duration by the full duration of the second spell.
  VIGOR, MASS LESSER
  Conjuration (Healing)
  Level: Cleric 3, druid 3
  Components: V, S
  Casting Time: 1 standard action
  Range: 20 ft.
  Target: One creature/two levels, no two of which can be 
  more than 30 ft. apart
  Duration: 10 rounds + 1 round/level (max 25 rounds)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You invoke healing energy over a group of creatures, 
  granting each the fast healing ability for the duration of the 
  spell.
  Each subject heals 1 hit point per round of such damage 
  until the spell ends and is automatically stabilized if he or 
  she begins dying from hit point loss during that time.
  Mass lesser vigor does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature 
  to regrow or attach lost body parts.
  The effects of multiple vigor spells do not stack; only the 
  highest-level effect applies.
  Applying a second vigor spell of equal level extends the first 
  spell’s duration by the full duration of the second spell.
  VIGOROUS CIRCLE
  Conjuration (Healing)
  Level: Cleric 6, druid 6
  Duration: 10 rounds + 1 round/level (max 40 rounds)
  
  516
  This spell is the same as mass lesser vigor, except that it grants 
  fast healing at the rate of 3 hit points per round.
  WATERSPOUT
  Conjuration (Creation)
  Level: Ocean 7
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: A cylinder 10 ft. wide and 80 ft. tall
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  Waterspout causes water to rise up into a whirling, 
  cylindrical column.
  A body of water at least 10 feet wide and 20 feet deep must 
  be present, or the spell is wasted.
  If the waterspout encounters insufficient depth after it has 
  formed, it collapses.
  The waterspout moves at a speed of 30 feet and must 
  remain over water.
  You can concentrate on controlling the waterspout’s every 
  movement or specify a simple program, such as move 
  straight ahead, zigzag, circle, or the like.
  Directing the waterspout’s movement or changing its 
  programmed movement is a standard action for you.
  The waterspout always moves during your turn in the 
  initiative order.
  If the waterspout exceeds the spell’s range, it collapses and 
  the spell ends.
  The waterspout batters creatures and objects it touches, and 
  it often sucks them up.
  Any creature or object that comes in contact with the 
  waterspout must succeed on a Reflex save or take 3d8 
  points of damage.
  Medium or smaller creatures who fail their save are sucked 
  into the spout and held suspended in its powerful currents, 
  taking 2d6 points of damage each round with no save 
  allowed.
  Trapped creatures remain inside for 1d3 rounds before the 
  waterspout ejects them out the top of the spout, and they 
  fall back to the surface (taking falling damage) 1d8×5 feet 
  from the base of the waterspout.
  Waterborne creatures or objects within 10 feet of the spout 
  (below and on all sides) also must make successful Reflex 
  saves or be sucked into the spout if they are Medium or 
  smaller.
  Anything sucked into the spout takes 3d8 points of damage 
  and is then trapped for 1d3 rounds as explained above.
  Only the smallest canoes, kayaks, or coracles can be sucked 
  into the spout.
  The occupant of any such craft may make a Profession 
  (sailor) check instead of a Reflex save (his choice) to avoid 
  being sucked up.
  WOOD WOSE
  Conjuration (Creation)
  Level: Druid 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One nature servant
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  A wood wose is a translucent, green nature spirit that you can 
  command to perform simple natural tasks.
  It can build a campfire, gather herbs, feed an animal 
  companion, catch a fish, or perform any other simple task 
  that doesn’t involve knowledge of technology.
  It cannot, for example, open a latched chest, since it doesn’t 
  know how a latch works.
  The wose can perform only one activity at a time, but it 
  repeats the same activity if told to do so.
  Thus, if you commanded it to gather leaves, it would 
  continue to do so while you turned your attention 
  elsewhere, as long as you remained within range.
  The wose has an effective Strength score of 2, so it can lift 
  20 pounds or drag 100 pounds.
  It can trigger traps, but the 20 pounds of force it can exert is 
  not enough to activate most pressure plates.
  Its speed is 15 feet in any direction, even up.
  A wood wose cannot attack in any way; it is never allowed an 
  attack roll or a saving throw.
  It cannot be killed, but it dissipates if it takes 6 points of 
  damage from area attacks.
  If you attempt to send the wose beyond the spell’s range 
  (measured from your current position), it ceases to exist.
  DIVINATION
  BLESSED AIM
  Divination
  Level: Blackguard 2, cleric 3, paladin 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Effect: 60-ft. spread, centered on you
  Duration: Concentration
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  This spell grants a +2 morale bonus on all ranged attacks for 
  your allies within the spread.
  BRAIN SPIDER
  Divination [Mind-Affecting]
  Level: Cleric 8, Mind 7
  Components: V, S, M, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Targets: Up to eight living creatures within range
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell allows you to eavesdrop as a standard action on 
  the thoughts of up to eight other creatures at once, hearing 
  as desired:
  • The ceaseless chaos representing images of surface 
  thoughts
  • Individual trains of thought in whatever order you desire
  • Information from all minds about one particular topic, 
  thing, or being, one nugget of information per caster level
  
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  • A study of the thoughts and memories of one creature of 
  the group in detail Once per round, if you do not perform a 
  detailed study of one creature’s mind, you can attempt (as a 
  standard action) to implant a suggestion in the mind of any 
  one of the affected creatures.
  The creature can make another Will saving throw to resist 
  the suggestion, using the save DC of the brain spider.
  (Creatures with special resistance to enchantment spells 
  can use this resistance to keep from being affected by the 
  suggestion).
  Success on this saving throw does not negate the other 
  effects of the brain spider for that creature.
  You can affect all intelligent beings of your choice within 
  range (up to the limit of eight), beginning with known or 
  named beings.
  Language is not a barrier, and you need not personally 
  know the beings—you can choose, for instance, “the 
  nearest eight guards who must be in that chamber there”.
  The spell cannot reach those who make a successful Will 
  save.
  Material Component: A spider of any size or type.
  It may be dead, but must still have all eight legs.
  CHAIN OF EYES
  Divination
  Level: Cleric 3, druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can use a creature’s vision instead of your own.
  While this spell gives you no control over the creature, 
  each time it comes into physical contact with another 
  living being, you can choose to transfer your sensor to the 
  new creature.
  In this way, your sensor can infiltrate a closely guarded 
  area.
  During your turn in a round, you can use a free action to 
  switch from seeing through the current creature’s eyes to 
  seeing normally or back again.
  DETECT FAVORED ENEMY
  Divination
  Level: Ranger 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You can sense the presence of a favored enemy.
  The amount of information revealed depends on how long 
  you study a particular area.
  1st Round: Presence or absence of a favored enemy in the 
  area.
  2nd Round: Types of favored enemies in the area and the 
  number of each type.
  3rd Round: The location and HD of each individual present.
  Note: Each round you can turn to detect things 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 detection.
  DREAM SIGHT
  Divination
  Level: Dream 6
  Components: S, DF
  Casting Time: 1 full round
  Range: See text
  Target: You
  Duration: 1 min./level (D)
  You fall into a deep sleep while your spirit leaves your body 
  in incorporeal form and travels to distant locations.
  Your spirit can move 100 feet per round, and can see and 
  hear anything you could if you were in the same location.
  The spirit can be blocked by any spell that wards 
  incorporeal creatures, and it can be detected and attacked 
  in the same way as incorporeal creatures can.
  Your spirit can do nothing but move and observe—it 
  cannot speak, attack, cast spells, or perform any other 
  action.
  At the end of the spell, your spirit instantaneously returns 
  to your body and you wake up.
  If your body is disturbed while your spirit is wandering, the 
  spell ends immediately.
  IMPLACABLE PURSUER
  Divination
  Level: Blackguard 4, ranger 4
  Components: V, S
  Casting Time: 1 minute
  Range: Long (400 ft. + 40 ft./level); see text
  Target: One creature
  Duration: 1 hour/level (D)
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  With this spell, you become an unerring tracker, instantly 
  aware of your quarry’s location whenever it’s on the move.
  The implacable pursuer spell gives you the direction and 
  distance to the target creature whenever it finishes a turn 
  more than 10 feet away from where it started.
  The difficulty of the save against implacable pursuer depends 
  on your relationship to the subject.
  You apply your favored enemy bonus (if any) to the DC of 
  the Will save the target attempts.
  Once you successfully target a creature with implacable 
  pursuer, you’ll know its location as long as it’s moving, no 
  matter where it goes on the same plane.
  Even if it leaves the plane, implacable pursuer tells you what 
  plane the target creature went to.
  The spell then provides no further information until you 
  and the subject creature are on the same plane, in which 
  case implacable pursuer resumes functioning normally.
  MARK OF THE HUNTER
  Divination
  Level: Ranger 3
  
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  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature, which must be a favored enemy of 
  the caster
  Duration: 10 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  By pointing your figure at a favored enemy of yours, you 
  mark it with a glowing rune that only you can see.
  Your favored enemy bonuses against a foe with a mark of the 
  hunter are +4 higher than they would otherwise be.
  Furthermore, the rune limns your enemy, making him 
  easier for you to attack.
  The subject of a mark of the hunter gains no bonus to Armor 
  Class against your attacks from any cover less than total 
  cover, nor does it gain a miss chance against your attacks 
  from any concealment less than total concealment.
  Other effects that grant a miss chance (such as 
  incorporealness) work normally.
  Material Component: A bit of skin or bone from the relevant 
  favored enemy type.
  OMEN OF PERIL
  Divination
  Level: Cleric 1, druid 1
  Components: V, F
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: Instantaneous
  A brief supplication gives you (and only you) a vision that 
  hints at how dangerous the immediate future is likely to be.
  Based on an assessment of the caster’s immediate 
  surroundings and likely path of travel, the caster receives 
  one of three visions: safety, peril, or great danger.
  The base chance for receiving an accurate reply is 70% + 1% 
  per caster level, to a maximum of 90%; the DM makes the 
  roll secretly.
  If the omen of peril is successful, you get one of three visions, 
  which lasts just a second or two:
  • Safety. The caster isn’t in any immediate danger.
  If he continues on his present course (or remains where he 
  is if he’s been stationary for some time before casting the 
  spell), he’ll face no significant monsters, traps, or other 
  challenges for the next hour or so.
  • Peril. The caster will face challenges typical of an 
  adventure: challenging but not overwhelming monsters, 
  dangerous traps, and other hazards for the next hour or so.
  • Great danger. The caster’s very life is at grave risk.
  He will likely face powerful NPCs or deadly traps in the 
  next hour.
  If the roll fails, you get one of the other two results, 
  determined randomly by the DM, and you don’t necessarily 
  know that you failed because the DM rolls secretly.
  Choosing which vision is “correct” takes some educated 
  guesswork on the part of the DM, who should assess the 
  party’s likely courses of action and what dangers they’re 
  likely to face.
  The exact form that an omen of peril takes depends on 
  whether the caster worships a specific deity, venerates 
  nature as a druid, or simply upholds abstract principles.
  A druid might see a white dove for safety, a dark cloud 
  obscuring the sun for peril, and a forest fire for great 
  danger.
  A cleric of Fharlanghn might get a vision of a straight road 
  for safety, a crossroads for peril, and a washed-out bridge for 
  great danger.
  Unlike the more powerful augury, an omen of peril doesn’t 
  respond to a specific question.
  It only indicates the level of danger likely for the next hour, 
  not what form the danger will take.
  Focus: A set of marked sticks, bones, or similar tokens of at 
  least 25 gp value.
  PROBE THOUGHTS
  Divination [Mind-Affecting]
  Level: Mind 6, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  All the subject’s memories and knowledge are accessible to
  you, ranging from memories deep below the surface to 
  those still easily called to mind.
  You can learn the answer to one question per round, to the 
  best of the subject’s knowledge.
  You can also probe a sleeping subject, though the subject 
  may make a Will save against the DC of the probe thoughts 
  spell to wake after each question.
  Subjects who do not wish to be probed can attempt to move 
  beyond the power’s range, unless somehow hindered.
  You pose the questions telepathically, and the answers to 
  those questions are imparted directly to your mind.
  You and the subject do not need to speak the same 
  language, though less intelligent creatures may yield up 
  only appropriate visual images in answer to your questions.
  TELEPATHIC BOND, LESSER
  Divination [Mind-Affecting]
  Level: Cleric 3, Mind 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Targets: You and one willing creature within 30 ft.
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  You forge a telepathic bond with another creature with an 
  Intelligence score of 6 or higher.
  The bond can be established only with a willing subject.
  You can communicate telepathically through the bond 
  regardless of language.
  No special power or influence is established as a result of 
  the bond.
  Once the bond is formed, it works over any distance 
  (although not from one plane to another).
  WEATHER EYE
  Divination
  
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  Level: Cleric 4, druid 3
  Components: V, S, M, DF
  Casting Time: 1 hour
  Range: 1 mile radius + 1 mile/level
  Area: 1 mile radius + 1 mile/level, centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You may accurately predict the natural weather up to one 
  week into the future.
  If unnatural forces currently affect the weather, then 
  weather eye reveals as much information as a detect magic 
  spell.
  Material Component: Incense.
  Divine Focus: A scrying device of some kind (bowl, mirror, 
  crystal ball, and so forth).
  ENCHANTMENT
  BOLTS OF BEDEVILMENT
  Enchantment [Mind-Affecting]
  Level: Madness 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell grants you the ability to make one ray attack per 
  round.
  The ray dazes one living creature, clouding its mind so that 
  it takes no action for 1d3 rounds.
  The creature is not stunned (so attackers get no special 
  advantage against it), but it can’t move, cast spells, use 
  mental abilities, and so on.
  MADDENING SCREAM
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Madness 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 cannot keep himself from screaming, 
  gibbering, and leaping about as though completely mad.
  This spell makes it impossible for the victim to do anything 
  other than race about caterwauling.
  The spell gives the subject a –4 penalty to Armor Class, 
  makes Reflex saving throws impossible except on a roll of 
  20, and makes it impossible to use a shield.
  MONSTROUS THRALL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Domination 9
  Components: V, S, XP
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  As true domination, except the subject can be any creature 
  and is permanently dominated if it fails its initial Will save.
  A subject ordered to take an action against its nature 
  receives a saving throw with a –4 penalty to resist taking 
  that particular action.
  If the save succeeds, the subject still remains your thrall 
  despite its minor mutiny.
  Once a subject makes a successful saving throw to resist a 
  specific order, it makes all future saving throws to resist 
  taking that specific action without a penalty.
  XP Cost: 500 XP per Hit Die or level of the subject.
  RIGHTEOUS WRATH OF THE FAITHFUL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Cleric 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 30 ft.
  Targets: All allies within 30 ft.-radius burst centered on 
  you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  When you cast this spell, you fire your allies and 
  companions with a divine madness or fury that greatly 
  enhances their combat ability.
  Allies who are fighting on your side are affected as if they 
  had received an aid spell, gaining a +1 morale bonus on 
  attack rolls and saving throws against fear effects, plus 1d8 
  temporary hit points for the duration of the spell.
  Allies who worship the same deity as you are infused with 
  the righteous wrath.
  They gain one additional melee attack each round, at their 
  highest attack bonus, and a +2 morale bonus on attack and 
  damage rolls and saving throws.
  They gain an additional 1d8 temporary hit points (for a total 
  of 2d8) and a +3 morale bonus on saving throws against 
  mindaffecting spells or effects.
  When the spell duration expires, any allies who were 
  affected by the full righteous wrath are fatigued (–2 to 
  Strength, –2 to Dexterity, can’t charge or run) for 10
  minutes.
  TOUCH OF MADNESS
  Enchantment [Mind-Affecting]
  Level: Madness 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You may daze one living creature by making a successful 
  touch attack.
  
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  If the target creature does not make a successful Will save, 
  its mind is clouded and it takes no action for 1 round per 
  caster level.
  A dazed creature is not stunned (so attackers get no special 
  advantage against it), but it can’t move, cast spells, use 
  mental abilities, and so on.
  TRUE DOMINATION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Domination 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium size or smaller
  Duration: 1 day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can control the actions of any humanoid that is 
  Medium or smaller.
  You establish a telepathic link with the subject’s mind.
  If a common language is shared, you can generally force the 
  subject to perform as you desire, within the limits of his 
  abilities.
  If no common language is shared, you can communicate 
  only basic commands, such as “Come here”, “Go there”, 
  “Fight”, and “Stand still”.
  You know what the subject is experiencing, but you do not 
  receive direct sensory input from him.
  Subjects have a chance of resisting this control (Will save to 
  avoid the effects when the spell is cast).
  Those affected by the spell and then forced to take actions 
  against their nature receive a new saving throw with a 
  penalty of –4.
  Obviously self-destructive orders may be carried out, unless 
  the subject can make a saving throw with the –4 penalty.
  Once control is established, the range at which it can be 
  exercised is unlimited, as long as you and the subject are on 
  the same plane.
  You need not see the subject to control it.
  Protection from evil or a similar spell can prevent you from 
  exercising control or using the telepathic link while the 
  subject is so warded, but it does not prevent the 
  establishment of domination or dispel it.
  WAVE OF GRIEF
  Enchantment [Evil, Mind-Affecting]
  Level: Bard 2, blackguard 2, cleric 2
  Components: S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  All within the cone when the spell is cast are overcome 
  with sorrow and grief.
  They suffer a –3 morale penalty on all attack rolls, saving 
  throws, ability checks, and skill checks.
  Material Component: Three tears.
  EVOCATION
  ANGER OF THE NOONDAY SUN
  Evocation [Light]
  Level: Druid 6
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 feet
  Area: All sighted creatures within a 10-ft.-radius burst 
  centered on you
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  This spell unleashes a blinding flash of sunlight originating 
  with you and expanding outward.
  Any creature within the area of the spell that can see you 
  must make a saving throw or be temporarily blinded.
  The blindness lasts for 1 minute per caster level.
  An undead creature caught within the spell area takes 1d6 
  points of damage per two caster levels (maximum 10d6), 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 (such 
  as a vampire) 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.
  BANE BOW
  Evocation
  Level: Ranger 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Ranged weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to channel divine power into any 
  ranged weapon you choose.
  The weapon gains a +5 enhancement bonus on attack and 
  damage rolls, plus the bane quality (+7 enhancement bonus 
  on attack and damage rolls, plus an additional 2d6 points of 
  damage) against foes of a type you specify.
  You must choose one of your favored enemy categories as 
  the type that your bane bow is effective against.
  The spell is automatically canceled 1 round after the 
  weapon leaves your hand.
  You cannot have more than one bane bow 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 other spells that modify 
  weapons in some way.
  This spell does not work on artifacts.
  Note: A masterwork weapon’s bonus on attack rolls does not 
  stack with a magic enhancement bonus on attacks.
  Ammunition fired from a bane bow loses its magic qualities 
  (taking those of the bane bow instead), but it retains its 
  
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  material qualities for the purpose of overcoming damage 
  reduction.
  For example, a bane bow can still shoot silver arrows that 
  bypass the damage reduction of lycanthropes.
  BINDING WINDS
  Evocation
  Level: Druid 5, Weather 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Concentration
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You create a flurry of air to encircle and hold your target.
  The binding winds do not move.
  Instead, they become a physical barrier surrounding the 
  subject.
  The subject may act normally, but she cannot move from 
  her current location.
  The winds carry her voice away, so she can speak but 
  cannot be heard, and she cannot hear anything but the roar 
  of the winds.
  Furthermore, no sonic or language-dependent spells or 
  effects may be cast into or out of the binding winds (though 
  spells cast by the caster upon himself function normally).
  Ranged attacks made into or out of the binding winds suffer 
  a –2 penalty.
  Binding winds hold flying creatures in mid-air.
  BLAST OF FORCE
  Evocation [Force]
  Level: Force 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You direct an invisible blast of force at a chosen target.
  The blast is a ranged touch attack that deals 1d6 points of 
  damage per two caster levels (maximum 5d6).
  In addition, a successful hit forces the target to make a 
  Fortitude save or be knocked down (size and stability 
  modifiers apply to the saving throw as if the spell were a 
  bull rush).
  BOLT OF GLORY
  Evocation [Good]
  Level: Glory 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  By casting this spell, you project a bolt of energy from the 
  Positive Energy Plane against one creature.
  You must make a successful ranged touch attack to strike 
  your target.
  A creature struck takes varying damage, depending on its 
  nature or its home plane of existence and your level:
  CASTIGATE
  Evocation [Sonic]
  Level: Cleric 4
  Components: V
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft. radius emanation
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  This spell allows you to verbally rebuke foes.
  By shouting your deity’s teachings about other alignments, 
  you inflict pain on those who hear, and those in the area 
  need not understand your divine words to be affected.
  This spell has no effect on creatures that cannot hear.
  Otherwise, you deafen foes of the same alignment for 1d4 
  rounds (save for half).
  Foes within one alignment step of your alignment (lawful, 
  neutral, chaotic; good or evil) take 1 point of damage per 
  caster level (maximum 10).
  Foes whose alignment is more than one step different from 
  yours take 1d4 points of damage per caster level (maximum 
  10d4).
  A Fortitude saving throw is allowed for half damage from 
  this spell.
  CLOUDBURST
  Evocation (Water)
  Level: Druid 2
  Components: V, S
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Area: 100-ft.-radius emanation
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You cause clouds to gather and a heavy rain to fall.
  The rain reduces visibility ranges by half, resulting in a –4 
  penalty on Spot and Search checks.
  It automatically extinguishes unprotected flames, and has a 
  50% chance of extinguishing protected flames.
  Ranged weapon attacks and Listen checks suffer a –4 
  penalty.
  This spell does not function indoors, underground, 
  underwater, or in desert climates.
  After the spell end, the water created evaporates over the 
  next 10 minutes.
  
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  The water created with this spell does not slake thirst or 
  provide any nourishment to plants.
  CROWN OF GLORY
  Evocation
  Level: Glory 8
  Components: V, S, M, DF
  Casting Time: 1 full round
  Range: 120 ft.
  Area: 120-ft.-radius emanation, centered on you
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You are imbued with an aura of celestial authority, 
  inspiring awe in all lesser creatures that behold your 
  terrible perfection and righteousness.
  You gain a +4 enhancement bonus to your Charisma score 
  for the duration of the spell.
  All creatures with fewer than 8 HD or levels cease whatever 
  they are doing and are compelled to pay attention to you.
  Any such creature that wants to take hostile action against 
  you must make a successful Will save to do so.
  Any creature that does not make this saving throw the first 
  time it attempts a hostile action is enthralled for the 
  duration of the spell (as the enthrall spell), as long as it is in 
  the spell’s area, nor will it try to leave the area on its own.
  Creatures with 8 HD or more may pay attention to you, but 
  are not affected by this spell.
  When you speak, all listeners telepathically understand 
  you, even if they do not understand your language.
  While the spell lasts, you can make up to three suggestions 
  to creatures of less than 8 HD in range, as if using the mass 
  suggestion spell (Will save negates); creatures with 8 HD or
  more aren’t affected by this power.
  Only creatures within range at the time a suggestion is given 
  are subject to it.
  Material Component: An opal worth at least 200 gp.
  DIVINE SACRIFICE
  Evocation
  Level: Blackguard 1, paladin 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You can sacrifice life force to increase the damage you deal.
  Once each round, as a free action, you can sacrifice up to 10 
  of your hit points (doing this does not trigger an attack of
  opportunity).
  For every 2 hit points you sacrifice, on your next successful 
  attack you deal +1d6 damage, to a maximum of +5d6 on that 
  attack.
  Your ability to deal this additional damage ends when you 
  successfully attack or when the spell duration ends.
  You can make as many sacrifices as the spell duration 
  allows.
  Sacrificed hit points count as normal damage.
  For example, an 8th-level paladin can cast this spell with a 
  duration of 4 rounds.
  If she sacrifices 10 hit points a round and hits in every 
  round, she can spend up to 40 hit points and deal up to 
  +5d6 points of additional damage all 4 rounds.
  DRAGON BREATH
  Evocation [Good or Evil]
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You gain the ability to breathe a gout of energy that mimics 
  a dragon’s breath as a standard action.
  Once you’ve used the breath attack, you must wait 1d4 
  rounds before doing so again.
  When you cast dragon breath, you choose one true dragon 
  whose breath you’re emulating.
  If you choose a chromatic dragon, then dragon breath gains 
  the evil descriptor.
  If you choose a metallic dragon, then dragon breath gains the 
  good descriptor.
  ENERGY VORTEX
  Evocation [Acid, Cold, Fire, Electricity, or Sonic]
  Level: Cleric 4, druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 20 ft.
  Area: All creatures within a 20-ft.-radius burst centered on 
  you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  When you cast energy vortex, you choose one of five energy 
  types: acid, cold, fire, electricity, or sonic.
  A blast of that energy type bursts in all directions from you, 
  dealing 1d8 points of damage +1 point per caster level 
  (maximum +20) to nearby creatures other than you.
  If you are willing to take the damage yourself, you deal 
  twice as much damage.
  
  523
  You don’t get a Reflex save, but spell resistance applies, as 
  do any resistances and immunities you have to the energy 
  type.
  ENVELOPING COCOON
  Evocation
  Level: Druid 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cocoon of force around one Large or smaller 
  creature
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  A cocoon of shimmering blue-green energy encloses a 
  creature of size Large or smaller, containing it for the spell’s 
  duration or until it’s destroyed.
  The cocoon has hardness 10 and 10 hit points per caster 
  level.
  The enveloping cocoon prevents the creature trapped inside 
  from moving or casting spells with somatic components.
  The cocoon is too confining to permit effective attacks with 
  anything larger than a natural or light weapon (and the 
  creature inside can attack only the cocoon in any event).
  The caster of an enveloping cocoon can attach a second spell 
  to the cocoon by casting it at the cocoon.
  When the enveloping cocoon spell ends or is dismissed, the 
  attached spell automatically affects the creature inside, with 
  no save allowed (although spell resistance, if any, still 
  applies).
  If the cocoon is destroyed before it is dismissed or the spell 
  duration ends, the attached spell is wasted.
  Any of the following spells can be attached to an 
  enveloping cocoon: baleful polymorph, blight, contagion,
  dominate animal, flame strike, infestation of maggots, languor, 
  miasma, phantasmal disorientation, poison (the target fails the 
  initial save but gets to attempt the second save).
  Material Component: A live caterpillar.
  FIRES OF PURITY
  Evocation [Fire]
  Level: Druid 6, Purification 6, sorcerer/wizard 6,
  Components: V, S, DF
  Casting Time: 1 standard action
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Reflex negates (harmless); see text
  Spell Resistance: Yes (harmless); see text
  The creature you touch bursts into magical flames that do 
  not harm the target, but are quite capable of harming 
  anyone else who comes into contact with them.
  With a successful melee attack, the subject deals an extra 
  1d6 points of fire damage +1 point per caster level 
  (maximum +15).
  If the defender has spell resistance, it applies to this effect.
  Creatures hitting the subject are susceptible to the same 
  damage unless they attack with weapons that have 
  exceptional reach, such as longspears.
  Any creature taking fire damage from fires of purity must 
  succeed on a Reflex save or catch fire.
  Creatures on fire burn for 1d4 rounds and take 1d6 points 
  of fire damage each round, unless they succeed on Reflex 
  saves (at the spell’s DC) in subsequent rounds or douse 
  themselves in water (see Catching on Fire, page 303 of the 
  Dungeon Master’s Guide).
  The target takes only half damage from fire-based attacks.
  If such an attack allows a Reflex save for half damage, the 
  target takes no damage on a successful save.
  FLAME OF FAITH
  Evocation
  Level: Cleric 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Nonmagical weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You can temporarily turn any single normal or masterwork 
  melee weapon into a magical, flaming one.
  For the duration of the spell, the weapon acts as a +1 flaming 
  burst weapon that deals an additional +1d6 points of fire 
  damage.
  On a critical hit, the weapon deals +1d10 points of bonus 
  fire damage if the weapon’s critical multiplier is ×2, +2d10 
  points if the weapon’s multiplier is ×3, and +3d10 points if 
  the multiplier is ×4.
  This spell effect does not stack with a weapon’s 
  enhancement bonus or with a flaming or flaming burst 
  weapon bonus.
  Material Focus: A lump of phosphorus, touched to the target 
  weapon.
  MIASMA
  Evocation
  Level: Druid 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 3 rounds/level
  Saving Throw: See text
  Spell Resistance: Yes
  By filling the subject’s mouth and throat with unbreathable 
  gas, you prevent him from doing much more than 
  coughing and spitting.
  The subject can hold his breath for 2 rounds per point of 
  Constitution but must make a Constitution check (DC 10 
  +1 per previous success) each round thereafter to continue 
  doing so.
  Failure on any such check (or voluntary resumption of 
  breathing) causes the subject to fall unconscious (0 hp).
  On the next round, the subject drops to –1 hit points and is 
  dying; on the third round, he suffocates (see Suffocation, 
  page 304 of the Dungeon Master’s Guide).
  MURDEROUS MIST
  Evocation
  Level: Druid 4
  Components: V, S
  
  524
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Cloud that spreads in 30-ft. radius, 20 ft. high
  Duration: 1 round/level
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  You create a cloud of scalding hot steam that moves in a 
  straight line, away from you, at a speed of 10 feet per round.
  Anyone within the cloud takes 2d6 points of damage and is 
  permanently blinded.
  If a creature within the area makes a successful Reflex 
  saving throw, it takes only half damage and is not blinded.
  Any creature within the cloud has one-quarter 
  concealment.
  Winds do not affect the cloud’s direction or speed.
  However, a moderate wind (11+ mph) disperses the cloud 
  in 4 rounds, and a strong wind (21+) disperses it in 1 round.
  NATURE’S AVATAR
  Evocation
  Level: Druid 9
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Animal touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You infuse the subject with the spirit of nature.
  The affected creature gains a +10 morale bonus on attack 
  and damage rolls and 1d8 temporary hit points per caster 
  level, plus the effects of haste.
  NATURE’S FAVOR
  Evocation
  Level: Druid 3, ranger 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Animal touched
  Duration: 1 min/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  By calling on the power of nature, you grant the target 
  animal a +1 luck bonus on attack and damage rolls for every 
  2 caster levels you possess.
  NIMBUS OF LIGHT
  Evocation [Light]
  Level: Cleric 1, Purification 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level or until discharged (D)
  A glittering corona of sunlight surrounds your body at a 
  few inches distance—until you release it as a focused blast 
  of divine energy.
  The nimbus of light glows like a lantern, shedding bright 
  light in a 30-foot radius (and dim light for an additional 30 
  feet) from you.
  As a move action, you can coalesce the energy from the 
  nimbus of light around your outstretched arm, and then as a 
  standard action fling it toward a foe within 30 feet.
  As a ranged touch attack, the nimbus of light deals 1d8 points 
  of damage +1 point per round that’s elapsed since you cast 
  the spell (max of 1d8 + caster level damage).
  Attacking with the nimbus of light ends the spell, whether 
  the energy hits its target or not.
  SANDBLAST
  Evocation
  Level: Druid 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: Semicircular burst of sand 10 ft. long, centered on 
  your hands
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You fire a hail of hot sand from your fingers, dealing 1d6 
  points of nonlethal damage to creatures in the arc.
  Any creature that fails its Reflex save is also stunned for 1 
  round.
  STALWART PACT
  Evocation
  Level: Cleric 5, Pact 5
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Touch
  Target: Willing living creature touched
  Duration: Permanent until triggered, then 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell allows the target to enter a binding agreement 
  with a deity that provides a measure of protection when the 
  need is dire.
  Once this spell is cast, the pact remains dormant until the 
  target is reduced to half or less of her full normal hit points.
  The target immediately gains 5 temporary hit points per 
  caster level, damage reduction of 5/magic, and a +4 luck 
  bonus on saving throws.
  The hit points, damage reduction, and saving throw bonus 
  evaporate when the spell ends.
  XP Cost: 250 XP.
  TIDAL SURGE
  Evocation [Water]
  Level: Druid 6, Ocean 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One or more creatures in a 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  When you cast this spell, you create a huge wave of water 
  that slams into one or more targets within range.
  
  525
  If there is no large, natural source of water (a river, lake, or 
  ocean) within the spell range, you can affect only one 
  target.
  If such a source of water exists within the range of the spell, 
  the spell creates a burst centered on a location you 
  designate.
  In either case, the water deals 1d8 points of damage per two 
  caster levels (maximum 7d8) to the target or to creatures 
  within the area.
  In addition, all affected creatures suffer a bull rush attack, 
  forcing them to make opposed Strength checks against the 
  wave of water.
  The water has an effective Strength of 16 and is considered 
  Medium size (or Strength 20 and Large if cast near a source 
  of water).
  You designate the direction the wave pushes when you cast 
  the spell; creatures who lose the opposed Strength check 
  are pushed back 5 feet, plus an additional 5 feet for every 5 
  points by which the wave beats their Strength checks, in 
  that direction.
  It is possible for a wave arising from a body of water to push 
  characters into the water.
  The wave puts out torches, campfires, exposed lanterns, and 
  other open flames if they are carried by the target or located 
  within the area and they are Large size or smaller.
  If the wave hits a magical fire, those flames are targeted by a 
  dispel magic effect as if you had cast the spell.
  WHIRLWIND, GREATER
  Evocation [Air]
  Level: Druid 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 20-ft.-radius tornado, up to 5 ft./caster level tall, 
  centered anywhere within range
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This spell creates a tornado that wreaks destruction as you 
  direct, flinging your foes into the air and destroying nearby 
  structures.
  The greater whirlwind affects creatures differently, 
  depending on their size and where they are in relation to 
  the twister.
  Near the Tornado: Large or smaller creatures who start their 
  turn within 60 feet of the center of the greater whirlwind 
  must succeed on a Fortitude save or be dragged 1d4×10 feet 
  toward the center of the twister, taking 1d4 points of 
  nonlethal damage per 10 feet dragged.
  Huge creatures within 40 feet of the twister must succeed 
  on a Fortitude save or be knocked prone.
  Gargantuan and Colossal creatures within 40 feet of the 
  twister must succeed on a Fortitude save before moving 
  away from the twister.
  Flying creatures of size Huge or smaller that fail their 
  Fortitude saves are sucked to the center of the twister, 
  taking 2d6 points of damage from the battering and 
  buffeting.
  Gargantuan flying creatures must succeed on a Fortitude 
  save or be pulled 1d6×10 feet toward the center of the 
  twister.
  Colossal flyers must likewise make Fortitude saves or be 
  pulled 1d6×5 feet toward the twister’s center.
  Inside the Tornado: Creatures who start their turn inside the 
  tornado take 6d6 points of damage for each of the 1d10 
  rounds they remain inside it (roll separately for each 
  creature).
  Creatures inside the tornado can’t do much; attacks, 
  spellcasting, and movement are impossible within an 
  greater whirlwind.
  When the greater whirlwind expels a creature, it reappears 
  4d6×5 feet away from the twister’s center in a random 
  direction, and 4d6×5 feet off the ground (immediately 
  falling if it can’t fly).
  Terrain and Structures: The tornado uproots trees and other 
  vegetation automatically, and it leaves a trail of dense 
  rubble (as described on page 90 of the Dungeon Master’s 
  Guide) wherever it goes.
  Structures within a greater whirlwind take 2d6×10 points of 
  damage per round.
  In a round or two, that is sufficient to destroy any building 
  made of materials less sturdy than reinforced masonry.
  No ranged attacks can pass through the twister.
  The greater whirlwind extinguishes all flames it touches.
  Listen checks are impossible within a greater whirlwind.
  The greater whirlwind remains stationary unless you direct it 
  elsewhere as a move action.
  It moves up to 60 feet per round.
  
  526
  ZEALOT PACT
  Evocation
  Level: Cleric 6, Pact 6
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Touch
  Target: Willing living creature touched
  Duration: Permanent until triggered, then 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell creates a binding agreement between a deity and 
  the target that grants the target a measure of divine power 
  to crush the deity’s enemies.
  Once this spell is cast, the pact remains dormant until the 
  target successfully hits a foe whose alignment is exactly 
  opposite that of the deity.
  The target’s subsequent melee attacks gain a +4 bonus, deal 
  double damage, and automatically confirm critical hits for 
  the spell’s duration.
  Furthermore, the target’s melee attacks have alignment 
  descriptors that match the deity with whom you’ve made 
  the pact.
  The target is compelled to attack foes of opposite alignment 
  every round if able to do so.
  The target knows which creatures within 60 feet are of 
  opposite alignment (as if the relevant detect spells had been 
  cast).
  If you create a zealot pact with a completely neutral deity 
  such as Obad-Hai, choose one alignment from the 
  following list that triggers the zealot pact: lawful good, 
  lawful evil, chaotic evil, or chaotic good.
  A creature can be subject to only one zealot pact at a time.
  Casting zealot pact on a target who already has an 
  untriggered zealot pact voids the earlier pact.
  XP Cost: 500 XP.
  ILLUSION
  DOOMTIDE
  Illusion (Pattern)
  Level: Cleric 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 80 ft.
  Effect: Eight 10-ft. cubes extending from the caster’s 
  location
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You fill an area with illusory black, creeping mist that 
  vaguely resembles thousands of slender grasping tentacles.
  You and one creature you touch are immune to the effects 
  of this spell and can see through it without difficulty.
  When you cast the spell, you decide if the effect remains 
  stationary or moves away from you at a rate of 10 feet per 
  round.
  The mist obscures all sight, including darkvision, beyond 5 
  feet.
  A creature within 5 feet has one-half concealment (attacks 
  suffer a 20% miss chance).
  Creatures farther away have total concealment (50% miss 
  chance, and the attacker can’t use sight to locate the target).
  
  527
  A moderate wind (11+ mph) disperses the doomtide in 4 
  rounds; a strong wind (21+ mph) disperses the mist in 1 
  round.
  Furthermore, creatures within its area must make Will 
  saves or be dazed for as long as they remain in the cloud.
  The spell does not function underwater.
  PHANTASMAL DECOY
  Illusion (Phantasm) [Mind-Affecting]
  Level: Ranger 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: Yes
  You create a phantasmal image of the subject’s most hated 
  enemy by sifting through the subconscious mind of the 
  subject.
  Only you and the spell’s subject can see the phantasmal 
  creature, and the phantasm seems blurry and indistinct to 
  you.
  A creature of Int 3 or lower automatically chases after a 
  phantasmal decoy, and more intelligent creatures are likely to 
  do as well unless such action would be obviously foolish.
  As a move action, you can move the phantasmal decoy up to 
  60 feet in any direction.
  Because it’s not real, the phantasmal decoy isn’t affected by 
  terrain that slows movement (although you can slow its 
  progress voluntarily if you like to help maintain the façade 
  of realism).
  The target gets a Will save if she successfully attacks the 
  phantasmal decoy or moves adjacent to it.
  PHANTASMAL DISORIENTATION
  Illusion (Phantasm) [Mind-Affecting]
  Level: Druid 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 10 min./level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create ever-shifting phantasmal terrain and landmarks 
  that confuse the subject when it tries to move.
  The very ground seems to shift and twist beneath the 
  subject’s feet, and the landscape seems to move of its own 
  accord.
  The subject finds it nearly impossible to walk in a straight 
  line.
  Each round the subject of a phantasmal disorientation wants 
  to move, he must attempt a DC 20 Survival check to discern 
  the true landmarks from the phantasmal ones.
  If he succeeds, he moves normally.
  If he fails, he instead moves in a direction 90 degrees to 
  either side (equal chance of going left or right).
  Because of the phantasmal disorientation, the subject doesn’t 
  realize he’s headed in the wrong direction until he 
  meaningfully interacts with his environment (by making 
  an attack or manipulating an object such as a door, for 
  example) or the round ends.
  If the subject discovers he’s moved in the wrong direction 
  before the round is over, he can make a new Survival check 
  to try to move in the right direction, but he won’t know 
  whether the second check failed until he interacts with the 
  environment again or the round ends.
  A phantasmal disorientation spell affects only movement.
  Creatures subject to it can still fight, cast spells, and 
  otherwise act normally.
  SHADOW LANDSCAPE
  Illusion (Shadow)
  Level: Druid 9
  Components: V, S, DF
  Casting Time: 1 hour
  Range: Long (400 ft. + 40 ft./level)
  Area: One-mile radius spread, centered on a point in space
  Duration: 1 day/level (D)
  Saving Throw: Reflex partial; see text
  Spell Resistance: Yes
  By infusing the nearby landscape with power stolen from 
  the Plane of Shadow, you make the surrounding terrain a 
  more savage, dangerous place.
  The spell’s exact effects vary with the terrain upon which it 
  is cast.
  Desert: Shadow landscape transforms a desert into a place 
  where no one goes willingly.
  The average temperature increases by 30 degrees, or 
  decreases by 30 degrees if the desert is actually a tundra (see 
  Cold Dangers and Heat Dangers, pages 302–303 of the 
  Dungeon Master’s Guide).
  Sandstorms (or snowstorms if in a tundra) blow through a 
  shadow landscape desert on an hourly basis.
  Forest: Forests augmented with a shadow landscape spell 
  become frightening places where a canopy of rotting leaves 
  blocks the sun and all the trees are strangely twisted.
  Spaces with light undergrowth have heavy undergrowth
  instead, and spaces covered with heavy undergrowth grasp 
  at passersby as if an entangle spell had been cast on them 
  (Reflex partial at the shadow landscape’s DC).
  Hill: Even gentle hills become more treacherous under the 
  effects of a shadow landscape spell.
  Light undergrowth becomes heavy undergrowth in hill 
  terrain under the effects of shadow landscape, and slopes 
  seem steeper than their elevation would indicate.
  It takes two squares to move uphill on a gradual slope, and 
  four squares to move uphill on a steep slope.
  Cliffs have frequent overhangs and are made of crumbling 
  rock, requiring a DC 25 Climb check to ascend or descend.
  Marsh: Marshes seem swampier and more forbidding.
  Half the undergrowth spaces in the marsh become 
  quicksand (described on page 88 of the Dungeon Master’s 
  Guide).
  Mountain: The mountains become places of jagged peaks, 
  slippery slopes, and howling winds.
  Cliffs and chasms require a DC 25 Climb check to scale.
  Creatures who fail Climb checks or make loud noises have 
  a 10% chance of starting an avalanche (described on page 90 
  of the Dungeon Master’s Guide).
  Altitude effects are one category worse: areas lower than 
  5,000 feet are treated as the 5,000- to 15,000-foot category, 
  
  528
  and anything above 5,000 feet is treated as being above 
  15,000 feet.
  Plain: Only natural grasslands change as a result of shadow 
  landscape, but they become wide-open spaces with stands of 
  thick bushes where thunderstorms and tornados are 
  frequent.
  Half the spaces with undergrowth (light or heavy) grasp at 
  passersby as if an entangle spell had been cast on them 
  (Reflex partial at the shadow landscape’s DC).
  Underground: Ordinary dungeons aren’t affected by shadow 
  landscape, but naturally occurring caverns are.
  Natural stone floors take 4 squares of movement per space 
  to enter.
  Stalagmites cover 10% of the available floor space.
  In addition to the terrain-specific effects, the shadow 
  landscape spell worsens the weather within the spell’s area.
  When rolling random weather on Table 3–23 in the 
  Dungeon Master’s Guide (or a similar table specific to the 
  local area), roll twice and take the higher result.
  In plains terrain, roll three times and take the highest 
  result.
  Don’t roll random weather underground.
  You don’t suffer the terrain-specific effects (entangling 
  terrain, hindrances to movement, altitude effects, higher 
  Climb DCs, and so on) of a shadow landscape you’ve created.
  When you cast shadow landscape, you can designate one 
  creature per four caster levels as a designated traveler.
  Creatures so designated don’t suffer the terrain-specific 
  effects of the shadow landscape spell, but they’re still subject 
  to the bad weather.
  You can also designate one or more animals, plants, or 
  magical beasts native to the spell’s area as shadow guardians 
  of the landscape.
  You can designate 1 HD of creature per caster level, split up 
  however you like.
  For example, a 20th-level druid could designate two treants 
  (7 HD each) and a dire wolf (6 HD) as shadow guardians.
  As long as the designated guardians remain within the 
  spell’s area, they have a friendly attitude toward you and the 
  travelers you’ve designated, and also gain the following 
  special qualities: resistance to cold 10, darkvision 60 ft.; 
  damage reduction 5/magic, evasion, and low-light vision.
  If the creature already has one or more of these special 
  qualities, use the better value.
  NECROMANCY
  CONTAGIOUS TOUCH
  Necromancy
  Level: Druid 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Upon casting this spell, you must choose one disease from 
  this list: blinding sickness, cackle fever, filth fever, 
  mindfire, red ache, the shakes, or slimy doom (see Disease, 
  page 292 of the Dungeon Master’s Guide, for descriptions).
  Any living creature you hit with a melee touch attack 
  during the spell’s duration is affected as though by the 
  contagion spell, immediately contracting the disease you 
  have selected unless it makes a successful Fortitude save.
  You cannot infect more than one creature per round.
  CURSE OF LYCANTHROPY
  Necromancy
  Level: Pestilence 6
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Humanoid touched
  Duration: Permanent; see text
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You can cause temporary lycanthropy in a humanoid you 
  touch.
  A humanoid who fails the saving throw contracts 
  lycanthropy, and the condition manifests with the next full 
  moon.
  Unlike other forms of lycanthropy, the effect of this spell 
  can be broken by remove curse or break enchantment.
  You can induce any type of common lycanthropy (and evil 
  clerics frequently experiment with new kinds).
  As a rule, the lycanthrope’s animal form can be any 
  predator between the size of a small dog and a large bear.
  The source of the material component determines the 
  victim’s animal form.
  (More information on lycanthropes can be found in 
  Appendix 3 of the Monster Manual).
  Material Component: A pint of animal blood.
  DEATH PACT
  Necromancy [Evil]
  Level: Cleric 8, Pact 8
  Components: V, S, M, DF, XP
  Casting Time: 10 minutes
  Range: Touch
  Target: Willing living creature touched
  Duration: Permanent until triggered
  Saving Throw: None
  Spell Resistance: No
  This spell allows the target to enter into a binding 
  agreement with your deity that brings the target back to life 
  if she is slain.
  When this spell is cast, the target’s Constitution is 
  permanently lowered by 2 points.
  In exchange for this, if she ever dies, several spells are 
  brought into effect.
  First, she is teleported to a safe location designated by you 
  at the time of casting as if with a word of recall spell.
  Second, the target is brought back from the dead with a 
  raise dead spell with the standard loss of a level.
  Finally, the target is healed with a heal spell.
  She does not regain the 2 Constitution points when 
  returned to life.
  If a raise dead spell could not return the target to life (for 
  example, if she was disintegrated or died of old age), the 
  death pact cannot restore her to life.
  If the spell is dispelled before the target dies, she does not 
  regain her 2 lost Constitution points.
  Material Component: A diamond worth at least 500 gp.
  XP cost: 250 XP.
  
  529
  DECOMPOSITION
  Necromancy
  Level: Druid 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 50 ft.
  Area: All enemies within a 50-ft.-radius emanation 
  centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  Whenever an enemy within the area takes normal (not 
  subdual) damage, that wound festers for an additional 1 
  point of damage per round thereafter for the duration of 
  the spell.
  A successful Heal check (DC 15) or the application of any 
  cure spell or other healing magic (heal, healing circle, and so 
  on) stops the festering.
  Only one wound festers at a time; additional wounds 
  suffered while the first is still festering are not subject to 
  this effect.
  Once festering has been stopped, however, any new wound 
  suffered while the subject is within the area (before the 
  spell expires) begins the process anew.
  For example, a subject who takes 6 points of damage from 
  an attack while within the area of a decomposition spell takes 
  1 point of damage from festering the next round, and 
  another 1 point on the round after that.
  On the following round, that subject receives 4 points of 
  healing from a cure light wounds spell, so the festering stops 
  and the subject takes no festering damage that round.
  The next round, the subject remains within the emanation 
  and takes another 3 points of damage in battle.
  The festering begins again, inflicting 1 point of festering 
  damage on the next round.
  INFESTATION OF MAGGOTS
  Necromancy
  Level: Druid 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: One round/2 levels
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  With a successful melee touch attack, you infest a creature 
  with maggotlike creatures.
  They deal 1d4 points of temporary Constitution damage 
  each round.
  The subject makes a new Fortitude save each round to 
  negate the damage of that round and end the effect.
  The infestation can be removed with a cure disease or heal 
  spell.
  Material Component: A handful of dead, dried flies.
  LAST BREATH
  Necromancy
  Level: Druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: Yes (harmless)
  With this spell, you can return a dead creature to 0 hit 
  points, provided it died within the last round.
  You take 1d4 points of damage per Hit Die of the creature 
  affected, and your spell resistance cannot overcome this 
  damage.
  The subject’s soul must be free and willing to return (see 
  Bringing Back the Dead, page 171 of the Player’s Handbook).
  If the subject’s soul is not willing to return, the spell does 
  not work; therefore, a subject who wants to return receives 
  no saving throw.
  Last breath cures enough damage to bring the subject’s 
  current hit points to 0.
  Any ability scores damaged to 0 or below are raised to 1.
  Normal poison and normal disease are cured, but magical 
  diseases and curses are not undone.
  The spell closes mortal wounds and repairs lethal damage 
  of most kinds, but missing body parts are still missing 
  when the creature returns to life.
  None of the dead creature’s equipment or possessions are 
  affected in any way by this spell.
  Coming back from the dead is an ordeal.
  The subject loses one level when it returns to life, just as if 
  it had lost a level to an energy-draining creature.
  This level loss cannot be repaired by any spell.
  A subject who was previously 1st level loses 1 point of 
  Constitution instead.
  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.
  Last breath has no effect on a creature that has been dead for 
  more than 1 round.
  A creature that died from a death effect can’t be raised by 
  this spell, nor can constructs, elementals, outsiders, and 
  undead creatures.
  Last breath cannot bring back a creature who has died of old 
  age.
  NATUREWATCH
  Necromancy
  Level: Druid 0, ranger 1
  Components: S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Quarter circle emanating from you to the extreme 
  of the range
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  This spell is identical to deathwatch, but only functions on 
  animals and plants.
  In addition, it also allows you to determine a variety of 
  other mundane information about the animals and plants 
  (whether or not the plants are dehydrated, the animals are 
  malnourished, and so forth).
  
  530
  SCOURGE
  Necromancy
  Level: Pestilence 7
  Components: V, S, F, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target: One living creature/level, no two of which can be 
  more than 50 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This nasty spell causes a major disease and weakness in 
  those who fail their saving throws.
  Afflicted creatures are immediately stricken with a 
  sickening scourge that quickly spreads to cover their entire 
  bodies.
  The subject suffers excruciatingly painful and highly 
  debilitating blackened boils, magenta blotches, violet 
  lesions, seeping abscesses, and malignant cysts.
  The disease deals 1d3 points of temporary Strength and 
  Dexterity damage per day, unless the creature makes a 
  successful Fortitude save on a particular day.
  As with mummy rot, successful saves do not allow the 
  creature to recover.
  The symptoms persist until the creature finds some magical 
  means to cure the disease (such as remove disease, heal, or 
  restoration).
  Focus: A black whip or riding crop, which is cracked in the 
  direction of the intended victims during the casting of the 
  spell.
  WRACK
  Necromancy [Evil]
  Level: Cleric 3, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One humanoid
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A humanoid subject of the spellcaster’s choosing is wracked 
  with such pain that he doubles over and collapses.
  His face and hands blister and drip fluid, and the eyes cloud 
  with blood, rendering him blind.
  For the duration of the spell, the subject is considered 
  helpless and cannot take actions.
  Even when the spell ends, the subject is still visibly shaken 
  and suffers a –2 penalty on attack rolls, saves, and checks 
  for 3d10 minutes.
  The subject’s sight returns at the end of the spell’s duration.
  TRANSMUTATION
  AWAKEN, MASS
  Transmutation
  Level: Druid 8
  Components: V, S, F, XP
  Casting Time: 24 hours
  Range: Medium (100 ft. + 10 ft./level)
  Target: One animal or tree/three levels, no two of which 
  may be more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  You awaken one or more trees or animals to humanlike 
  sentience.
  All awakened creatures must be of the same kind.
  To succeed, you must make a successful Will save (DC 10 + 
  the HD of the highest-HD target, or the HD the highest 
  target tree has once awakened, whichever is greater).
  Failure indicates that the spell fails for all targets.
  The awakened animal or tree is friendly toward you.
  You have no special empathy or connection with it, but 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 (see the Monster Manual), except that its 
  Intelligence, Wisdom, and Charisma scores are all 3d6.
  Awakened plants gain the ability to move their limbs, roots, 
  vines, creepers, and so forth, and they have senses similar to 
  a human’s.
  An awakened animal has 3d6 Intelligence, a +1d3 bonus to 
  Charisma, and +2 HD.
  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 per creature awakened.
  BEAST CLAWS
  Transmutation
  Level: Cleric 4, druid 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Beast claws changes your hands and fingers, giving you long, 
  curving claws and heavy knuckles.
  These claws act as slashing melee weapons, inflicting 1d6 
  damage plus any magical or normal bonuses such as from 
  Strength, with a threat range of 19–20.
  Attacks with your transformed hands do not provoke an 
  attack of opportunity.
  The claws do not hinder your manual dexterity or 
  spellcasting.
  Material Component: The claw of a bird of prey, such as an 
  eagle or falcon.
  BESTOW CURSE, GREATER
  Transmutation
  Level: Bard 6, cleric 7, sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  The spellcaster places a curse on the creature touched, 
  choosing one of the three following effects:
  
  531
  • One ability score is reduced to 1, or two ability scores 
  suffer –6 penalties (minimum 1).
  • –8 penalty on attack rolls, saving throws, ability checks, 
  and skill checks.
  • Each turn, the subject has a 25% chance to act normally; 
  otherwise, he takes no action.
  You may also invent your own curse, but it should be no 
  more powerful than those listed above, and the Dungeon 
  Master (DM) has final say on the curse’s effect.
  The greater curse cannot be dispelled, nor can it can be 
  removed with a break enchantment, limited wish, or remove 
  curse spell.
  A miracle or wish spell removes the greater curse, but each 
  greater curse also must have a single means of removing it 
  with some deed that the spellcaster designates.
  The deed must be something that the subject can 
  accomplish within one year (assuming he undertakes it 
  immediately).
  For example, the deed might be “slay the dragon under 
  Castle Bluecraft”, or “climb the tallest mountain in the 
  world”.
  The cursed victim can have help accomplishing the task, 
  and in some cases another character can lift the curse (see 
  the Curses section of Chapter 2 for curse guidelines).
  BLINK, IMPROVED
  Transmutation
  Level: Bard 5, Celerity 8, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Like the 3rd-level arcane spell blink, you flicker back and 
  forth between the Material and Ethereal planes.
  However, you are capable of controlling the timing of you 
  blinks and therefore make better use of them.
  Blinking by means of this spell has several effects: Physical 
  attacks against you have a 50% miss chance, and the Blind-
  Fight feat doesn’t help the attacker.
  If the attack is capable of striking invisible or incorporeal 
  creatures, the miss chance is only 20%.
  An attacker who can both see and strike ethereal creatures 
  takes no penalty.
  You have no chance of interfering with your own attacks.
  Individually targeted spells have a 50% chance to fail 
  against you while blinking, unless your attacker can target 
  invisible, ethereal creatures.
  You have no chance of interfering with your own spells.
  You take only half damage from area attacks (or full damage 
  from those that extend onto the Ethereal Plane).
  While blinking, you strike as an invisible creature (+2 
  bonus on attack rolls), denying your target any Dexterity 
  bonus to AC.
  You take only half damage from falling, since you are 
  subject to gravity only while you are on the Material Plane.
  You can ready an action to blink away from a specific 
  enemy attack, physical or magical.
  If you do so, the attack misses automatically unless it can 
  also affect ethereal targets.
  You move at three-quarters speed, since movement on the 
  Ethereal Plane is at half speed and you spend about half 
  your time there and half your time material.
  While blinking, you can step through (but not see through) 
  solid objects.
  You do not risk materializing inside a solid object unless 
  you actually end your move inside one, in which case you 
  materialize and are shunted off to the nearest open space.
  You take 1d6 points of damage per 5 feet traveled in his 
  manner.
  Since you spend about half your time on the Ethereal 
  Plane, you can see and even attack ethereal creatures.
  You interact with ethereal creatures in roughly the same 
  way you interact with material ones (their attacks have a 
  50% miss chance against you, and so on).
  BODY OF THE SUN
  Transmutation [Fire]
  Level: Druid 2, sorcerer/wizard 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 5 ft.
  Area: 5-ft.-radius emanation centered on you
  Duration: 1 round/level
  By drawing on the power of the sun, you cause your body to 
  emanate fire.
  This fire extends 5 feet in all directions from your body, 
  illuminating the area and inflicting 1d4+1 points of fire 
  damage (Reflex save for half) to any creature it touches 
  except you.
  BRAMBLES
  Transmutation
  Level: Cleric 2, druid 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Wooden weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Small magical thorns or spikes protrude from the surface of 
  a wooden weapon, such as a club, greatclub, nunchaku, or 
  quarterstaff.
  For the duration of the spell, the weapon deals both 
  piercing and bludgeoning damage.
  It gains a +1 enhancement bonus on its attacks and deals an 
  additional +1 point of damage per caster level (maximum 
  +10).
  This spell works only on melee weapons with wooden 
  striking surfaces.
  For instance, it does not work on a bow, an arrow, or a 
  metal mace.
  Material Component: A small thorn.
  BRIAR WEB
  Transmutation
  Level: Cleric 3, druid 2, ranger 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Plants in a 20-ft.-radius spread
  Duration: 1 minute/level
  Saving Throw: Reflex negates; see text
  
  532
  Spell Resistance: No
  This spell causes grasses, weeds, bushes, and even trees to 
  grow thorns and then wrap and twist around creatures in or 
  entering the area.
  Creatures that make their save against this spell are 
  unaffected other than having to move at half speed within 
  the area of affect.
  If a creature fails its initial saving throw, it has three 
  options: stay perfectly still, attempt to break free from the 
  thorns, or continue to act normally.
  A creature that fails its save but stands perfectly still is 
  entangled (–2 attack, –4 Dexterity), but experiences no 
  other effect and takes no damage.
  Anyone entangled in this way loses the entangled 
  condition if they leave the area of the spell.
  Each round in which a creature remains in the area, it may 
  spend a full round action extricating themselves from the 
  thorns.
  Doing so allows for a new saving throw.
  If successful, the creature is unaffected by the thorns 
  except it may only move at half speed in the area of the 
  spell.
  Successfully breaking free in this way is the only thing a 
  character can do that does not cause thorn damage to the 
  character.
  A failed attempt to break free deals the normal 2d6 thorn 
  piercing damage.
  Those that attempt actions (such as attack, cast a spell with 
  a somatic component, or move) take 2d6 points of piercing 
  damage from the thorns.
  A creature that tries to cast a spell must also make a 
  Concentration check (DC 15 + spell level + damage taken) 
  or lose the spell.
  The plants provide cover.
  A creature 5 feet away has cover.
  Creatures separated by 20 or more feet of briar webs have 
  total cover.
  BRILLIANT AURA
  Transmutation
  Level: Druid 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: 1 person per 2 levels, all of whom must be within 
  30 ft. of each other
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You limn your allies in a glowing nimbus, transforming 
  their attacks into brilliant energy.
  Each person affected by this aura gives off light as a torch 
  (20-foot radius).
  Their weapon attacks (melee or ranged) function as if their 
  weapons were brilliant energy weapons: they ignore 
  nonliving matter, and armor and enhancement AC bonuses 
  do not count against them.
  The attacks cannot harm undead, constructs, or objects.
  In addition, all attacks gain an enhancement bonus on 
  damage equal to one-half the caster’s level (maximum +10).
  CAMOUFLAGE
  Transmutation
  Level: Druid 1, ranger 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  You change the coloring of your skin and clothing to match 
  the environment around you.
  Throughout the duration of the spell, your coloration 
  changes instantly to match the background of any new 
  environment you enter, with no effort on your part.
  This effect grants you a +10 circumstance bonus on Hide 
  checks.
  CAMOUFLAGE, MASS
  Transmutation
  Level: Druid 4, ranger 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Any number of creatures, no two of which can be 
  more than 60 ft. apart
  Duration: 10 min./level
  As camouflage, except the effect is mobile with the group.
  The spell is broken for any individual who moves more 
  than 60 feet from the nearest member of the group.
  (If only two individuals are affected, the one moving away 
  from the other one loses its camouflage.
  If both are moving away from each other, they both 
  become visible when the distance between them exceeds 
  60 feet).
  CLOUDWALKERS
  Transmutation
  Level: Druid 7, Weather 6
  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: 1 hour/level (D)
  Saving Throw: Reflex negates (harmless)
  Spell Resistance: Yes (harmless)
  You create gaseous pads of cloudstuff on the subject’s feet, 
  allowing them to walk on the clouds.
  These pads allow each subject to move straight up or down 
  at a speed of up to 30 feet or laterally with a fly speed of 60 
  feet (perfect maneuverability), as desired.
  (Lateral movement is possible only for a subject who is 
  already at least 90 feet off the ground).
  To touch the earth again, a subject must use a standard 
  action to shake off the cloudstuff, which ends the spell for 
  that creature.
  You may dismiss the spell, but only for all subjects at 
  once—an act that can have significant consequences for 
  subjects already in the air.
  
  533
  CREEPING COLD
  Transmutation [Cold]
  Level: Druid 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 3 rounds
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You turn the subject’s sweat to ice, creating blisters as the 
  ice forms on and inside the skin.
  The spell deals 1d6 cumulative points of cold damage per 
  round it is in effect (that is, 1d6 on the 1st round, 2d6 on 
  the second, and 3d6 on the third).
  Only one save is allowed against the spell; if successful, it 
  halves the damage each round.
  Focus: A small glass or pottery vessel worth at least 25 gp 
  filled with ice, snow, or water.
  CREEPING COLD, GREATER
  Transmutation [Cold]
  Level: Druid 7
  Duration: See text
  This spell is the same as creeping cold, but it adds a fourth 
  round to the duration, during which it deals 4d6 points of 
  damage.
  If the caster is at least 15th level, the spell adds a fifth round 
  at 5d6 points of damage.
  If the caster is at least 20th level, the spell adds a sixth 
  round at 6d6 points of damage.
  CRUMBLE
  Transmutation
  Level: Druid 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One structure or construct
  Duration: Instantaneous
  Saving Throw: Fortitude partial (object)
  Spell Resistance: Yes (object)
  You bring the forces of erosion to bear on a fabricated 
  structure such as a stone bridge, a wooden building, an iron 
  wall, a construct, or any other object not formed by nature 
  itself.
  The erosion inflicts 1d6 points of damage per caster level to 
  the object (hardness does not apply) to a maximum of 15d6.
  This spell does not affect living creatures.
  It does, however, affect constructs.
  The maximum size of the object affected depends on your 
  level.
  If you cast this spell on an object of greater size than you 
  can affect, the spell fails.
  CURSE OF ILL FORTUNE
  Transmutation
  Level: Blackguard 2, cleric 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You place a temporary curse upon the subject, giving her a 
  –3 penalty on attack rolls, saving throws, ability checks, and 
  skill checks.
  Curse of ill fortune is negated by any spell that removes a 
  bestow curse spell.
  DIVINE AGILITY
  Transmutation
  Level: Cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  Calling on the divine power of your patron, you imbue a 
  living creature with agility and skill in combat.
  You confer the base Reflex save bonus of a rogue of your 
  total character level, a +4 enhancement bonus to Dexterity, 
  and the Spring Attack feat on the target for the duration of 
  the spell.
  FIRE WINGS
  Transmutation [Fire]
  Level: Druid 3
  Components: V, S, M, F
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: 1 min./level
  This spell transforms your arms into wings of brilliant fire.
  The flame does not damage you or any items you carry.
  Because your arms are transformed, you cannot hold items 
  in your hands or cast spells that require somatic 
  components while using fire wings, but rings, bracers, and 
  other items worn on your arms when you cast the spell still 
  function normally.
  The wings allow you to fly at a speed of 60 feet (or 40 feet if 
  you wear medium or heavy armor), with good 
  maneuverability.
  You can charge but not run while flying, and you cannot 
  carry more than a light load aloft.
  Using a fire wings spell requires only as much concentration 
  as walking, so you can take other actions normally.
  If the spell duration expires while you are aloft, you 
  descend at a rate of 60 feet per round for 1d6 rounds, then 
  fall the rest of the distance if you haven’t already landed.
  Because dispelling a spell effectively ends it, the subject 
  also descends in this way if the fire wings spell is dispelled, 
  but not if it is negated by an antimagic field.
  
  534
  You can make unarmed attacks with the fire wings, but you 
  are not considered proficient with them and thus suffer a –
  4 penalty on your attack rolls.
  A successful unarmed strike deals 2d6 points of fire damage 
  in addition to your normal unarmed attack damage.
  The wings can be extinguished (and the spell canceled) by a 
  quench spell, immersion in water, or a wind of hurricane or 
  greater force.
  Material Component: the feather of a bird, which you must 
  burn when you cast the spell.
  Focus: A golden amulet shaped like a phoenix.
  FORESTFOLD
  Transmutation
  Level: Druid 4, ranger 3
  This spell grants you a +20 competence bonus on Hide and 
  Move Silently checks.
  The spell ends if you move more than 10 feet from where 
  you stood when you cast the spell.
  It is otherwise the same as camouflage.
  HAWKEYE
  Transmutation
  Level: Druid 1, ranger 1
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  This spell gives you the ability to see accurately at long 
  distances.
  Your range increment for projectile weapons increases by 
  50%, and you gain a +5 competence bonus on all Spot 
  checks.
  LANGUOR
  Transmutation
  Level: Druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes creatures it hits to become weak and slow.
  A subject who fails a Will save is slowed as the spell and 
  suffers a cumulative enhancement penalty to Strength 
  equal to 1d6–1 per two caster levels (minimum additional 
  penalty of 0, maximum of –10) each round.
  If the subject’s Strength drops below 1, it is helpless.
  The spell’s slow effect counters and is countered by haste.
  However, the Strength penalty is not countered by haste.
  POISON THORNS
  Transmutation
  Level: Druid 5
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Black, glistening thorns emerge from your skin, causing 
  you no damage but endangering those who attack you in 
  melee.
  Any creature grappling with you or striking you with 
  handheld weapons or natural weapons takes 1d6 + your 
  Strength bonus in piercing damage from the thorns that 
  protect you.
  Weapons with exceptional reach, such as longspears, do not 
  endanger their users in this way.
  You can’t use the thorns yourself to attack; they’re effective 
  only when someone attacks you.
  Furthermore, a scratch from the thorns is sufficient to 
  deliver a dose of poison to your attacker.
  Any creature grappling you is exposed to the poison each 
  round at the start of your turn.
  The poison from the thorns deals 1d4 points of temporary 
  Strength damage immediately and another 1d4 points of 
  temporary Strength damage 1 minute later.
  Each instance of damage can be negated by a successful 
  Fortitude save (DC 10 + 1/2 your caster level + your 
  Wisdom modifier).
  Material Component: A dried black rose.
  SCENT
  Transmutation
  Level: Druid 2, ranger 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You give the target an enhanced sense of smell, equivalent 
  to the scent ability of some monsters.
  This ability allows the creature to detect approaching 
  enemies, sniff out hidden foes, and track by sense of smell.
  Creatures with the scent ability can identify familiar odors 
  just as humans do familiar sights.
  The creature can detect opponents within 30 feet by sense 
  of smell.
  If the opponent is upwind, the range increases to 60 feet; if 
  downwind, it drops to 15 feet.
  Strong scents, such as smoke or rotting garbage, can be 
  detected at twice the ranges noted above.
  Overpowering scents, such as skunk musk or troglodyte 
  stench, can be detected at triple normal range.
  When a creature detects a scent, the exact location is not 
  revealed—only its presence somewhere within range.
  The creature can take a partial action to note the direction 
  of the scent.
  If it moves within 5 feet of the source, the creature can 
  pinpoint that source.
  A creature with the scent ability can follow tracks by smell, 
  making a Wisdom check to find or follow a track.
  The typical DC for a fresh trail is 10 (no matter what kind of 
  surface holds the scent).
  This DC increases or decreases depending on the strength 
  of the quarry’s odor, the number of creatures, and the age of 
  the trail.
  For each hour that the trail is cold, the DC increases by 2.
  
  535
  The ability otherwise follows the rules for the Track feat.
  Creatures tracking by scent ignore the effects of surface 
  conditions and poor visibility.
  Arcane material Components: A sprinkle of mustard and 
  pepper, and a drop of sweat.
  SPIKES
  Transmutation
  Level: Cleric 3, druid 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Wooden weapon touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  As brambles, except that the affected weapon gains a +2 
  enhancement bonus on its attacks, and its threat range is 
  doubled.
  STANDING WAVE
  Transmutation
  Level: Druid 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Waves under a creature or object within range
  Duration: 10 min./level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You command the waters to lift a creature or object and 
  propel it forward.
  An object so lifted may contain creatures or other objects.
  What the wave can lift depends on your caster level.
  Standing wave moves the lifted creature or object in a 
  straight line at a speed of 60 feet over water.
  The spell dissipates when the wave contacts land, lowering 
  its burden harmlessly to shore.
  STORMRAGE
  Transmutation [Electricity]
  Level: Cleric 8, druid 8
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  You harness the powers of wind and storm to move, protect 
  yourself, and attack.
  You gain the benefits of a fly spell, and are protected from 
  each direction as if surrounded by a wind wall spell.
  You are completely unaffected by natural or magical wind 
  (such as a hurricane or gust of wind spell), easily able to hold 
  your position and completely uninhibited by other adverse 
  effects of extreme wind (such as having to make 
  Concentration checks because of strong winds).
  Finally, you can discharge bolts of electricity from your
  eyes.
  Your caster level is the total number of d6 that you can 
  create with this spell (maximum 20d6).
  You may use them all at once or divide the dice over several 
  rounds.
  For example, a 16th-level caster can fire an 8d6 bolt on one 
  round and another 8d6 bolt on the next, fire sixteen bolts 
  over 16 or more rounds (each doing 1d6 electricity 
  damage), or make one large bolt that deals 16d6.
  Each bolt affects only one creature.
  Launching a bolt is a standard action that does not provoke 
  an attack of opportunity, has a range of 100 feet, and 
  requires a ranged touch attack (you gain a +3 attack bonus if 
  the opponent is wearing metal armor, made out of metal, or 
  carrying a lot of metal).
  You harness the powers of wind and storm to move, protect 
  yourself, and attack.
  You gain the benefits of a fly spell, and are protected from 
  each direction as if surrounded by a wind wall spell.
  You are completely unaffected by natural or magical wind 
  (such as a hurricane or gust of wind spell), easily able to hold 
  your position and completely uninhibited by other adverse 
  effects of extreme wind (such as having to make 
  Concentration checks because of strong winds).
  Finally, you can discharge bolts of electricity from your 
  eyes.
  Your caster level is the total number of d6 that you can 
  create with this spell (maximum 20d6).
  You may use them all at once or divide the dice over several 
  rounds.
  For example, a 16th-level caster can fire an 8d6 bolt on one 
  round and another 8d6 bolt on the next, fire sixteen bolts 
  
  536
  over 16 or more rounds (each doing 1d6 electricity 
  damage), or make one large bolt that deals 16d6.
  Each bolt affects only one creature.
  Launching a bolt is a standard action that does not provoke 
  an attack of opportunity, has a range of 100 feet, and 
  requires a ranged touch attack (you gain a +3 attack bonus if 
  the opponent is wearing metal armor, made out of metal, or 
  carrying a lot of metal).
  SUBVERT PLANAR ESSENCE
  Transmutation
  Level: Cleric 5, sorcerer/wizard 6
  Components: V, S, M/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: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Outsiders within the emanation of a subvert planar essence 
  spell find their connection disrupted with the planar forces 
  that created them.
  Outsiders who fail their saves have their damage reduction 
  and spell resistance each reduced by 10 points.
  For example, a barbed devil subject to subvert planar essence 
  would have no damage reduction and SR 13, while a pit 
  fiend would have damage reduction of 5/good and silver 
  and SR 22.
  Outsiders attempt Fortitude saves and check SR when they 
  first enter the spell’s area.
  If they make their save or the spell fails to overcome their 
  SR, they’re thereafter unaffected by that casting of subvert 
  planar essence and can enter and exit the spell area without 
  making further saves.
  Outsiders who fail their saves or whose SR is overcome by 
  the spell are affected as long as they remain within the spell 
  area, and they are automatically affected if they leave and 
  reenter the spell area.
  Material Component: A rough statuette carved from 
  adamantine ore (100 gp).
  TORTOISE SHELL
  Transmutation
  Level: Druid 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Area/Effect/Target: Living creature touched
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Tortoise shell grants the armor plating of a tortoise across a 
  creature’s torso and a tough, leathery skin elsewhere.
  The effect grants a +6 enhancement bonus to the creature’s 
  existing natural Armor Class.
  This enhancement bonus increases by 1 for every three 
  caster levels above 11th, to a maximum of +9 at 20th level.
  The enhancement bonus provided by tortoise shell stacks 
  with the target’s natural armor bonus, but not with other 
  enhancement bonuses to natural armor.
  A creature without natural armor has an effective natural 
  armor bonus of +0, much as a character wearing only 
  normal clothing has an armor bonus of +0.
  Tortoise shell slows a creature’s movement as if it were 
  wearing heavy armor.
  An elf subject to tortoise shell, for example, would have a 
  speed of 20 feet and would run at 60 feet per round.
  The spell affects only a creature’s speed; tortoise shell doesn’t 
  have an armor check penalty or arcane spell failure chance.
  TRAVELER’S MOUNT
  Transmutation
  Level: Blackguard 1, druid 1, paladin 1, ranger 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch Area/Effect/Target: Animal or magical 
  beast touched
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell makes a mount better able to handle the rigors of 
  overland travel, at the expense of its will to fight.
  The touched animal or magical beast gets a +10 feet 
  enhancement bonus to its speed, and it can hustle without 
  taking damage or becoming fatigued as long as the spell is 
  in effect).
  However, the mount no longer attacks in combat.
  The steed willingly bears its rider into battle; it just can’t 
  use its own natural weapons for the duration of the spell.
  UNYIELDING ROOTS
  Transmutation
  Level: Druid 9
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch Area/Effect/Target: Willing creature 
  touched
  Duration: 1 min./level (D)
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The creature you touch grows thick tree roots that anchor 
  him to the ground and provide him with life-sustaining 
  healing.
  (If the creature you touch isn’t touching the ground, the 
  unyielding roots spell has no effect).
  For the duration of the spell, the touched creature can’t 
  move from his current space, nor can he be moved from his 
  space by bull rushes, overruns, magic such as Bigby’s forceful 
  hand, or any effect short of a massive earthquake.
  Such attempts simply fail.
  If an overrun attempt is made against a creature with 
  unyielding roots, the rooted creature must block rather than 
  avoid the overrun.
  The rooted creature automatically wins the Strength check 
  to stop the overrun and can make a Strength check 
  (opposed by the overrunning creature’s Strength or 
  Dexterity check) to knock the overrunning creature prone.
  The roots draw life energy from the ground that feed the 
  touched creature, healing up to 30 points of damage per 
  round, neutralizing poisons automatically, and wiping away 
  negative levels (as the restoration spell).
  
  537
  The touched creature gets a +4 bonus on Fortitude and Will 
  saves as long as the roots remain, but a –4 penalty on Reflex 
  saves.
  VISAGE OF THE DEITY
  Transmutation [Evil, Good]
  Level: Cleric 6
  As lesser visage of the deity, but you take on all the qualities of 
  a celestial or fiendish creature (see the Monster Manual for 
  complete details):
  • You take on a shining, metallic appearance (for good 
  clerics) or a more fearsome appearance (for evil clerics).
  • You gain the ability to smite evil (for good clerics) or good 
  (for evil clerics) once a day.
  Add your Charisma modifier to your attack roll and your 
  character level to your damage roll against a foe of that 
  alignment.
  • You gain darkvision to a range of 60 ft.
  • You gain acid, cold, and electricity resistance 20 (for good 
  clerics) or cold and fire resistance 20 (for evil clerics).
  • You gain damage reduction 10/magic.
  • You gain spell resistance 20.
  Your creature type does not change (you do not become an 
  outsider).
  VISAGE OF THE DEITY, GREATER
  Transmutation [Evil, Good]
  Level: Cleric 9
  As lesser visage of the deity, except that you take on the 
  qualities of a half-celestial or half-fiend (see the Monster 
  Manual for complete details).
  You do not gain the spell-like abilities of these creatures.
  Your creature type changes to outsider for the duration of 
  the spell.
  Unlike other outsiders, you can be brought back from the 
  dead if you are killed in this form.
  Good clerics undergo the following transformations:
  • You grow feathered wings that allow you to fly at twice 
  your normal speed (good maneuverability).
  • You gain +1 natural armor.
  • You gain low-light vision.
  • You gain resistance 10 to acid, cold, and electricity.
  • You gain immunity to disease.
  • You gain a +4 racial bonus on saving throws against 
  poison.
  • You gain damage reduction 10/magic.
  • You gain spell resistance 25.
  • You gain the following bonuses to your ability scores: +4 
  Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.
  Evil clerics undergo the following transformations:
  • You grow batlike wings that allow you to fly at your 
  normal speed (average maneuverability).
  • You gain +1 natural armor.
  • You gain bite and claw attacks.
  If you are size Medium or larger, your bite deals 1d6 points 
  of damage and each claw attack deals 1d4 points of damage.
  If you are Small, your bite deals 1d3 points of damage and 
  each claw attack deals 1d3 points of damage.
  • You gain darkvision out to a range of 60 feet.
  • You gain immunity to poison.
  • You gain resistance 10 to acid, cold, electricity, and fire.
  • You gain damage reduction 10/magic.
  • You gain spell resistance 25.
  • You gain the following bonuses to your ability scores: +4 
  Str, +4 Dex, +2 Con, +4 Int, +2 Cha.
  VISAGE OF THE DEITY, LESSER
  Transmutation [Evil, Good]
  Level: Blackguard 4, cleric 3, paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  When you cast this spell, your body changes into a form 
  more like your deity’s (in a very limited fashion, of course).
  You gain a +4 enhancement bonus to your Charisma score.
  You also gain resistance 10 to two or three energy types: 
  acid, cold, and electricity if you are good; cold and fire if 
  you are evil.
  WEAPON OF THE DEITY
  Transmutation
  Level: Blackguard 4, cleric 4, paladin 4
  Components: V, DF
  Casting Time: 1 standard action
  Range: 0 ft.
  Target: One weapon you hold
  Duration: 1 round/level
  You must be using your deity’s favored weapon to cast this 
  spell.
  You may use the weapon as if you had proficiency with it 
  even if you normally do not.
  The weapon gains a +1 enhancement bonus on attack and 
  damage rolls and an additional special ability (see the list 
  below).
  A double weapon gains this enhancement bonus and 
  special ability for only one of its two heads, as chosen by 
  the caster.
  When you reach 9th caster level, the enhancement bonus 
  of the weapon increases to +2.
  At 12th level, the bonus rises to +3, at 15th level it is +4, and 
  at 18th level it is +5.
  The list below includes deities from the core pantheon 
  only, along with the five alignment components.
  If a cleric worshiping a different deity casts this spell, the 
  DM should assign an appropriate special property of the 
  same power level as those listed here.
  
  538
  WINGED MOUNT
  Transmutation
  Level: Blackguard 4, paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Your touched mount
  Duration: 10 min./level
  This spell causes your mount to sprout giant, feathery white 
  wings.
  This grants the mount a fly speed of 60 ft., with a 
  maneuverability of good.
  The mount is slowed as normal for weight carried, barding 
  worn, and environmental factors.
  COMPLETE MAGE (3.5)
  ABJURATION
  ARCANE TURMOIL
  Abjuration
  Level: Hexblade 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None or Will partial; see text
  Spell Resistance: Yes
  As you make the final spell gesture, the look in your rival’s eyes 
  gives evidence enough of the chaos rampaging through his mind.
  You affect the subject of the spell as if by the targeted 
  variant of dispel magic.
  Additionally, if the subject is a spellcaster who fails a Will 
  save, she loses one randomly determined prepared spell or 
  spell slot from her highest level of available spells 
  remaining.
  This spell or spell slot is lost as if it had been cast or used for 
  the day.
  Material Component: A broken eggshell.
  ATTENTIVE ALARM
  Abjuration
  Level: Sorcerer/wizard 2
  Your mind seems to expand as a mystical sixth sense begins 
  observing the target area.
  This spell functions like alarm, except that you immediately 
  know the type and number of creatures that triggered the 
  spell.
  This effect applies only to creatures that cross the boundary 
  during the round in which the spell is triggered; creatures 
  that come afterward are not automatically detected.
  CACOPHONOUS ALARM
  Abjuration
  Level: Bard 2
  Your magic causes the surrounding region to vibrate briefly with a 
  deep rumble.
  This spell functions like alarm, although you can only set it 
  to produce an audible result, not a mental one.
  Furthermore, an effect equivalent to a sound burst spell 
  affects the first creature to violate the warded area (only 
  this creature is affected, not a 10-footradius spread).
  ENERGY ABSORPTION
  Abjuration
  Level: Sorcerer/wizard 7, wu jen 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level or until expended
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Your skin warms, and your chest fills with a rush of cool air.
  The sensation fades as you touch your subject, transferring a spark 
  of all the energies of magic.
  The subject gains resistance 10 against all five energy types: 
  acid, cold, electricity, fire, and sonic.
  As an immediate action, the subject can cause the spell to 
  absorb the power of a single energy-based attack.
  The subject gains immunity to any energy types used in 
  that attack (but only for that attack), and also heals a 
  number of points of damage equal to 1/2 the damage the 
  effect would normally have caused.
  For instance, if a red dragon breathes fire on the subject for 
  87 points of damage, he could decide as an immediate 
  action to absorb the effect, thus healing 43 points of 
  damage instead of taking any damage.
  
  539
  Hit points in excess of the subject’s normal maximum are 
  lost.
  Taking advantage of this function ends the duration of the 
  spell.
  KARMIC AURA
  Abjuration
  Level: Hexblade 1, sorcerer/wizard 1
  Components: V
  Casting Time: 1 swift action
  Range: 20 ft.
  Area: 20-ft.-radius emanation, centered on you
  Duration: 1 round/level
  Saving Throw: Will partial
  Spell Resistance: Yes
  You feel the currents of fate flow through you, tugging on the 
  strings of chance.
  While this spell is in effect, any creature within range that 
  deals damage to you with an attack, spell, or other effect 
  becomes fatigued for 3 rounds.
  A successful Will save indicates that the attacker is 
  unaffected and immune to the spell’s effect until the start of 
  your next turn, but must save again if he damages you after 
  that point.
  An attacker already fatigued suffers no additional effect 
  from this spell.
  Karmic aura, karmic backlash, and karmic retribution interact 
  in an unusual fashion.
  If you have more than one of these spells active at once, the 
  subject must save against each spell in descending order of 
  spell level.
  If he fails any of these saves, he is automatically fails any 
  save against any lower-level spell of the set that you have 
  active.
  (Spell resistance still applies to each effect separately).
  For example, suppose you have all three spells active when 
  a foe strikes you.
  He first attempts to save against karmic retribution.
  If that save fails, he is treated as if he had failed his saving 
  throws against all three spells.
  If the first save succeeds, but the save against karmic 
  backlash fails, he is treated as if he had failed his saves 
  against both that spell and karmic aura.
  Only if he succeeds on both of the first two saves is he 
  entitled to a save against karmic aura.
  KARMIC RETRIBUTION
  Abjuration
  Level: Hexblade 4, sorcerer/wizard 6
  By manipulating fate itself, you ensure that any who attack you 
  suffer greatly for their insolence.
  This spell functions like karmic aura, except that any 
  creature that damages you and fails its Will save becomes 
  stunned for 1 round.
  KARMICK BACKLASH
  Abjuration
  Level: Hexblade 2, sorcerer/wizard 3
  Your magic influences the flow of fate, doing harm to all who 
  would dare attack you.
  This spell functions like karmic aura, except that any 
  creature that damages you and fails its Will save becomes 
  exhausted for 2 rounds.
  MYSTERIOUS REDIRECTION
  Abjuration
  Level: Sorcerer/wizard 8, wu jen 8
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 5 rounds or until expended
  Your foe’s attacks mysteriously veer toward other targets.
  This spell creates a field around you that deflects physical 
  blows.
  The field affects melee and ranged attacks made with 
  natural or manufactured weapons, but not spells or magical 
  attacks unless they are delivered with a physical touch 
  attack.
  Anyone who aims a melee or ranged attack against you 
  must make a Will save to overcome the spell’s effect.
  If the save fails, all attacks that individual makes against 
  you while the spell lasts have a 50% chance to be deflected 
  to another target instead.
  Spell resistance applies to this effect.
  If a melee attack is deflected, the new target must be a 
  creature both adjacent to you and within your attacker’s 
  melee reach.
  If a ranged attack is deflected, the new target must be both 
  adjacent to you and within your attacker’s range.
  If more than one target is available, determine which 
  creature is attacked randomly.
  Any combat modifiers (such as cover) apply to the attack.
  A creature that has total cover against the attacker can’t be 
  selected as a target, nor can the attacker.
  If no eligible target exists, the attack misses.
  As an immediate action while the spell lasts, you can 
  choose to redirect a deflected attack back at the attacker.
  You can wait to make this decision until after you know an 
  attack has been deflected, but you must do so before you 
  know which creature is the target of the deflected attack.
  Using this ability ends the spell’s duration.
  OTILUKE’S IMPRESSING FIELD
  Abjuration
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 full round
  Range: 20 ft.
  Area: 20-ft.-radius emanation, centered on you
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  Your skin tingles as you radiate a field of powerful magic.
  When you cast this spell, designate either a school of magic 
  or a subtype of magic (such as evil spells or fire spells).
  Spells of that type are suppressed within the area of your 
  spell.
  Anyone attempting to cast such a spell in (or into) the area 
  must succeed on a caster level check against a DC of 11 + 
  your caster level.
  
  540
  (Abilities and feats that improve the ability to defeat spell 
  resistance, such as Spell Penetration, apply here as well).
  Anyone attempting to activate an item that produces a spell 
  or effect of that type must make a similar roll, using the 
  item’s caster level for the level check.
  Constant items or precast effects make this check when 
  first exposed to your suppressing field.
  If they succeed, they remain unaffected for the duration.
  If they fail, they are suppressed for the duration, resuming 
  function (if their duration has not expired) when they leave 
  the area.
  PRISMATIC AURA
  Abjuration
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level or until discharged (D)
  You are surrounded in a flashing aura of multiple colors.
  The prismatic aura spell obscures your image, offering you 
  concealment.
  In addition, any creature that hits you with a nonreach 
  melee weapon is subject to a random prismatic effect.
  Roll 1d8 and consult the table under prismatic spray (PH 
  264); reroll any result of 8, since a prismatic aura can’t 
  generate two effects at once.
  Each time an effect is expended, that color disappears from 
  the aura (reroll if it comes up again on the table).
  Thus a prismatic aura can affect a maximum of seven 
  attackers before it disappears, and the spell ends.
  An attacker is entitled to any applicable saves, and spell 
  resistance applies to this effect.
  REPELLING SHIELD
  Abjuration [Force]
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You create a shield of force that can push your attackers away from 
  you.
  This spell functions like the shield spell, except that any 
  adjacent creature that makes a melee attack against you is 
  also pushed 5 feet away from you after the attack is 
  resolved.
  A successful Reflex save negates this effect, and spell 
  resistance applies.
  You can choose the direction of the creature’s movement, 
  as long as it ends up farther away from you than it began.
  You can’t push a creature into a space that it couldn’t legally 
  occupy (such as a wall).
  If no legal space exists to push the creature, it is unaffected.
  TENACIOUS DISPELLING
  Abjuration
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Area: One creature or object, or 20-ft.-radius 
  burst
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  A wave of your hand sweeps away some of the magical effects on 
  your target, but a surge of energy within you wants another try.
  This spell functions as a targeted dispel magic.
  If you cast tenacious dispelling again before the end of your 
  next turn, the second casting can function either as a 
  targeted or area dispel magic, and you gain a +2 bonus on 
  dispel checks made as part of the spell.
  CONJURATION
  CAUSTIC MIRE
  Conjuration (Creation)
  Level: Sorcerer/wizard 4
  Components: V, S
  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
  A foul sludge seeps out of the ground, coating the area before you.
  You cover the ground in an acidic slime, roughly the 
  consistency of thick mud.
  The sludge is sticky; entering any square affected by caustic 
  mire costs 2 squares of movement.
  In addition, each square entered deals 1d6 points of acid 
  damage to the creature moving.
  A creature who stands in the area without moving from its 
  space takes 1d6 points of damage per round at the end of its 
  turn.
  The fumes rising out of caustic mire are flammable.
  Any effect that deals fire damage within an area of caustic 
  mire deals an extra 1 point of damage per die (minimum +1 
  damage).
  CAUSTIC SMOKE
  Conjuration (Creation)
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Acidic fog spreads in a 20-ft. radius, 20 ft. high
  Duration: 5 rounds
  Saving Throw: Fortitude partial
  Spell Resistance: No
  Green-tinged smoke billows from the earth, obscuring sight and 
  burning all it touches.
  You create a bank of smoke, similar in effect to a fog cloud.
  In addition to obscuring sight, the cloud deals 1d6 points of 
  acid damage per round to all creatures within.
  Furthermore, its acrid fumes burn the eyes, imposing a –5 
  penalty on all attack rolls and Search and Spot checks 
  unless a creature succeeds on a Fortitude save (repeated 
  each round the creature is within the cloud).
  
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  These penalties last as long as the subject remains within 
  the cloud, plus an additional 2 rounds thereafter.
  If a creature within the cloud takes acid damage from any 
  other effect, it must succeed on a Fortitude save (using this 
  spell’s save DC) or be blinded for 1 round.
  CHOKING COBWEBS
  Conjuration (Creation)
  Level: Sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Dusty webs in a 10-ft.-radius spread
  Duration: 1 minute/level (D)
  Saving Throw: Fortitude partial
  Spell Resistance: No
  You fill an area with thin, dust-laden choking strands.
  This spell covers an area in layers of clinging filaments that 
  resemble old, dusty cobwebs.
  Unlike a web spell, the strands of a choking cobwebs spell 
  need not be anchored to two or more solid and 
  diametrically opposed points, though they can be.
  Unsupported cobwebs flutter in the air as through held up 
  by a rising current.
  The cobwebs block sight beyond 5 feet.
  A creature within 5 feet has concealment.
  Creatures farther away have total concealment.
  Entering a square of cobwebs costs 2 squares of movement.
  A living creature that enters choking cobwebs falls into a fit of 
  horrific coughing, making it sickened for as long as it 
  remains in the area and for 1 round after it leaves.
  A successful Fortitude save negates the sickened effect, but 
  the save must be repeated each round the creature enters or 
  remains within the area.
  If two or more choking cobwebs spells overlap the same area, 
  the overlapping area of the two spells becomes a nearly 
  impenetrable barrier of stands.
  In addition to the effects described above, any creature 
  within the overlapping area has cover against adjacent 
  creatures, and total cover against creatures more than 5 feet 
  away.
  Entering a square of overlapping cobwebs costs 4 squares of 
  movement, and a living creature within this area is 
  nauseated rather than sickened (Fortitude negates) and also 
  takes 1d4 points of Constitution damage in each round that 
  it is nauseated.
  CLIMBING TREE
  Conjuration (Creation)
  Level: Druid 1, ranger 1, wu jen 1 (wood)
  Components: V, S, DF
  Casting Time: 1 full round
  Range: 0 ft.
  Effect: A thin but sturdy tree
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  At your call, a tree snakes up from the earth, in seconds growing as 
  tall as trees that have lived for years.
  You cause a 1-foot-diameter tree to grow in the center of 
  any adjacent square.
  The tree can grow as high as 10 feet per caster level (to a 
  maximum of 50 feet).
  The branches are evenly spaced and perfect for climbing; 
  ascending the tree requires a successful DC 5 Climb check.
  The tree can grow only in soft terrain, such as dirt, soil, or 
  sand.
  The tree has hardness 5 and 120 hit points; if cut down, it 
  vanishes instantly.
  It can’t be animated by any means, such as with animate 
  plants, nor can it serve as the basis for any plant-related spell 
  such as tree stride.
  Treat the tree as a slender pillar (DMG 64) for terrain 
  purposes.
  DEADLY LAHAR
  Conjuration [Earth, Fire]
  Level: Druid 8, sorcerer/wizard 8, wu jen 8 (earth and fire)
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped spread
  Duration: Instantaneous
  Saving Throw: Reflex partial
  Spell Resistance: No
  A rushing torrent of liquid rock bursts from the ground, washing 
  over your foes.
  You create a liquid landslide of molten-hot volcanic 
  material.
  All creatures in the area of the spell take 10d6 points of fire 
  damage.
  Additionally, those creatures are coated in a thick layer of 
  the viscous substance, slowing them (as the slow spell) for 
  the next 3 rounds and dealing an additional 5d6 points of 
  fire damage per round.
  A successful Reflex save reduces the initial damage by half 
  and prevents the slow effect and the additional damage.
  DIMENSION JUMPER
  Conjuration (Teleportation)
  Level: Bard 5, sorcerer/wizard 5
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You and objects touched
  Duration: 1 round/level
  You whisk yourself from place to place with a word.
  For the duration of this spell, you gain the ability to teleport 
  yourself up to 30 feet once per round as a move action.
  You can bring along held or carried objects, as long as their 
  weight doesn’t exceed your maximum load.
  You can’t transport other creatures except for a familiar.
  You must be able to see your destination; if you attempt to 
  teleport into a solid object, the action is wasted but the spell 
  remains in effect.
  If you don’t end your teleport on a solid surface, you fall 
  immediately.
  DIMENSION JUMPER, GREATER
  Conjuration (Teleportation)
  Level: Sorcerer/Wizard 9
  You whisk yourself from place to place with but a thought.
  
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  This spell functions like dimension jumper, except that you 
  teleport as a swift action rather than as a move action, and 
  the range of your teleport extends to 60 feet.
  FAMILIAR REFUGE
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 6
  Components: V
  Casting Time: 1 swift action
  Range: Unlimited
  Target: You or your familiar
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You feel the bond between yourself and your familiar strengthen, 
  and then the animal stands before you.
  You instantly transport yourself to your familiar, or your 
  familiar to you, as greater teleport.
  You can’t bring any other living creatures with you.
  FIRE AND BRIMSTONE
  Conjuration (Creation) [Fire]
  Level: Sorcerer/wizard 5, wu jen 5 (fire)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  With a shout, you cause your foes to erupt in afoul, acrid-smelling 
  burst of yellow fire.
  The subject ignites in a burst of sulfuric fire that deals 1d6 
  points of damage per caster level (maximum 15d6) and 
  causes the subject to be sickened for 5 rounds.
  A successful Fortitude save halves the damage and negates 
  the sickening.
  Material Component: A pinch of brimstone.
  GENIUS LOCI
  Conjuration (Creation) [see text]
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 hour
  Range: 0 ft.
  Target: One building, location, or discernible geographic 
  area, up to a maximum area of one 10-ft. cube/caster level
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  At your final word, the air around you hums and the region glows 
  with a sudden flash of light.
  It fades swiftly, but you can now feel a presence, as though the 
  environment itself watched you.
  With this spell, you grant the particular building or 
  location a permanent “guardian spirit”.
  You must task the spirit with a specific purpose, and that 
  purpose must in some manner involve protecting the 
  building or region to which it is attached.
  The task can be very general (“Slay any creature who 
  attempts to enter!”) or far more specific (“Kill any goblin 
  who tries to take the red sword down off the wall”).
  The task can’t be so specific as to mention the names of 
  individual creatures, or to require unseen knowledge such 
  as alignments or allegiances.
  Finally, it must be simple enough to clearly convey in one 
  or two sentences.
  If the triggering event occurs, the genius loci manifests 
  exactly where you cast the spell, taking the form of an elder 
  elemental (choose air, earth, fire, or water when you cast 
  the spell).
  It immediately attempts to carry out the designated task.
  Once the spell is complete, you have no special control over 
  the spirit’s actions, and if you trigger the manifestation, it 
  attacks you just as it would anyone else.
  The manifested spirit behaves in all ways as a normal 
  elemental of its kind, within the parameters of the task 
  assigned.
  If the spirit’s manifested form is slain, it is not destroyed 
  and the spell is not broken.
  However, it can’t manifest for 24 hours after being 
  destroyed.
  The only way to permanently break a genius loci spell is with 
  a miracle, Mordenkainen’s disjunction, or wish, or else to 
  permanently defeat the guardian spirit’s purpose.
  If, for instance, the spirit was commanded to prevent a 
  particular item from being destroyed, the destruction of 
  that item renders its existence moot.
  When not actively involved in protecting its territory or 
  following its task, the spirit shows no sign of its existence.
  When it manifests, the creature appears to come out of 
  nowhere.
  Anyone viewing the building or area with detect magic sees 
  an overwhelming aura of conjuration; true seeing reveals the 
  spirit wandering its territory, appearing as a vague, hazy 
  silhouette of the creature it manifests as.
  Genius loci becomes a spell of the same type as the elemental 
  manifestation specified (air, earth, fire, or water).
  Material Component: A paste made up of silver, mithral, and 
  holy water, worth a total of 3,000 gp.
  GREAT WORM OF THE EARTH
  Conjuration (Creation) [Earth]
  Level: Druid 7, wu jen 7 (earth)
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: A great wormlike maw
  Duration: 1 round/level or until escaped
  Saving Throw: Reflex partial
  Spell Resistance: No
  With a fearsome roar, an enormous wormlike mouth bursts from 
  the earth beneath your opponent’s feet, attempting to swallow him 
  whole.
  You conjure a great wormlike maw from the ground 
  beneath the feet of another creature, which immediately 
  bites and tries to swallow that creature.
  A successful Reflex save means the creature takes only 4d6 
  points of damage and the spell ends.
  If the creature fails its save, it takes 8d6 points of damage 
  and becomes “swallowed” by the mouth, dragged beneath 
  the ground.
  
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  A creature so trapped can’t act except to try to escape and 
  takes an additional 2d6 points of acid damage each round 
  on your turn as the worm “digests” it.
  Each round on its turn, a creature trapped within the worm 
  can take a full-round action to attempt a new Reflex save to 
  escape.
  If successful, the creature appears prone in its original 
  space and the spell ends.
  An ally in or adjacent to the creature’s original space can 
  use the aid another action to help unearth it; a successful 
  DC 10 Strength check grants a +2 bonus on the creature’s 
  next Reflex save to escape.
  You can place this spell’s effect only on a horizontal area of 
  dirt or stone at least 10 feet thick.
  Any creature more than 5 feet off the ground can’t be 
  affected by this spell.
  INCENDIARY SLIME
  Conjuration (Creation)
  Level: Sorcerer/wizard 2
  A slick, greasy liquid seeps from the targeted object, thoroughly 
  coating it.
  This spell functions like grease (PH 237), but the liquid is 
  also highly flammable.
  If any fire damage is dealt within the area of the spell (or to 
  the subject of the spell), the spell’s area (or subject) bursts 
  into flame.
  This effect deals 4d6 points of damage to anyone in the area 
  (or holding the subject), but also ends the spell’s duration.
  A successful Reflex save halves this damage.
  MORDENKAINEN’S TRUSTED BLOODHOUND
  Conjuration (Creation)
  Level: Assassin 4, sorcerer/wizard 6
  Effect: Phantom bloodhound
  You conjure a phantom hound, that can track and bring down 
  your prey.
  This spell functions like Mordenkainen’s faithful hound,
  except that the phantom bloodhound created can also track 
  a creature as if it had the Track feat.
  Its Survival modifier is equal to your caster level for this 
  purpose, but it can’t use the Survival skill for any other 
  tasks.
  A trusted bloodhound has a land speed equal to yours, and can 
  move at full speed without taking a penalty on Survival 
  checks to track.
  A trusted bloodhound can’t attack, provide a flank, or have any 
  other effect on combat.
  However, as a standard action, you can instruct a trusted 
  bloodhound to serve as a watchdog; in this role it functions 
  identically to Mordenkainen’s faithful hound, except that its 
  attack bonus equals your caster level.
  You can command a trusted bloodhound to resume its 
  tracking again as a standard action.
  RAIN OF SPINES
  Conjuration (Creation) [Earth]
  Level: Wu jen 4 (metal)
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (5-ft. radius, 20 ft. high)
  Duration: Instantaneous
  Saving Throw: Reflex partial
  Spell Resistance: No
  With a shout, you call down a rain of spines upon your foes, 
  piercing their flesh and pinning them to the floor.
  You cause a veritable storm of small, piercing metallic 
  projectiles to rain from the air.
  This spell deals 6d6 points of damage to each creature in 
  the area.
  In addition, each creature in the area is knocked prone and 
  immobilized by spines pinning it to the floor.
  A successful Reflex save halves the damage and negates the 
  secondary effect.
  A creature immobilized by spines is considered entangled 
  and can’t move from its space for 1 round per caster level; a 
  DC 20 grapple check or Escape Artist check allows it to 
  break free and end the secondary effect.
  RESINOUS TAR
  Conjuration (Creation)
  Level: Bard 1, sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area or Target: One object or 10-ft. square
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  A sticky layer of black liquid coats your target.
  The resinous tar spell makes a solid surface sticky.
  Movement costs across the area are doubled.
  Any prone creature in the area must succeed on a DC 10 
  Strength check to stand up.
  The spell can also be used to create a sticky coating on an 
  item.
  Items not in use or in a creature’s possession are always 
  affected by this spell.
  An object wielded or held by a creature receives a Reflex 
  saving throw to avoid the effect.
  A creature holding an affected item must use a full-round 
  action to let go of the item, drop it, put it away, pick it up 
  from the ground, or ready it for use.
  A creature wielding an affected item gains a +5 
  circumstance bonus on opposed checks to avoid being 
  disarmed.
  A creature wearing armor or clothing affected by this spell 
  takes a –5 penalty on Escape Artist checks and on grapple 
  checks made to resist or escape a grapple or to escape a pin.
  Resinous tar counters and dispels grease (and vice versa).
  Material Component: A drop of honey, molasses, or pine 
  resin.
  STEAL SUMMONING
  Conjuration (Summoning)
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One summoned creature
  Duration: Concentration (up to 1 round/level) + 1 round
  Saving Throw: None
  
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  Spell Resistance: No
  With an act of will and the utterance of arcane syllables, you steal 
  the nascent connection being formed between summoner and 
  minion.
  You steal control of a creature as it is being summoned.
  If you succeed on a caster level check (DC 11 + the caster 
  level of the summoned), you gain control over the target 
  creature as if you had summoned it.
  You must cast this spell immediately after the spell or spell-
  like ability that summoned the target resolves, before the 
  creature takes even a single action.
  If this spell’s duration expires before the spell that 
  summoned the creature ends, the target returns to its 
  original master’s control at that time.
  If the original master is no longer available to control it, it 
  becomes free-willed until its original master returns.
  STORM OF NEEDLES
  Conjuration (Creation)
  Level: Wu jen 4 (metal)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  You flick a needle out in front of you.
  Instantly, the area is filled with a burst of thousands of tiny 
  needles, which vanish almost as swiftly as they appear.
  Creatures in the cone take 1d4 points of damage per caster 
  level (maximum 15d4).
  Material Component: A 1-inch-long metal needle.
  SUMMON COMPONENT
  Conjuration (Summoning)
  Level: Bard 1, sorcerer/wizard 1
  Components: S
  Casting Time: 1 swift action
  Range: 0 ft.
  Effect: Noncostly material component for a single spell
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  You cup your hand and the object you desire appears in your palm.
  You conjure the material component or components for a 
  single spell that you can cast.
  No component you summon can be worth more than a 
  single gold piece, and it can’t be a magic item.
  Summoned components disappear when the spell duration 
  expires, if they were not consumed in casting the spell.
  SUMMON WEAPON
  Conjuration (Summoning)
  Level: Assassin 2, bard 2
  Components: V, S
  Casting Time: 1 swift action
  Range: 0 ft.
  Effect: Nonmagical light weapon
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  A weapon appears in your hand, ready for use.
  You conjure a nonmagical light weapon sized for you.
  The weapon is normal in every respect.
  It can’t be made of any unusual metal, nor is it masterwork.
  TACTICAL TELEPORTATION
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One willing creature/3 levels
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Spell Resistance: No and Yes (object)
  You instantly analyze the field of battle, visualizing lines of power 
  connecting you and your allies to tactically viable positions.
  With a shout, you cause those lines to pull taut.
  This spell instantly teleports a number of willing creatures 
  a short distance with no chance for mishap, as greater 
  teleport.
  Effectively, tactical teleportation lets you reposition a number 
  of allies (including yourself, if you choose) around the 
  battlefield.
  Each creature to be affected must be within range of you, 
  and no creature can be transported farther away from your 
  original position than the range allows.
  You must have line of sight to all the intended destinations 
  when you cast the spell.
  Each subject can bring along held or carried objects as long 
  as their weight doesn’t exceed the subject’s maximum load.
  Only objects held or in use (attended) by another 
  individual receive saving throws and spell resistance.
  If any subject would appear in a space occupied by another 
  creature or a solid object, that subject is unaffected by the 
  spell, but the rest of the effect resolves normally.
  TOWERING THUNDERHEAD
  Conjuration (Creation) [Air]
  Level: Druid 9, sorcerer/wizard 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Cylinder (40-ft. radius, 60 ft. high)
  Duration: 3 rounds (D)
  Saving Throw: None
  Spell Resistance: No
  A cylinder of roiling clouds appears, shot through with punishing 
  winds and sheets of lightning.
  This spell creates an enormous mass of dark clouds that 
  provide concealment as fog cloud.
  Powerful and contrary currents of wind inside the cylinder 
  have the effect of a wind wall spell.
  Movement within the cylinder is hampered; entering an 
  affected square costs 2 squares of movement.
  You can see and move normally within your own towering 
  thunderhead spell (though your ranged attacks are hindered 
  as much as anyone else’s).
  Any sonic or electricity spell of 7th level or lower cast by a 
  creature within a towering thunderhead is automatically 
  
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  empowered (as if affected by the Empower Spell feat, but 
  with no adjustment to the spell’s level or casting time).
  Spells already affected by Empower Spell don’t gain this 
  benefit.
  TOXIC TONGUE
  Conjuration (Creation)
  Level: Assassin 3
  Components: V, S
  Casting Time: 1 standard
  Range: Personal
  Target: You
  Duration: 1 minute/level
  A sickly black fluid dribbles from the corner of your mouth.
  You gain the ability to create a virulent poison in your 
  mouth.
  You can then either spit the poison at a foe or apply it to a 
  weapon.
  In either case, a Fortitude save negates each instance of 
  damage, as normal for poison.
  Spitting the poison at a foe requires a standard action and a 
  successful ranged touch attack; the range is 30 feet.
  In this form, the poison deals 1d3 points of Constitution 
  damage as its initial and secondary damage.
  Applying the poison to a weapon requires a swift action 
  (and requires you to touch the weapon).
  This form of the poison deals 1d6 points of Constitution 
  damage as its initial and secondary damage.
  You can apply the poison either to a manufactured or 
  natural weapon, including your own bite attack (if you have 
  one).
  The poison remains on your weapon until you make a 
  successful attack or until the spell’s duration ends, 
  whichever comes first.
  Each dose of poison you create reduces the remaining 
  duration of the spell by 1 minute.
  The poison has no effect if ingested.
  DIVINATION
  ALLIED FOOTSTEPS
  Divination
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Target: Willing living creature touched
  Duration: 1 day/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a touch, you feel the bond between you and your companion 
  grow stronger.
  The subject of the spell knows the direction and 
  approximate (within 10%) distance he must travel to reach 
  you, enabling him to find you under almost any 
  circumstances.
  He might not know the best route, however, since the spell 
  does not account for obstacles.
  The spell works at any distance and continues even if you 
  die.
  If you travel to a different plane, or if either you or the 
  target enters an antimagic field or similar area, the spell is 
  temporarily suppressed.
  COMBINED TALENT
  Divination
  Level: Bard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 level)
  Targets: Two willing creatures no more than 30 ft. apart
  Duration: 10 minutes (D) or until expended
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  For an instant, both your companions’ eyes go wide as they sense 
  the mental link that now exists between them.
  You allow one of the subjects to make use of the skill ranks 
  of the other subject, in place of her own, up to a value equal 
  to your caster level (maximum 10 ranks).
  You must decide which skill is affected when you cast the 
  spell, and the spell lasts for long enough to attempt a single 
  use of that skill, up to a maximum of 10 minutes.
  The beneficiary of the spell uses the other subject’s skill 
  ranks in place of her own but applies her own ability, racial, 
  and other modifiers.
  The second subject does not lose access to his skill ranks 
  while under the effect of this spell.
  CRITICAL STRIKE
  Divination
  Level: Assassin 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: One attack
  As you complete this spell, you sense the blood rushing through 
  your target’s veins.
  This spell guides your next attack to your foe’s vital spots.
  Your next single attack roll (if it is made before the end of 
  the next round) ignores any miss chance due to 
  concealment.
  (In the case of a foe that has total concealment, you must 
  still attack the correct square).
  This even allows you to deliver a sneak attack against a foe 
  that has concealment.
  DEATHSIGHT
  Divination
  Level: Assassin 4
  Components: S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: One attack
  The vital spots on your foe seem to call out to you, guiding your 
  weapon of their own accord.
  You gain temporary, intuitive insight into the actions and 
  physiology of your foes.
  
  546
  Your next attack (if it is made before the end of your next 
  turn) is considered a death attack, without the need for the 
  standard 3 rounds of observation.
  All other rules for a death attack, such as determining 
  success and damage dealt, apply as normal.
  If you don’t have the ability to deliver a death attack, this 
  spell has no effect.
  ELEMENTAL EYE
  Divination
  Level: Wu jen 3
  Components: V, S, F
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Target: One object weighing up to 1 pound (see Focus, 
  below)
  Duration: See text (D)
  Saving Throw: None
  Spell Resistance: No
  You close your eyes, and instantly the area around the chosen 
  object comes into focus.
  You enspell a small object to serve as a magic sensor, much 
  like that created by clairaudience/clairvoyance.
  Once you have touched the object and cast the spell, you 
  have up to 1 hour/level to activate the magic, thus enabling 
  you to plant the object in a location and then move to a 
  different spot to spy on that location.
  Once you have activated the magic—that is, once you 
  begin actually using the magic sensor to see—the spell lasts 
  for 1 minute/level, or until you choose to end it.
  This spell otherwise functions as clairvoyance.
  If the object is moved, your sight moves with it, but the 
  spell ends if the stone passes out of range.
  Focus: Depending on your chosen element, you must use 
  one of the following as a focus: a stone (earth), a lump of 
  charcoal (fire), a piece of metal (metal), a puddle of water 
  (water), or a chunk of wood (wood).
  In each case, the object must weigh between 1/2 and 1 
  pound.
  The focus is also the target of the spell.
  ENDURING SCRUTINY
  Divination
  Level: Assassin 3, bard 3, paladin 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: Yes
  You sense a sudden, empathic connection with the subject, as 
  though you were constantly a mere step or two behind.
  You designate a particular action when casting this spell.
  If the subject engages in or commits that particular action 
  during the spell’s duration, you are instantly alerted of that 
  fact, regardless of the distance between you and the subject 
  (and even if the subject is on another plane).
  For instance, you could command the spell to alert you if 
  the subject casts a spell or kills someone.
  You do not necessarily know the precise details of when or 
  how the subject committed the designated action; you only 
  know, instantly, that he did so.
  GUIDED PATH
  Divination
  Level: Bard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  With a sudden flash of insight, you know exactly where to turn 
  and which streets to travel.
  This spell imparts to you the most direct route to a type of 
  location within 1 mile.
  In this instance, a location is defined as a particular sort of 
  building or establishment.
  For example, you could learn the route to the nearest 
  tavern, temple, or blacksmith’s workshop.
  You can’t obtain directions to a specific location, such as the 
  shop of Rufus the blacksmith.
  Additionally, the location’s purpose must be publicly 
  known.
  If the thieves guild secretly operates out of a warehouse, 
  you can’t obtain directions to the “headquarters of the 
  thieves guild”, because that is not publicly available 
  information.
  MAGIC SAVANT
  Divination
  Level: Bard 2
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Your hands and mind warm as the flow of mystical energy 
  strengthens within you.
  You align your own energy with that of the magic items 
  around you.
  You gain a +4 insight bonus on Use Magic Device checks.
  If you have 10 or more ranks in Use Magic Device, you can 
  take 10 on Use Magic Device checks, even if the situation 
  wouldn’t normally allow you to do so.
  NEAR HORIZON
  Divination
  Level: Assassin 2, ranger 2
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 3 rounds
  The horizon seems to lurch nearer to you as your eyes attain 
  superhuman acuity.
  You gain a mystical insight into targets most people can 
  barely see.
  For the duration of the spell, you take no range penalties 
  when using ranged weapons, though they are still limited 
  to their normal maximum distance.
  
  547
  SPELLCASTER’S BANE
  Divination
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level
  The air around you seems to glow as the currents of magic running 
  through the world become visible to your eyes.
  You gain a +2 insight bonus on dispel checks and caster 
  level checks made to counterspell.
  If you have 5 or more ranks in Spellcraft, you also 
  automatically recognize any spell being cast, as though you 
  had succeeded on a Spellcraft check.
  You must have line of sight to the caster, but distance is 
  otherwise not a factor.
  If you have 15 or more ranks in Spellcraft, you not only 
  recognize any spell being cast, but you also know the caster 
  level of any spell being cast.
  Again, you must have line of sight to the caster for this 
  effect to function.
  TRUE CASTING
  Divination
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: One spell
  You focus your magic deep in your sold until it becomes a torrent 
  that must be unleashed.
  Your next single spell (if it is cast before the end of the next 
  round) gains a +10 insight bonus on any caster level check 
  made to overcome spell resistance.
  VIGILANT SLUMBER
  Divination
  Level: Assassin 1, bard 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: 12 hours or until awakened
  Even as you prepare for sleep, you feel a strange alertness in the 
  back of your mind.
  You set a specific condition under which you automatically 
  wake up.
  This condition might be anything from “If any Tiny or 
  larger creature comes within 10 feet of me” to “When the 
  moon is at its zenith”.
  The condition must be something that you would normally 
  be able to observe if you were awake.
  Thus, you can’t set the spell to wake you when something 
  happens elsewhere, or when an invisible foe sneaks into 
  your campsite.
  You awaken fully alert and ready for action.
  VITAL STRIKE
  Divination
  Level: Assassin 3
  Components: S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: One attack
  You suddenly see two versions of your target, one a split second 
  ahead of the other, allowing you to target the holes in his defenses.
  You gain temporary, intuitive insight into the actions of 
  your foes.
  Your next single attack roll (if it is made before the end of 
  the next round) is considered a sneak attack, even if your 
  foe is neither flat-footed nor flanked.
  This spell does not allow you to sneak attack creatures 
  normally immune to such attacks, nor does it allow you to 
  make use of other abilities—such as certain feats—that 
  deal ability damage, or otherwise grant you extra benefits, 
  when you make a sneak attack.
  ENCHANTMENT
  BOTHERSOME BABBLE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 2, hexblade 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 3 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  A sudden confused look appears on your target’s face as the words 
  coining from his mouth become nonsense.
  The subject can’t make himself understood through verbal 
  communication.
  No matter how hard he tries, he can’t speak a language, but 
  only utters nonsense sounds.
  His ability to write is unimpeded.
  To cast a spell with a verbal component, the subject must 
  succeed on a Concentration check; the DC equals this 
  spell’s save DC + level of the spell to be cast.
  If you cast bothersome babble on a creature currently affected 
  by a previous casting of the spell, the second spell has a 
  different effect.
  As long as both spells’ durations last, the subject’s speech is 
  physically painful to it.
  In any round in which the creature speaks, it takes 1d8 
  points of damage.
  Treat this as continuous damage for the purpose of making 
  Concentration checks to cast spells.
  When the first duration ends, this secondary effect is 
  replaced by the normal effect of the spell.
  CATERWAUL
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Bard 2
  Components: V, S
  Casting Time: 1 standard action
  
  548
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: 1 round
  Saving Throw: Will partial
  Spell Resistance: Yes
  You loose an earsplitting shriek that induces revulsion.
  You draw upon your primal emotions to emit a stomach-
  churning wail.
  Creatures in the area become nauseated for 1 round; those 
  that make successful Will saves become sickened for 1 
  round instead.
  ENDLESS SLUMBER
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 5, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  As you utter the final syllable, your foe’s eyes roll up in her head.
  She falls, snoring softly even as she hits the ground.
  You put a single subject into a magically induced slumber 
  that lasts indefinitely.
  Normal stimuli, such as shouting or prodding, are 
  insufficient to wake the subject, but any damage dealt to 
  the subject causes her to rouse immediately.
  The subject can attempt a new save every 24 hours to 
  awaken early.
  The subject does not need to eat or drink during this time.
  Material Component: A pinch of black sand.
  IMMEDIATE ASSISTANCE
  Enchantment (Compulsion)
  Level: Bard 1
  Components: V
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One willing creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  As you speak the arcane words, you feel the laws of reality bending 
  around your companion, undoing his failure.
  You grant the subject the chance to reroll a skill check.
  You must cast this spell after the skill check has been 
  rolled, but before success or failure has been determined.
  The subject makes the new check immediately and must 
  abide by the results of the second roll.
  The subject can’t take 10 or 20 on this reroll.
  MELF’S SLUMBER ARROWS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: 1 arrow/3 levels
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A single arrow gleams like a star in the night, promising a 
  deathlike slumber to its target.
  At any time during this spell’s duration, you can use a swift 
  action to imbue an arrow that you hold with the power of 
  slumber.
  Any creature of 15 HD or less that is dealt damage by this 
  arrow before the end of your turn falls asleep for 1 hour.
  A successful Will save means the target becomes fatigued 
  for 1 hour instead.
  Any arrow that doesn’t deal damage to a target before your 
  turn ends loses its magic (but can be imbued again on your 
  next turn).
  You can imbue one arrow for every three caster levels you 
  have (maximum five arrows).
  Material Component: A few poppy seeds.
  OTTO’S IMPERATIVE AMBULATION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/3 levels
  Saving Throw: Will negates
  Spell Resistance: Yes
  With seemingly no regard for his safety, your target begins moving 
  around the battlefield.
  For the duration of the spell, the subject must begin each of 
  its turns by taking a move action to move at least 10 feet 
  (provoking attacks of opportunity as normal).
  The subject has full control over where it moves, as long as 
  it ends up at least 10 feet from where it started.
  If it is incapable of moving at least 10 feet with a move 
  action—due to terrain or other obstacles—it is dazed for 1 
  round instead.
  TORRENT OF TEARS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 2, sorcerer/wizard 2, wu jen 2 (water)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 5 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  Tears pour from the subject’s eyes, and his body is wracked with 
  sobs.
  You force the subject to cry by drawing forth the water of 
  his tears.
  For the duration of the spell, the subject is sickened and 
  blinded; a successful Will save negates the effect.
  Material Component: A single tear.
  VECNA MALEVOLENT WHISPER
  Enchantment (Compulsion) [Death, Mind-Affecting]
  Level: Sorcerer/wizard 4
  Components: V
  
  549
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature that has 10 hit points or fewer
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You whisper a horrific word of power that rends the soul of your 
  subject.
  A weaker (and perhaps older) variant of the power word 
  spells, this horrible malediction was supposedly created by 
  the Whispered One himself, long before his ascension to 
  godhood.
  The subject of the spell is reduced to –9 hit points (no roll 
  to check for becoming stable is necessary).
  EVOCATION
  BATTLECRY
  Evocation [Mind-Affecting, Sonic]
  Level: Bard 4
  Components: V, S
  Casting Time: 1 swift action
  Range: 60 ft.
  Targets: You and all allies within 60 ft.
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Your bold shout bolsters the resolve of your allies.
  When you cast battlecry, you and your allies gain a burst of 
  confidence and combat prowess.
  The next single attack made by any affected creature gains a 
  +5 morale bonus on the damage roll, provided the attack is 
  made before the end of your next turn.
  This bonus applies only to a single attack.
  In addition, any ally who is currently under a charm, 
  compulsion, or fear effect can attempt a new save against 
  that effect with a +2 morale bonus.
  Battlecry also extends by 3 rounds the duration of inspire 
  courage, inspire greatness, or inspire heroics bardic music 
  effects currently affecting any ally.
  If an ally is under the effect of more than one of these, all 
  durations are extended.
  BIGBY’S SLAPPING HAND
  Evocation [Force]
  Level: Sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One Tiny hand
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: Yes
  You complete the spell and blow into the leather glove.
  Immediately a blue-white, translucent hand appears next to the 
  enemy and smacks it across the side of the head—not enough to 
  hurt it, but hard enough to give others nearby a chance to attack.
  This spell distracts the subject, causing it to immediately 
  provoke attacks of opportunity from creatures threatening 
  its space.
  The spell allows no saving throw, but a slapped creature can 
  negate the effect with a DC 20 Concentration check.
  Focus: A leather glove.
  CHANNELED SOUND BLAST
  Evocation (Sonic)
  Level: Bard 5, sorcerer/wizard 5
  Components: V, S
  Casting Time: See text
  Range: See text
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You channel energy into the shimmering waves of sound spell, 
  causing them to tremble and quake with power.
  When you have poured enough energy into the spell, you send a 
  thunderous blast into your foes.
  This spell creates a cone of sonic energy that blasts your 
  enemies.
  The spell’s strength depends on the amount of time you 
  spend channeling energy into it.
  If you cast channeled sound burst as a swift action, it deals 1d4 
  points of sonic damage per two levels in a 15-foot cone.
  If you cast the spell as a standard action, it deals 1d6 points 
  of sonic damage per level in a 30-foot cone.
  If you cast channeled sound burst as a full-round action, it 
  deals 1d8 points of sonic damage per level in a 30-foot cone.
  If you spend 2 full rounds casting this spell, it deals 1d10 
  points of sonic damage per level in a 60-foot-radius spread 
  and permanently deafens all creatures in the area that fail 
  Fortitude saves.
  Regardless of how long you spend casting this spell, it can’t 
  deal more than 10 dice of damage.
  When you begin casting this spell, you decide when you 
  are finished casting it after the appropriate time has passed.
  You do not need to declare ahead of time how long you 
  want to spend casting the spell.
  COAT OF ARMS
  Evocation [Force]
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: A ring of blades swirling around you
  Duration: 1 minute/level (D) or until expended
  Saving Throw: None
  Spell Resistance: No or Yes; see text
  A ring of flashing blades, composed entirely of glowing blue force, 
  spins around you in a whirling dance of death.
  You surround yourself with a ring of spinning force blades.
  This spell creates one blade per three caster levels, up to a 
  maximum of six blades at 18th level.
  You gain a shield bonus to AC equal to the number of 
  blades that circle you.
  This bonus applies against incorporeal touch attacks, since 
  it is a force effect.
  Every round, as a move action, you can direct one of the 
  blades to break off and strike any target within 30 feet.
  
  550
  The blade strikes unerringly, requiring no attack roll, and 
  deals 2d6 points of damage (even to incorporeal creatures) 
  before disappearing.
  Spell resistance applies against this effect.
  Launching a blade in this fashion reduces your shield 
  bonus accordingly.
  Any creature that grapples you is automatically struck by all 
  the blades that still encircle you, which deal damage as 
  normal but then disappear as though you had voluntarily 
  launched them.
  DAWN BURST
  Evocation [Light]
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius burst
  Duration: 1 round/level (D)
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  A globe of brilliant radiance erupts silently, as though the light of 
  dawn had arisen.
  All creatures in the area glow with light equivalent to a 
  torch for the duration of the spell, making hiding difficult 
  and even revealing the location of invisible creatures.
  (Invisible creatures are still considered to have 
  concealment).
  In addition, undead and creatures within the area that have 
  light sensitivity or light blindness take 1d6 points of 
  damage, +1 point of damage per caster level (maximum +5).
  A successful Reflex save halves this damage.
  DEADLY SUNSTROKE
  Evocation [Light]
  Level: Sorcerer/wizard 9, wu jen 9 (fire)
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Targets: One creature/level, no two of which are more 
  than 60 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Beams of desiccating heat lance into your foes, scorching their flesh 
  and draining their vitality.
  This spell creates waves of overwhelming heat that deal 1d6 
  points of fire damage per caster level, maximum 25d6.
  Undead and plants take +50% damage.
  Any living creature damaged by this spell becomes 
  fatigued.
  A successful Fortitude save halves the damage and negates 
  the fatigue.
  If you cast this spell in any locale where the temperature 
  exceeds 90 degrees Fahrenheit, the spell instead deals 1d8 
  points of fire damage per caster level (maximum 25d8) and 
  makes living creatures exhausted.
  A successful Fortitude save halves the damage and negates 
  the exhaustion.
  DEAFENING BLAST
  Evocation [Sonic]
  Level: Bard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A deafening blast of sound, louder than thunder and more piercing 
  that the shrieks of the damned, erupts where you point.
  All creatures in the area are permanently deafened.
  A successful Fortitude save reduces the duration of the 
  deafness to 1 round.
  If a subject is already under the effect of painful echoes (page 
  112) when attacked by deafening blast, the two spells interact 
  to create a greater effect.
  In addition to being deafened on a failed save, the subject is 
  stunned for 1 round.
  GHOST LANTERN
  Evocation [Light]
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  The object begins to glow with a phosphorescent white light.
  Your companions’ faces are illuminated, but they cast no shadows 
  on the surrounding walls.
  Ghost lantern causes an object to glow like a torch, shedding 
  bright illumination in a 20-foot radius (and shadowy 
  illumination for an additional 20 feet) from the point you 
  touch.
  Unlike normal light spells, this light is only visible to you 
  and a number of specifically designated creatures equal to 
  one per three caster levels (maximum five).
  These creatures must be within 10 feet of you when you 
  cast the spell but can later move as far apart as they want.
  No others can see the ghost lantern; it has no effect on them, 
  and they are affected by other ambient light conditions as 
  normal.
  Effectively, this spell allows you and your chosen 
  companions to see in the dark.
  Material Component: A bit of phosphorescent fungus.
  INCENDIARY SURGE
  Evocation [Fire]
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  
  551
  No sooner has the blast of fire burst forth from your hands than 
  you feel it building within you again.
  This spell deals 1d6 points of fire damage per caster level 
  (maximum 10d6) to all creatures in the area.
  If you cast incendiary surge again before the end of your next 
  turn, the second casting deals 1d8 points of damage per 
  caster level (maximum 10d8), and you gain a +2 bonus on 
  any caster level checks made to overcome spell resistance 
  with that casting of the spell.
  JET OF STEAM
  Evocation [Water]
  Level: Sorcerer/wizard 1, wu jen 1 (water)
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Your hand is suddenly covered in warm condensation as a jet of 
  burning steam bursts from your finger.
  You release a powerful jet of superheated steam that deals 
  1d4 points of fire damage per caster level (maximum 5d4) 
  to each creature within its area.
  The jet begins at your fingertips.
  The jet of steam deals no damage to objects in its path, nor 
  can it set fire to combustibles.
  LASH OF FORCE
  Evocation [Force]
  Level: Sorcerer/wizard 9
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft. or 30 ft.; see text
  Effect or Area: One whip or 30-ft. line
  Duration: 1 round/level or until exhausted
  Saving Throw: None or Reflex partial
  Spell Resistance: Yes
  The air around you begins to thrash and churn with invisible 
  forces.
  This spell brings into being an invisible, whiplike tendril of 
  force.
  As an immediate action, you can command the lash to 
  strike any creature within 10 feet of you.
  The lash strikes automatically and deals 5d6 points of 
  damage.
  You must be able to see the target to be struck, but the lash 
  otherwise ignores concealment.
  As a force effect, it can even strike incorporeal or ethereal 
  creatures.
  At any point during the spell’s duration, you can use a 
  standard action to unleash a single 30-foot line of force that 
  deals 15d6 points of damage and knocks prone any 
  creatures in its area.
  A successful Reflex save halves the damage and prevents 
  the creature from being knocked prone.
  This effect instantly ends the spell’s duration.
  LINGERING FLAMES
  Evocation [Fire]
  Level: Sorcerer/wizard 6, wu jen 6 (fire)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 3 rounds
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A burst of flame erupts before you, raising the temperature of the 
  area to scorching levels.
  This spell functions like fireball, except that the area 
  remains filled with fire for the spell’s entire duration.
  Any creature within or entering the area takes 1d6 points of 
  fire damage per caster level (maximum 15d6); a successful 
  Reflex save halves this damage.
  Material Component: A pinch of sulfur and a length of 
  copper wire.
  LUMINOUS SWARM
  Evocation [Force]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 5 rounds
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  A swarm of shimmering motes streams from your fingers and 
  engulfs your target.
  You create a swarm of faintly luminous motes of pure force 
  that engulf one creature, obscuring its vision.
  If the target relies on sight, all its attacks have a 20% miss 
  chance while the motes last.
  The motes also deal 1d6 points of damage each round.
  The target can attempt a Reflex save each round to avoid 
  the damage.
  If a subject under the effects of luminous swarm is targeted 
  by fever dream (page 104), the two spells interact to create a 
  greater effect.
  See the fever dream spell for details.
  PAINFUL ECHOES
  Evocation [Sonic]
  Level: Bard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature/4 levels, no two of which are 
  more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Your shout seems to echo into eternity, causing your foes to twitch 
  and writhe as the reverberations pummel them internally.
  You set up painful vibrations within your subjects.
  Each round, the spell deals 1d4 points of sonic damage and 
  sickens each subject for 1 round.
  A successful Fortitude save negates the damage and the 
  sickening effect for that round, but the subject must 
  continue to save every round until the duration expires.
  
  552
  Creatures that are immune to extra damage from critical 
  hits are immune to the sickening effect.
  If a subject under the effect of painful echoes is affected by 
  deafening blast (see page 101) or resonating agony (see page 
  115), the two spells interact to create a greater effect.
  See the deafening blast and resonating agony spells for details.
  PRISMATIC BOW
  Evocation
  Level: Sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: A longbow made up of swirling, prismatic colors
  Duration: 1 minute/level or until discharged
  Saving Throw: See text
  Spell Resistance: Yes
  A glittering, flashing longbow, containing every hue of the 
  rainbow, appears in your hands.
  A prismatic bow functions as a +1 longbow; in addition, once 
  per round you can choose to imbue an arrow shot from it 
  with one of the seven colors of the bow, chosen from the 
  list of colors created by prismatic spray (PH 264).
  In addition to its normal effect, the arrow has the same 
  effect as the corresponding beam from prismatic spray 
  (including blindness for 2d4 rounds if the target has 8 HD 
  or fewer).
  Saves and spell resistance apply to this effect as normal for 
  prismatic spray.
  Once you fire an arrow, the corresponding color disappears 
  from the bow, and you can’t select that color again during 
  this particular casting of the spell.
  When the duration ends or when you have used the effects 
  of all seven colors, the bow vanishes.
  You are automatically considered proficient with a prismatic 
  bow.
  No one else can use your prismatic bow, though you need 
  not carry it at all times (you can stow it, drop it, or even 
  hand it to another character to hold).
  If you cast this spell a second time while a previous version 
  is still in effect, the first prismatic bows duration ends.
  PRISMATIC DELUGE
  Evocation
  Level: Sorcerer/wizard 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (40-ft. radius, 80-ft. high)
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  In a blinding shower of light, you call an enormous, painfully 
  bright rainbow from the heavens.
  This spell produces a column of colors resembling the end 
  of a rainbow.
  Every creature in the area is affected as though by the 
  prismatic spray spell (PH 264): blinded for 2d4 rounds if 8 
  HD or fewer, and you roll 1d8 on the prismatic spray table to 
  see what color affects which target.
  RESONATING AGONY
  Evocation [Sonic]
  Level: Bard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  At your touch, a dull rumble courses through the body of your foe, 
  shaking apart his mind and body from within.
  You make a touch attack to set up agonizing vibrations 
  within the body of the target.
  If you hit, the target is nauseated for the duration of the 
  spell.
  Each round on its turn it can attempt a Fortitude save to 
  lessen this effect to sickened for that round.
  A subject under the effect of painful echoes (page 112) takes 1 
  point of Constitution damage each time it fails a Fortitude 
  save against resonating agony.
  RESOUNDING THUNDER
  Evocation [Sonic]
  Level: Bard 4, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 5 rounds (D)
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Waves of sound crash continuously upon the ears of those in the 
  area.
  You fill the area with discordant crashes of sonic energy 
  that deal 4d6 points of sonic damage per round to creatures 
  within the area.
  Furthermore, any creature within or entering the area 
  becomes deafened as long as it remains within and for 1 
  round thereafter.
  A successful Fortitude save halves the damage and negates 
  the deafened effect.
  The clamorous sound in the area also interferes with all 
  sonic spells and effects.
  Any such spell or effect has only a 50% chance to affect a 
  creature within the area of resounding thunder.
  STORM OF FIRE AND ICE
  Evocation [Cold, Fire]
  Level: Druid 6, sorcerer/wizard 6, wu jen 6 (fire and water)
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Cylinder (20-ft. radius, 40 ft. high)
  Duration: 1 round
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You bring forth a swirling vortex of smoking lava intermixed with 
  chunks of steaming ice.
  
  553
  A shower of lava globs and hailstones rains down for 1 
  round, dealing 6d6 points of cold damage and 6d6 points of 
  fire damage to everything in the area.
  The cylinder provides concealment similar to fog cloud and 
  also applies a –4 penalty on Listen checks made within the 
  area.
  Movement costs within the area of the spell are doubled.
  At the end of the duration, the lava and ice disappear, 
  leaving no lingering effects (other than the damage dealt).
  ILLUSION
  DECEPTIVE FACADE
  Illusion (Glamer)
  Level: Bard 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: Creature or object (up to 1 cu. ft./level) touched
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates (harmless, object) or Will 
  disbelief (if interacted with, everyone else)
  Spell Resistance: Yes (harmless)
  After an instant to lock the appropriate image in your mind, your 
  touch brings it to life, spreading a new image across the canvas of 
  reality.
  Deceptive facade allows you to alter the appearance of another 
  being or object.
  When cast on another creature, it functions as disguise self,
  except that it can affect a target other than yourself.
  When cast on an inanimate object or a structure, the spell 
  allows you to alter the object’s visible characteristics.
  You might change its color, make it appear to be made of a 
  different material or substance, increase or decrease its 
  apparent size by up to 10 percent, or modify other cosmetic 
  details.
  Deceptive facade does not alter any other sensory properties 
  of the target.
  A creature that interacts with the glamer can make a Will 
  save to recognize the illusion, just as with disguise self.
  DOUBLESPEAK
  Illusion (Glamer)
  Level: Bard 2
  Components: S, M
  Casting Time: 1 standard action
  Range: Touch
  Targets: You plus one creature touched/4 levels
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless, target) or Will 
  disbelief (if interacted with, everyone else)
  Spell Resistance: Yes (harmless)
  You understand your companions clearly enough, but judging by 
  the expressions of those around you, nobody else knows what is 
  actually being said.
  The subjects of the spell can speak about anything they 
  like, but to everyone else, they sound like they are holding 
  a mundane conversation about the weather, the taste of the 
  food, local politics, and similarly banal topics.
  The illusion also modifies facial expressions and mouth 
  movements to match the illusory words spoken.
  Anyone who spends at least 1 full round studying the 
  conversation is allowed a Will save to disbelieve the 
  illusion.
  Subjects of the spell know the gist of what the illusory 
  voices talked about during the duration—that is, they 
  know the topics covered—but not the precise phrases or 
  details.
  Material Component: The tongue of a snake.
  FALSE LIE
  Illusion (Glamer)
  Level: Bard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your subject takes on a shifty, dishonest demeanor.
  False lie causes the subject to appear dishonest and 
  deceptive.
  Sense Motive checks made against the subject take a –10 
  penalty, and any failure convinces the observer that the 
  subject is lying, even if she is not.
  Anyone who casts a spell that reveals lies (such as discern lie)
  can attempt a caster level check (DC 11 + your caster level); 
  if this fails, the spell registers the individual as lying even 
  when she is not.
  Material Component: A serpent’s tongue.
  FEVER DREAM
  Illusion (Phantasm) [Mind-Affecting]
  Level: Bard 5, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 5 rounds (D) + 1 round
  Saving Throw: Will disbelief (if interacted with), then 
  Fortitude partial
  Spell Resistance: Yes
  Your subject breaks out in a cold sweat as a burning fever sinks 
  into its mind.
  A creature subjected to this spell feels a spiking fever 
  accompanied by vertigo and a phantasmagoric confusion of 
  the senses.
  The target first gets a Will save to recognize the dream as 
  unreal.
  If that save fails, the creature becomes exhausted while the 
  spell lasts.
  A successful Fortitude save lessens the condition to 
  fatigued.
  Regardless of the outcome of the Fortitude save, the subject 
  has difficulty focusing its mind on spellcasting.
  Each time it attempts to cast, concentrate on, or direct a 
  spell, it must first succeed on a Concentration check (DC 
  equal to this spell’s save DC + the level of the spell being 
  used).
  When this spell ends (whether because its duration ends, 
  you dismiss it, or it is dispelled), the subject is confused for 1 
  round afterward.
  
  554
  If the subject of fever dream is already under the effect of a 
  luminous swarm spell (see page 110), the Will save DC of 
  this spell (as well as the DC for Concentration checks 
  required by this spell) increases by 2.
  If the subject of fever dream is already under the effect of a 
  prickling torment spell (see page 113), the Fortitude save DC 
  of this spell increases by 2.
  HOOD OF THE COBRA
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Hexblade 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/3 levels; see text
  Saving Throw: Will disbelief, then Fortitude negates
  Spell Resistance: Yes
  In the mind of your victim, the hood of a king cobra spreads from 
  your head, neck, and back, your eyes become those of a great 
  serpent, and dripping fangs sprout from your jaws.
  The subject perceives that you have grown serpentine 
  features, including a cobra’s hood, a snake’s slitted eyes, and 
  venomous fangs.
  A successful Will save allows him to recognize the illusion 
  as unreal, which ends the spell’s effect.
  However, if the Will save fails, the subject is shaken for as 
  long as he can see you.
  Closing his eyes negates this effect but also effectively 
  blinds him.
  In addition, if you make a successful melee touch attack (a 
  standard action) against the target while the spell’s duration 
  lasts, he believes that he has been bitten by a venomous 
  serpent and takes 1d6 points of Constitution damage 
  (Fortitude negates).
  Unlike normal poison, this attack has no secondary 
  damage, though you can continue to “bite” the subject each 
  round.
  Immunity or resistance to poison applies normally against 
  this effect, even though it isn’t real poison (the subject and 
  his body both believe it to be real).
  INTERMINABLE ECHO
  Illusion (Phantasm) [Mind-Affecting, Sonic]
  Level: Bard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 5 rounds
  Saving Throw: Will partial
  Spell Resistance: Yes
  The deep tolling of a bell echoes within the mind of your foe.
  You fill the target’s mind with a barrage of illusory sound.
  The subject takes a –10 penalty on Listen checks and 2d6 
  points of sonic damage each round.
  A successful Will save reduces the duration to 1 round.
  LINGERING CHORUS
  Illusion (Figment)
  Level: Bard 4
  Components: V, S
  Casting Time: 1 swift action
  Range: 0 ft.
  Effect: A chorus of phantasmal voices
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  A chorus of glorious voices takes up your song.
  This spell continues any one bardic music effect you are 
  currently maintaining or on which you are concentrating.
  It functions only on bardic music effects that can be 
  maintained for longer than 1 round.
  This allows you to cast spells, make use of a second bardic 
  music ability, or otherwise concentrate on other matters.
  You can cast lingering chorus even while maintaining a 
  bardic music effect.
  If you cast a second lingering chorus while the first is still in 
  effect, the duration of the first spell ends.
  MASK OF THE IDEAL
  Illusion (Glamer)
  Level: Bard 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Your voice and features become more refined and pleasing.
  Mask of the ideal shifts everything toward an ideal form.
  Any creature that perceives you in any fashion beholds 
  something that it finds aesthetically pleasing.
  You gain a +4 competence bonus on Bluff and Diplomacy 
  checks, as well as on Disguise checks made to disguise 
  yourself (but not others).
  You also gain a +4 competence bonus on any Charisma 
  check you make to influence a creature that you have 
  enchanted (such as with charm person) or conjured (such as 
  with planar binding).
  NIGHTMARE TERRAIN
  Illusion (Shadow)
  Level: Assassin 3, bard 3, hexblade 3, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Five 10-ft. cubes + one 10-ft. cube/level (S)
  Duration: 1 round/level
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  You cloak your surroundings with phantasmagoric figures, 
  creating a horrific dreamscape.
  You make any terrain look, sound, and smell like 
  something out of a nightmare.
  Writhing vegetation, disembodied limbs, animated corpses, 
  and smoking pits cover every surface.
  Miasmic vapors fill the air, along with various foul 
  stenches.
  The nightmare terrain you create is mostly illusory, but the 
  obstacles are partially real.
  Creatures within, entering, or viewing the area are entitled 
  to Will saves to discern the illusion.
  Creatures that fail their saves become entangled.
  
  555
  Regardless of the outcome of the save, creatures within 5 
  feet have concealment, while those 10 feet or farther away 
  have total concealment.
  Furthermore, as long as you are within the area of this spell, 
  you can attempt Hide checks even while being observed.
  (Other creatures don’t gain this benefit).
  PALL OF TWILIGHT
  Illusion (Pattern) [Darkness, Mind-Affecting]
  Level: Assassin 3, sorcerer/wizard 3
  Components: S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  A creeping pall of darkness covers the area like running ink, 
  muting sound and color alike.
  This spell reduces illumination in the area to shadowy; 
  these shadows are mental as well as physical.
  All creatures in the area take a –10 penalty on Listen, 
  Search, Sense Motive, and Spot checks.
  A successful Will save negates these penalties, but not the 
  effect of the darkness.
  PHANTASMAL STRANGLER
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Hexblade 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100ft. + 10 ft./level)
  Target: One living creature
  Duration: 5 rounds
  Saving Throw: Will disbelief
  Spell Resistance: Yes
  You delve into your subject’s mind and call forth a clinging, 
  choking horror that drapes itself over him like a vile net.
  You fashion a nightmare creature from the subject’s mind.
  Only the subject can sense the assailant, which exists only 
  in the subject’s mind.
  When you cast the spell, the subject gets an immediate Will 
  save to recognize the attacker as unreal, which ends the 
  spell.
  If that save fails, the subject is treated as if it were grappling 
  the phantasmal strangles.
  Each round on your turn, a phantasmal strangler deals 2d6 
  points of damage to the subject.
  If the subject is reduced to –1 or fewer hit points, the spell 
  ends.
  Each round on the subject’s turn, it can attempt any of the 
  actions normally allowed to a grappling character.
  Treat a phantasmal strangler’s grapple modifier as equal to 
  that of the subject (including modifiers for Strength, size, 
  and all other factors).
  A phantasmal strangler can’t be damaged, nor can it be 
  pinned.
  If the subject escapes from the phantasmal strangler’s grasp, 
  the spell ends.
  RETRIBUTIVE IMAGE
  Illusion (Pattern) [Mind-Affecting]
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: Visual image that can extend as far as four 10-ft. 
  cubes + one 10-ft. cube/level (S)
  Duration: Concentration + 3 rounds
  Saving Throw: Will disbelief (if interacted with), then 
  Will partial
  Spell Resistance: Yes
  As though drawn straight from your imagination, the image you 
  envision springs into existence.
  You create an image or scene, which can incorporate not 
  only sight but sound, smell, and thermal effects.
  This effect functions in all respects like major image, except 
  that the illusion is a pattern rather than a figment, and thus 
  has a mind-affecting element to it.
  Anyone who successfully disbelieves the illusion endures a 
  mental backlash that deals 1d6 points of damage +1 point of 
  damage per caster level (maximum +15) and is dazed for 1 
  round.
  A successful Will save halves the damage and negates the 
  dazed effect.
  UNSEEN STRIKE
  Illusion (Glamer)
  Level: Assassin 4, hexblade 4
  Components: V, S
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  You strike your foe, then immediately fade from sight.
  This spell has no immediate effect upon you.
  However, the next time you deliver a successful melee 
  attack, you instantly turn invisible (as the invisibility spell).
  If you do not make a successful melee attack within 1 hour 
  per level of casting the spell, the effect ends.
  NECROMANCY
  BLACKROT
  Necromancy
  Level: Druid 2, wu jen 2 (wood)
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One plant creature or one wooden weapon 
  touched
  Duration: 1 round/level
  Saving Throw: Fortitude partial or Fortitude negates
  Spell Resistance: Yes
  The plant-matter creaks and writhes beneath your hand as you 
  generate a malignant rot at its center.
  This spell allows you to deliver a single touch that either 
  damages a plant creature over a number of rounds or 
  renders a wooden weapon poisonous.
  
  556
  When used as a touch attack against a plant creature, the 
  spell deals 1d8 points of damage per round.
  A successful Fortitude save reduces the duration to 1 round.
  Alternatively, you can touch a weapon with a wooden 
  striking surface (such as a club or quarterstaff).
  Any creature damaged by the weapon is sickened for 1 
  round unless it succeeds on a Fortitude save.
  Treat this as a poison effect for creatures immune or 
  resistant to such effects.
  BLOODLETTING
  Necromancy
  Level: Assassin 1, hexblade 1
  Components: S
  Casting Time: 1 swift action
  Range: Touch
  Target: One light weapon you hold
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes; see text
  With a simple flourish you turn a small weapon into a deadly 
  implement.
  You imbue a light weapon you hold in your hand with the 
  power to wound grievously.
  The next time that weapon deals damage to a living 
  creature, the wound continues to bleed, dealing an extra 
  1d6 points of damage each round for the remainder of the 
  spell’s duration.
  A successful DC 15 Heal check or at least 1 point of magical 
  healing stops this additional damage.
  A creature that is struck by the weapon but takes no 
  damage from the initial attack (such as because of damage 
  reduction) doesn’t trigger the spell’s effect.
  Check to overcome a target’s spell resistance when you first 
  strike the creature.
  If the check fails, the spell has no effect and is discharged, 
  but the weapon still deals damage normally.
  The spell lasts for 3 rounds.
  If you don’t deal damage to a living creature during the 3 
  rounds after casting the spell, it ends with no effect.
  The bleeding effect begins in the round when the creature 
  is struck by the ensorcelled weapon and lasts until the spell 
  ends (if struck on the first round after casting, the subject 
  bleeds for 3 rounds; if struck in the second round after 
  casting, the subject bleeds for 2 rounds, and so on).
  The spell ends immediately if the weapon leaves your hand.
  CHANNELED LIFETHEFT
  Necromancy
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: See text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You channel negative energy into the dark mote in your hand, 
  causing it to leap and dart about in your grasp.
  When you have poured enough energy into the spell, you release 
  the mote to drain the life of your enemy.
  This spell uses negative energy to drain the vitality from a 
  single foe.
  The spell’s strength depends on the amount of time you 
  spend channeling energy into it.
  If you cast channeled lifetheft as a swift action, it renders a 
  single target fatigued, and you gain 5 temporary hit points.
  If you cast the spell as a standard action, it renders the 
  target fatigued and deals 5d4 points of damage, and you 
  gain temporary hit points equal to 5 + the damage dealt.
  If you cast channeled lifetheft as a full-round action, it renders 
  the target exhausted and deals 5d4 points of damage, and 
  you gain temporary hit points equal to 10 + the damage 
  dealt.
  If you spend 2 full rounds casting this spell, it renders the 
  target exhausted and deals 5d8 points of damage, and you 
  gain temporary hit points equal to 10 + the damage dealt.
  Temporary hit points granted by this spell last for up to 1 
  hour.
  When you begin casting this spell, you decide when you 
  are finished casting it after the appropriate time has passed.
  You do not need to declare ahead of time how long you 
  want to spend casting the spell.
  CRYPTWARDEN’S GRASP
  Necromancy [Evil]
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Your hand shrivels like the limb of a corpse as dark energy flows 
  through your veins.
  You bestow on your target a horrible disease effectively 
  identical to mummy rot.
  The incubation period is instantaneous, and the initial save 
  for the spell is calculated normally; all subsequent daily 
  saves to avoid damage are DC 20.
  Mummy rot deals 1d6 points of Constitution damage and 
  1d6 points of Charisma damage immediately, and a similar 
  amount per day thereafter; a victim reduced to 0 
  Constitution shrivels away into sand and dust.
  Furthermore, any character attempting to cast any healing 
  spell on a creature afflicted with mummy rot must succeed 
  on a DC 20 caster level check, or the spell has no effect.
  Unlike normal diseases, mummy rot can’t be overcome 
  through natural methods or successful saves.
  To eliminate mummy rot, the curse must first be broken 
  with break enchantment, remove curse, or a similar effect 
  (requiring a DC 20 caster level check).
  If this is done, a caster level check is no longer necessary to 
  cast healing spells on the victim, and mummy rot can be 
  magically cured like any disease.
  DEATH’S CALL
  Necromancy [Sonic]
  Level: Hexblade 1, sorcerer/wizard 1
  Components: V
  Casting Time: 1 standard action
  Range: 10 ft.
  
  557
  Area: 10-ft.-radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You release a scream that chills the air with deathly energy.
  All living creatures within the area (other than you) take 1 
  point of damage per caster level (maximum 5) and become 
  fatigued.
  A successful Fortitude save negates the fatigue.
  Any swarm in the area of death’s call instead takes 1d4 points 
  of damage per caster level (maximum 5d4) and becomes 
  fatigued (Fortitude save negates fatigue).
  This supersedes the normal +50% damage dealt to a swarm 
  by an area spell.
  ESCALATING ENFEEBLEMENT
  Necromancy
  Level: Sorcerer/wizard 2
  This spell functions like ray of enfeeblement, except that if 
  you cast it on a target that is already fatigued or exhausted, 
  or one currently affected by a penalty, damage, or drain to 
  its Strength, Dexterity, or Constitution score, it instead 
  applies a penalty to Strength equal to 1d10 +1 per two caster 
  levels (maximum 1d10+5).
  This penalty doesn’t stack with the penalty from ray of 
  enfeeblement.
  FINGER OF AGONY
  Necromancy
  Level: Hexblade 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 3 rounds
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  As you crook your finger, your enemy feels his vitals rupture 
  within him.
  You magically disrupt the subject’s internal organs, causing 
  it great pain.
  Each round on your turn, the subject takes 3d6 points of 
  damage and becomes nauseated for 1 round.
  A successful Fortitude save halves the damage and lessens 
  the nauseated condition to sickened.
  HORRID SICKNESS
  Necromancy
  Level: Hexblade 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature/3 levels, no two of which are 
  more than 30 ft. apart
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Your victim’s eyes water and her flesh pales as a wave of sickness 
  washes over her.
  Waves of pain and sickness wrack the subjects, rendering 
  them nauseated.
  A successful Fortitude save negates this effect.
  If a subject fails the initial Fortitude save, she can attempt a 
  Fortitude save as a move action each round on her turn; 
  success indicates that she is instead sickened for the 
  duration of the spell.
  NECROTIC CURSE
  Necromancy [Evil]
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes
  You feel a wave of cold pass through you as it seeps into the land, 
  the air, and even the souls of those nearby.
  You imbue the area with negative energy so powerful it 
  transforms positive energy into its opposite.
  Anyone in the area who casts a healing spell must succeed 
  on a caster level check (DC 11 + your caster level); if the 
  check fails, the healing spell deals damage to each of its 
  subjects equal to the caster’s caster level instead of its 
  normal effect.
  Living creatures that rest in this area do not regain hit 
  points or lost ability score points.
  Undead in the area heal damage at the rate of 1 point per 
  Hit Die every 24 hours.
  In addition to the normal means of ending a spell’s 
  duration, this effect can be ended by a remove curse (or 
  similar spell) cast within its area for that purpose.
  Material Component: Grave dust.
  PRICKLING TORMENT
  Necromancy
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 5 rounds
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Angry red boils spread across the skin of your enemy.
  This spell causes the subject’s skin to erupt in a blistering 
  rash accompanied by a maddening itch.
  An affected creature is sickened while the spell lasts.
  In addition, if the creature takes any actions on its turn 
  other than free, swift, or immediate actions, it takes 1d8 
  points of damage at the end of its turn.
  While affected by this spell, a creature takes a –2 penalty on 
  saves to resist the distraction effect of any creature of the 
  swarm subtype (in addition to the save penalty from the 
  spell’s sickening effect).
  If a subject under the effect of prickling torment is targeted 
  by fever dream (see page 104), the two spells interact to 
  create a greater effect.
  See the fever dream spell for details.
  
  558
  REAVING AURA
  Necromancy [Evil]
  Level: Assassin 1, cleric 1, hexblade 1, sorcerer/wizard 1
  Components: V
  Casting Time: 1 swift action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  The air around you turns black as it floods with negative energy.
  This spell deals 1 point of damage to every creature in the 
  area that has 0 or fewer hit points.
  Stable creatures that were at –1 to –8 hit points become 
  dying, while creatures at –9 hit points die immediately.
  This spell has no effect on creatures that have 0 or more hit 
  points.
  RETRIBUTIVE ENERVATION
  Necromancy
  Level: Sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level or until expended
  The world around you takes on a dim and muted tone as you are 
  encased in a tight-fitting sheath of crackling negative energy.
  This spell bestows a negative level upon any non-undead 
  creature that makes a successful melee attack against you 
  (regardless of whether the attack deals damage).
  There is no save, but spell resistance applies.
  Retributive enervation can bestow a number of negative 
  levels equal to 1/2 your caster level (maximum 10).
  Once this limit is reached, the spell ends, even if the 
  duration has not yet expired.
  Assuming a creature that gains negative levels survives, it 
  regains lost levels after a number of hours equal to your 
  caster level (maximum 20 hours).
  Usually, negative levels have a chance of permanently 
  draining the victim’s levels, but the negative levels from 
  retributive enervation don’t last long enough to do so.
  An undead creature that makes a successful melee attack 
  against you while this spell is active gains 5 temporary hit 
  points that last for up to 1 hour.
  SEED OF UNDEATH
  Necromancy
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 full round
  Range: Touch
  Target: Living humanoid or animal touched
  Duration: 1 day/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject’s face briefly takes on a gaunt, pale look and a death’s-
  head rictus before returning to normal.
  You plant a kernel of negative energy in a subject, which is 
  held in check by the positive energy inherent to the 
  subject’s own life force.
  Seed of undeath does not, in and of itself, harm the subject.
  Should the subject die before the spell expires, however, it 
  rises as a zombie 1 round later (as per the animate dead 
  spell), as long as a sufficient corpse remains.
  Any undead created in this manner are automatically under 
  your control.
  At any given time, you can have a number of HD worth of 
  undead animated through seed of undeath equal to your own 
  HD, and they count against the maximum number of HD 
  worth of undead you can control at any time (as described 
  under animate dead).
  Material Component: A black onyx gem worth 25 gp per HD 
  of the subject.
  SEED OF UNDEATH, GREATER
  Necromancy
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, M
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 40-ft.-radius emanation
  Every creature in the area briefly takes on a corpselike appearance, 
  then returns to normal.
  This spell functions like seed of undeath, except it applies to 
  any humanoid or animal that dies in the area while the 
  spell is in effect.
  Corpses of creatures that died before you cast the spell, or 
  that died outside the area and were then carried within, are 
  unaffected.
  Material Component: A black onyx worth at least 5,000 gp.
  TOUCH OF THE GRAVEBORN
  Necromancy
  Level: Sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: Creature or creatures touched (up to one/3 
  levels)
  Duration: Instantaneous
  Saving Throw: Fortitude partial or Will negates
  Spell Resistance: Yes
  Your hand grows numb and pulses with a deep and sickly 
  radiance, the chill of the grave emanating from it.
  Your melee touch attacks channel negative energy that 
  disrupts the life force of living creatures, dealing 10d6 
  points of damage.
  You can use this melee touch attack up to one time per 
  three levels.
  Any target that has one or more negative levels also takes 
  1d6 points of Strength drain; a successful Fortitude save 
  negates this secondary effect.
  An undead creature you touch takes no damage or Strength 
  drain, but it must make a successful Will save or be 
  controlled by you (as if you had cast control undead) for 1 
  round per level.
  You can’t control more than one undead creature in this 
  fashion (a second use frees the first controlled undead), and 
  any undead with HD of more than twice your caster level is 
  unaffected.
  
  559
  TOUCH OF VECNA
  Necromancy [Evil, Fear]
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round and permanent
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Your hand grows cold and darkens with the pulse of negative 
  energy.
  Your touch bestows negative energy on the target, dealing 
  1d8 points of damage +1 point per caster level (maximum 
  +10) and rendering it shaken for 1 round.
  (Creatures immune to fear aren’t shaken but are still subject 
  to the spell’s other effects).
  Additionally, the target is permanently paralyzed if it fails a 
  Fortitude save.
  Creatures paralyzed in this fashion appear dead, though a 
  DC 20 Spot check or a DC 15 Heal check reveals that they 
  still live.
  Dispel magic doesn’t help a creature paralyzed by this spell, 
  though remove paralysis or any effect that can remove a curse 
  can free the victim.
  TOUCH OF YEARS
  Necromancy
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 day/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  With a touch, your foe becomes visibly enfeebled, as if a sudden 
  weight of years had dropped onto his shoulders.
  Your touch deals 3 points of drain to the subject’s Strength, 
  Dexterity, and Constitution scores; a successful Fortitude 
  save negates this effect and prevents any further harm.
  If the subject fails its initial saving throw, it takes another 3 
  points of drain to its Strength, Dexterity, and Constitution 
  scores each day thereafter as long as the spell lasts.
  A successful Fortitude save negates this drain, but doesn’t 
  end the spell’s duration.
  The ability drain from this spell can be eliminated as 
  normal, but doing this doesn’t end the spell’s duration.
  If you cast this spell on a creature while another casting of 
  touch of years is already in effect on it, the second spell 
  doesn’t deal ability drain.
  Instead, a failed initial Fortitude save renders the creature 
  permanently deafened and blinded.
  These conditions can be removed by normal means (such as 
  remove blindness/deafness), but doing this has no effect on the 
  ability drain.
  This spell can’t be dispelled, but any effect that would 
  remove a curse allows the spellcaster a caster level check 
  (DC 11 + your caster level) to end the spell’s duration.
  This doesn’t restore any ability score points already lost.
  TRANSMUTATION
  ADAMANTINE WINGS
  Transmutation
  Level: Sorcerer/wizard 7, wu jen 7 (metal)
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D) or until expended
  You feel an instant of searing pain from your back, which swiftly 
  fades into a sensation of ultimate freedom.
  You sprout a pair of dull gleaming wings made of overlapping 
  feathers of dark metal.
  You grow a pair of adamantine wings.
  The wings grant you a fly speed of 60 feet (or 40 feet if you 
  wear medium or heavy armor or carry a medium or heavy 
  load), with good maneuverability.
  If you are not flying, you can use a standard action to make 
  one wing attack or a full attack action to make two such 
  attacks (as if they were natural weapons).
  Each wing deals 2d6 points of slashing damage (plus your 
  Strength modifier), and threatens a critical hit on a 19–20.
  The wings are considered both magic and adamantine for 
  the purpose of overcoming damage reduction or 
  penetrating hardness.
  Wing strikes are not additional attacks; they replace any 
  other attack or full attack action.
  As a swift action, you can choose to launch the adamantine 
  feathers as a burst of razor-sharp blades.
  This attack takes the form of a 60-foot cone-shaped burst.
  All creatures within the cone take 10d6 points of damage 
  (Reflex half; spell resistance applies).
  Since this is a spell effect, damage reduction does not affect 
  the damage dealt by the cone.
  This action immediately ends the spell’s duration.
  ANIMATE WEAPON
  Transmutation
  Level: Assassin 2, hexblade 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: Concentration + 1 round
  Saving Throw: Will negates (object)
  Spell Resistance: Yes
  Your weapon leaps from your hands, suddenly capable of fighting 
  on its own.
  A weapon affected by this spell gains the ability to move 
  and attack on its own and functions in most ways like an 
  animated object of its size (MM 13).
  Treat a light weapon as an object two size categories smaller 
  than its wielder, a one-handed weapon as one size category 
  smaller than its wielder, and a two-handed weapon as an 
  object of the same size as its wielder.
  However, the weapon deals its normal damage, not the 
  damage noted for an animated object of its size, and it gains 
  a bonus on attack rolls equal to the ability modifier used to 
  set your spell save DCs.
  Diminutive or smaller objects are unaffected by the spell.
  
  560
  An animated weapon attacks the nearest enemy to the best of 
  its ability.
  You can use a move action to direct it to a different target, 
  but if at the end of your turn you are more than 30 feet 
  from the weapon, the spell ends.
  A weapon held or carried by another creature can’t be 
  affected by this spell.
  The weapon doesn’t gain the benefit of any of your class 
  features, feats, or other special abilities that would improve 
  its combat ability.
  If the weapon has an enhancement bonus or other special 
  properties, these apply as normal.
  For example, an animated +1 flaming longsword gains a +1 
  enhancement bonus on attack rolls and damage rolls and 
  deals an extra 1d6 points of fire damage on a successful hit.
  ARBOREAL TRANSFORMATION
  Transmutation
  Level: Wu jen 9 (wood)
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 day/level and permanent; see text
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Your subject’s skin splits open, revealing wood and bark.
  Leaves sprout from his limbs even as he starts to grow.
  You transform the subject of the spell into a Huge oak tree.
  For a number of days equal to your caster level, that oak 
  tree animates as a treant (though it can’t animate trees) and 
  serves as you command.
  You can either command it to follow you, or you can leave 
  it somewhere with a triggering phrase as described in the 
  liveoak spell (PH 248).
  When the spell’s duration expires, the subject becomes in 
  all respects a normal tree, taking root where it stands if 
  capable.
  A creature that succeeds on its saving throw is instead 
  slowed (as the spell) as his body fights off the transformation 
  from within.
  When the spell’s duration expires, the subject returns to 
  normal.
  ASPECT OF THE ICY HUNTER
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Thick ivory fur grows from your skin and your back hunches over
  until you stand on four paws.
  Cold, blue eyes stare out of your now-canine face.
  You take the form of a winter wolf (MM 256).
  You gain 20 temporary hit points, which disappear at the 
  end of the spell’s duration.
  See the Polymorph Subschool sidebar on page 91 for more 
  details.
  BOILING BLOOD
  Transmutation [Fire]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 round + 1 round/3 levels
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Your target’s skin begins to redden as his blood starts to boil within 
  his veins.
  The subject of the spell suffers as his blood heats up, taking 
  2d6 points of fire damage.
  For every three caster levels, the spell lasts an additional 
  round (up to a maximum of 7 rounds at 18th level), dealing 
  another 2d6 points of damage each round.
  A successful Fortitude save reduces the duration of the 
  spell to 1 round.
  If you cast boiling blood on the same subject before the first 
  casting has expired, the second spell has a different effect.
  In any round in which the subject takes damage from the 
  spell, he is also sickened.
  This extra effect lasts for as long as the duration of both 
  spells continues, after which only the normal effect occurs
  for the rest of the duration of the latter spell.
  Creatures immune to extra damage from critical hits are 
  immune to this spell, as are creatures that lack blood or 
  similar internal fluids.
  CATSFEET
  Transmutation
  Level: Assassin 1, bard 1, hexblade 1
  Components: V
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  As you complete this spell, you feel as lithe and quick as a cat.
  When you cast this spell, you can immediately reroll a 
  Balance, Climb, Jump, or Move Silently check that you 
  have just rolled.
  This second roll gains a +5 insight bonus.
  You must abide by the second result, even if it is worse than 
  the first.
  CRYSTALLINE MEMORIES
  Transmutation (Mind-Affecting)
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 swift action
  Range: 60 ft.
  Target: One living creature with Intelligence 3 or higher
  Duration: See text
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a hideous cracking noise, a shard of crystal bursts through 
  your subject’s skull, flying into your waiting hand.
  After casting this spell, you must study the target for 3 
  consecutive rounds, concentrating each round on the 
  effect.
  
  561
  This is treated as concentrating on a spell (PH 176), and if 
  you are interrupted, the spell is lost.
  Once the study is complete, the target’s current surface 
  thoughts (as detect thoughts) congeal into a solid shard of 
  crystal.
  This crystal then erupts from the target’s head (dealing 2d8 
  points of damage and 2 points of Intelligence damage) and 
  flies to your hand.
  Once you have the crystal, you (and only you) can use a 
  full-round action to look into it and view the memories it 
  contains.
  The crystal remains for 24 hours or until the memories 
  have been viewed once.
  DISCORDANT MALEDICTION
  Transmutation [Sonic]
  Level: Bard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: 1 creature
  Duration: 24 hours
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your target’s voice rends the air around her, shredding her from 
  within.
  Each time the subject casts a spell with a verbal component, 
  she deals 2d6 points of sonic damage to all creatures within 
  10 feet of her (including herself).
  She must then succeed on a Concentration check (DC 15 + 
  damage dealt + spell level) to avoid losing the spell.
  DREADED FORM OF THE EYE TYRANT
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your body withers away to dust, leaving only a floating head, 
  which quickly grows oversized and misshapen.
  Your eyes fuse together as a single orb in your forehead, and ten 
  writhing eyestalks sprout from your skull.
  You take the form of a beholder (MM 26).
  You gain 30 temporary hit points, which disappear at the 
  end of the spell’s duration.
  You can use only one eye ray each round, and each of your 
  ten eye rays can be used only once during the spell’s 
  duration.
  For example, once you use your disintegrate eye ray, you 
  can’t use that eye ray again during this casting of the spell.
  See the Polymorph Subschool sidebar on page 91 for more 
  details.
  FLAYING TENDRILS
  Transmutation [Evil]
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  A quartet of hideous, writhing tentacles sprouts from your face.
  You grow four tentacles from your face, similar to those of a 
  mind flayer.
  For the duration of the spell, you can attack with one 
  tentacle as a standard action, or all four as a full-round 
  action.
  Each tentacle deals 1d4 points of damage, plus your 
  Strength modifier.
  When using the tentacles, you are treated as though you 
  have the Improved Grapple feat.
  You can latch a tentacle onto a foe’s head with a successful 
  grapple check, and if you begin your turn with one tentacle 
  successfully attached, you can attach the remaining three 
  with a single check, though doing this still requires a full-
  round action.
  Your foe can escape with a single grapple check or Escape 
  Artist check, but you gain a +2 bonus for each tentacle that 
  is attached at the beginning of your foe’s turn.
  If you begin your turn with all four tentacles attached, you 
  can attempt to remove your foe’s brain, killing him 
  instantly.
  The victim is entitled to a fortitude save to avoid this fate, 
  though success indicates only that he evaded extraction; he 
  is still grappled and must attempt to escape normally.
  You cannot use these tentacles to grapple foes more than 
  one size category larger or smaller than you.
  Extracting the brain does nothing to constructs, 
  elementals, oozes, plants, or undead, and is not instantly 
  fatal to creatures with multiple heads.
  FORM OF THE THREEFOLD BEAST
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your arms and legs become powerfully muscled and grow sharp 
  claws as your body hunches over on all fours.
  Two additional monstrous heads sprout from your shoulders, and 
  two batlike wings stretch out to the sky.
  You take the form of a chimera (MM 34); choose the color 
  of your dragon head from the options noted in the monster 
  description when you cast the spell.
  You gain 30 temporary hit points, which disappear at the 
  end of the spell’s duration.
  See the Polymorph Subschool sidebar on page 91 for more 
  details.
  HEART OF AIR
  Transmutation [Air]
  Level: Druid 2, sorcerer/wizard 2, wu jen 2 (air)
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D) or until expended
  You feel light as a feather, as if the slightest breeze might knock you 
  about.
  
  562
  This spell converts part of your body into elemental air, 
  freeing you somewhat from the bonds of gravity.
  You gain a +10 enhancement bonus on Jump checks, and if 
  you have a fly speed, that speed gains a +10-foot 
  enhancement bonus.
  Furthermore, while this spell is active, you can activate a 
  feather fall effect (as the spell) on yourself as an immediate 
  action.
  This benefit lasts for 1 round per level, at the end of which 
  time the spell’s entire effect ends.
  If heart of air is active on you at the same time as heart of 
  earth, heart of fire, or heart of water, you gain light 
  fortification.
  If all four of these spells are active on you at the same time, 
  you become immune to extra damage from critical hits and 
  sneak attacks.
  HEART OF EARTH
  Transmutation [Earth]
  Level: Druid 4, sorcerer/wizard 4, wu jen 4 (earth)
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D) or until expended
  You feel your flesh strengthen with the power of stone.
  This spell converts part of your body into elemental earth, 
  which toughens you considerably.
  You gain a +8 bonus on checks to resist a bull rush, overrun, 
  or trip attack.
  You also gain temporary hit points equal to twice your 
  caster level (up to 30 hp).
  Furthermore, while this spell is active, you can activate a 
  stoneskin effect (as the spell) on yourself as a swift action.
  This benefit lasts for 1 round per level (or until the 
  stoneskin’s total protection is consumed), at the end of which 
  time the spell’s entire effect ends.
  If heart of earth is active on you at the same time as heart of 
  air, heart of fire, or heart of water, you gain light fortification.
  If all four of these spells are active on you at the same time, 
  you become immune to extra damage from critical hits and 
  sneak attacks.
  HEART OF FIRE
  Transmutation [Fire]
  Level: Druid 5, sorcerer/wizard 5, wu jen 5 (fire)
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D) or until expended
  You feel a sudden flame burning within you.
  This spell converts part of your body into elemental fire, 
  which speeds your step and toughens your flesh.
  You gain a +10-foot enhancement bonus to your land speed 
  and resistance to fire 20.
  Furthermore, while this spell is active, you can activate a 
  fire shield effect (as the spell; fire-based protection only) on 
  yourself as a swift action.
  This benefit lasts for 1 round per level, at the end of which 
  time the spell’s entire effect ends.
  If heart of fire is active on you at the same time as heart of air,
  heart of earth, or heart of water, you gain light fortification.
  If all four of these spells are active on you at the same time, 
  you become immune to extra damage from critical hits and 
  sneak attacks.
  HEART OF WATER
  Transmutation [Water]
  Level: Druid 3, sorcerer/wizard 3, wu jen 3 (water)
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D) or until expended
  The crashing of waves echoes in your ears.
  This spell converts part of your body into elemental water, 
  which makes you better able to navigate aquatic 
  environments and slip through confined spaces.
  You gain a swim speed equal to your land speed, which 
  grants you certain benefits (including a +8 racial bonus on
  Swim checks; see MM 311).
  You also gain the ability to breathe water (as if under the 
  effect of a water breathing spell).
  Finally, you gain a +5 enhancement bonus on Escape Artist 
  checks.
  Furthermore, while this spell is active, you can activate a 
  freedom of movement effect (as the spell) on yourself as a swift 
  action.
  This benefit lasts for 1 round per level, at the end of which 
  time the spell’s entire effect ends.
  If heart of water is active on you at the same time as heart of 
  air, heart of earth, or heart of fire, you gain light fortification.
  If all four of these spells are active on you at the same time, 
  you become immune to extra damage from critical hits and 
  sneak attacks.
  LIGHTING LEAP
  Transmutation [Electricity]
  Level: Sorcerer/wizard 5
  Components: V
  Casting Time: 1 standard action
  Range: Personal and 60 ft.
  Target/Area: You/10-to-60-ft. line
  Duration: Instantaneous
  Saving Throw: None and Reflex half
  Spell Resistance: No and Yes
  With a sudden flash, you find yourself standing on the other side of 
  the battle, leaving a smoking trail behind you.
  You transform yourself into a line of lightning, similar to 
  that created by the lightning bolt spell.
  This line can be of any length from 10 feet to 60 feet, 
  measured in 5-foot increments.
  You reappear in any square adjacent to the last square 
  entered by the line, along with any gear worn or carried (up 
  to a maximum of your heavy load limit).
  You can’t bring along other creatures except for your 
  familiar.
  The line deals 1d6 points of electricity damage per caster 
  level (maximum 15d6) to anything in its area.
  A successful Reflex save halves this damage, and spell 
  resistance applies.
  
  563
  REBIRTH OF IRON
  Transmutation
  Level: Sorcerer/wizard 4, wu jen 3 (metal)
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Target: One former metallic item, destroyed by rust
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Flecks of rust melt together and lose their ruddy hue.
  The metal creaks as it re-forms and straightens itself.
  You instantly restore a single metal object that has been 
  damaged or destroyed by rust.
  This works even if the object has been reduced to powder, 
  such as by the rusting grasp spell.
  Even if the object is partly missing, such as one partially 
  consumed by a rust monster, the spell functions as long as 
  at least 1/4 of the object remains.
  This spell does not restore the magical properties of any 
  magic item or construct destroyed by rust.
  A slain or destroyed metallic creature such as an iron golem 
  is restored in physical form, but it remains “dead”, having 
  lost all magical qualities.
  RUSTED BLADE
  Transmutation
  Level: Assassin 3, druid 3, sorcerer/wizard 4, wu jen 4 
  (metal)
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One weapon touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (object, harmless) and 
  Fortitude negates
  Spell Resistance: Yes (object, harmless)
  Your touch corrupts the substance beneath your fingers.
  Where once it gleamed, it now grows dull and pitted.
  You cause a rustlike patina to temporarily cover the target 
  weapon.
  (Despite its name, the spell can affect any kind of weapon 
  regardless of material).
  For the duration of the spell, any living creature damaged 
  by the weapon must succeed on a Fortitude save or contract 
  filth fever (DMG 292).
  Use the spell’s normal save DC for the initial saving throw, 
  but use filth fever’s normal DC 12 for later saves.
  Multiple applications of the disease do not stack, but even a 
  creature that succeeds on one or more saves must continue 
  to save each time it takes damage from the weapon.
  Despite the change in appearance, this spell has no ill effect 
  on the target weapon.
  SHAPE OF THE HELLSPAWNED STALKER
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Rust-red fur sprouts from your skin, and your back hunches over 
  until you stand on four clawed feet.
  Tendrils of black smoke curl from your fanged mouth.
  You take the form of a hell hound (MM 151).
  You gain 10 temporary hit points, which disappear at the 
  end of the spell’s duration.
  See the Polymorph Subschool sidebar on page 91 for more 
  details.
  SMOKY CONFINEMENT
  Transmutation
  Level: Sorcerer/wizard 6
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  At your touch, your foe dissipates into a thick smoke, which flows 
  smoothly into the receptacle you have prepared.
  You transform the subject into smoke or gas, which is then 
  stored inside the focus.
  The subject remains trapped within the focus, unaware and 
  ageless.
  If the focus is ever broken or opened, the victim resumes 
  his normal form in the same space as the focus.
  Focus: A tiny receptacle, such as a bottle or vase, of crystal or 
  a similar material worth at least 100 gp.
  The receptacle must be able to be sealed.
  TRANSCEND MORTALITY
  Transmutation
  Level: Wu jen 9
  Components: V, S
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You feel your body surge with mystic power that rivals that of the 
  gods themselves.
  Transcend mortality was created as a last-ditch effort, a spell 
  to use when all other options have failed.
  For the duration of the spell, you are all but indestructible.
  You gain the following benefits:
  • Damage reduction 30/epic.
  • Spell resistance equal to 21 + you caster level.
  • Acid, cold, electricity, fire, and sonic resistance 50.
  • Immunity to ability damage, disease, energy drain, poison, 
  and death effects.
  • +10 enhancement bonus on all saving throws.
  • You do not need to eat, drink, or breathe.
  Although this spell makes you effectively unkillable for the 
  duration, that comes at a horrific price.
  You gain these benefits by using up all your remaining life 
  force.
  When the spell ends, you are instantly slain and reduced to 
  a pile of dust (as disintegrate).
  This effect allows no save and can’t be prevented by any 
  means, though you can be resurrected normally afterward.
  
  564
  UNICORN BLOOD
  Transmutation (Good)
  Level: Druid 5, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D) or until expended
  The power and purity of the unicorn surge through your veins.
  While this spell lasts, you gain immunity to poison and to 
  compulsion and charm spells or effects.
  Once while the spell lasts, you can use a swift action to 
  bestow temporary hit points equal to your caster level 
  (maximum 15) to another willing creature you touch.
  This ends the duration of unicorn blood on you, though the 
  temporary hit points last for the remainder of the original 
  duration of the spell.
  You can’t use this ability on yourself.
  If you are under the effect of this spell and the unicorn horn 
  spell at the same time, you instead bestow temporary hit 
  points equal to twice your caster level (maximum 30).
  UNICORN HEART
  Transmutation (Good)
  Level: Druid 7, sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D) or until expended
  Your heart beats with the power of the unicorn.
  This spell gives you a land speed of 60 feet.
  You gain a +4 enhancement bonus on Strength-, Dexterity-, 
  and Constitution-based ability checks and skill checks.
  Once while the spell lasts you can instantly transport 
  yourself, all objects that you carry (up to your maximum 
  load), and one other creature you touch up to 360 feet as a 
  swift action.
  The creature you transport does not count against your 
  weight limit, but it too can’t carry more than its maximum 
  load.
  A familiar, special mount, or animal companion does not 
  count against your weight limit or the single creature you 
  can transport.
  You are free to act after transporting, assuming you have 
  not used your actions for the round prior to transporting.
  Except as noted here, this effect works like a dimension door 
  spell.
  Transporting in this fashion ends the spell’s duration.
  If you are under the effect of this spell and the unicorn blood 
  spell at the same time, this spell also creates a magic circle 
  against evil effect, which is centered on you.
  If you are under the effect of this spell and the unicorn horn 
  spell at the same time, you can use the horn to smite evil, 
  dealing an extra 1 point of damage per level (maximum 
  +20).
  You can smite evil only once per casting of unicorn horn.
  If you are the under the effect of this spell, unicorn blood,
  and unicorn horn at the same time, you gain damage 
  reduction 5/evil.
  UNICORN HORN
  Transmutation (Good)
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Effect: One horn that sprouts from your forehead
  Duration: 1 minute/level (D) or until expended
  A horn like a unicorn’s sprouts from your forehead.
  When you complete this spell, you grow a single horn 
  about as long as your forearm from your forehead.
  As a standard action, you can use this horn to make a single 
  gore attack as a natural weapon.
  A hit from the horn deals 1d8 points of piercing damage (if 
  you are Medium) plus 1-1/2 times your Strength bonus.
  The horn overcomes damage reduction as if it were a magic 
  weapon.
  Alternatively, you can use the horn in a charge attack.
  In this case, you deal double damage when you hit, or triple 
  damage on a critical hit.
  As a swift action while the spell lasts, you can invoke the 
  power of good.
  Doing this gives the horn a +3 enhancement bonus on 
  attack rolls and damage rolls, allows it to overcome damage 
  reduction as if it were good-aligned, and makes it deal an 
  extra 3d6 points of damage against any evil-aligned creature 
  of the following types: fey, giant, magical beast, or outsider.
  This effect lasts for 1 round, after which the spell’s duration 
  ends.
  If this spell is in effect when you cast unicorn blood or 
  unicorn heart, the combined magic has an enhanced effect.
  See those spells for details.
  UNYIELDING FORM OF INEVITABLE DEATH
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your flesh turns into solid onyx, and your muscled fists crackle 
  with the unbridled power of thunder and lightning.
  You take the form of a marut (MM 159), including the full 
  plate armor normally worn by such a creature.
  You gain 50 temporary hit points, which disappear at the 
  end of the spell’s duration.
  You can use each of the marut’s at-will spell-like abilities 
  (such as dimension door) once per casting of the spell, but 
  you don’t gain access to any of the marut’s 1/day or 1/week 
  spell-like abilities (such as chain lightning or earthquake).
  See the Polymorph Subschool sidebar on page 91 for more 
  details.
  UNIVERSAL
  ARCANE FUSION
  Universal
  Level: Sorcerer 5
  Components: V, S; see text
  
  565
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You weave two spells together in your mind and release them in a 
  single burst of magic.
  When you cast this spell, choose any 1st-level sorcerer spell 
  you know and any 4th-level or lower sorcerer spell you 
  know.
  Neither spell chosen can have a casting time longer than 1 
  standard action.
  Both spells take effect in the order you choose, as if you had 
  cast them one after the other using only one standard 
  action, but you don’t expend any additional spell slots to 
  cast those spells.
  Effectively, you cast two other spells using this spell’s 5th-
  level spell slot.
  Each of the chosen spells has its normal effect, including 
  range, target, area, duration, saving throw, and spell 
  resistance as appropriate to the spell’s level.
  If either spell requires a material component, focus, XP 
  cost, or other special cost, these must be used or paid as part 
  of the casting of arcane fusion.
  ARCANE FUSION, GREATER
  Universal
  Level: Sorcerer 8
  You weave two powerful spells together in your mind and release 
  them in a single intertwined display of magical prowess.
  This spell works like arcane fusion, except that you choose 
  any 4th-level or lower sorcerer spell that you know and any 
  7th-level or lower sorcerer spell that you know to cast 
  together.
  RARY’S ARCANE CONVERSION
  Universal
  Level: Wizard 6
  Components: V, S
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: Instantaneous
  You feel slightly dizzy as the power of your spell rewrites the 
  knowledge within your mind.
  Rary’s arcane conversion allows you to exchange a prepared 
  wizard spell for another spell of equal or lower level.
  For instance, upon casting this spell, you could choose to 
  lose a prepared fly spell and have fireball prepared in its 
  place.
  The replacement spell must be one already scribed in your 
  spellbook.
  The new spell is now prepared and ready to cast as normal, 
  just as though you had prepared it when you last studied 
  your spells.
  COMPLETE SCOUNDREL 
  (3.5)
  ABJURATION
  DISOBEDIENCE
  Abjuration
  Level: Bard 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless); see text
  Spell Resistance: Yes
  A ghostly great helm that only you can see appears around your 
  companion’s head, warding her mind against control.
  You shield your subject against mind-controlling spells and 
  abilities.
  Disobedience blocks any attempt to exercise mental control 
  over the subject creature, including charm and compulsion 
  effects that grant ongoing control over the subject, such as 
  dominate person or a vampire’s dominate ability.
  The protection does not prevent such effects from targeting 
  a subject affected by disobedience, but it suppresses the effect 
  for the duration of this spell.
  If disobedience ends before the effect granting mental 
  control does, the would-be controller becomes able to 
  mentally command the targeted creature.
  In addition to protecting the subject, disobedience sends false 
  information to the creature that is attempting to gain 
  control of the subject.
  The would-be controller must succeed on a Will save or 
  believe that its spell or ability has taken effect and that the 
  target is now under its control.
  The spell’s subject becomes aware of commands issued by 
  that creature and can choose to act however she pleases, 
  disregarding the would-be controller’s orders or going 
  along with them in a pretense of obedience.
  Material Component: A scrap of tin.
  HARMONIC VOID
  Abjuration
  Level: Bard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft.-radius spherical emanation, centered on you
  Duration: Concentration, up to 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Jarring, discordant noises fill the area, making it difficult for others 
  to concentrate.
  You create a zone of disruptive arcane harmonies that 
  interfere with spells that have verbal components.
  Casters within the area find their spells’ spoken words 
  warped, twisted, and blurred, disrupting their efforts.
  
  566
  Any creature (other than you) that attempts to cast a spell 
  with a verbal component in this area must succeed on a 
  Concentration check (DC 20 + the spell’s level).
  On a failure, the spell fails to function and the caster 
  expends the spell or spell slot as normal.
  Harmonic void has no effect on supernatural abilities, magic
  items, and other magical effects.
  It affects only spells with verbal components.
  OPPORTUNE DODGE
  Abjuration
  Level: Bard 2
  Components: V, S
  Casting Time: 1 swift action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Uttering a rapid series of words and reaching out your hand, you 
  surround your comrade with a thin, blurry haze.
  Any time the subject of this spell might provoke attacks of 
  opportunity, he can choose to activate this spell’s effect 
  (this does not require an action).
  Upon doing so, he contorts or moves so swiftly as to deny 
  one opponent one attack of opportunity.
  Because the opponent never makes its attack of 
  opportunity, its total number of attacks of opportunity per 
  round is not reduced.
  Once the subject negates an attack of opportunity in this 
  way, the spell ends.
  It is possible for the subject to provoke an attack of 
  opportunity, activate this spell’s effect to cancel it, and then 
  provoke and be susceptible to another attack of opportunity 
  in the same round.
  The subject does not have to activate the spell’s effect to 
  negate the first attack of opportunity he provokes but can 
  save the effect until he chooses to use it or the duration 
  ends.
  SPELL THEFT
  Abjuration
  Level: Bard 4, hexblade 4, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Winding your magical grip around the dweomers that augment 
  your opponent, you rip them away and feel their energy rise 
  around you.
  You attempt to steal an opponent’s beneficial spell effects 
  for yourself.
  Upon casting this spell, you instantly discern all spells 
  currently affecting the target (including their effects).
  For each spell so discerned, you can make a dispel check 
  (1d20 + your caster level, maximum +15) against a DC of 11 
  + the spell’s caster level.
  If the check succeeds, you gain the effect of the spell for 
  the remainder of its duration, as if it had been cast on you 
  instead of the original target, and the opponent loses that 
  effect.
  Only spells capable of being dispelled can be affected by 
  spell theft.
  In addition, if you are not a legal target of the spell to be 
  stolen, your dispel check automatically fails.
  For example, if you cast spell theft on a dire bear affected by 
  bull’s strength and animal growth, you could steal only the 
  effect of the first spell unless you were also of the animal 
  type.
  CONJURATION
  BLOCKADE
  Conjuration (Creation)
  Level: Druid 1, ranger 1, sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 swift action
  Range: 0 ft.
  Effect: 5-ft. cube of wood
  Duration: 3 rounds
  Saving Throw: No
  Spell Resistance: None
  You drop a tiny wooden block before you.
  It rapidly begins growing and hits the ground with a heavy thud, 
  now a perfect 5-foot cube of dense wood.
  You call a cube of solid wood, 5 feet on a side, into being.
  The cube must be created upon solid ground in an empty 
  square.
  If no solid surface exists that is large enough for the cube to 
  fit on, or if no adjacent square is empty, the spell fails.
  The cube weighs 2,000 pounds.
  It has a hardness of 5 and 600 hit points, and it completely 
  fills one 5-foot square.
  Multiple cubes can be stacked.
  If it is pushed into water, the cube floats.
  Material Component: A block of wood, less than 3 inches on 
  a side.
  CREATE FETCH
  Conjuration (Creation)
  Level: Assassin 3, bard 3, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: A duplicate of yourself
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  Plucking out one of your own hairs, you make a beckoning 
  motion.
  A double of you appears nearby.
  You create a fetch, a perfect replica of your form at the time 
  you cast this spell.
  Little more than an animated reproduction, a fetch is 
  mindless but capable of performing simple tasks or 
  imitating you.
  The creation is the same size as you and occupies space just 
  as a living creature does.
  You have a mental connection with your fetch and can give 
  it new orders as a standard action.
  
  567
  The fetch duplicates your form in every way but texture.
  You must make a Disguise check when you cast the spell to 
  determine how good the likeness is; this result is opposed 
  by observers’ Spot checks as normal.
  Anyone touching the fetch finds it rubbery and soft, and in 
  so doing immediately realizes its magical nature.
  The fetch’s body includes useless versions of all the 
  equipment you possess: A weapon wielded by the fetch is 
  too flimsy to deal damage, and tools it carries are fragile and 
  imprecise.
  Items created with a fetch are part of its form and dissipate 
  if separated from it.
  At your order, the fetch can retrieve things for you, open 
  unstuck doors, hold chairs, and the like, as well as perform 
  menial tasks such as cleaning and mending.
  The fetch can’t perform any task that requires a skill check 
  with a DC higher than 10 or that requires a skill that can’t 
  be used untrained.
  It can perform only one activity at a time, but it repeats the 
  same activity tirelessly if ordered to do so as long as you 
  remain within the spell’s range.
  You can have the fetch imitate you, such as by sitting at a 
  desk and pretending to write, lying in bed and breathing 
  deeply, or skulking with a weapon drawn.
  It can even imitate tasks it can’t actually perform, though it 
  automatically fails any attempt at such performance—for 
  instance, even though a fetch can pretend to decipher an 
  ancient text, it can’t actually do it.
  The fetch weighs roughly the same as you do, so it can 
  trigger any traps you would if you were to pass through the 
  same space, setting off tripwires, pressure plates, some 
  magical forms of detection, and similar devices.
  Its land speed is normal for a creature of your kind (for 
  example, 30 feet for a human or 20 feet for a halfling).
  Even if you normally have other modes of movement 
  available (such as a fly or swim speed), the fetch can’t use 
  those.
  The fetch automatically fails any saving throw required of 
  it.
  If you attempt to send it beyond the spell’s range (measured 
  from your current position), it ceases to exist.
  The fetch has an effective Strength score of 6, so it can lift 
  60 pounds or drag 300 pounds.
  Its Dexterity is 10, so it has an AC of 10 (plus size modifier).
  It gains no AC benefit from any equipment or effect on you 
  when the spell is cast (such as armor you wear, since the 
  armor created for it is part of its form), though it can then 
  wear real armor or other items to increase its Armor Class.
  It has no Constitution score and 10 hit points; if reduced to 
  0 hit points, it is destroyed.
  It can’t be healed, nor can it benefit from temporary hit 
  points.
  The fetch has no Intelligence, Wisdom, or Charisma score.
  You can command it to make noise, but it can’t 
  communicate in any way, nor can it understand 
  instructions other than the simple orders you give it 
  telepathically.
  The fetch cannot attack in any way; it is never allowed an 
  attack roll.
  Even if armed, it doesn’t threaten an area around it and thus 
  can’t flank an enemy, nor can it use the aid another action 
  to improve your Armor Class or attack rolls.
  The fetch has the same alignment aura as you do.
  Detect thoughts does not register its existence (since it has no 
  Intelligence), but detect magic reveals it as a magical effect.
  Material Component: One of your own hairs.
  EVACUATION RUNE
  Conjuration (Teleportation)
  Level: Bard 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Effect: One invisible rune
  Duration: 24 hours
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  As you finish scribing this bloody rune, the mark flares for an 
  instant and then vanishes.
  Even though the rune has disappeared, you feel as though you can 
  step back to it simply by willing it.
  You create a magical mark that you can teleport to at a 
  moment’s notice.
  Upon casting this spell and touching a surface or inanimate 
  object, you create an invisible rune like that created by the 
  spell arcane mark (PH 201).
  At any point during the spell’s duration you can teleport (as 
  the greater teleport spell) back to the mark as a swift action.
  This ends the spell’s duration.
  After teleporting in this way, you can’t take any other 
  actions until your next turn.
  The mark created by this spell can be detected in the same 
  ways that an invisible arcane mark can be.
  You are not alerted if the mark is dispelled or the object 
  upon which it is inscribed is destroyed.
  Any attempt to teleport back to a dispelled or destroyed 
  mark still requires a swift action but fails.
  If you created the evacuation rune upon a portable object, 
  that object can be moved by another creature.
  You have no knowledge of whether your mark has been 
  moved or where, and upon teleporting to its location, you 
  are subject to any adverse conditions.
  If the mark has been moved to another plane, any attempt 
  to teleport to it fails.
  If the object inscribed with the evacuation rune is moved 
  somewhere too small for you to appear or is otherwise 
  covered by a solid body, 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 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 take an 
  additional 4d6 points of damage, and the teleport attempt 
  simply fails.
  Material Component: The blood of an owl, hawk, or eagle.
  GRASPING WALL
  Conjuration (Creation)
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Hands sprout from a wall in an area of up to four 5-
  ft. squares (S)
  
  568
  Duration: Concentration (max.
  1 round/level) + 3 rounds
  Saving Throw: Reflex negates
  Spell Resistance: No
  Hundreds of disembodied hands burst from the wall, forming a sea 
  of clutching, probing appendages.
  You cause hands to sprout from a wall within range.
  This spell simply adds grasping hands to an existing wall 
  rather than creating a wall of a substance.
  All opponents adjacent to the wall are entangled unless 
  they succeed on Reflex saves.
  An opponent must repeat this save each round it remains 
  adjacent to the wall.
  Allied creatures are not entangled, and in fact can use the 
  hands to gain a +10 competence bonus on Climb checks to 
  scale the wall.
  If the spell ends while you are climbing, you immediately 
  fall but can make a normal Climb check to catch yourself 
  (PH 69).
  Any objects on a wall affected by the spell are unharmed; 
  doors, windows, and other apertures in the wall can be 
  opened or closed as normal.
  Material Component: A handful of fingernails.
  WALL OF VERMIN
  Conjuration (Creation)
  Level: Druid 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall of pests whose area is up to four 5-ft. squares 
  (S)
  Duration: Concentration + 1 round/level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  Exuding the stench of festering carrion, waves upon waves of 
  buzzing, clambering, clicking bugs roil up from beneath the earth.
  You cause a thick but porous wall, alive with hungry bugs, 
  to buzz and scuttle into existence.
  It provides concealment in both directions, imposing a 20% 
  miss chance on any attacks passing through it.
  You cannot conjure the wall so that it occupies the same 
  space as a creature.
  Any living creature passing through the wall is subjected to 
  hundreds of tiny bites.
  It takes 2d6 points of damage and must succeed on a 
  Fortitude save or be nauseated for 1 round.
  Any creature becoming nauseated while moving through 
  the wall can complete its move action, but cannot take a 
  standard action in that round.
  The wall of vermin is immune to weapon damage, though it 
  can be affected by area spells and effects (such as burning 
  hands or cone of cold).
  It has 20 hit points and automatically fails any save.
  Disintegrate has no effect on a wall of vermin, since it is not a 
  single physical object, though any wind of 50 mph or 
  greater breaks it up for 1 round.
  Despite its appearance, a wall of vermin is not made up of 
  natural creatures, and thus is unaffected by spells that affect 
  animals or vermin.
  DIVINATION
  HEALER’S VISION
  Divination
  Level: Assassin 1, cleric 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Every thrumming vein, every strained muscle, and every pulsing 
  organ of those nearby becomes visible to your eyes, showing you 
  exactly where to place a healing hand... or a deadly strike.
  You gain a macabre change to your vision that seemingly 
  peels away skin and sinew to reveal the flesh beneath.
  You gain a +5 insight bonus on Heal checks, and any cure 
  spell you cast on a living creature heals 1 extra point of 
  damage per level of the spell.
  You also gain a +2 bonus on attack rolls and damage rolls 
  when making a precision-based attack (such as a sneak 
  attack or a sudden strike) against a living creature, since 
  you are able to pick out your target’s most vital points.
  (This effect makes the spell popular among less benevolent 
  casters).
  Healer’s vision does not grant you the ability to make a 
  precision-based attack if you don’t already have that ability, 
  nor does it allow you to make such attacks against creatures 
  normally unaffected by them.
  This spell does not reveal the true forms of creatures 
  affected by illusions or other magical disguises, so it grants 
  no benefit to Heal checks or attacks against such creatures.
  SCRY LOCATION
  Divination (Scrying)
  Level: Bard 5, cleric 7, druid 7, sorcerer/wizard 6
  Components: V, S, M/DF, F
  Casting Time: 1 hour
  Range: See text
  Effect: Magical sensor
  Duration: 1 minute/level
  Saving Throw: No
  Spell Resistance: No
  At the culmination of this long ritual, you gaze into your scrying 
  focus and stretch out your sight.
  The mists within the reflective surface dissipate, and suddenly you 
  can see and hear a familiar place.
  You can see and hear what occurs at a location, which can 
  be at any distance on the same plane where you are located.
  You must make a successful caster level check (1d20 + your 
  caster level) to scry a specific location.
  The difficulty of this check depends on how familiar you 
  are with that location and what sort of physical connection 
  (if any) you have to that place.
  Furthermore, the difficulty to scry the desired locale 
  increases if the location is extremely far removed, indoors 
  or underground, or on another plane.
  The DC of this check is 20 + any modifiers related to your 
  knowledge of the area, your connection to it, and the 
  location’s distance, as set out in the following table.
  If you fail this check, the scrying attempt simply fails.
  
  569
  If the caster level check succeeds, you create an invisible 
  magical sensor in any location you desire.
  Through this sensor you can both see and hear, your 
  vantage and range of vision being the same as if you were 
  actually at that place, allowing you to make Spot and Listen 
  checks as normal.
  You can rotate the sensor as you wish, seeing in any 
  direction you desire.
  Once the spell is cast, however, you cannot change the 
  position of the sensor.
  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 caster level check fails, you can’t attempt to scry on 
  any place within 1 mile of that location until 24 hours have 
  passed.
  Arcane Material Component: The eye of a mole, a badger, or a 
  xorn, 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.
  SPYMASTER’S COIN
  Divination (Scrying)
  Level: Bard 2, sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Effect: Magical sensor
  Duration: 1 hour/level or until triggered, then 1 
  round/level
  Saving Throw: None
  Spell Resistance: No
  You slide your finger over a coin, imbuing it with a tiny fraction of 
  your own senses.
  You imbue a Fine object (such as a coin, stone, or other 
  innocuous item) with a dormant magical scrying sensor.
  Anyone attempting to detect its magical aura must succeed 
  on a caster level check (DC 15 + your caster level).
  At any one time during the spell’s duration, as a standard 
  action you can concentrate upon the object, enabling you to 
  hear or see (your choice) as if you were in the object’s 
  location.
  
  570
  This effect otherwise functions as if you had cast 
  clairaudience/clairvoyance in the object’s area.
  You have no control over the object’s movement and gain 
  no special senses.
  Spymaster’s coin functions only on the plane of existence you 
  are currently occupying.
  You must continue to concentrate to see or hear through 
  the spymaster’s coin.
  If you stop concentrating, the spell’s effect ends.
  Once activated, the scrying effect of the spell lasts for a 
  maximum number of rounds equal to your caster level.
  Focus: One object of Fine size.
  EVOCATION
  ASSASSIN’S DARKNESS
  Evocation (Darkness)
  Level: Assassin 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 40-ft.-radius spherical emanation
  Duration: 1 minute/level (D)
  Saving Throw: No
  Spell Resistance: No
  Covering your eyes and spitting a harsh whisper, you conjure a 
  globe of absolute blackness before you.
  As you step forward, your sight alone pierces the darkness, showing 
  you your disoriented victims within.
  You call a globe of absolute darkness into being, which only 
  you can see through.
  All other creatures within or who enter this spell’s area are 
  blinded while they remain in the area.
  Even creatures that have darkvision cannot see through 
  this magical obscurement, although creatures capable of 
  seeing in magical darkness (such as devils) are not affected 
  by it.
  While you are outside the sphere, you can see nothing 
  within, and every creature within has total concealment.
  Upon entering the spell’s area, however, you can see as if 
  the area were illuminated by bright light and can interact 
  with those within as normal, even though they cannot see 
  you.
  FATAL FLAME
  Evocation (Fire)
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 1 or more HD
  Duration: 1 minute/level
  Saving Throw: Will negates, Reflex half; see text
  Spell Resistance: Yes
  A single spark of flame leaps from your finger into the target’s 
  body, waiting silently for its death.
  You place a tiny quantity of pure elemental fire within a 
  creature, which interacts with the energy released by its 
  death to create a small explosion.
  When the target creature is killed, its body explodes in a 
  burst of flame, dealing fire damage to each adjacent 
  creature equal to twice the target’s HD or twice your caster 
  level, whichever is less (maximum 20 points).
  Treat creatures with less than 1 HD as having 1/2 HD for 
  the purpose of this spell’s effect (so the spell deals 1 point of 
  fire damage when triggered).
  A successful Reflex save halves this damage.
  Fatal flame has no ill effect on the target’s body before its 
  death.
  The target receives a Will save to negate the spell’s effect.
  Material Component: A splinter of charred bone.
  ILLUSION
  MANIFESTATION OF THE DEITY
  Illusion (Pattern) [Fear, Mind-Affecting]
  Level: Cleric 2
  Components: V, S, DF
  Casting Time: 1 swift action
  Range: Personal
  Effect: An image of the deity you worship
  Duration: 1 round/3 levels (D)
  Saving Throw: Will negates
  Spell Resistance: No
  As you invoke the name of your deity, a towering, spectral image of 
  the god appears above you, turning its wrath upon your foes.
  You summon a looming illusion of the deity you worship, 
  overlaid on your form.
  The divine manifestation appears ghostly and fearsome, 
  with its favored weapon drawn, and makes threatening 
  overtures (roaring, spouting scripture, making dreadful 
  threats, and the like).
  The image is transparent enough that you receive no 
  concealment.
  Any enemy who can see the effect becomes shaken for 1 
  round.
  A successful Will save negates the effect, and that creature 
  can no longer be affected by this casting of the spell.
  No creature can be affected more than once by the same 
  casting of manifestation of the deity.
  TRANSMUTATION
  ANIMATE INSTRUMENT
  Transmutation
  Level: Bard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Instrument touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  As you finish intoning this chant, your instrument leaves your 
  hands and floats before you, continuing your song.
  You imbue your musical instrument with the ability to play 
  at your command.
  This instrument can play a tune on your behalf even while 
  you are busy with other actions.
  
  571
  As long as this spell is in effect, you can cause the 
  instrument to begin playing as a swift action, effectively 
  mimicking and continuing your performance.
  The instrument uses your Perform modifier for the purpose 
  of bardic music checks.
  Once the animated instrument picks up the performance, 
  you do not have to concentrate to maintain its effect.
  Thus, you can continue a performance or bardic music 
  effect that relies on the use of a musical instrument and 
  also cast spells, activate magic items by spell completion or 
  command words, or even use another bardic music ability.
  You can animate any nonmagical musical instrument, such 
  as a piano, fiddle, or harp.
  If the instrument must be carried or held while played, it 
  floats in the air in the square in which you cast the spell.
  The animated instrument cannot move.
  It continues to play until the spell expires or the 
  instrument is damaged.
  An animated instrument’s AC is 10 + any relevant size 
  modifiers; most handheld instruments are Tiny.
  Material Component: One working musical instrument.
  AQUATIC ESCAPE
  Transmutation (Polymorph)
  Level: Druid 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your arms and legs fuse with your body as bright silvery scales 
  cover your skin.
  You take the form of a Diminutive fish.
  Use the statistics for the toad (MM 282) except for the 
  following changes: Add the aquatic subtype, replace the 
  land speed with a swim speed of 30 feet, remove the 
  amphibious special quality, and replace the toad’s skills 
  with Listen +4, Spot +4, and Swim +13.
  A fish adds its Dexterity modifier, not its Strength modifier, 
  to Swim checks, and gains a +8 racial bonus on Swim 
  checks due to its swim speed.
  See the polymorph subschool description on page 91 for 
  more details.
  As its name suggests, this spell’s most common use is to 
  make a quick getaway in a watery environment, but it also 
  allows a clever druid to overcome a flooded corridor or 
  similar obstacle.
  ARMOR LOCK
  Transmutation
  Level: Bard 1, hexblade 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature wearing armor
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The plates and joints of your opponent’s armor become as rigid as 
  stone, encumbering his movement.
  You cause the target’s armor to swell and stiffen, slowing 
  the wearer’s movement and trapping him within.
  The target’s land speed is reduced to 10 feet.
  If the target has a burrow, climb, or swim speed, these are 
  also reduced to 10 feet.
  The target also loses any Dexterity bonus to AC for the 
  duration of the spell.
  While affected by this spell, the target cannot remove his 
  armor; its joints are too tight and restrictive to escape from.
  This spell has no effect on unarmored opponents, creatures 
  with only natural armor or an AC bonus from items other 
  than armor, or those using only shields.
  CATAPULT
  Transmutation
  Level: Bard 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One held object, weighing up to 5 lb.
  Duration: Instantaneous
  Saving Throw: No
  Spell Resistance: None
  Focusing on the object in your grasp, you abruptly jerk your head 
  in the direction you desire, sending the item flying.
  You propel a single object out of your hand at fantastic 
  speed.
  This object can be a weapon designed for throwing, a 
  weapon not meant to be thrown, or another nonliving 
  object.
  Make a normal ranged attack roll with the affected object, 
  but do not add any ability score modifier to the attack or 
  damage roll.
  Instead, you gain a competence bonus on the damage roll 
  equal to one-third of your caster level (maximum +5).
  The range increment for the hurled object is 30 feet, 
  regardless of its normal range increment (if any).
  If you use catapult to fling an object not meant to be used as 
  a thrown weapon, you take the normal –4 nonproficiency 
  penalty on the attack roll.
  An item that isn’t a weapon deals 1d6 points of base damage 
  if it weighs at least 1 pound.
  The item catapult is to affect must be in your hands when 
  you cast the spell.
  If you cast the spell with nothing in your hands to fling, the 
  magic automatically fails.
  You cannot propel living creatures with catapult, regardless 
  of their size.
  ENLARGE WEAPON
  Transmutation
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One touched melee weapon
  Duration: 1 round/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  With a shriek of warping wood and scraping metal, your weapon 
  grows, becoming far more intimidating.
  A melee weapon you hold enlarges by one size category 
  (Small weapons become Medium, Medium weapons 
  become Large, and so on).
  
  572
  As its size increases, the damage the weapon deals increases 
  as well (PH 114).
  When your weapon is affected by this spell, you do not take 
  a penalty for wielding an inappropriately sized weapon.
  If you drop the enlarged weapon, are disarmed, or hand the 
  weapon to another creature, the spell ends.
  This spell does not grant you the ability to wield any other 
  inappropriately sized weapon without penalty, only the one 
  on which this spell is cast.
  This spell has no effect on a weapon that is already 
  increased in size by some other effect (such as being held 
  by a creature affected by enlarge person).
  LUCKY STREAK
  Transmutation
  Level: Bard 1, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A tinkling laugh and a momentary shine surround your ally, 
  leaving him with an aura of confidence and a sly smile.
  You improve the luck of the subject creature.
  For the duration of the spell, any reroll the subject makes 
  using a luck feat gains a +2 luck bonus.
  MAGE BURR
  Transmutation
  Level: Bard 1, hexblade 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature wearing armor or using a shield
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Sharp ridges, split leather, and cracking patches of rust spread over 
  your enemy’s armor like an angry, irritating disease.
  Jagged edges and rough surfaces break forth all over the 
  target creature’s armor and shield.
  These protrusions deal no damage and are little more than 
  an uncomfortable annoyance.
  Arcane spellcasters, however, find the effect most 
  distracting, incurring double the normal arcane spell 
  failure chance for armor and shields.
  In addition, any creature affected by this spell takes a –5 
  penalty on Concentration checks.
  The check penalty does not worsen if an affected creature is 
  both wearing armor and using a shield.
  For example, a wizard wearing chainmail and carrying a 
  light steel shield would normally have a 35% chance of 
  arcane spell failure.
  That wizard, if targeted by this spell, would incur a 70% 
  chance of arcane spell failure, as well as taking a –5 penalty 
  on Concentration checks.
  This spell has no effect on unarmored opponents or on 
  creatures with only natural armor or an AC bonus from 
  items other than armor.
  MIMICRY
  Transmutation
  Level: Assassin 1, bard 1
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  You feel a brief tingle in your throat.
  When you open your mouth, your voice is no longer your own.
  You can perfectly mimic familiar sounds, voices, and 
  accents.
  These sounds can be any that you’ve heard before, and must 
  be within the range of noises your voice is capable of 
  creating.
  For example, a normal human voice could recreate the roar 
  of a lion—being roughly equivalent to a scream—or 
  approximate the sound of shattering glass.
  It could not reproduce the rumble of a collapsing building 
  or a high-pitched noise audible only to bats.
  This spell does not allow you to speak languages you can’t 
  normally speak.
  You can duplicate a specific individual’s voice by making a 
  Bluff check; a listener familiar with the voice being 
  imitated must succeed on an opposed Sense Motive check 
  to discern that the voice is not genuine.
  SIPHON
  Transmutation
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: One touched wand or staff
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You leach the power of the wand you hold, causing a ghostly 
  stream of blue mist to rise from the item and enter your body.
  Slowly, you feel your magical energies being renewed.
  You drain the charges from a wand or staff you hold to 
  replace spells you have already cast.
  As long as the wand or staff has at least 5 charges left, you 
  can expend 5 of those charges to replace a cast spell.
  The spell replaced must be of a level equal to or lower than 
  the highest-level spell the staff or wand holds.
  If you prepare arcane spells, you can regain any one spell of 
  the affected level that you have already cast that day; if you 
  cast spells spontaneously, you can regain a spell slot of the 
  appropriate level.
  For example, a wizard who has cast her only fly spell for the 
  day (a 3rd-level spell) can drain 5 charges from her wand of 
  fireball (another 3rd-level spell) to regain fly or any lower-
  level spell she has cast.
  If the wand or staff holds enough charges, one casting of 
  this spell can replace multiple spells at once.
  For example, a sorcerer who has expended three of his 5th-
  level spell slots can drain 15 charges from his staff of frost to 
  regain all three spell slots.
  Siphon has no effect on wands or staffs that do not hold 
  enough charges to replenish the desired number of spells.
  
  573
  SMOKE STAIRS
  Transmutation [Air]
  Level: Assassin 2, druid 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  You step into intangible smoke and ascend as nimbly as if it were a 
  flight of steps.
  You gain the ability to run up columns of smoke as if they 
  were normal stairs.
  Casting this spell successfully requires smoke from a 
  natural fire large enough to fill a 5-foot square, such as a 
  normal campfire, bonfire, or any significant amount of 
  burning debris (torch f lames or creatures made of fire or 
  smoke do not suffice).
  After casting this spell, you can move into the column of 
  smoke produced by such fires and can ascend vertically 
  into a square filled with smoke.
  To your eyes the smoke coalesces into ghostly steps, though 
  other observers see nothing different.
  When stepping into the column you are considered to be in 
  the smoke above the flame and take no damage from the 
  fire.
  Every 5 feet of upward movement costs 2 squares of 
  movement.
  For example, an assassin with a speed of 30 feet casts smoke 
  stairs on himself, then moves 10 feet across the ground to a 
  smoking fire and ascends 10 feet vertically in a single move 
  action.
  If anything dissipates the column of smoke while you are 
  moving though it using this spell, you lose your footing and 
  fall.
  Examples include a gust of wind spell and an air elemental’s 
  whirlwind form.
  If the fire creating the smoke is extinguished, the smoke 
  stairs effect lingers for 1 round before dispersing.
  Material Component: A handful of dried leaves.
  SPORE FIELD
  Transmutation
  Level: Druid 1, ranger 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft.-radius spread
  Duration: 1 minute/level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: No
  The ground at which you point erupts with countless puffball 
  mushrooms.
  You cause the ground to become thick with spore-ridden 
  fungus.
  The area affected by this spell becomes difficult terrain.
  Entering a square of difficult terrain costs 2 squares of 
  movement, and creatures cannot charge or run through 
  such squares (PH 148).
  The uneven surface created by this spell also increases the 
  DCs of Balance and Tumble checks by 5 and the DC of 
  Move Silently checks by 2.
  In addition, any creature that enters a square affected by 
  this spell bursts several mushrooms, causing their choking 
  spores to fill the air.
  The spores render the creature sickened for 1 round 
  (Fortitude negates).
  Treat the spore cloud as an inhaled poison for the purpose 
  of bonuses on the save or immunity to poison.
  Entering more than one affected square during a turn 
  doesn’t force multiple saves.
  You can cast spore field on any type of ground or flooring, 
  regardless of the material that comprises it.
  WAND MODULATION
  Transmutation
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 swift action
  Range: Touch
  Target: One touched wand
  Duration: 1 minute/level (D)
  Saving Throw: Yes (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Manipulating the very magic that infuses your wand, you alter 
  that energy, opening the magic item to a new power of your 
  choosing.
  By casting wand modulation on the target wand you hold, 
  you temporarily alter it to cast a different spell.
  After casting this spell, the next spell you cast upon the 
  target wand affects the remaining charges, allowing the 
  wand to discharge that spell instead of the one it was 
  created to cast.
  The spell cast after wand modulation must be of a lower level 
  than the spell the wand normally casts.
  Replacement spells cast from the affected wand are cast at 
  the minimum caster level.
  Each use of an affected wand now expends 2 charges from 
  the wand instead of the usual single charge.
  If the wand holds insufficient charges to invoke the new 
  spell, it cannot be activated.
  You can’t use wand modulation to change a wand’s spell to 
  one with a costly material component or focus or with an
  XP component, even if the original spell has a similar 
  component or focus.
  For example, a 5th-level wizard facing an angry fire 
  elemental wishes to cast magic missile (a 1st-level spell) from 
  his wand of scorching ray (a 2nd-level spell), which happens 
  to have a caster level of 5th.
  He casts wand modulation and in the following round casts 
  magic missile.
  The wand can now cast magic missile as a 1st-level caster (the 
  minimum caster level), but each use expends 2 charges.
  The wizard can now use the wand to cast magic missile for 5 
  minutes, after which it reverts back to a normal wand of 
  scorching ray.
  WINGED WATCHER
  Transmutation (Polymorph)
  Level: Druid 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  
  574
  Duration: 1 round/level (D)
  Your body hunches and shrinks as dusky feathers sprout from your 
  skin.
  Your arms become wings and your toes sharpen into talons.
  You take the form of an owl (MM 277) or raven (MM 278), 
  as chosen when you cast the spell.
  Even though your Intelligence changes to 2, you retain 
  your normal ability to understand your surroundings 
  (unlike a normal animal).
  See the polymorph subschool description on page 91 for 
  more details.
  As its name suggests, this spell’s most common use is for 
  unobtrusive observation, but it also allows a druid to 
  overcome obstacles that hinder overland travel.
  COMPLETE WARRIOR (3.5)
  ABJURATION
  CLOAK OF BRAVERY
  Abjuration [Mind-Affecting]
  Level: Clr 3, Courage 3, Pal 2
  Components: V, S
  Casting Time: 1 action
  Range: 60 ft.
  Area: 60-ft.-radius emanation centered on you
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  All allies within the emanation (including you) gain a 
  morale bonus on saves against fear effects equal to your 
  caster level (to a maximum of +10 at 10th level).
  CLOAK OF BRAVERY, GREATER
  Abjuration [Mind-Affecting]
  Level: Courage 9
  Range: 1 mile; see text
  Area: 1-mile-radius emanation centered on you
  Duration: 1 hour/level
  As cloak of bravery, except all allies within the emanation 
  (including you) are immune to fear effects and gain a +2 
  morale bonus on attack rolls.
  Allies who don’t have line of sight to you are unaffected.
  EVOCATION
  LION’S ROAR
  Evocation [Sonic]
  Level: Courage 8
  Components: V, S, DF
  Casting Time: 1 action
  Range: 120 ft.
  Area: 120-ft.-radius burst centered on you
  Duration: Instantaneous or 1 minute/level
  Saving Throw: Fortitude partial or Will negates 
  (harmless); see text
  Spell Resistance: Yes or Yes (harmless); see text
  You emit a titanic roar that deals 1d8 points of sonic 
  damage per two caster levels to all enemies within the 
  spell’s area and stuns them for 1 round.
  A successful Fortitude save halves the damage and negates 
  the stunning effect.
  In addition, all allies within the spell’s area gain 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+20 temporary hit points at caster level 
  20th).
  ILLUSION
  HOUND OF DOOM
  Illusion (Shadow)
  Level: Hexblade 3
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Shadowy hound
  Duration: 1 minute/level (D) or until destroyed
  Saving Throw: None
  Spell Resistance: No
  You shape the essence of the Plane of Shadow to create a 
  powerful doglike companion that serves you loyally for the 
  duration of the spell.
  The hound of doom has the statistics of a dire wolf (see page 
  65 of the Monster Manual) with the following adjustments: 
  It gains a deflection bonus to Armor Class equal to your 
  Charisma bonus, its hit points when created are equal to 
  your full normal hit points, and it uses your base attack 
  bonus instead of its own (adding its +7 bonus from 
  Strength and –1 penalty from size as normal).
  You can command a hound of doom as a move action just as if 
  it were fully trained to perform all the tricks listed in the 
  Handle Animal skill (see page 74 of the Player’s Handbook).
  If a hound of doom’s hit points are reduced to 0, it is 
  destroyed.
  A hound of doom is treated as a magical beast for the purpose 
  of spells and effects, but it can also be dispelled.
  You can only have one hound of doom in existence at a time.
  If you cast a second hound of doom spell while the first is still 
  active, the first hound is instantly dispelled.
  PHANTOM THREAT
  Illusion (Phantasm) [Mind-Affecting]
  Level: Brd 1, Hexblade 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create the sensation in the subject’s mind that he is 
  threatened by more foes than he actually faces.
  Though the subject doesn’t actually perceive any additional 
  enemies (and thus doesn’t waste any attacks on the 
  phantasm), a creature affected by this spell is considered 
  flanked, even if not threatened by other creatures.
  
  575
  No amount of convincing by others can help the victim of 
  this spell avoid its effect—only a successful saving throw 
  against the spell when initially cast can help the target.
  NECROMANCY
  CURSED BLADE
  Necromancy
  Level: Assassin 4, Hexblade 4
  Components: V
  Casting Time: 1 action
  Range: Touch
  Target: One melee weapon
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  A weapon affected by this spell deals wounds that can’t be 
  healed in the usual fashion.
  Any damage dealt by the weapon (not including damage 
  from special weapon properties such as flaming, holy, 
  wounding, and so on) cannot be cured by any means until 
  the damaged individual has received a remove curse spell (or 
  some other effect that neutralizes a curse).
  If a creature is slain by a weapon that is under the effect of 
  this spell, it can’t be raised from the dead unless a remove 
  curse spell (or similar effect) is cast on the body or a true 
  resurrection spell is used.
  TRANSMUTATION
  AUGMENT FAMILIAR
  Transmutation
  Level: Sor/Wiz 2, Hexblade 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Your familiar
  Duration: Concentration + 1 round/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell grants your familiar a +4 enhancement bonus to 
  Strength, Dexterity and Constitution, damage reduction 
  5/magic, and a +2 resistance bonus on saving throws.
  VALIANT FURY
  Transmutation
  Level: Courage 5
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The affected creature gains a +4 morale bonus to Strength 
  and Constitution and a +2 morale bonus on Will saves.
  In addition, when making a full attack, the affected 
  creature may make one additional attack with any weapon 
  he is holding.
  The attack is made using the creature’s full base attack 
  bonus, plus any modifiers appropriate to the situation.
  (This effect is not cumulative with similar effects, such as 
  that provided by the haste spell, nor does it actually grant an 
  extra action, so you can’t use it to cast a second spell or 
  otherwise take an extra action in the round).
  DEFENDERS OF THE FAITH 
  (3.0)
  ABJURATION
  BURIAL BLESSING
  Abjuration [Good]
  Level: Clr 1
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: Touch
  Area: Corpse touched
  Duration: Permanent
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  By means of this spell, the cleric wards a corpse from evil 
  influences and effects.
  Unless the corpse is desecrated or the blessing is 
  countered, the corpse cannot be magically animated or rise 
  as an undead minion (a ghoul or vampire, for example).
  Also, anyone trying to disturb the body is struck by a 
  sudden fear and must make a Will save or flee the location 
  for 1 minute per caster level.
  If the protected corpse is subsequently brought back to life, 
  the burial blessing ends.
  Material Component: The caster’s holy symbol and a vial of 
  holy or unholy water, according to alignment, which is 
  sprinkled on the corpse.
  XP Cost: 100 XP.
  DIVINE FLAME
  Abjuration
  Level: Clr 2
  Components: V, S
  Casting Time: 1 action
  Range: 15 ft.
  Area: 15-ft-radius emanation, centered on you
  Duration: 1 round/level
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  Divine flame creates an immobile ward against cold 
  creatures, such as frost giants.
  Cold creatures entering or staying in the area take 1d4 
  points of damage per caster level, to a maximum of 5d4 
  (Fortitude save for half).
  This damage continues every round the creature remains in 
  the area, and the Fortitude save is allowed each round.
  DIVINE ZEPHYR
  Abjuration
  Level: Clr 2
  
  576
  Components: V, S
  Casting Time: 1 action
  Range: 15 ft.
  Area: 15-ft-radius emanation, centered on you
  Duration: 1 round/level
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  Divine zephyr creates an immobile ward against fire 
  creatures, such as fire giants.
  Fire creatures entering or staying in the area take 1d4 
  points of damage per caster level, to a maximum of 5d4 
  (Fortitude save for half).
  This damage continues every round the creature remains in 
  the area, and the Fortitude save is allowed each round.
  UNBINDING
  Abjuration
  Level: Exorcism 9, Wiz/Sor 9
  Components: V, S, M, DF
  Casting Time: 1 round
  Range: 180 ft.
  Area: 180-ft.-radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When you cast an unbinding spell, a burst of force erupts 
  from your body and magically destroys any spells that 
  contain, constrain, or seal, with the exceptions noted below.
  The unbinding negates charm and hold spells of all types, 
  arcane locks and similar closures, spells that create physical 
  or magical barriers (wall of stone, wall of force), guards and 
  wards, temporal stasis, and slow spells, among others.
  The effect of a statue spell is ended.
  A magic jar is shattered—forever destroyed—and the life 
  force within snuffed out.
  In addition, any spell that holds magical effects, including 
  other spells, immediately releases them at a range of 0 feet 
  (including magic mouth, imbue with spell ability, and so on).
  Protective spells such as protection from evil, shield, globe of 
  invulnerability, and similar spells are not affected by an 
  unbinding.
  Petrified creatures are neither revealed nor restored.
  Individuals bound to service are not freed (including 
  creatures such as familiars, invisible stalkers, genies, and 
  elementals).
  An antimagic field is not affected, nor will the effect of 
  unbinding penetrate one.
  A magic circle against evil (or another alignment) that 
  currently holds a creature imprisoned is dispelled.
  Curses and geas/quest spells are negated only if the caster is 
  of a level equal to or greater than that of the original caster.
  All these effects occur without regard to the caster’s wishes.
  Spell effects on the person of the caster or being carried or 
  worn by the caster remain undisturbed, but any others 
  within the burst are effective, including those of allies.
  The opening of locks or other closures triggers any alarms 
  or traps attached to them.
  Any released creature may or may not be friendly to the 
  caster.
  Material Components: A lodestone and a pinch of saltpeter.
  ZEAL
  Abjuration
  Level: Pal 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You invoke a divine shield to protect you as you close with 
  a chosen opponent.
  Choose a foe as you cast this spell.
  You gain a +4 deflection bonus to your AC against all 
  attacks of opportunity from opponents other than the 
  chosen foe.
  Also, you can move through enemies as if they were allies 
  for the duration of this spell, as long as you finish your 
  movement closer to your chosen foe than when you began 
  it.
  CONJURATION
  GENESIS
  Conjuration (Creation)
  Level: Creation 9
  Components: V, S, M, XP
  Casting Time: 1 week (8 hours/day)
  Range: 180 ft.
  Effect: A demiplane in the Ethereal Plane centered on 
  your location
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create an immobile, finite plane with limited access—a 
  demiplane.
  Demiplanes created by this power are very small, very 
  minor planes.
  You can cast this spell only on the Ethereal Plane.
  When you cast it, a local density fluctuation precipitates the 
  creation of a demiplane.
  At first, the demiplane grows at a rate of a 1-foot radius per 
  day to the initial maximum radius of 180 feet as the 
  fledgling plane rapidly draws substance from surrounding 
  ethereal vapors and protomatter.
  You determine the environment in the demiplane when 
  you first cast genesis, reflecting most any desire you can 
  visualize.
  You determine factors such as atmosphere, water, 
  temperature, and the shape of the general terrain.
  However, the spell does not create life (such as vegetation), 
  nor can it create construction (such as buildings, roads, 
  wells, dungeons, and so forth).
  If you want these benefits, you must add them in some 
  other fashion.
  Once the basic demiplane reaches its maximum size, you 
  can continue to cast this spell to enlarge your demiplane, 
  adding another 360-foot-diameter bubble to it each time.
  XP Cost: 5,000 XP.
  
  577
  HARRIER
  Conjuration (Creation)
  Level: Clr 4, Drd 3
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level or until target dies
  Saving Throw: None
  Spell Resistance: No
  Harrier creates an incorporeal magical bird of prey the size 
  of a dire bat (roughly 5 feet long with a 10-foot wingspan).
  This bird operates independently of the caster for the 
  duration of the spell.
  When you invoke harrier, choose a target.
  The bird then attacks the target for the duration of the 
  spell, or until the target dies.
  €Harrier: CR 3; Large magical beast; HD 4d10; hp 22; Init 
  +5; Spd 20 ft., fly 50 ft. (good); AC 19 (touch 14, flat-footed 
  9); Atk +9 melee (1d8, energy); Face/Reach 10 ft. by 5 ft./5 
  ft.; SA Touch attack; SQ Incorporeal; AL N; SV Fort +4, Ref 
  +9, Will +3; Str —, Dex 20, Con —, Int 2, Wis 14, Cha 6.
  Skills and Feats: Listen +7, Spot +7; Weapon Finesse 
  (energy).
  Touch Attack (Su): The harrier’s attack is a touch attack for 
  the purpose of determining the AC of its target.
  Incorporeal: Can be harmed only by other incorporeal 
  creatures, +1 or better magic weapons, or magic, with a 50% 
  chance to ignore any damage from a corporeal source.
  Can pass through solid objects at will, and own attacks pass 
  through armor.
  Always moves silently.
  OTYUGH SWARM
  Conjuration (Creation)
  Level: Pestilence 9
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Three or more otyughs, no two of which are more 
  than 30 ft. apart
  Duration: Seven days or seven months (D) (see text)
  Saving Throw: None
  Spell Resistance: No
  Otyugh swarm creates otyughs from a large collection of 
  refuse and filth, such as a sewer or cesspool.
  You can choose to create 3d4 ordinary otyughs or 1d3+1 
  Huge otyughs with 15 HD (see page 14 of the Monster 
  Manual).
  The otyughs willingly aid you in combat or battle, perform 
  a specific mission, or serve as bodyguards.
  They remain with you for seven days unless you dismiss 
  them.
  If the otyughs are created only for guard duty, the duration 
  of the spell is seven months.
  In this case, the otyughs can only be ordered to guard a 
  specific site or location.
  Otyughs summoned to guard duty cannot move outside the 
  spell’s range.
  You must create the otyughs in an area containing at least 
  6,000 pounds of sewage, refuse, or offal.
  After you cast the spell, otyughs not summoned for guard 
  duty may leave the area of offal at your command.
  PLAGUE OF RATS
  Conjuration (Summoning)
  Level: Pestilence 5
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Swarm of dire rats in a 20-ft. spread
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes (see text)
  A swarm of dire rats viciously attacks all other creatures 
  within a 20-foot spread, inflicting damage and spreading 
  filth fever (see page 74 of the DUNGEON MASTER’S Guide).
  A creature in the swarm that takes no action other than 
  fighting off the rats takes 1d4 points of damage on its turn 
  and makes a Fortitude saving throw against DC 15 + your 
  Intelligence bonus to avoid contracting filth fever.
  A creature in the swarm who takes any other action, 
  including leaving the swarm, takes 1d4 points of damage 
  per caster level, and must save at a –4 penalty to avoid 
  contracting the disease.
  Spellcasting or concentrating on spells within the swarm is 
  impossible.
  The rats’ attacks are nonmagical, so being incorporeal, 
  damage reduction, and other defenses can protect a 
  creature from damage.
  The disease effect is magical and spread by touch.
  Any corporeal creature in the swarm that is subject to 
  disease may contract it.
  The swarm cannot be fought effectively with weapons, but 
  fire and damaging area effects can force it to disperse.
  The swarm disperses when it has taken a total of 8 points of 
  damage per caster level from these attacks.
  A stinking cloud spell and similar area or effect spells 
  disperse a swarm immediately.
  As a move-equivalent action, you can direct the swarm to 
  move up to 40 feet per round.
  RECITATION
  Conjuration (Creation)
  Level: Clr 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: 60 ft.
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  By reciting a sacred passage or declaration, you invoke your 
  deity’s blessing upon yourself and your allies while causing 
  confusion and weakness among your enemies.
  The spell affects all allies and foes within the spell’s area at 
  the moment you cast it.
  Your allies gain a +2 luck bonus on attack rolls and saving 
  throws, or a +3 luck bonus if they worship the same patron 
  deity as you.
  Enemies suffer a –2 luck penalty on attack rolls and saving 
  throws.
  
  578
  After casting the spell, you are free to take further actions 
  during the spell’s duration as you see fit.
  Divine Focus: In addition to your holy symbol, this spell 
  requires a sacred text as a divine focus.
  SLIME WAVE
  Conjuration (Summoning)
  Level: Clr 7, Drd 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 15-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  You create a wave of green slime that begins at the range 
  you choose and violently spreads to the limit of the area.
  The wave splashes and splatters as it passes; some slime 
  clings to any wall or ceiling.
  Green slime devours flesh and organic materials on contact, 
  and even dissolves metal.
  Each creature is covered with one patch of green slime for 
  every 5 feet of its face.
  A patch of green slime deals 1d6 points of temporary 
  Constitution damage per round while it devours flesh.
  Against wood or metal, green slime deals 2d6 points of 
  damage per round, ignoring metal’s hardness but not that 
  of wood.
  It does not harm stone.
  On the first round of contact, the slime can be scraped off a 
  creature (most likely destroying the scraping device), but 
  after that it must be frozen, burned, or cut away (applying 
  damage to the victim as well).
  Extreme cold or heat, sunlight, or a remove disease spell 
  destroys the green slime.
  Unlike normal green slime, the slime created by this spell 
  gradually evaporates, disappearing by the end of the 
  duration.
  Material Component: A few drops of stagnant pond water.
  TRUE CREATION
  Conjuration (Creation)
  Level: Creation 8
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: Unattended, nonmagical object of nonliving 
  matter, up to 1 cu. ft./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a nonmagical, unattended object of any sort of 
  matter.
  Items created are permanent and cannot be negated by 
  dispelling magics or negating powers.
  For all intents and purposes, these items are completely 
  real.
  The volume of the item created cannot exceed 1 cubic foot 
  per caster level.
  You must succeed at an appropriate skill check to make a 
  complex item, such as a Craft (bowmaking) check to make 
  straight arrow shafts or a Craft (gemcutting) check to make 
  a cut and polished gem.
  Unlike the items brought into being by the lower-level 
  spells minor creation and major creation (see the Player’s 
  Handbook for those spell descriptions), objects created by 
  the casting of true creation can be used as material 
  components.
  Material Component: A small piece of matter of the same 
  type of item you plan to create—a sliver of wood to create 
  arrow shafts, a tiny piece of the appropriate stone to create a 
  polished gem, and so forth.
  XP Cost: The item’s gold piece value in XP, or a minimum of 
  1 XP, whichever is more (see the Player’s Handbook for item 
  costs).
  DIVINATION
  BLESSED AIM
  Divination
  Level: Clr 3, Pal 2
  Components: V, S
  Casting Time: 1 action
  Range: 60 ft.
  Effect: 60-ft. spread, centered on you
  Duration: Concentration
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  This spell grants a +2 morale bonus on all ranged attacks for 
  your allies within the spread.
  BRAIN SPIDER
  Divination [Mind-Affecting]
  Level: Clr 8, Mind 7
  Components: V, S, M, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Targets: Up to eight living creatures within range
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell allows you to eavesdrop as a standard action on 
  the thoughts of up to eight other creatures at once, hearing 
  as desired:
  • The ceaseless chaos of surface thoughts of images
  • Individual trains of thought in whatever order you desire
  • Information from all minds about one particular topic, 
  thing, or being, one nugget of information per caster level
  • A study of the thoughts and memories of one creature of 
  the group in detail Once per round, if you do not perform a 
  detailed study of one creature’s mind, you can attempt (as a 
  standard action) to implant a suggestion in the mind of any 
  one of the affected creatures.
  The creature can make another Will saving throw to resist 
  the suggestion, using the save DC of the brain spider.
  (Creatures with special resistance to enchantment spells 
  can use this resistance to keep from being affected by the 
  suggestion).
  Success at this saving throw does not negate the other 
  effects of the brain spider for that creature.
  
  579
  You can affect all intelligent beings of your choice within 
  range (up to the limit of eight), beginning with known or 
  named beings.
  Language is not a barrier, and you need not personally 
  know the beings—you can choose, for instance, “the 
  nearest eight guards who must be in that chamber there”.
  The spell cannot reach those who make a successful Will 
  save.
  Material Component: A spider of any size or type.
  It may be dead, but must still have all eight legs.
  CHAIN OF EYES
  Divination
  Level: Clr 3, Drd 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can use a creature’s vision instead of your own.
  While this spell gives you no control over the creature, 
  each time it comes into physical contact with another 
  living being, you can choose to transfer your sensor to the 
  new creature.
  In this way, your sensor can infiltrate a closely guarded 
  area.
  During your turn in a round, you can use a free action to 
  switch from seeing through the current creature’s eyes to 
  seeing normally or back again.
  LESSER TELEPATHIC BOND
  Divination [Mind-Affecting]
  Level: Clr 3, Mind 3
  Components: V, S
  Casting Time: 1 action
  Range: 30 ft.
  Targets: You and one willing creature within 30 ft.
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  You forge a telepathic bond with another creature with an 
  Intelligence score of 6 or higher.
  The bond can be established only with a willing subject.
  You can communicate telepathically through the bond 
  regardless of language.
  No special power or influence is established as a result of 
  the bond.
  Once the bond is formed, it works over any distance 
  (although not from one plane to another).
  PROBE THOUGHTS
  Divination [Mind-Affecting]
  Level: Mind 6, Wiz/Sor 6
  Components: V, S
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration
  Saving Throw: Fortitude negates (and see text)
  Spell Resistance: Yes
  All the subject’s memories and knowledge are accessible to 
  you, ranging from memories deep below the surface to 
  those still easily called to mind.
  You can learn the answer to one question per round, to the 
  best of the subject’s knowledge.
  You can also probe a sleeping subject, though the subject 
  may make a Will save against the DC of the probe thoughts 
  spell to wake after each question.
  Subjects who do not wish to be probed can attempt to move 
  beyond the power’s range, unless somehow hindered.
  You pose the questions telepathically, and the answers to 
  those questions are imparted directly to your mind.
  You and the target do not need to speak the same language, 
  though less intelligent creatures may yield up only 
  appropriate visual images in answer to your questions.
  SWEET WATER
  Divination
  Level: Clr 3, Drd 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Effect: A well shaft, 10 ft. diameter, up to 100 ft. deep.
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell locates a source of fresh water within 100 feet of 
  the surface.
  If a water source is in range, it excavates a well shaft down 
  to that water.
  Otherwise, the spell fails.
  Material Component: A shovel or spade.
  WEATHER EYE
  Divination
  Level: Clr 4, Drd 3
  Components: V, S, M, DF
  Casting Time: 1 hour
  Range: 1 mile radius + 1 mile/level
  Area: 1 mile radius + 1 mile/level, centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You may accurately predict the natural weather up to one 
  week into the future.
  If unnatural forces currently affect the weather, then 
  weather eye reveals as much information as a detect magic 
  spell.
  Material Component: Incense.
  Divine Focus: A scrying device of some kind (bowl, mirror, 
  crystal ball, and so forth).
  ENCHANTMENT
  BOLTS OF BEDEVILMENT
  Enchantment [Mind-Affecting]
  Level: Madness 5
  Components: V, S
  Casting Time: 1 action
  
  580
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell grants you the ability to make one ray attack per 
  round.
  The ray dazes one living creature, clouding its mind so that 
  it takes no action for 1d3 rounds.
  The creature is not stunned (so attackers get no special 
  advantage against it), but it can’t move, cast spells, use 
  mental abilities, and so on.
  CHAIN OF CHAOS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 8
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living, intelligent creature touched
  Duration: 1 day/5 caster levels from the day touched (see 
  text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  This powerful instrument of chaos spreads madness by 
  touch.
  The caster infects the first victim by making a successful 
  melee touch attack.
  A subject who fails a Will save is afflicted with insanity (a 
  continuous confusion effect).
  This condition is permanent until countered, and the 
  madness can be passed to anyone the victim touches.
  Anyone who makes the initial saving throw is immune to 
  that casting of the chain of chaos spell.
  Each person the subject touches during the spell’s duration 
  (including by successful melee attack) must make a Will 
  save at the spell’s DC or suffer the insanity effect.
  Each additional victim in turn can pass the madness on for 
  a period of one day per five caster levels after being 
  infected.
  The spell affects a maximum of five persons per caster level.
  Individual victims can be restored by any means effective 
  against insanity, for example, greater restoration, limited wish,
  miracle, or wish.
  Anyone restored cannot be affected again by that casting of 
  the chain of chaos spell.
  DM Note: When dealing with the effect of this spell on a 
  large nonadventuring population over a period of time, it is 
  not necessary to track each individual affected by this spell.
  Instead, just decide if individuals encountered are mad and 
  whether they are infectious based on your judgement of 
  the progress of the chain madness.
  MADDENING SCREAM
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Madness 8
  Components: V
  Casting Time: One action
  Range: Touch
  Target: Living creature touched
  Duration: 1d4+1 rounds
  Saving Throw: None
  Spell Resistance: Yes
  The subject cannot keep himself from screaming, 
  gibbering, and leaping about as though completely mad.
  This spell makes it impossible for the victim to do anything 
  other than race about caterwauling, worsens the Armor
  Class of the subject by –4, makes Reflex saving throws 
  impossible except on a roll of 20, and makes it impossible to 
  use a shield.
  MONSTROUS THRALL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Domination 9
  Components: V, S, XP
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  As true domination, except the subject can be any creature 
  and is permanently dominated if it fails its initial Will 
  saving throw.
  A subject ordered to take an action against its nature 
  receives a saving throw with a –4 penalty to resist taking 
  that particular action.
  If the save succeeds, the subject still remains your thrall 
  despite its minor mutiny.
  Once a subject of thrall makes a successful saving throw to 
  resist a specific order, it makes all future saving throws to 
  resist taking that specific action without a penalty.
  XP Cost: 500 XP per Hit Die or level of the subject.
  RAGE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Madness 3
  Components: V, S
  Casting Time: One action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You can put a creature into a screaming blood frenzy.
  In this rage, the creature gains +4 to Strength, +4 to 
  Constitution, and a +2 morale bonus on Will saves.
  Unlike a barbarian rage, no penalty to AC is suffered, and 
  no fatigue period comes after the rage is over.
  RIGHTEOUS WRATH OF THE FAITHFUL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 7
  Components: V, S, DF
  Casting Time: 1 action
  Range: 30 ft.
  Targets: All allies within 30 ft.-radius burst centered on 
  you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  
  581
  When you cast this spell, you fire your allies and 
  companions with a divine madness or fury that greatly 
  enhances their combat ability.
  Allies who are fighting on your side are affected as if they 
  had received an aid spell, gaining a +1 morale bonus on 
  attack rolls and saving throws against fear effects, plus 1d8 
  temporary hit points for the duration of the spell.
  Allies who worship the same deity as you are infused with 
  the righteous wrath.
  They gain one additional melee attack each round, at their 
  highest attack bonus, and a +2 morale bonus on attack and 
  damage rolls and saving throws.
  They gain an additional 1d8 temporary hit points (for a total 
  of 2d8) and a +3 morale bonus on saving throws against 
  mind-affecting spells or effects.
  When the spell duration expires, any allies who were 
  affected by the full righteous wrath are fatigued (–2 to 
  Strength, –2 to Dexterity, can’t charge or run) for 10 
  minutes.
  TOUCH OF MADNESS
  Enchantment [Mind-Affecting]
  Level: Madness 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You may daze one living creature by making a successful 
  touch attack.
  If the target creature does not make a successful Will save, 
  its mind is clouded and it takes no action for 1 round per 
  caster level.
  The dazed creature is not stunned (so attackers get no 
  special advantage against it), but can’t move, cast spells, use 
  mental abilities, and so on.
  TRUE DOMINATION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Domination 8
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium-size or smaller
  Duration: 1 day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can control the actions of any humanoid that is 
  Medium-size or smaller.
  You establish a telepathic link with the subject’s mind.
  If a common language is shared, you can generally force the 
  subject to perform as you desire, within the limits of his 
  abilities.
  If no common language is shared, you can communicate 
  only basic commands, such as “Come here”, “Go there”, 
  “Fight”, and “Stand still”.
  You know what the subject is experiencing, but you do not 
  receive direct sensory input from him.
  Subjects have a chance of resisting this control (Will save to 
  avoid the effects when the spell is cast).
  Those affected by the spell and then forced to take actions 
  against their nature receive a new saving throw with a 
  penalty of –4.
  Obviously self-destructive orders may be carried out, unless 
  the subject can make a saving throw with the –4 penalty.
  Once control is established, the range at which it can be 
  exercised is unlimited, as long as you and the subject are on 
  the same plane.
  You need not see the subject to control it.
  Protection from evil or a similar spell can prevent you from 
  exercising control or using the telepathic link while the 
  subject is so warded, but it does not prevent the 
  establishment of domination or dispel it.
  EVOCATION
  BOLT OF GLORY
  Evocation [Good]
  Level: Glory 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  By casting this spell, you project a bolt of energy from the 
  Positive Energy Plane against one creature.
  You must make a successful ranged touch attack to strike 
  your target.
  A creature struck suffers varying damage, depending on its 
  nature or its home plane of existence and your level:
  CASTIGATE
  Evocation [Sonic]
  Level: Clr 4
  Components: V
  Casting Time: 1 action
  Range: 10 ft.
  Area: 10-ft. radius emanation
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  This spell allows you to verbally rebuke foes.
  By shouting your deity’s teachings about other alignments, 
  you inflict pain on those who hear, and those in the area 
  need not understand your divine words to be affected.
  This spell has no effect on creatures that cannot hear.
  Otherwise, you deafen foes of the same alignment for 1d4 
  rounds (save for half).
  
  582
  Foes within one alignment step of your alignment (lawful, 
  neutral, chaotic; good or evil) take 1 point of damage per 
  caster level (maximum 10).
  Foes whose alignment is more than one step different from 
  yours take 1d4 points of damage per caster level (maximum 
  10d4).
  A saving throw is allowed for half damage from this spell.
  CROWN OF GLORY
  Evocation
  Level: Glory 8
  Components: V, S, M, DF
  Casting Time: 1 full round
  Range: 120 ft.
  Area: 120-ft.-radius emanation, centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You are imbued with an aura of celestial authority, 
  inspiring awe in all lesser creatures that behold your 
  terrible perfection and righteousness.
  You gain a +4 enhancement bonus to your Charisma score 
  for the duration of the spell.
  All creatures with fewer than 8 HD or levels cease whatever 
  they are doing and are compelled to pay attention to you.
  Any such creature that wants to take hostile action against 
  you must make a successful Will save to do so.
  Any creature that does not make this saving throw the first 
  time it attempts a hostile action is enthralled for the 
  duration of the spell (as the enthrall spell), as long as it is in 
  the spell’s area, nor will it try to leave the area on its own.
  Creatures with 8 HD or more may pay attention to you, but 
  are not affected by this spell.
  When you speak, all listeners telepathically understand 
  you, even if they do not understand your language.
  While the spell lasts, you can make up to three suggestions 
  to creatures of less than 8 HD in range, as if using the mass 
  suggestion spell (Will save negates); creatures with 8 HD or 
  more aren’t affected by this power.
  Only creatures within range at the time a suggestion is given 
  are subject to it.
  Material Component: An opal worth at least 200 gp.
  DIVINE SACRIFICE
  Evocation
  Level: Pal 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You can sacrifice life force to increase the damage you deal.
  Once each round, as a free action, you can sacrifice up to 10 
  of your hit points (doing this does not trigger an attack of 
  opportunity).
  For every 2 hit points you sacrifice, on your next successful 
  attack you deal +1d6 damage, to a maximum of +5d6 on that 
  attack.
  Your ability to deal this additional damage ends when you 
  successfully attack or when the spell duration ends.
  You can make as many sacrifices as the spell duration 
  allows.
  Sacrificed hit points count as normal damage.
  For example, an 8th-level paladin can cast this spell with a 
  duration of 4 rounds.
  If she sacrifices 10 hit points a round and hits in every 
  round, she can spend up to 40 hit points and deal up to 
  +20d6 points of additional damage.
  DIVINE STORM
  Evocation
  Level: Clr 4
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Whirling disk of weapons, up to 30-ft. radius
  Duration: Concentration
  Saving Throw: Reflex negates (see text)
  Spell Resistance: Yes
  You create a spinning disk of weapons, of the type favored 
  by your deity.
  These weapons whirl around a central point, creating an
  immobile circular barrier.
  Any creature passing through the divine storm takes 1d6 
  points of damage, plus an additional 2 points per caster 
  level (maximum +20).
  You choose the plane of rotation of the weapons: 
  horizontal, vertical, or slanted.
  Creatures within the divine storm when it is invoked can 
  dodge out of the way and take no damage if they make a 
  successful Reflex save.
  Once the divine storm is in place, any creature entering or 
  passing through the disk automatically takes damage.
  A divine storm serves as one-half cover (+4 AC) for anyone 
  beyond it.
  Divine Focus: A tiny replica of the deity’s weapon on a silver 
  chain.
  FLAME OF FAITH
  Evocation
  Level: Clr 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Nonmagical weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You can temporarily turn any single normal or masterwork 
  melee weapon into a magical, flaming one.
  For the duration of the spell, the weapon acts as a +1 flaming 
  burst weapon that deals an additional +1d6 points of fire 
  damage.
  On a critical hit, the weapon deals +1d10 points of bonus 
  fire damage if the weapon’s critical multiplier is ×2, +2d10 
  points if the weapon’s multiplier is ×3, and +3d10 points if 
  the multiplier is ×4.
  This spell effect does not stack with a weapon’s 
  enhancement bonus or with a flaming or flaming burst 
  weapon bonus.
  Material Focus: A lump of phosphorus, touched to the target 
  weapon.
  
  583
  KNIFE SPRAY
  Evocation
  Level: Clr 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You cause moisture in the air to sparkle, coalesce, then 
  spray away from your fingertips, driving into all creatures 
  in the cone of effect.
  Each creature in the area takes 1d6 points of damage, plus 1 
  additional point per caster level to a maximum of +5.
  A Reflex save is allowed for half damage.
  SWORD STREAM
  Evocation
  Level: Clr 3
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 5 ft. wide out to limit of range
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Sword stream causes moisture in the air to sparkle, coalesce, 
  then shoot away from your fingertips in a high-pressure 
  stream.
  Each creature in the effect takes 1d8 points of damage, plus 
  1 additional point per caster level to a maximum of +10.
  ILLUSION
  BEASTMASK
  Illusion (Glamer)
  Level: Beastmaster 2, Drd 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 5 minutes + 1 minute/level
  Saving Throw: Will disbelief
  Spell Resistance: Yes
  This spell disguises the target so that an animal or beast will 
  believe the creature is a natural or dire animal.
  For example, an individual cloaked by this glamer as a wolf 
  might move through a wolf pack unhindered.
  You must set the animal form at the time of casting.
  If the form you choose is more than one size larger or two 
  sizes smaller than the target’s size, the spell fails.
  Your illusion deceives the senses of animals and beasts: 
  sight, hearing, smell, and touch.
  The spell does not allow communication with animals or 
  beasts, nor is the subject granted any of the animal form’s 
  characteristics.
  NECROMANCY
  BLIGHT
  Necromancy
  Level: Clr 5, Drd 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: See text
  Effect: See text
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  This spell has two versions.
  To cast either version, you must touch a plant and breathe 
  on it.
  Blight Area: When the spell is cast on a single normal plant, 
  all normal plants in a 100-foot spread wither and die.
  Flowers wilt, leaves fall to the ground, and foliage withers.
  The spell has no effect on the soil, so new growth can 
  replace the dead plants.
  This effect allows no saving throw.
  Blight Plant Creature: When cast on a single mobile or 
  intelligent plant, such as a shambling mound or a treant, 
  this spell deals 1d6 points of damage per level of the caster, 
  to a maximum of 15d6.
  The plant receives a Fortitude save for half damage.
  CURSE OF LYCANTHROPY
  Necromancy
  Level: Pestilence 6
  Components: V, S, M, DF
  Casting Time: 1 action
  Range: Touch
  Target: Humanoid touched
  Duration: Permanent (see text)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You can cause temporary lycanthropy in a humanoid you 
  touch.
  A humanoid who fails the saving throw contracts 
  lycanthropy, and the condition manifests with the next full 
  moon.
  Unlike other forms of lycanthropy, the effect of this spell 
  can be broken by remove curse or break enchantment.
  You can induce any type of common lycanthropy (and evil 
  clerics frequently experiment with new kinds).
  As a rule, the lycanthrope’s animal form can be any 
  predator between the size of a small dog and a large bear.
  The source of the material component determines the 
  victim’s animal form.
  (More information on lycanthropes can be found in 
  Appendix 3 of the Monster Manual).
  Material Component: A pint of animal blood.
  SCOURGE
  Necromancy
  Level: Pestilence 7
  Components: V, S, F, DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  
  584
  Target: One living creature/level, no two of which can be 
  more than 50 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This nasty spell causes a major disease and weakness in 
  those who fail their saving throws.
  Afflicted creatures are immediately stricken with a 
  sickening scourge that quickly spreads to cover their entire 
  bodies.
  The blackened boils, magenta blotches, violet lesions, 
  seeping abscesses, and malignant cysts are excruciatingly 
  painful and highly debilitating.
  The disease deals 1d3 points of temporary Strength and 
  Dexterity damage per day, unless the creature makes a 
  successful Fortitude save on a particular day.
  As with mummy rot, successful saves do not allow the 
  creature to recover.
  The symptoms persist until the creature finds some magical 
  means to cure the disease (such as remove disease, heal, or 
  restoration).
  Focus: A black whip or riding crop, which is cracked in the 
  direction of the intended victims during the casting of the 
  spell.
  TRANSMUTATION
  ASPECT OF THE DEITY
  Transmutation [Good, Evil]
  Level: Mysticism 6
  As lesser aspect of the deity, but you take on all the qualities of 
  a celestial or fiendish creature (see the Monster Manual for 
  complete details):
  • You take on a shining, metallic appearance (for good 
  clerics) or a more fearsome appearance (for evil).
  • You gain the ability to smite evil or good once a day.
  Add your Charisma bonus to your attack roll and your 
  character level to your damage roll against a foe of that 
  alignment.
  • You gain darkvision to a range of 60 ft.
  • You gain acid, cold, and electricity resistance 20 (for good 
  clerics) or cold and fire resistance 20 (for evil clerics).
  • You gain damage reduction 10/+3.
  • You gain spell resistance 25.
  Your creature type does not change (you do not become an 
  outsider).
  BEAR’S HEART
  Transmutation
  Level: Beastmaster 4, Clr 5, Drd 4
  Components: V, S
  Casting Time: 1 action
  Range: 20 ft.
  Target: Living allies within 20 ft.
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: No
  You turn your living allies (one per caster level) into fierce 
  warriors, but exhaust them in the process.
  Allies gain a +4 enhancement bonus to Strength, and also 
  +1d4 temporary hit points per caster level.
  When the spell ends, any remaining temporary hit points 
  from its effect are lost, and each ally takes 1 point of 
  subdual damage per level of the caster.
  BEAST CLAWS
  Transmutation
  Level: Clr 4, Drd 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Beast claws changes your hands and fingers, giving you long, 
  curving claws and heavy knuckles.
  These claws act as slashing melee weapons (damage 1d6 
  plus any magical or normal bonuses such as from Strength, 
  threat range 19–20).
  You can attack with your transformed hands and not 
  provoke an attack of opportunity.
  The claws do not hinder your manual dexterity or 
  spellcasting.
  Material Component: The claw of a bird of prey, such as an 
  eagle or falcon.
  BRAMBLES
  Transmutation
  Level: Clr 2, Drd 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Wooden weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Small magical thorns or spikes protrude from the surface of 
  a wooden weapon, such as a club, greatclub, nunchaku, or 
  quarterstaff.
  For the duration of the spell, the weapon deals both 
  piercing and bludgeoning damage.
  It gains a +1 enhancement bonus on its attacks and deals an 
  additional +1 point of damage per caster level (maximum 
  +10).
  This spell works only on melee weapons with wooden 
  striking surfaces.
  For instance, it does not work on a bow, an arrow, or a 
  metal mace.
  Material Component: A small thorn.
  BRIAR WEB
  Transmutation
  Level: Clr 3, Drd 2, Rgr 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Plants in a 40-ft.-radius spread
  Duration: 1 minute/level
  Saving Throw: See text
  Spell Resistance: No
  
  585
  This spell causes grasses, weeds, bushes, and even trees to 
  grow thorns and then wrap, twist, and entwine about 
  creatures in the area or those who enter the area, holding 
  them fast.
  Creatures that stand still are entangled, but experience no 
  other effect and take no damage.
  Those that attempt actions (attack, cast a spell with a 
  somatic component, move, and the like) take thorn damage 
  of 1d4 points, plus 1 additional point per caster level, and 
  must make a successful Reflex save or be entangled.
  A character who tries to cast a spell must also make a 
  Concentration check (DC 15 + spell level + damage taken) 
  or lose the spell.
  A creature that fails the Reflex save is entangled, can’t 
  move, and suffers a –2 penalty on attack rolls and a –4 
  penalty to effective Dexterity.
  An entangled creature can try to break free and move at 
  half normal speed by using a full-round action to make a 
  Strength check or Escape Artist check (DC 20).
  A nonentangled creature can move through the area at half 
  speed, taking damage as described above.
  Each round nonentangled creatures remain in the area, the 
  plants attempt to entangle them.
  The plants provide one-quarter cover for every 5 feet of 
  substance between a creature in the area and an 
  opponent—one-half for 10 feet of briar web, three-quarters 
  for 15 feet, and total cover for 20 feet or more.
  Note: The DM may alter the effects of the spell somewhat, 
  based on the nature of the available plants.
  CURSE OF THE BRUTE
  Transmutation
  Level: Clr 3, Pal 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Targets: Creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You can grant an enhancement bonus up to +1 per caster 
  level to one physical ability of the creature touched 
  (Strength, Constitution, or Dexterity).
  However, this temporarily suppresses both the creature’s 
  Intelligence and Charisma, each by the amount of the 
  enhancement bonus.
  If this lowers any ability below 3, the spell fails.
  Thus, a 5th-level cleric might cast curse of the brute on a 
  barbarian to increase the barbarian’s Strength by 4 points.
  Doing this increases the barbarian’s Strength by 4 points 
  but lowers his Intelligence by 4 points and his Charisma by 
  4 points.
  If the barbarian’s original Intelligence or Charisma was 6 or 
  lower, the spell would fail without effect.
  DIVINE AGILITY
  Transmutation
  Level: Clr 5
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  Calling on the divine power of your patron, you imbue a 
  living creature with agility and skill in combat.
  You confer the base Reflex save bonus of a rogue of your 
  total character level, an enhancement bonus to Dexterity 
  sufficient to raise the target creature’s Dexterity score to 18 
  (if it is not already 18 or higher), and the Spring Attack feat 
  on the target creature for the duration of the spell.
  GREATER ASPECT OF THE DEITY
  Transmutation [Good, Evil]
  Level: Mysticism 9
  As lesser aspect of the deity, except that you take on the 
  qualities of a half-celestial or half-fiend (see Appendix 3 of 
  the Monster Manual for complete details).
  You do not gain the spell-like abilities of these creatures.
  Your creature type changes to outsider for the duration of 
  the spell.
  Unlike other outsiders, you can be brought back from the 
  dead if you are killed in this form.
  Good clerics undergo the following transformations:
  • You grow feathered wings that allow you to fly at twice 
  your normal speed (good maneuverability).
  • You gain +1 natural armor.
  • You gain low-light vision.
  • You gain immunity to acid, cold, disease, and electricity.
  • You gain a +4 racial bonus on your saving throws against 
  poison.
  • You gain the following bonuses to your ability scores: +4 
  Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.
  Evil clerics undergo the following transformations:
  • You grow batlike wings that allow you to fly at your 
  normal speed (average maneuverability).
  • You gain +1 natural armor.
  • You gain bite and claw attacks.
  If you are Medium-size or larger, your bite deals 1d6 points 
  of damage and each claw attack deals 1d4 points of damage.
  If you are Small, your bite deals 1d3 points of damage and 
  each claw attack deals 1d3 points of damage.
  • You gain darkvision with a range of 60 feet.
  • You gain immunity to poison.
  • You gain acid, cold, electricity, and fire resistance 20.
  • You gain the following bonuses to your ability scores: +4 
  Str, +4 Dex, +2 Con, +4 Int, +4 Wis, +2 Cha.
  LESSER ASPECT OF THE DEITY
  Transmutation [Good, Evil]
  Level: Mysticism 3, Pal 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  When you cast this spell, your body changes into a form 
  more like your deity’s (in a very limited fashion, of course).
  You gain an enhancement bonus (1d4+1 points) to your 
  Charisma score.
  You also gain resistance 10 to two or three energy types: 
  acid, cold, and electricity if you are good, cold and fire if 
  you are evil.
  
  586
  SPIKES
  Transmutation
  Level: Clr 3, Drd 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Wooden weapon touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  As brambles, except that the affected weapon gains a +2 
  enhancement bonus on its attacks, and its threat range is 
  doubled.
  UNFAILING ENDURANCE
  Transmutation
  Level: Clr 4
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Targets: One living creature/level
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: Yes
  You can render living creatures virtually immune to fatigue 
  or exhaustion.
  You must touch each creature to be affected as you cast the 
  spell.
  The benefits include: Endurance: This feat confers a +4 
  bonus on any check made for performing a physical action 
  that extends over a period of time (running, swimming, 
  holding breath, and so on).
  Morale Bonus: Subjects gain an additional +4 morale bonus 
  that stacks with the bonus from the Endurance feat.
  This bonus also applies to saving throws against spells and 
  magical effects that cause weakness, fatigue, exhaustion, or 
  enfeeblement.
  Extended Activity: Affected creatures may engage in up to 12 
  hours of hard labor or forced marching without suffering 
  from fatigue or continue up to 16 hours and become 
  fatigued instead of exhausted (see Forced March, page 143 
  of the Player’s Handbook, and Exhausted and Fatigued, page 
  84 of the DUNGEON MASTER’S Guide).
  WEAPON OF THE DEITY
  Transmutation
  Level: Clr 4, Mysticism 4, Pal 4
  Components: V, DF
  Casting Time: 1 action
  Range: Personal
  Target: Your weapon
  Duration: 1 round/level
  You must be using your deity’s favored weapon to cast this 
  spell.
  You may use the weapon as if you had proficiency with it 
  even if you normally do not.
  The weapon gains a +1 enhancement bonus on attack and 
  damage rolls and an additional special ability (see the list 
  below).
  A double weapon gains this enhancement bonus and 
  special ability for only one of its two heads, as chosen by 
  the caster.
  When you reach 9th caster level, the enhancement bonus 
  of the weapon increases to +2.
  At 12th level, the bonus rises to +3, at 15th level it is +4, and 
  at 18th level it is +5.
  
  587
  DEITIES AND DEMIGODS
  (3.0)
  ABJURATION
  ARMOR OF DARKNESS
  Abjuration [Darkness]
  Level: Darkness 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The spell envelops the warded creature in a shroud of 
  flickering shadows.
  The shroud can, if the caster desires, conceal the wearer’s 
  features.
  In any case, it grants the recipient a +3 deflection bonus to 
  Armor Class plus an additional +1 for every four caster 
  levels (maximum bonus +8).
  The subject can see through the armor as if it did not exist 
  and is also afforded darkvision with a range of 60 feet.
  Finally, the subject gains a +2 bonus on saving throws 
  against any holy, good, or light spells or effects.
  Undead creatures that are subjects of armor of darkness also 
  gain +4 turn resistance.
  SURELIFE
  Abjuration
  Level: Repose 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute/2 levels
  This spell allows you to protect yourself against some 
  condition—such as being immersed in boiling oil or being 
  buried under an avalanche—that would ordinarily cause 
  certain death.
  You can only protect yourself against a natural occurrence 
  or condition, not against a spell or the action of a creature 
  (such as the breath of a dragon or the swords of a group of 
  bandits).
  You must specify the condition against which you wish to 
  protect yourself, and the spell is effective only against that 
  condition.
  Should you be subjected to that condition during the 
  duration of the spell, you feel no discomfort and take no 
  damage from the condition.
  However, the spell does not protect any items carried on 
  your person.
  At the end of the spell’s duration, the condition has full 
  normal effects on you if you are still subjected to it.
  Material Component: An ointment of peach syrup and 
  cinnabar.
  CONJURATION
  GENESIS
  Conjuration (Creation)
  Level: Creation 9
  Components: V, S, M, XP
  Casting Time: 1 week (8 hours/day)
  Range: 180 ft.
  Effect: A demiplane on the Ethereal Plane centered on 
  your location
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create an immobile, finite plane with limited access—a 
  demiplane.
  Demiplanes created by this power are very small, minor 
  planes.
  You can cast this spell only on the Ethereal Plane.
  When you cast it, a local density fluctuation precipitates the 
  creation of a demiplane.
  At first, the demiplane grows at a rate of a 1-foot-radius per 
  day to an initial maximum radius of 180 feet as the 
  fledgling plane draws substance from surrounding ethereal 
  vapors and protomatter or astral ectoplasm.
  You determine the environment in the demiplane when 
  you first cast genesis, reflecting most any desire you can 
  visualize.
  You determine factors such as atmosphere, water, 
  temperature, and the shape of the general terrain.
  However, the spell cannot create life (such as vegetation), 
  nor can it create construction (such as buildings, roads, 
  wells, dungeons, and so forth).
  If you want these benefits, you must add them in some 
  other fashion.
  Once the basic demiplane reaches its maximum size, you 
  can continue to cast this spell to enlarge your demiplane if 
  you are inside the boundaries of the demiplane.
  In such a case, the radius of the demiplane increases by 60 
  feet for each subsequent casting.
  If you cast the spell again while you are outside an existing 
  demiplane, the casting creates a separate bubble that does 
  not touch or overlap any previously created demiplane.
  XP Cost: 5,000 XP.
  (Note: This version of the genesis spell supersedes the genesis 
  spell description previously published in Defenders of the 
  Faith).
  TRUE CREATION
  Conjuration (Creation)
  Level: Creation 8
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: Unattended, nonmagical object of nonliving 
  matter, up to 1 cu. ft./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a nonmagical, unattended object of any sort of 
  matter.
  
  588
  Items created are permanent and cannot be negated by 
  dispelling magics or negating powers.
  For all intents and purposes, these items are completely 
  real.
  The volume of the item created cannot exceed 1 cubic foot 
  per caster level.
  You must succeed at an appropriate skill check to make a 
  complex item, such as a Craft (bowmaking) check to make 
  straight arrow shafts or a Craft (gemcutting) check to make 
  a cut and polished gem.
  Unlike the items brought into being by the lower-level 
  spells minor creation and major creation, objects created by 
  the casting of true creation can be used as material 
  components.
  Material Component: A small piece of matter of the same 
  type of item you plan to create—a sliver of wood to create 
  arrow shafts, a tiny piece of the appropriate stone to create a 
  polished gem, and so forth.
  XP Cost: The item’s gold piece value in XP, or a minimum of 
  1 XP, whichever is more (see the Player’s Handbook for item 
  costs).
  ENCHANTMENT
  BOLTS OF BEDEVILMENT
  Enchantment [Mind-Affecting]
  Level: Madness 5
  Components: V, S
  Casting Time: One action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell grants you the ability to make one ray attack per 
  round.
  The ray dazes one living creature, clouding its mind so that 
  it takes no action for 1d3 rounds.
  The creature is not stunned (so attackers get no special 
  advantage against it), but it can’t move, cast spells, use 
  mental abilities, and so on.
  MADDENING SCREAM
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 8, Madness 8
  Components: V
  Casting Time: One action
  Range: Touch
  Target: Living creature touched
  Duration: 1d4+1 rounds
  Saving Throw: None
  Spell Resistance: Yes
  The subject cannot keep himself from screaming, 
  gibbering, and leaping about as though completely mad.
  This spell makes it impossible for the victim to do anything 
  other than race about caterwauling.
  The effect worsens the Armor Class of the creature by 4, 
  makes Reflex saving throws impossible except on a roll of 
  20, and makes it impossible to use a shield.
  RAGE
  Enchantment
  Level: Madness 3
  Components: V, S
  Casting Time: One action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You can put a creature into a screaming blood frenzy.
  In this rage, the creature gains +4 to Strength, +4 to 
  Constitution, and a +2 morale bonus on Will saves.
  (Unlike a barbarian rage, no penalty to AC is suffered, and 
  no fatigue period occurs after the rage is over).
  TOUCH OF MADNESS
  Enchantment [Mind-Affecting]
  Level: Madness 2
  Components: V, S
  Casting Time: One action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You may daze one living creature by making a successful 
  touch attack.
  If the target creature does not make a successful Will save, 
  its mind is clouded and it takes no action for 1 round per 
  caster level.
  The dazed subject is not stunned (so attackers get no special 
  advantage against it), but it can’t move, cast spells, use 
  mental abilities, and so on.
  EVOCATION
  BLACKLIGHT
  Evocation [Darkness]
  Level: Darkness 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: A 20-ft.-radius emanation centered on a creature, 
  object, or point in space
  Duration: 1 round/level (D)
  Saving Throw: Will negates or none (object)
  Spell Resistance: Yes or no (object)
  You create an area of total darkness.
  The darkness is impenetrable to normal vision and 
  darkvision, but you can see normally within the blacklit 
  area.
  Creatures outside the spell’s area, even you, cannot see 
  through it.
  You can cast the spell on a point in space, but the effect is 
  stationary unless you cast it on a mobile object.
  You can cast the spell on a creature, and the effect then 
  radiates from the creature and moves as it moves.
  Unattended objects and points in space do not get saving 
  throws or benefit from spell resistance.
  
  589
  Blacklight counters or dispels any light spell of equal or 
  lower level, such as daylight.
  The 3rd-level cleric spell daylight counters or dispels 
  blacklight.
  Material Component: A piece of coal and the dried eyeball of 
  any creature.
  BOLT OF GLORY
  Evocation [Good]
  Level: Glory 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  By casting this spell, you project a bolt of energy from the 
  Positive Energy Plane against one creature.
  You must succeed at a ranged touch attack to strike your 
  target.
  A creature struck suffers varying damage, depending on its 
  nature and home plane of existence:
  CROWN OF GLORY
  Evocation
  Level: Glory 8
  Components: V, S, M, DF
  Casting Time: 1 full round
  Range: Personal
  Area: 120-ft.-radius emanation centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You are imbued with an aura of celestial authority, 
  inspiring awe in all lesser creatures that behold your 
  terrible perfection and righteousness.
  You gain a +4 enhancement bonus to your Charisma score 
  for the duration of the spell.
  All creatures with fewer than 8 HD or levels cease whatever 
  they are doing and are compelled to pay attention to you.
  Any such creature that wants to take hostile action against 
  you must make a successful Will save to do so.
  Any creature that does not make this saving throw the first 
  time it attempts a hostile action is enthralled for the
  duration of the spell (as the enthrall spell), as long as it is in 
  the spell’s area, nor will it try to leave the area on its own.
  Creatures with 8 HD or more may pay attention to you, but 
  are not affected by this spell.
  When you speak, all listeners telepathically understand 
  you, even if they do not understand your language.
  While the spell lasts, you can make up to three suggestions 
  to creatures of fewer than 8 HD in range, as if using the 
  mass suggestion spell (Will save negates); creatures with 8 
  HD or more aren’t affected by this power.
  Only creatures within range at the time a suggestion is given 
  are subject to it.
  Material Component: An opal worth at least 200 gp.
  NECROMANCY
  UNDEATH TO DEATH
  Necromancy
  Level: Sor/Wiz 6, Clr 6, Repose 6
  Components: V, S, M, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several undead creatures within a 50-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Undeath to death snuffs out the animating forces of undead 
  creatures, killing them instantly.
  The spell slays 1d4 HD worth of undead creatures per 
  caster level (maximum 20d4).
  Creatures with the fewest HD are affected first; among 
  creatures with equal HD, those closest to the point of origin 
  of the burst are affected first.
  Material Component: The powder of a crushed diamond 
  worth at least 500 gp.
  TRANSMUTATION
  HARDENING
  Transmutation
  Level: Sor/Wiz 6, Artifice 7
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One item of a volume no greater than 10 cu. 
  ft./level (see text)
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes (object)
  This spell increases the hardness of materials (see Table 8–
  12: Substance Hardness and Hit Points in the Player’s 
  Handbook).
  Paper becomes harder to tear, glass becomes harder to 
  break, wood becomes more resilient, and so on.
  For every two caster levels, increase by 1 the hardness of 
  the material targeted by the spell.
  This hardness increase improves only the material’s 
  resistance to damage.
  Nothing else is modified by the improvement.
  For example, a longsword (treat steel as iron, base hardness 
  10) affected by a hardening spell cast by a 12th-level caster 
  would have a new hardness of 16 for purposes of ignoring 
  damage caused by someone using the Sunder feat.
  The sword’s hit points, attack and damage modifiers, and 
  other characteristics are not affected.
  The hardening spell does not in any way affect resistance to 
  other forms of transformation.
  
  590
  Ice still melts, paper and wood still burn, rock still becomes 
  transmutable to mud with the proper spell, and so on.
  This spell affects up to 10 cubic feet per level of the 
  spellcaster.
  If cast upon a metal or mineral, the volume is reduced to 1 
  cubic foot per level.
  DRACONOMICON (3.5)
  ABJURATION
  ANTIDRAGON AURA
  Abjuration
  Level: Clr 4, Sor/Wiz 4
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: 1 creature/two levels, no two of which can be 
  more than 30 ft. apart
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  All targets gain a +2 luck bonus to Armor Class and on 
  saving throws against the attacks, spells, and special attacks 
  (extraordinary, supernatural, and spell-like) of dragons.
  This bonus increases by +1 for every four caster levels above 
  7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).
  Material Component: A chunk of platinum worth at least 25 
  gp (slightly less than 1 ounce).
  ANTIMAGIC RAY
  Abjuration
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object
  Duration: 1 round/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  An invisible ray projects from your fingers.
  You must succeed on a ranged touch attack with the ray to 
  strike a target.
  The target, if struck, functions as if it were inside an 
  antimagic field.
  If this spell is used against a creature, the target can’t cast 
  spells or can’t use supernatural or spell-like abilities, nor do 
  such abilities have any effect on the creature.
  However, the creature can still use spell completion items 
  (such as scrolls) or spell trigger items (such as wands), even 
  though it can’t cast the spells required.
  If this spell is used against an object, that object’s magical 
  powers are suppressed—including any spells previously 
  cast and currently in effect on the item, as well as any spells 
  or magical effects targeted on the object during the 
  antimagic ray’s duration.
  Remember that an object struck by the ray only receives a 
  saving throw if it is attended or if it is a magic item.
  An unattended item, even if currently under the effect of a 
  spell (such as a torch with continual flame cast upon it), 
  receives no save.
  The spell doesn’t affect any objects other than the target 
  itself, even if those objects are worn, carried by, or in 
  contact with the target.
  For instance, if a creature is the target, its equipment 
  remains unaffected.
  Material Component: A pinch of iron filings mixed with ruby 
  dust worth 100 gp.
  AURA OF EVASION
  Abjuration
  Level: Clr 5, Sor/Wiz 6
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Area: 10-ft.-radius emanation centered on you
  Duration: 1 minute/level
  Saving Throw: No
  Spell Resistance: No
  You and all creatures within 10 feet of you gain evasion, but 
  only against breath weapons.
  (If a breath weapon would normally allow a Reflex saving 
  throw for half damage, a creature within an aura of evasion 
  that successfully saves takes no damage instead).
  The effect of this spell doesn’t stack with any existing 
  evasion or improved evasion abilities.
  Material Component: Powdered emerald worth 500 gp.
  CLOAK OF BRAVERY
  Abjuration [Mind-Affecting]
  Level: Clr 3, Pal 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft.-radius emanation centered on you
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  All allies within the area (including you) gain a morale 
  bonus on saving throws against fear effects equal to your 
  caster level (max +10).
  CONTINGENT ENERGY RESISTANCE
  Abjuration
  Level: Clr 4, Drd 4, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 minute
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  This spell functions similarly to contingency, but with a more 
  limited scope.
  While contingent energy resistance is in effect, if you are dealt 
  damage associated with one of the five types of energy 
  (acid, cold, electricity, fire, or sonic), the spell automatically 
  grants you resistance 10 against that type of energy for the 
  remainder of the spell’s duration (just as if you were under 
  the effect of a resist energy spell of the appropriate type).
  Once the energy type protected against by a particular 
  casting of this spell is determined, it can’t be changed.
  
  591
  You can’t have more than one contingent energy resistance in 
  effect on yourself at the same time—if you cast the spell a 
  second time while an earlier casting is still in effect, the 
  earlier spell automatically expires.
  The energy resistance granted by this spell does not stack 
  with similar benefits against the same energy type (such as 
  from the resist energy spell).
  However, it is possible to be simultaneously under the 
  effect of resist energy (fire) and contingent energy resistance 
  (electricity), or any other two such spells that protect against 
  different types of energy.
  Material Component: A pearl worth at least 100 gp.
  DISPELLING BREATH
  Abjuration
  Level: Sor/Wiz 4
  Components: S, B
  Casting Time: 1 standard action
  Range: Personal
  Target: Your breath weapon
  Duration: Instantaneous
  Your breath weapon acts as a targeted dispel magic, possibly 
  dispelling magical effects affecting creatures caught in its 
  area.
  The modification applies only to the breath produced as 
  part of the casting.
  For each creature or object that fails its saving throw 
  against your breath weapon and that is the target of one or 
  more spells, you make a dispel check against each ongoing 
  spell currently in effect on the object or creature.
  A dispel check is 1d20 + 1 per caster level (maximum +15) 
  against a DC of 11 + the spell’s caster level.
  A creature’s magic items are not affected, and creatures and 
  objects that rolled successful saving throws against your 
  breath weapon are likewise not affected.
  If a creature that is the effect of an ongoing spell (such as a 
  monster summoned by monster summoning), is in the area 
  and fails its saving throw against your breath weapon, you 
  can also make a dispel check to end the spell that conjured 
  the creature (returning it whence it came).
  For each ongoing area or effect spell centered within the 
  area of your breath weapon, you make a dispel check to 
  dispel the spell.
  You may choose to automatically succeed on dispel checks 
  against any spell that you have cast.
  ENERGY IMMUNITY
  Abjuration
  Level: Clr 6, Drd 6, Sor/Wiz 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 24 hours
  Saving Throw: None (harmless)
  Spell Resistance: Yes (harmless)
  This abjuration grants a creature complete protection 
  against damage from whichever one of five energy types 
  you select: acid, cold, electricity, fire, or sonic.
  The spell protects the recipient’s equipment as well.
  Energy immunity absorbs only damage.
  The recipient could still suffer unfortunate side effects, 
  such as drowning in acid (since drowning results from a 
  lack of oxygen), being deafened by a sonic attack, or 
  becoming encased in ice.
  The effect of this spell does not stack with similar effects, 
  such as resist energy and protection from energy, that protect 
  against the same energy type.
  If a character is warded with energy immunity (fire) and is 
  also receiving resistance to fire from one or more of the 
  other spells, the energy immunity makes the other spells 
  irrelevant.
  However, it is possible to be simultaneously under the 
  effect of energy immunity (fire) and resist energy (electricity), or 
  any other two such spells that protect against different 
  types of energy.
  HIDE FROM DRAGONS
  Abjuration
  Level: Asn 4, Brd 5, Sor/Wiz 7, Hoardstealer 4 (see class 
  description, page 130)
  Components: S, M
  Casting Time: 1 standard action
  Range: Touch
  Targets: One creature touched/two levels
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  Dragons cannot see, hear, or smell the warded creatures, 
  even with blindsense.
  They act as though the warded creatures are not there.
  Warded creatures could stand before the hungriest of red 
  dragons and not be molested or even noticed.
  If a warded character touches or attacks a dragon, even with 
  a spell, the spell ends for all recipients.
  Material Component: A dragon scale.
  SCINTILLATING SCALES
  Abjuration
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Your hide glistens and shimmers with a protective magical 
  aura, granting you a deflection bonus to your Armor Class 
  equal to your Constitution modifier.
  Your natural armor bonus decreases by an amount equal to 
  your Constitution modifier × 1/2.
  SHIELD OF WARDING
  Abjuration
  Level: Clr 3, Pal 2
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: One shield or buckler
  Duration: 1 minute/level
  Saving Throw: Will negates (object, harmless)
  Spell Resistance: No
  
  592
  The touched shield or buckler grants its wielder a +1 sacred 
  bonus on Reflex saves, +1 per five caster levels (maximum 
  +5 at 20th level).
  The bonus only applies when the shield is worn or carried 
  normally (but not, for instance, if it is slung over the 
  shoulder).
  CONJURATION
  DRAGON ALLY
  Conjuration (Summoning)
  Level: Dragon 7, Sor/Wiz 7
  Effect: Up to two summoned dragons, totaling no more 
  than 18 HD, no two of which can be more than 30 ft. apart 
  when they appear
  As lesser dragon ally, except you may summon a single 
  dragon of up to 18 HD or two dragons of the same kind 
  whose HD total no more than 18.
  The dragons agree to help you and request your return 
  payment together.
  XP Cost: 250 XP.
  DRAGON ALLY, GREATER
  Conjuration (Summoning)
  Level: Sor/Wiz 9
  Effect: Up to three summoned dragons, totaling no more 
  than 27 HD, no two of which can be more than 30 ft. apart 
  when they appear
  As lesser dragon ally, except you may summon a single 
  dragon of up to 27 HD or up to three dragons of the same 
  kind whose HD total no more than 27.
  The dragons agree to help you and request your return 
  payment together.
  XP Cost: 500 XP.
  DRAGON ALLY, LESSER
  Conjuration (Summoning)
  Level: Sor/Wiz 5
  Components: V, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned dragon of up to 9 HD
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell summons a dragon.
  You may ask the dragon to perform one task in exchange 
  for a payment from you.
  Tasks might range from the simple (fly us across the chasm, 
  help us fight a battle) to the complex (spy on our enemies, 
  protect us on our foray into the dungeon).
  You must be able to communicate with the dragon to 
  bargain for its services.
  The summoned dragon requires payment for its services, 
  which takes the form of coins, gems, or other precious 
  objects the dragon can add to its hoard.
  This payment must be made before the dragon 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.
  Tasks requiring up to 1 minute per caster level require a 
  payment of 100 gp per HD of the summoned dragon.
  For a task requiring up to 1 hour per caster level, the 
  creature requires a payment of 500 gp per HD.
  Long-term tasks (those requiring up to 1 day per caster 
  level) require a payment of 1,000 gp per HD.
  Especially hazardous tasks require a greater gift, up to twice 
  the given amount.
  A dragon never accepts less than the indicated amount, 
  even for a nonhazardous task.
  At the end of its task, or when the duration bargained for 
  elapses, the creature returns to the place it was summoned 
  from (after reporting back to you, if appropriate and 
  possible).
  XP Cost: 100 XP.
  Special: Sorcerers cast this spell at +1 caster level.
  PHANTASMAL THIEF
  Conjuration (Creation)
  Level: Greed 8, Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One object
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  An invisible force, not unlike an unseen servant, comes into 
  being where the caster wishes.
  On the caster’s turn, this force steals objects from others as 
  she inaudibly directs it to (a free action).
  A phantasmal thief can only steal from creatures.
  It cannot break into locked chests or steal unattended 
  objects.
  A phantasmal thief has a Hide modifier of +20 (useful against 
  those who can see invisible creatures) and a Move Silently 
  modifier of +20.
  If a phantasmal thief goes undetected, it can steal any object 
  a creature possesses but is not holding or wearing.
  Even objects in a bag of holding can be stolen.
  It can only steal objects, bring objects to the caster, or put 
  them back where they came from.
  It can take no other actions.
  A phantasmal thief needs 1 round to steal an object and 
  another round to bring it to the caster.
  A phantasmal thief can only hold one object at a time, and 
  the object becomes invisible in its grasp.
  The thief cannot take an item if it is detected by the 
  creature it’s trying to steal from (with a Listen or Spot 
  check).
  However, the thief can repeat the attempt in the next 
  round.
  It cannot be harmed in any way, although it can be 
  dispelled.
  A phantasmal thief can steal an object from a creature’s hand 
  by making a successful disarm attempt.
  It does this as if it had the Improved Disarm feat and a +20 
  Strength modifier.
  If a phantasmal thief is used in this way, it disappears after it 
  brings the stolen object to the caster.
  Material Component: A spool of green thread.
  
  593
  DIVINATION
  FIND THE GAP
  Divination
  Level: Asn 3, Pal 3, Rgr 3
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You gain the ability to perceive weak points in your 
  opponent’s armor.
  Once per round, one of your melee or ranged attacks may 
  disregard the target’s armor, shield, and natural armor 
  bonuses (including any enhancement bonuses) to Armor 
  Class.
  Other AC bonuses, such as dodge bonuses, deflection 
  bonuses, and luck bonuses, still apply.
  ENCHANTMENT
  ENTICE GIFT
  Enchantment [Mind-Affecting]
  Level: Greed 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You enchant a creature so that it feels suddenly compelled 
  to give you what it is holding when you cast this spell.
  On the creature’s next action, it moves as close to you as it 
  can get in a single round and offers you the object as a 
  standard action.
  This spell allows you to act out of turn and accept the “gift”
  if the creature reaches you to hand you the object 
  (assuming you have a free hand and can accept it).
  The subject defends itself normally and acts as it wishes on 
  subsequent rounds, including attempting to get the object 
  back if desired.
  If the subject is prevented from doing as the spell compels, 
  the spell is wasted.
  For example, if the subject is paralyzed and cannot move or 
  drop the item, nothing happens.
  HISS OF SLEEP
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 7
  Components: V
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: No
  Hissing and whispering softly, you lull the targets into a 
  comatose slumber.
  Sleeping creatures are helpless.
  Slapping or wounding awakens affected creatures, but 
  normal noise does not.
  Awakening a creature is a standard action (an application of 
  the aid another action).
  Hiss of sleep has no effect on creatures that can see you, 
  creatures that have already rolled saving throws against 
  your frightful presence, or unconscious creatures.
  MADDENING WHISPERS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 8
  Components: V
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Hissing and whispering softly, you stir feelings of 
  confusion and madness in the targets’ minds.
  You can choose to inflict one of the following conditions 
  upon any creatures that fail their saving throws.
  Hysteria: The subjects fall into fits of uncontrollable 
  laughing or crying (equal chance for either).
  Hysterical creatures are unable to attack, cast spells, 
  concentrate on spells, or do anything else requiring 
  attention.
  The only action such a character can take is a single move 
  action per turn.
  Panic: The subjects become panicked.
  If cornered, a panicked creature cowers.
  Violent Hallucinations: The subjects perceive any nearby 
  creatures as dangerous enemies, attacking the nearest ones 
  and fighting until the subjects are slain or until no more 
  creatures are in sight.
  Stupor: The subjects curl up on the floor and remain 
  oblivious to events around them.
  Characters in a stupor are effectively stunned and prone.
  Maddening whispers has no effect upon creatures that can see 
  you, creatures that have already rolled saving throws 
  against your frightful presence, or unconscious creatures.
  MESMERIZING GLARE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 2
  Components: S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One living creature/level, no two of which may 
  be more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Directing your gaze toward the target creatures, you cause 
  them to stop and stare blankly at you, mesmerized.
  Creatures that fail their saving throws gaze at your eyes, 
  heedless of all else.
  Affected creatures are dazed.
  Any potential threat (such as an armed opponent moving 
  behind the mesmerized creature) allows the creature a new 
  saving throw.
  
  594
  Any obvious threat, such as casting a spell, drawing a sword, 
  or aiming an arrow, automatically breaks the effect, as does 
  shaking or slapping the creature.
  A mesmerized creature’s ally may shake it free of the spell 
  as a standard action.
  MISER’S ENVY
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 2, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature and one object (see text)
  Duration: 1 round/level
  Saving Throw: Will negates and None (object)
  Spell Resistance: Yes and No (object)
  When you cast this spell, you designate a target creature 
  and a target object, both of which must be within the spell’s 
  range.
  If the target creature fails its saving throw, it becomes 
  consumed by a powerful desire for the object.
  For the duration of the spell, the creature seeks to obtain 
  the object (going so far as to attack anyone holding or 
  wearing it).
  Once the creature gains possession of the object, it protects 
  the item greedily, attacking anyone who approaches within 
  30 feet or who otherwise appears to be trying to take the 
  object away.
  Dragons, due to their greedy nature, take a –4 penalty on 
  their saving throws against this spell.
  MONSTROUS THRALL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Domination 9
  Components: V, S, XP
  Duration: Permanent
  As dominate monster (see page 224 of the Player’s Handbook), 
  except the subject is permanently dominated if it fails its 
  initial Will save.
  A subject ordered to take an action against its nature 
  receives a Will save with a –4 penalty to resist taking that 
  particular action.
  If the save succeeds, the subject still remains your thrall 
  despite its minor mutiny.
  Once a subject makes a successful saving throw to resist a 
  specific order, it makes all future saving throws to resist 
  taking that specific action without a penalty.
  XP Cost: 500 XP per Hit Die or level of the subject.
  SUPPRESS BREATH WEAPON
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 3
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target of this spell cannot choose to use its breath 
  weapon unless “forced” to do so by an enchantment 
  (compulsion) spell of higher level, such as lesser geas.
  TRUE DOMINATION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Domination 8
  As dominate person (see page 224 of the Player’s Handbook), 
  except that subjects forced to take actions against their 
  nature receive a new saving throw with a –4 penalty.
  EVOCATION
  BOLT OF GLORY
  Evocation [Good]
  Level: Glory 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You project a bolt of positive energy at a single creature.
  You must make a successful ranged touch attack to strike 
  your target.
  The bolt deals 1d6 points of damage per two caster levels 
  (maximum 7d6).
  Against undead, evil outsiders, and creatures native to the 
  Negative Energy Plane, the bolt instead deals 1d6 points of 
  damage per caster level (maximum 15d6).
  The bolt deals no damage to good outsiders or creatures 
  native to the Positive Energy Plane.
  CROWN OF GLORY
  Evocation
  Level: Glory 8
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: 120 ft.
  Area: 120-ft.-radius emanation, centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You are imbued with an aura of celestial authority, 
  inspiring awe in all lesser creatures that behold your 
  terrible perfection and righteousness.
  You gain a +4 enhancement bonus to Charisma for the 
  duration of the spell.
  All creatures in the spell’s area with fewer than 8 Hit Dice 
  or levels cease whatever they are doing and are compelled 
  to pay attention to you.
  Any such creature that wants to take hostile action against 
  you must succeed on a Will save to do so.
  Any creature that fails this save the first time it attempts a 
  hostile action is enthralled for the duration of the spell (as 
  the enthrall spell) as long as it is in the spell’s area, and it 
  will not try to leave the area on its own.
  Creatures with 8 or more Hit Dice are not affected by this 
  spell.
  
  595
  When you speak, all listeners telepathically understand 
  you, even if they do not understand your language.
  While the spell lasts, you can make up to three suggestions 
  to creatures of fewer than 8 HD in range, as if using the 
  mass suggestion spell (Will negates); creatures with 8 HD or 
  more are not affected by this power.
  Material Component: An opal worth at least 200 gp.
  WINGBIND
  Evocation [Force]
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  A web of force surrounds the target, entangling it like a net.
  If the target fails its saving throw, it is entangled.
  Perhaps most important, the creature cannot use wings to 
  fly—hence the common name of this spell.
  A creature flying with wings falls immediately if it is 
  entangled by wingbind.
  An entangled creature can escape with a successful Escape
  Artist check against a DC equal to the saving throw DC of 
  the spell.
  Like a wall of force, the web of force is impervious to most 
  attacks: It is immune to damage of all kinds, cannot be 
  burst with a Strength check, and is unaffected by most 
  spells, including dispel magic.
  Also like wall of force, the web is immediately destroyed by 
  disintegrate, a rod of cancellation, a sphere of annihilation, or 
  Mordenkainen’s disjunction.
  NECROMANCY
  AURA OF TERROR
  Necromancy [Fear, Mind-Affecting]
  Level: Sor/Wiz 6
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  You become surrounded by an aura of fear.
  Whenever you charge or attack, you inspire fear in all 
  creatures within 30 feet that have fewer Hit Dice than your 
  caster level.
  Each potentially affected opponent must succeed on a Will 
  save or become shaken—a condition that lasts until the 
  opponent is out of range.
  A successful save leaves that opponent immune to your 
  frightful presence for 24 hours.
  If you cast this spell when you already have the frightful 
  presence ability or a fear aura, the existing ability becomes 
  more effective in the following ways:
  • The radius of the area affected by the ability increases by 
  10 feet.
  • The Will saving throw to resist the fear effect has a DC 
  equal to your normal frightful presence DC or this spell’s 
  save DC, whichever is higher.
  • Creatures that would normally be shaken by your fear 
  aura are frightened instead, and creatures that would 
  normally be frightened are panicked.
  DEATH DRAGON
  Necromancy [Evil, Fear, Mind-Affecting]
  Level: Clr 7
  Components: V, S, DF
  Casting Time: 1 round
  Range: Personal
  Effect: Dragon-shaped armor of energy and bones
  Duration: 1 round/level (D)
  You summon unholy power to gird yourself in a dragon-
  shaped cocoon of bones and negative energy.
  The cocoon gives you a +4 enhancement bonus to your 
  natural armor and a +4 deflection bonus to Armor Class, 
  plus 1 temporary hit point per caster level (maximum 20).
  You are treated as armed when you make unarmed attacks, 
  and you deal damage as if your limbs were short swords of 
  an appropriate size.
  You can use your off hand to attack, incurring the standard 
  two-weapon fighting penalties (see page 160 of the Player’s 
  Handbook).
  The death dragon prevents you from casting spells with 
  somatic, material, or focus (but not divine focus) 
  components, but does not otherwise hinder your actions or 
  movement.
  As a standard action, you may project a cone of fear or make 
  a melee touch attack to use inflict critical wounds on the 
  creature touched.
  These effects are otherwise identical to the spells of the 
  same names.
  ENERVATING BREATH
  Necromancy
  Level: Sor/Wiz 8
  Components: S, B
  Casting Time: 1 standard action
  Range: Personal
  Target: Your breath weapon
  Duration: Instantaneous
  You can modify your breath weapon so that it is laced with 
  negative energy.
  In addition to the normal energy damage your breath 
  weapon deals, creatures that fail their saving throws against 
  the breath weapon gain 2d4 negative levels.
  The modification applies only to the breath produced as 
  part of the casting.
  If the subject gains at least as many negative levels as it has 
  Hit Dice, it dies.
  Each negative level gives a creature the following penalties: 
  –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 
  her highest available level.
  Negative levels stack.
  
  596
  Assuming the subjects survive, they regain lost levels after a 
  number of hours equal to your caster level.
  Ordinarily, negative levels have a chance of permanently 
  draining the subject’s level, but the negative levels from 
  enervating breath don’t last long enough to do so.
  If an undead creature is caught within the breath weapon, 
  it gains 2d4×5 temporary hit points before taking damage 
  from the breath weapon.
  If not immediately lost, these temporary hit points last for 1 
  hour.
  IMPERIOUS GLARE
  Necromancy [Fear, Mind-Affecting]
  Level: Sor/Wiz 6
  Components: S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One living creature/level, no two of which may 
  be more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  Directing your gaze toward the target creatures, you instill 
  terror and awe in their hearts.
  The targets must make successful Will saves or cower.
  The saving throw DC to resist this effect is either the 
  normal save DC for the spell or the save DC for your 
  natural frightful presence ability, whichever is higher.
  You cannot cast this spell if you do not have a frightful 
  presence ability, either natural or magically bestowed.
  REBUKING BREATH
  Necromancy
  Level: Sor/Wiz 4
  Components: S, B
  Casting Time: 1 standard action
  Range: Personal
  Target: Your breath weapon
  Duration: Instantaneous
  You imbue your breath weapon with negative energy that 
  rebukes undead in its area.
  Undead within the area of your breath weapon that fail 
  their saving throws against it are rebuked, and cower as if in 
  awe for 10 rounds.
  The modification applies only to the breath produced as 
  part of the casting.
  TRANSMUTATION
  ANIMATE BREATH
  Transmutation
  Level: Sor/Wiz 7
  Components: S, B
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You imbue the energy of your breath weapon with 
  coherence, mobility, and a semblance of life.
  The animated breath then attacks whomever or whatever 
  you designate.
  The spell works only on breath weapons that deal energy 
  (acid, cold, electricity, fire, or sonic) damage.
  The animated breath has the following characteristics.
  Type: Construct.
  Subtype: The same as yours, or the energy type of your 
  breath weapon if you do not have a subtype.
  Size: One size smaller than you.
  Hit Dice: Equal to the number of dice of damage your 
  breath weapon deals.
  The Hit Dice are 10-sided.
  Constructs also receive bonus hit points based on size:
  Diminutive, Tiny: —
  Small: 10
  Medium: 20
  Large: 30
  Huge: 40
  Gargantuan: 60
  Colossal: 80
  Speed: Varies by breath type:
  Acid: 20 ft., swim 90 ft.
  Cold: 30 ft.
  Electricity: Fly 100 ft. (perfect)
  Fire: 50 ft.
  Sonic: Fly 100 ft. (perfect)
  AC: The animated breath’s natural armor bonus varies by 
  size:
  Diminutive or Tiny: +2
  Small or Medium: +3
  Large: +4
  Huge: +8
  Gargantuan: +10
  If your breath weapon uses force energy, this bonus is an 
  armor bonus composed of force (like that granted by mage 
  armor) rather than a natural armor bonus.
  Attacks: The animated breath makes slam attacks according 
  to its Hit Dice.
  Damage: Each successful hit deals bludgeoning damage 
  (varies by size of the animated breath; see below) plus 
  energy damage equal to one die of the same size as your 
  breath weapon damage.
  Diminutive: 1d2
  Tiny: 1d3
  Small: 1d4
  Medium: 1d6
  Large: 1d8
  Huge: 2d6
  Gargantuan: 2d8
  For example, a Colossal red dragon’s animated breath is 
  Gargantuan in size, so it deals 2d8 points of bludgeoning 
  damage on a successful hit—plus 1d10 points of fire 
  damage, because d10 is the size of die used to determine a 
  red dragon’s breath weapon damage.
  Special Qualities: Creatures that hit the animated breath 
  with natural weapons or unarmed attacks take energy 
  damage as though hit by the breath’s attack.
  Construct Traits: The animated breath is immune to 
  mindaffecting effects, and to poison, magic sleep effects, 
  paralysis, stunning, disease, death effects, necromantic 
  effects, and any effect that requires a Fortitude save unless 
  it also works on objects.
  
  597
  The breath is not subject to critical hits, nonlethal damage, 
  ability damage, ability drain, energy drain, or death from 
  massive damage.
  Saves: The animated breath has no good saves.
  All of its save bonuses are 1/3 of its Hit Dice plus the 
  appropriate ability modifier.
  Abilities: The animated breath has no Constitution or 
  Intelligence score.
  Its Wisdom and Charisma scores are both 1.
  Its Strength and Dexterity vary by size:
  Diminutive: Str 6, Dex 16
  Tiny: Str 8, Dex 14
  Small: Str 10, Dex 12
  Medium: Str 12, Dex 10
  Large: Str 16, Dex 10
  Huge: Str 20, Dex 8
  Gargantuan: Str 24, Dex 6
  Alignment: Always neutral.
  An old brass dragon’s animated breath has the following 
  statistics:
  €Large construct (fire); HD 8d10+30; hp 74; Init +0; Spd 50 
  ft.; AC 13, touch 9, flat-footed 13; Atk +9/+4 (1d8+1d6 fire, 
  slam); SQ burn, construct traits; AL N; SV Fort +2, Ref +2, 
  Will –3; Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1.
  An old red dragon’s animated breath has the following 
  statistics:
  Huge construct (fire); HD 16d10+40; hp 128; Init –1; Spd 
  50 ft.; AC 15, touch 9, flat-footed 15; Atk +15/+10/+5 
  (2d6+1d10 fire, slam); SQ burn, construct traits; AL N; SV 
  Fort +5, Ref +4, Will +0; Str 20, Dex 8, Con —, Int —, Wis 1, 
  Cha 1.
  Casting the spell requires a standard action, which includes 
  using your breath weapon.
  When you use your breath weapon, it immediately takes 
  animate form and attacks.
  It does not form as a cone or a line, and does not deal 
  damage when it is used to cast this spell.
  BLINDING BREATH
  Transmutation [Light]
  Level: Sor/Wiz 3
  As breath flare, except that targets that fail their saving 
  throws against your breath weapon are permanently 
  blinded, rather than dazzled.
  BREATH FLARE
  Transmutation [Light]
  Level: Sor/Wiz 1
  Components: S, B
  Casting Time: 1 standard action
  Range: Personal
  Target: Your breath weapon
  Duration: Instantaneous
  If your breath weapon uses fire or electricity, it is suffused 
  with bright light.
  In addition to taking the normal fire or electricity damage, 
  creatures that fail their saving throws against the breath 
  weapon are dazzled for 1 minute per caster level.
  Sightless creatures are not affected by breath flare.
  The modification applies only to the breath produced as 
  part of casting.
  BREATH WEAPON ADMIXTURE
  Transmutation (see text)
  Level: Sor/Wiz 8
  Components: S, B
  Casting Time: 1 standard action
  Range: Personal
  Target: Your breath weapon
  Duration: Instantaneous
  Choose one type of energy other than that normally 
  associated with your breath weapon: acid, cold, electricity, 
  or fire.
  You can modify your breath weapon to add an equal 
  amount of the energy you choose.
  For example, a wyrm red dragon whose breath weapon 
  normally deals 22d10 points of fire damage could use this 
  spell to produce a cone dealing 22d10 points of fire damage 
  plus 22d10 points of acid damage.
  Even opposed types of energy, such as fire and cold, can be 
  combined using this spell.
  The modification applies only to the breath produced as 
  part of the casting.
  When you use this spell to produce acid, cold, electricity, or 
  fire energy, it is a spell of that type.
  For example, breath weapon admixture is an acid spell when 
  you cast it to add acid damage to your breath weapon.
  BREATH WEAPON SUBSTITUTION
  Transmutation (see text)
  Level: Sor/Wiz 4
  Components: S, B
  Casting Time: 1 standard action
  Range: Personal
  Target: Your breath weapon
  Duration: Instantaneous
  Choose one type of energy other than that normally 
  associated with your breath weapon: acid, cold, electricity, 
  or fire.
  You can modify your breath weapon to use the selected 
  energy type instead of its normal energy type.
  For example, a mature adult red dragon whose breath 
  weapon normally deals 14d10 points of fire damage could 
  use this spell to produce a cone dealing 14d10 points of acid 
  damage instead.
  The modification applies only to the breath produced as 
  part of the casting.
  When you use this spell to produce acid, cold, electricity, or 
  fire energy, it is a spell of that type.
  For example, breath weapon substitution is an acid spell when 
  you cast it to change your breath weapon to deal acid 
  damage.
  BURNING BLOOD
  Transmutation [see text]
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Your blood becomes suffused with the same energy type 
  that powers your breath weapon.
  
  598
  (You must have a breath weapon that deals acid, cold, 
  electricity, or fire damage to cast this spell).
  Whenever you take damage from a natural or 
  manufactured weapon, a spurt of blood erupts in a 5-
  footradius burst from the wound, dealing energy damage to 
  creatures in its area.
  The energy-charged blood deals a number of points of 
  damage equal to your caster level.
  When you use this spell to produce acid, cold, electricity, or 
  fire energy, it is a spell of that type.
  For example, burning blood is an acid spell when you cast it 
  to suffuse your blood with acid.
  CHEAT
  Transmutation [Evil]
  Level: Brd 1, Greed 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level or until used
  Saving Throw: None
  Spell Resistance: No
  At one point during the duration of this spell, you can 
  attempt to alter the outcome of a game of chance.
  This spell can only affect nonmagical games, such as those 
  using cards or dice.
  It cannot affect a game involving magic, nor a magic item 
  involved in a game of chance (such as a deck of many things).
  Whenever a roll is made to determine the outcome of the 
  game, a character under the effect of this spell may demand
  a reroll and take the better of the two rolls.
  For example, Darkon is playing a game that he has a 1 in 4 
  chance of winning.
  The DM secretly rolls 1d4 and tells the player that Darkon 
  lost.
  Because Darkon is under the effect of a cheat spell, the 
  player can have the DM reroll.
  The spell alters probability, so there is no subterfuge that 
  another character could notice (except for the casting of the 
  spell itself ).
  Focus: A pair of dice made from human bones.
  DEAFENING BREATH
  Transmutation [Sonic]
  Level: Sor/Wiz 9
  As breath weapon admixture, but you add sonic energy to 
  your breath weapon.
  In addition to dealing extra damage, you permanently 
  deafen creatures that fail their saving throws against your 
  breath.
  This spell has no effect within an area of magical silence, 
  such as that created by the silence spell.
  DRACONIC MIGHT
  Transmutation
  Level: Pal 4, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject of the spell gains a +5 enhancement bonus to 
  Strength, Constitution, and Charisma.
  It also gains a +4 enhancement bonus to natural armor.
  Finally, it has immunity to magic sleep and paralysis 
  effects.
  Special: Sorcerers cast this spell at +1 caster level.
  DRACONIC POLYMORPH
  Transmutation
  Level: Sor/Wiz 5
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  As polymorph, except as follows: The assumed form can have 
  no more Hit Dice than you have, to a maximum of 20 Hit 
  Dice.
  Your Strength and Constitution in the new form are above 
  the average for the race or species into which you 
  transform; your Strength is the average for the creature +8, 
  and your Constitution is the average for the creature +2.
  DRAGON BREATH
  Transmutation
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You gain a breath weapon resembling that of a dragon.
  When you cast this spell, you choose both the shape and 
  energy type of the breath weapon, from the following 
  options: line (acid, electricity, or fire) or cone (acid, cold, or 
  fire).
  A line is 5 feet high, 5 feet wide, and 60 feet long, while a 
  cone is 30 feet long, 30 feet high, and 30 feet wide.
  Once you make the selection of shape and energy type, it is 
  fixed for the duration of the spell.
  Using your breath weapon is a standard action.
  The breath weapon deals 3d6 points of damage of the 
  chosen energy type, plus an additional 1d6 points of 
  damage for every two levels above 5th (to a maximum of 
  10d6 at 19th level).
  Targets in the area may attempt a Reflex save for half 
  damage.
  You can use this breath weapon up to three times during 
  the spell’s duration (plus one additional use per two levels 
  above 5th).
  After using this breath weapon, you can’t use it again for 
  1d4+1 rounds.
  (Using this breath weapon has no effect on your ability to 
  use other breath weapons you might have, and vice versa).
  You can’t have more than one dragon breath spell active at 
  the same time.
  Even though using your breath weapon poses no danger to 
  you, you don’t gain any resistance or immunity to the 
  energy type of the weapon.
  
  599
  Special: Sorcerers cast this spell at +1 caster level.
  DRAGONSIGHT
  Transmutation
  Level: Brd 5, Sor/Wiz 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You gain the visual acuity of a dragon, including low-light 
  vision, darkvision, and blindsense.
  You can see four times as well as a normal human in 
  lowlight conditions and twice as well in normal light.
  (See the Dragon Sight sidebar, page 17).
  Your darkvision has a range of 10 feet per caster level.
  Your blindsense has a range of 5 feet per caster level.
  You do not need to make Spot or Listen checks to notice 
  creatures within range of your blindsense.
  None of these effects stack with any low-light vision, 
  darkvision, or blindsense you may already have.
  Focus: A dragon’s eye.
  DRAGONSKIN
  Transmutation
  Level: Sor/Wiz 3
  Components: S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  Your skin toughens and becomes scaly like that of a 
  chromatic dragon, of a color that you select.
  You gain an enhancement bonus to your natural armor 
  equal to +3, +1 per two levels above 5th (to a maximum of 
  +5 at 9th level), as well as energy resistance equal to twice 
  your caster level (maximum of 20 at 10th level) against the 
  type of energy appropriate to the color you select: acid 
  (black or green), cold (white), electricity (blue), or fire (red).
  Material Component: A dragon’s scale.
  Special: Sorcerers cast this spell at +1 caster level.
  EARTHBIND
  Transmutation
  Level: Drd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature
  Duration: 1 minute/level (D)
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You hamper the subject creature’s ability to fly (whether 
  through natural or magical means) for the duration of the 
  spell.
  If the target fails its saving throw, its fly speed (if any) 
  becomes 0 feet.
  An airborne creature subjected to this spell falls to the 
  ground as if under the effect of a feather fall spell.
  Even if a new effect would grant the creature the ability to 
  fly, that effect is suppressed for the duration of the earthbind 
  spell.
  If the target makes a successful Fortitude save, its fly speed 
  (including any new effect granted during the spell’s 
  duration) is reduced by 10 feet per caster level (maximum 
  reduction 100 feet at 10th level).
  This reduction can’t bring the creature’s fly speed down to 
  less than 10 feet.
  Earthbind has no effect on other forms of movement, or 
  even on effects that might grant airborne movement 
  without granting a fly speed (such as jumping or levitate or 
  air walk spells).
  ETHEREAL BREATH
  Transmutation
  Level: Sor/Wiz 5
  Components: S, B
  Casting Time: 1 standard action
  Range: Personal
  Target: Your breath weapon
  Duration: Instantaneous
  You can modify your breath weapon to manifest on the 
  Ethereal Plane instead of on the Material Plane.
  (You must be on the Material Plane, or on another plane 
  with a coexistent Ethereal Plane, for this spell to function).
  Your breath weapon affects ethereal creatures as if they 
  were material, and does not affect material creatures in its 
  area.
  The modification applies only to the breath produced as 
  part of the casting.
  FELL THE GREATEST FOE
  Transmutation
  Level: Asn 3, Clr 4, Pal 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Large or larger creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains the ability to deal greater damage against 
  Large or larger creatures.
  For every size category of an opponent bigger than 
  Medium, the subject deals an extra 1d6 points of damage on 
  any successful melee attack (+1d6 against a Large creature, 
  +2d6 against Huge, +3d6 against Gargantuan, or +4d6 
  against Colossal).
  Material Component: A dragon’s claw or a giant’s fingernail.
  FLIGHT OF THE DRAGON
  Transmutation
  Level: Sor/Wiz 5
  Components: V, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  A pair of powerful draconic wings sprouts from your 
  shoulders, granting you a fly speed of 100 feet (average).
  
  600
  You can’t carry aloft more than a light load.
  When flying long distances, you can fly at 15 miles per 
  hour (or 24 miles per hour at a hustle).
  In a day of normal flight, you can cover 120 miles.
  Material Component: A dragon’s wing-claw.
  Special: Sorcerers cast this spell at +1 caster level.
  LOWER SPELL RESISTANCE
  Transmutation
  Level: Clr 4, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 minute/level
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: No
  This spell reduces the subject’s spell resistance by 1 per 
  caster level (maximum reduction 15).
  This reduction can’t lower a target’s spell resistance below 
  0.
  The target of the spell takes a penalty on its saving throw 
  equal to your caster level.
  MAGIC FANG, SUPERIOR
  Transmutation
  Level: Drd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Superior magic fang gives every natural weapon you possess 
  an enhancement bonus on attack and damage rolls equal to 
  +1 per four caster levels (maximum +5 at 20th level).
  RAZORFANGS
  Transmutation
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Choose one of your natural weapons that deals slashing or 
  piercing damage (your bite or a single claw).
  That natural weapon’s threat range doubles (in most cases, 
  becoming 19–20).
  This spell does not stack with any other effects that 
  increase a weapon’s threat range.
  This spell’s name derives from a marked preference among 
  dragons for improving their bite attack with this spell, but 
  it works equally well on a claw attack.
  SCALE WEAKENING
  Transmutation
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A dull gray ray projects from your hand.
  You must succeed on a ranged touch attack to strike a 
  target.
  The target’s natural armor bonus is reduced by 4 points, +1 
  point per two caster levels above 3rd (maximum reduction 
  10 points at 15th level).
  This spell can’t reduce a creature’s natural armor bonus to 
  less than 0, nor does it have any effect on an enhancement 
  bonus to natural armor (such as that granted by the barkskin 
  spell).
  Material Component: A shed snakeskin.
  SHARPTOOTH
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Choose one of your natural weapons (your bite, a single 
  claw, a wing, a crush, a tail slap, or a tail sweep).
  For the duration of the spell, that natural weapon deals 
  damage as though you were one size larger than your actual 
  size.
  You cannot gain additional attack forms (such as a tail slap) 
  by using this spell; you can only improve attacks you 
  already possess.
  This spell does not stack with itself.
  This spell’s name derives from a marked preference among 
  dragons for improving their bite attacks with this spell, but 
  it works equally well on claw, wing, tail, and crush attacks.
  STUNNING BREATH
  Transmutation
  Level: Sor/Wiz 4
  Components: S, B
  Casting Time: 1 standard action
  Range: Personal
  Target: Your breath weapon
  Duration: Instantaneous
  You imbue your damaging breath weapon with concussive 
  force that can stun those caught in its area.
  Creatures that take damage from the breath weapon must 
  make successful Fortitude saves (DC equal to your breath 
  weapon save DC) or be stunned for 1 round.
  The modification applies only to the breath produced as 
  part of the casting.
  STUNNING BREATH, GREATER
  Transmutation
  Level: Sor/Wiz 7
  As stunning breath, but creatures that fail their Fortitude 
  saves are stunned for 2d4 rounds.
  
  601
  VOICE OF THE DRAGON
  Transmutation
  Level: Brd 4, Dragon 4, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You gain a +10 enhancement bonus on your Bluff, 
  Diplomacy, and Intimidate checks.
  You also gain the ability to speak and understand (but not 
  read) Draconic.
  At any time before the spell’s duration expires, you can use 
  a standard action to target a creature with a suggestion effect, 
  which functions identically to the spell of that name 
  (including range, duration, and other effects).
  Doing this causes the voice of the dragon spell to end, though 
  the suggestion itself lasts for the normal duration thereafter.
  Special: Sorcerers cast this spell at +1 caster level.
  VULNERABILITY
  Transmutation
  Level: Asn 4, Clr 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell lowers the subject’s damage reduction by 5 points 
  (to a minimum of 5).
  For instance, if you successfully cast vulnerability on a 
  dragon with damage reduction 10/magic, its damage 
  reduction becomes 5/magic.
  For every four caster levels beyond 11th, the subject’s 
  damage reduction lowers by an additional 5 points: 10 at 
  15th and 15 at 19th.
  WINGS OF AIR
  Transmutation
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Winged creature touched
  Duration: 1 minute/level
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  The creature you touch becomes more agile in the air, able 
  to make quicker turns, and more maneuverable when 
  flying.
  The target must be capable of flight using wings.
  The creature’s maneuverability improves by one step—
  from clumsy to poor, poor to average, average to good, or 
  good to perfect.
  A single creature cannot benefit from multiple applications 
  of this spell at one time.
  WINGS OF AIR, GREATER
  Transmutation
  Level: Sor/Wiz 5
  As wings of air, but the creature’s maneuverability improves 
  by two steps—from clumsy to average, poor to good, or 
  average to perfect.
  DRAGON MAGIC (3.5)
  ABJURATION
  JUSTICE OF THE WYRM KING
  Abjuration [Force]
  Level: Sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 5 rounds
  Spines of brilliant yellow light burst outward from your body, 
  giving the impression that you are covered in glowing spikes.
  You create a field of arcane force around your body that 
  deals retaliatory damage to your attackers.
  While this spell is active, any creature striking you with a 
  nonreach melee weapon takes 4d6 points of damage.
  As part of the casting of this spell, if you are a sorcerer you 
  can sacrifice one additional sorcerer spell slot of up to 9th 
  level; this increases the damage dealt by 2 points for every 
  level of the sacrificed slot.
  For example, if you use a 7th-level spell slot to cast justice of 
  the wyrm king and sacrifice a 5th-level spell slot to augment 
  it, you deal 4d6+10 points of damage to your attackers.
  KISS OF DRACONIC DEFIANCE
  Abjuration
  Level: Sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius emanation centered on you
  Duration: Concentration + 1 round or until expended
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes; see text
  A ring of radiant energy spirals out from your body, shattering the 
  magical energies of others.
  This spell projects magical interference from your body, 
  making it more difficult for others to cast spells within its 
  area.
  Any enemy attempting to cast a spell within the area of a 
  kiss of draconic defiance must succeed on a Fortitude saving
  throw; failure means the spell is lost (as if cast) but has no 
  effect.
  Any creature that successfully saves against this spell is 
  immune to its effect for 24 hours thereafter.
  Check spell resistance the first time a creature attempts to 
  cast a spell within the area.
  Furthermore, while this spell is active, you can 
  automatically counter a single spell of 5th level or lower (as 
  
  602
  per the counterspell action) as an immediate action, as long 
  as the caster is within the area of the kiss of dragon defiance.
  Doing so immediately ends the duration of this spell.
  You do not expend any of your own spell slots to counter 
  the other spell and need not make a Spellcraft check to 
  identify it (though you can choose to do so to ensure that 
  it’s not higher than 5th level).
  CONJURATION
  CALL OF THE TWILIGHT DEFENDER
  Conjuration (Summoning)
  Level: Druid 6, sorcerer/wizard 6
  Components: V
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One twilight guardian
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  The very ground erupts in a shower of stone and dirt, accompanied 
  by a thunderclap.
  Standing in the center of the damaged ground is a creature of 
  stone, wood, and plant parts resembling the regal form of a 
  guardian dragon.
  This spell summons one twilight guardian (see page 121) to 
  fight for you.
  The spell functions like a summon nature’s ally spell, but 
  with one exception.
  At any time, a summoned twilight guardian can sacrifice 
  itself by simply touching you (a standard action); the 
  twilight guardian is immediately destroyed, and you gain a 
  number of hit points equal to 1/2 the twilight guardian’s 
  remaining hit points before its sacrifice.
  Special: A character who learns this spell gains a +1 
  competence bonus on Knowledge (nature) checks.
  UNDYING VIGOR OF THE DRAGONLORDS
  Conjuration (Healing)
  Level: Sorcerer 5
  Components: V
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: Instantaneous
  A golden ray of light erupts from the ground beneath you, bathing 
  you in a column of healing illumination that dances with yellow 
  flecks.
  This spell converts arcane spell energy into pure draconic 
  life energy, guiding it to repair damage to your body.
  You immediately heal 5d6 points of damage.
  As part of the casting of this spell, you can sacrifice one 
  sorcerer spell slot of up to 9th level; doing this increases the 
  healing by 1d6 points per level of the sacrificed slot.
  For example, a 10th-level sorcerer who spent two 5th-level 
  spell slots (one to cast the spell and another to enhance it) 
  would heal 10d6 points of damage.
  This spell does not channel positive energy as divine 
  healing spells do, so it functions the same for undead 
  spellcasters as it does for living casters.
  Special: If you are of the dragonblood subtype (see page 4), 
  this spell heals an extra 1 point of damage per die rolled.
  DIVINATION
  DETECT DRAGONBLOOD
  Divination
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell functions like detect evil, except that you detect 
  the auras of creatures of the dragon type or the 
  dragonblood subtype (see page 4).
  The amount of information revealed depends on how long 
  you study a particular area or subject.
  1st Round: Presence or absence of dragonblooded creatures.
  2nd Round: Number of dragonblooded in the area, and the 
  power of the most potent aura.
  3rd Round: The power and location of each aura.
  If an aura is outside your line of sight, you learn its 
  direction but not its exact location.
  If an aura is within your line of sight, you can make a 
  Knowledge (arcana) check (DC 10 + target’s HD) to 
  determine whether the aura is of the dragon type or the 
  dragonblood subtype.
  Aura Power: The power of a dragonblooded creature’s aura 
  depends on its Hit Dice and the strength of its connection 
  to dragons; see the accompanying table.
  If a creature’s aura falls into more than one category, the 
  spell indicates the stronger of the two.
  
  603
  EYES OF THE ORACLE
  Divination
  Level: Cleric 6, sorcerer/wizard 6, wu jen 6 (all)
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level or until expended
  Vague, translucent shadows of your body’s form move just out of 
  sync with your own motions, a visible sign that you exist in two 
  places in time.
  You can see into the future, slightly anticipating your 
  opponents’ next moves.
  You gain a +2 insight bonus to Armor Class and a +2 insight 
  bonus on Reflex saves.
  Additionally, at the end of your turn, you can ready a single 
  standard action regardless of the number of actions taken 
  this turn.
  Thus, you can move at your movement rate, make a single 
  attack, and then at the end of your turn ready an action to 
  cast a single spell with a casting time of one standard action.
  This behaves as a readied action in all other ways, including 
  the change in your initiative.
  If you take the readied action, the spell’s effect ends 
  immediately.
  Special: If you are of the dragonblood subtype (see page 4), 
  your bonus to Armor Class and on Reflex saves improves to 
  +3.
  DUAL-SCHOOL
  FIRESTRIDE EXHALATION
  Conjuration (Teleportation)/Evocation [Fire]
  Level: Sorcerer/wizard 4, wu jen 4 (fire)
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.; see text
  Area: Cone-shaped burst; see text
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  With a word and a gesture, you fill your lungs with swirling, 
  burning energy.
  Then, with a mighty exhalation, you flood the space before you 
  with a powerful cone of fire.
  As the last wisps of energy leave your lips, your body becomes part 
  of the breath weapon, allowing you to flow through space and 
  reform your body anywhere within the breath’s area.
  You breathe forth a cone of fire that deals 8d6 points of fire 
  damage.
  A successful Reflex save halves this damage, and spell 
  resistance applies.
  When you cast this spell, you have the option of becoming 
  part of the breath weapon and teleporting instantly to any 
  unoccupied space within the breath weapons area.
  Your entire body need not fit within the breath’s area, as 
  long as your new space shares at least 1 square with the 
  breath weapon’s area.
  You bring along any gear worn or carried (up to your 
  maximum load).
  You can’t bring along other creatures except for your 
  familiar.
  You must make this decision when casting the spell, before 
  any other effects of the breath weapon are resolved (such as 
  saves, spell resistance, and so forth).
  You aren’t damaged by the spell’s effect when you appear 
  within its area.
  PASSAGE OF THE SHIFTING SANDS
  Transmutation/Evocation [Air]
  Level: Druid 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D) or until expended
  You entire body sparkles as color fades from your form.
  A stiff breeze picks up as you collapse into thousands of particles of 
  sand, sent flying on the warm wind.
  You and all your belongings become a flying cloud of sand, 
  swirling and formless yet retaining your consciousness.
  You lose your normal shape and become a sand cloud, 
  taking up the same space you do in your normal form.
  You can fly at a speed of 40 feet (perfect maneuverability), 
  but you lose any other movement rates you had in your 
  normal form.
  Treat this otherwise as gaseous form (PH 234).
  If you end your movement in the same space as another 
  creature, that creature is blinded for 1 round (Fortitude 
  negates).
  Spell resistance does not apply against this effect.
  Furthermore, while this spell is active, you can activate a
  gust of wind effect (as the spell) as a swift action.
  Doing so ends the duration of passage of the shifting sands.
  Special: A blue dragon capable of casting 6th-level sorcerer 
  spells can cast this spell as a swift action.
  ROT OF AGES
  Conjuration (Creation)/Necromancy
  Level: Druid 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action; see text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 2 rounds
  Saving Throw: Fortitude partial
  Spell Resistance: No
  A cloud of rotting plant and animal matter swirls up from the 
  ground around your target, encompassing it in a whirlwind of 
  decay.
  This spell encompasses your target in a cloud of rotting 
  debris.
  The target is sickened for 2 rounds.
  Furthermore, all other creatures are treated as having 
  concealment against the target.
  A successful Fortitude save negates the sickness, but not 
  the concealment.
  Nonliving creatures are unaffected by the sickness effect.
  A living creature already under the effect of rot of ages that 
  fails a save against a second casting of the spell is nauseated 
  (rather than sickened) for as long as both effects last (and 
  
  604
  then sickened for the remainder of the second spell’s 
  duration).
  Special: A black dragon capable of casting 3rd-level sorcerer 
  spells can cast this spell as a swift action.
  VISION OF THE OMNISCIENT EYE
  Divination/Evocation [Light]
  Level: Bard 3, cleric 3, druid 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  Your eyes briefly flash with brilliant light, opening your mind to 
  encompass every object nearby.
  You gain great vision, allowing you to see everything in the 
  surrounding area clearly.
  You gain a +10 insight bonus on Spot checks and immunity 
  to being dazzled or blinded (if you are already dazzled or 
  blinded, you can see normally for the duration of the spell).
  Additionally, if you cast this while under the effect of see 
  invisibility, true seeing, or any other spell that allows you to 
  see invisible creatures, you can activate a faerie fire effect (as 
  the spell) on any invisible creature or object within 60 feet 
  as a swift action.
  Doing this ends the duration of vision of the omniscient eye;
  the faerie fire effect lasts for 1 minute.
  Special: A character who learns this spell gains a +1 
  competence bonus on Spot checks.
  ENCHANTMENT
  ADORATION OF THE FRIGHTFUL
  Enchantment (Charm) [Mind-Affecting]
  Level: Bard 3, cleric 3, hexblade 2, sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft. radius emanation.
  centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  A thunderous rumble echoes from within you, washing over cowed 
  creatures and forcing them to show you respect.
  Upon casting this spell, you radiate a magical aura that 
  causes fearful creatures to shy away from harming you.
  While this spell is in effect, any creature within the spell’s 
  area that is shaken, frightened, or panicked has its attitude 
  toward you shifted to friendly (see Influencing NPC 
  Attitudes, PH 72).
  This effect ends for a given creature if the fear effect is 
  removed, or if you or an ally attacks the creature or 
  otherwise takes any hostile act toward it.
  Special: A character who learns this spell gains a +1 
  competence bonus on Diplomacy checks.
  MIND OF THE LABYRINTH
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until expended
  As you close your eyes to mere slits, a black miasma of energy floats 
  around your head.
  sucking in light and the stray minds of others.
  You twist your mind to become a magical labyrinth, 
  bewildering unsuspecting spellcasters.
  If an enemy casts a mind-affecting spell or ability that 
  targets you, the enemy becomes confused for 1 round, 
  disoriented by the mazelike confines of your 
  consciousness.
  (This confusion occurs whether or not the spell successfully 
  affects you).
  A successful Will save (DC 18 + your Int modifier) negates 
  this effect and renders that foe immune to this casting of 
  the spell.
  Furthermore, while mind of the labyrinth is active, you can 
  use an immediate action to activate a dominate person effect 
  (as the spell, except that the duration is 1 hour) on one 
  humanoid who casts a mind-affecting spell on you.
  Doing so ends the duration of mind of the labyrinth, though 
  the dominate person effect lasts for 1 hour thereafter.
  Special: A character who learns this spell gains a +1 
  competence bonus on Bluff checks.
  TRANCE OF THE VERDANT DOMAIN
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Hexblade 3, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  A halo of green-gold light surrounds you, and then snakes outward 
  into the mind of a nearby foe.
  You project an instantaneous surge of mental energy that 
  overwhelms a weak-minded foe.
  The target stops and stares blankly, fascinated for 3 rounds.
  In addition, any creature under the effect of this spell takes 
  a –2 penalty on saves against mind-affecting effects you 
  create.
  Special: A green dragon capable of casting 6th-level sorcerer 
  spells can cast this spell as a swift action.
  DRAGONEYE RUNE
  Universal
  Level: Sorcerer/wizard 2, wu jen 2 (all)
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Effect: One personal rune or mark, all of which must fit 
  within 1 sq. ft.
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  A brightly glowing sigil appears briefly, burning as though 
  branded into the surface before fading to invisibility.
  
  605
  This spell allows you to brand a special arcane mark onto an 
  object or creature, denoting that it is under your watchful 
  eye.
  The mark inscribed is unique to your casting of this spell; 
  no two casters create the same mark.
  It otherwise functions just as arcane mark, with two 
  exceptions.
  First, you can treat the marked object or creature as familiar 
  for the purpose of any divination (scrying) spell.
  Second, three times per day you can (as a swift action) 
  detect the direction and distance of the marked object or 
  creature from you.
  If the creature is dead or on another plane, you gain no 
  knowledge from this function.
  Special: If you are of the dragonblood subtype (see page 4), 
  any object or creature with a dragoneye rune gains a +2 bonus 
  on saves against divination (scrying) spells or effects cast by 
  other dragonblooded creatures.
  EVOCATION
  GLORIOUS MASTER OF THE ELEMENTS
  Evocation [Acid, Cold, Electricity, Fire]
  Level: Sorcerer/wizard 7
  Components: None
  Casting Time: 1 standard action
  Range: 60 ft.
  Target: One creature
  Duration: 5 rounds
  Saving Throw: None
  Spell Resistance: Yes
  A surge of arcane energy explodes from your fingertips, sending 
  white, red, and yellow jolts lancing outward.
  This spell allows you to channel the awesome energy of the 
  primal elements.
  For the duration of the spell, you can, as a standard action, 
  make a ranged touch attack against any target within 60 
  feet.
  If successful, you deal 1d6 points of energy damage per two 
  caster levels (maximum 10d6).
  Before making the attack, select the energy type from 
  among acid, cold, electricity, and fire.
  Additionally, each time you successfully make an attack on 
  a target using this spell, you gain a cumulative +2 bonus on 
  the damage roll for each subsequent attack on the same 
  target.
  This bonus is cumulative only for the duration of the spell 
  and applies only to damage dealt by this spell.
  Special: If you are of the dragonblood subtype (see page 4), 
  your ranged touch attacks from this spell instead deal 1d8 
  points of damage per two caster levels (maximum 10d8).
  HAZE OF SMOLDERING STONE
  Evocation [Fire]
  Level: Druid 7, sorcerer/wizard 6, wu jen 6 (fire)
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Glowing embers swirl around your body, then fly outward to 
  pummel nearby foes with searing volcanic rock.
  This spell projects hundreds of tiny, burning volcanic rocks 
  outward from your body, dealing 4d6 points of 
  bludgeoning damage and 8d6 points of fire damage.
  If you cast haze of smoldering stone again before the end of 
  your next turn, the second casting deals 5d6 points of 
  bludgeoning damage and 10d6 points of fire damage.
  Special: A character who learns this spell gains resistance to 
  fire 3, which stacks with any other resistance to fire he 
  already possesses.
  WREATH OF FLAMES
  Evocation [Fire]
  Level: Druid 3, sorcerer/wizard 3, wu jen 3 (fire)
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  A burst of white-hot fire springs into existence around you, 
  swirling and twisting dangerously.
  This spell surrounds you with white-hot flames.
  At the end of each of your turns, any enemy adjacent to you 
  or sharing your space takes 1d6 points of fire damage.
  Your melee attacks deal an extra 1d6 points of fire damage.
  Special: A red dragon capable of casting 5th-level sorcerer 
  spells can cast this spell as a swift action.
  DUAL-SCHOOL
  BURST OF GLACIAL WRATH
  Evocation/Transmutation [Cold]
  Level: Sorcerer/wizard 9
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 feet
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  A quick buildup of icy blue energy centered on your hand rapidly 
  becomes an enormous bubble of frost that washes out over the 
  landscape, freezing all in its path.
  You create a burst of icy energy that flash-freezes any 
  creatures within the spell’s area.
  The spell deals 1d6 points of cold damage per caster level 
  (maximum 25d6 points).
  Any living creature reduced to –1 or fewer hit points is not 
  killed, but instead turned to solid ice (similar to flesh to stone,
  but with ice instead of stone).
  Effectively, the spell can’t reduce a creature’s hit points 
  below –9.
  A successful Fortitude save halves the damage.
  A creature turned to solid ice by this spell gains hardness 10 
  as well as immunity to cold and electricity.
  However, it also gains vulnerability to fire, and any frozen 
  creature reduced to –10 or fewer hit points by fire damage 
  immediately melts (and dies).
  
  606
  Once this occurs, the creature can be brought back to life 
  only with a miracle, true resurrection, or wish spell.
  Special: A character who learns this spell gains resistance to 
  cold 5, which stacks with any other resistance to cold he 
  already possesses.
  FEROCITY OF SANGUINE RAGE
  Transmutation/Divination
  Level: Assassin 4, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level or until expended
  Blood seems to pour from your eyes as an irregular red glow whirls 
  around you chaotically.
  This spell imbues you with a supernatural ferocity, giving 
  you an edge in melee combat.
  You gain a morale bonus on your melee damage rolls (with 
  weapons or natural attacks) equal to 1/2 your caster level.
  This has no impact on your ability to cast spells or perform 
  other actions.
  Furthermore, while this spell is active, you can activate a 
  true strike effect (as the spell) on yourself as a standard 
  action.
  This effect lasts for the normal duration of the true strike 
  spell (a single attack), after which the entire spell’s duration 
  ends.
  Special: if you are of the dragonblood subtype (see page 4), 
  you cast this spell at +1 caster level.
  LORD OF THE SKY
  Evocation/Transmutation [Electricity]
  Level: Shugenja 5 (air), sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  A swirling cloud of black mist surrounds you, shot through with 
  bolts of lightning and covering you in powerful magic.
  By casting this spell, you become more formidable in aerial 
  combat, allowing you to deal with airborne enemies more 
  easily.
  You can fly at a speed of 40 feet with good maneuverability 
  (or 30 feet if you wear medium or heavy armor, or carry a 
  medium or heavy load).
  If you already have a fly speed of 40 feet or greater, your fly 
  speed improves by 10 feet, and your maneuverability 
  improves to good (unless it’s already better than that).
  While airborne, you can use a swift action each round to 
  fire a bolt of magical lightning as a ranged touch attack 
  against any other airborne target within 60 feet.
  This attack deals 1 point of electricity damage per caster 
  level (maximum 20 points) and reduces the target’s fly 
  speed to 1/2 normal for the duration of the spell.
  This speed reduction doesn’t stack, so attacking the same 
  target multiple times yields no extra reduction in fly speed 
  (but continues to deal damage).
  Furthermore, while this spell is active, you can activate one 
  lightning bolt (as the spell) as a standard action.
  Doing so ends the duration of lord of the sky, and if you do 
  not have a natural fly speed, you drift to the ground as per 
  the fly spell.
  Special: If you are of the dragonblood subtype (see page 4), 
  this spell grants you a fly speed of 60 feet (or 40 if 
  encumbered as described above).
  Dragonblooded casters who already have a fly speed of 60 
  feet or greater instead gain a +10-foot improvement to their 
  fly speed.
  WINGBLAST
  Evocation [Air]/Transmutation
  Level: Druid 3, shugenja 3 (air), sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: See text
  Effect: See text
  Duration: 1 round/level (D) or until expended; see text
  Saving Throw: None or Fortitude negates; see text
  Spell Resistance: No or Yes; see text
  Hazy wings of mist form at your sides, bearing you aloft.
  At your command, the wings transform into a great blast of wind 
  or a cloud of fog.
  When you cast this spell, large wings of mist—resembling 
  those of a dragon of your choice—form on your back.
  You can fly at a speed equal to your base land speed 
  (maximum 60 feet) with good maneuverability.
  You can fly if carrying a medium or heavy load or wearing 
  medium or heavy armor.
  As a swift action, you can choose to transform the wings 
  into one of the two effects given below.
  In either case, doing this immediately ends the spell’s 
  duration (if you are flying when this occurs, you fall).
  • A 60-foot-long line-shaped gust of severe wind (as the gust 
  of wind spell; a Fortitude save negates the effect and spell 
  resistance applies).
  • A 20-foot-radius cloud of fog centered on you (as the 
  obscuring mist spell; no save or spell resistance applies).
  The cloud created lasts for 1 minute.
  NECROMANCY
  CURSE OF THE ELEMENTAL LORDS
  Necromancy
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 swift action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature/4 levels
  Duration: 24 hours
  Saving Throw: Will negates
  Spell Resistance: Yes
  Ghostly images of elemental beasts fly from your outstretched arm, 
  striking foes and placing a shadowy curse upon them.
  This spell places a curse on the targets, making them more 
  susceptible to your magical attacks.
  When you cast this spell, select acid, cold, electricity, or 
  fire; any creature affected by the spell takes an extra 1d6 
  points of damage from any of your spells that deal damage 
  of that energy type.
  
  607
  The extra damage isn’t added to other effects, such as a 
  weapon’s flaming special ability, nor does it apply to damage 
  dealt by other characters.
  As part of the casting of this spell, you can sacrifice one 
  additional sorcerer spell slot of up to 9th level; doing this 
  increases the extra damage from the spell by 1 point per 
  level of the sacrificed slot.
  For example, if you spend a 4th-level spell slot to cast curse 
  of the elemental lords and a 6th-level spell slot to augment it, 
  the resulting curse adds 1d6+6 points of damage to the 
  damage taken by targets of your spells of the chosen energy 
  type.
  Curse of the elemental lords can’t be dispelled, but it can be 
  removed by any effect that would remove a curse.
  Special: If you are of the dragonblood subtype (see page 4), 
  the extra damage from this spell also applies to your breath 
  weapon (assuming that it deals the appropriate type of 
  damage).
  TRANSMUTATION
  ASPECT OF THE CHROMATIC DRAGON
  Transmutation (Polymorph) [Evil]
  Level: Sorcerer 8
  Components: V, S, Evil
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your body becomes powerfully muscled as multicolored scales cover 
  your flesh.
  Four draconic heads sprout from your shoulders.
  You take the form of an aspect of Tiamat (see page 110).
  You gain 100 temporary hit points, which disappear at the 
  end of the spell’s duration.
  For details, see The Polymorph Subschool on page 60.
  Evil: Only evil-aligned characters can cast this spell.
  ASPECT OF THE PLATINUM DRAGON
  Transmutation (Polymorph) [Good]
  Level: Sorcerer 7
  Components: V, S, Good
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your body expands in size while growing a sheen of platinum 
  scales and mighty claws and teeth.
  A pair of great wings sprouts from your back.
  You take the form of an aspect of Bahamut (see page 108).
  You gain 110 temporary hit points, which disappear at the 
  end of the spell’s duration.
  For details, see The Polymorph Subschool on page 60.
  (if you don’t have access to Draconomicon, replace the 
  aspect’s Tempest Breath feat with Great Cleave).
  Good: Only good-aligned characters can cast this spell.
  CHANNEL THE DRAGON
  Transmutation
  Level: Wu jen 7 (all)
  Components: V, S
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: 1 round/level
  You feel the mighty force of elemental wyrms flood your spirit and 
  reinforce your body.
  Your flesh hardens, and your eyes gleam.
  Few creatures represent both the mystic and the elemental 
  more than dragons.
  You tap into the spiritual might of these magnificent 
  creatures to gain a breath weapon and a defensive ability 
  based on your favored element (and the dragon variety 
  channeled by the spell).
  See the table below for details.
  The breath weapon takes the form of a 15-foot cone-shaped 
  burst.
  Using the breath weapon requires a standard action, and 
  each time you breathe, you must wait 1d4 rounds before 
  breathing again.
  Spell resistance does not apply against the breath weapon’s 
  effect.
  DRAGONSHAPE, LEAST
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your body shrinks to the size of a housecat, as red-brown scales 
  replace your normal skin and your fingers turn into sharp claws.
  A sinuous barbed tail grows from the base of your spine, and two 
  leathery wings burst from your back.
  You take the form of a Tiny pseudodragon (MM 210).
  For details, see The Polymorph Subschool on page 60.
  DRAGONSHAPE, LESSER
  Transmutation (Polymorph)
  
  608
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You feel a fire burning deep within you.
  Crimson scales quickly grow over your body, a pair of great wings 
  sprouts from your shoulders, and the scent of sulfur fills the air as 
  you transform into a dragon.
  You take the form of a Large young red dragon (see below).
  You gain 60 temporary hit points, which disappear at the
  end of the spell’s duration.
  For details, see The Polymorph Subschool on page 60.
  FORM OF THE DESERT HUNTER
  Transmutation (Polymorph;
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Brass scales grow from your flesh as a thick mane surrounds your 
  face.
  
  609
  Your arms and legs become powerfully muscled and grow sharp 
  claws as your body hunches over to become quadrupedal and a 
  small pair of batlike wings sprouts from your shoulder blades.
  You take the form of a dragonne (MM 89).
  You gain 30 temporary hit points, which disappear at the 
  end of the spell’s duration.
  For details, see The Polymorph Subschool on page 60.
  HOARD GULLET
  Transmutation
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  You move your hands to your throat, chanting in low murmurs as 
  you trace an imaginary line from your lower jaw down to your 
  abdomen.
  You gain a magical second stomach, which can be used to 
  transport objects securely.
  You can safely swallow and transport any object you could 
  normally swallow (including items at least three size 
  categories smaller than you).
  The capacity of your hoard gullet is 100 pounds and/or 10 
  cubic feet per caster level (up to a maximum of 1,000 
  pounds and 100 cubic feet).
  You can’t remove individual items from your hoard gullet, 
  but as a full-round action, you can expel its entire contents 
  into your square.
  It otherwise functions as a bag of holding (DMG 248).
  At the end of the spell’s duration, anything still in your 
  second stomach is immediately and instantly brought up, 
  falling to the ground next to you.
  You can’t have more than one hoard gullet active at one time; 
  casting this spell before its duration ends the duration of 
  the previous casting.
  For example, if a 7th-level sorcerer with 2 hours left on his 
  hoard guild casts the spell again, the spell’s duration resets to 
  7 hours.
  Dragons often use this spell to transport their treasure 
  hoards safely, but it is equally useful to those who would 
  loot such hoards.
  MAGIC OF THE DRAGONHEART
  Transmutation
  Level: Sorcerer 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  You speak your own name as you clench your fists at your side.
  An aura of bright energy forms around you, coalescing into the 
  shape of a translucent dragon above your head.
  This spell grants you a variety of benefits related to your 
  draconic feats.
  If you have no draconic feats, this spell has no effect.
  While this spell is active, you are considered to have two 
  more draconic feats than normal for the purpose of 
  determining the benefit of your draconic feats.
  For example, if you have the Draconic Heritage feat (see 
  page 17), you would gain a +2 bonus to the specified saves 
  for the duration of this spell, over and above the bonus 
  already granted by that feat.
  In addition, for the purpose of determining the benefit of a 
  draconic feat, treat magic of the dragonheart as if its spell level 
  equaled 1/2 your caster level.
  For example, an 8th-level sorcerer that has the Draconic 
  Flight feat (Complete Arcane 77) would gain a fly speed of 40 
  feet after casting this spell, as if it were a 4th-level spell.
  Finally, you gain a competence bonus equal to 1/2 your 
  caster level (maximum +10) on skill checks made with the 
  class skill granted by your Draconic Heritage feat (if you 
  have the feat).
  MARK OF THE ENLIGHTENED SOUL
  Transmutation [Good]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 3 rounds or until ended
  Your hands glow softly, as if illuminated from within by a bright 
  light.
  This spell adds a touch of good to your magic, granting you 
  special potency against your evil-aligned enemies.
  Your spells gain the good descriptor.
  Any spell you cast of 3rd level or lower deals +50% damage 
  to evil-aligned creatures.
  As part of the casting of this spell, you can sacrifice one 
  sorcerer spell slot of 5th to 9th level; doing this increases 
  the maximum level of spells affected by mark of the 
  enlightened soul to the level of the sacrificed slot minus 1.
  For example, if you spend a 4th-level spell slot to cast the 
  spell and a 7th-level spell slot to augment it, you would deal 
  extra damage to evil-aligned creatures with spells of 6th 
  level or lower.
  Special: A good-aligned caster of the dragonblood subtype 
  can choose to end this spell’s duration by activating 
  protection from evil (as the spell, but targeting itself) as a swift 
  action.
  This effect lasts for the normal duration of protection from 
  evil.
  PATH OF FROST
  Transmutation [Cold]
  Level: Druid 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action; see text
  Range: 30 ft.
  Area: One 5-foot square per level (maximum 5), beginning 
  adjacent to your space (S)
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  A pathway of solid ice races along the ground from your feet, 
  creating a frozen strip that gives off wisps of moisture.
  This spell creates a pathway or area of slippery ice on the 
  ground.
  
  610
  Entering an affected square costs 2 squares of movement; a 
  creature can avoid this hindrance by succeeding on a DC 10 
  Balance check.
  If the creature fails the save by 5 or more, it not only spends 
  2 squares of movement to enter the affected square, but it 
  also falls prone in that square.
  In addition, any creature that starts its turn in an affected 
  square or that enters an affected square takes 1 point of cold 
  damage.
  If a creature enters more than one affected square on its 
  turn, it takes damage for each square.
  This spell can be cast only on solid ground and has no effect 
  when cast on the surface of water or other liquids.
  If you cast path of frost again before the duration of the first 
  spell ends, any squares within the area of both castings deal 
  2 points of cold damage.
  More than two overlapping areas don’t stack.
  Special: A white dragon capable of casting 3rd-level sorcerer 
  spells can cast this spell as a swift action.
  PRIMAL HUNTER
  Transmutation
  Level: Druid 2, ranger 1, sorcerer 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 24 hours
  Your muscles ripple with the memory of ancestral strength, tensing 
  for quick action.
  This spell causes your body to recall the strength of your 
  forebears, hearkening back to a time when your ancestors 
  constantly struggled for survival.
  You gain a +5 competence bonus on Climb, Jump, and 
  Swim checks.
  If primal hunter is active on you at the same time as primal 
  instinct, primal senses, or primal speed, you gain uncanny 
  dodge (as the barbarian class feature).
  If all four of these spells are active on you at the same time, 
  you gain improved uncanny dodge (as the barbarian class 
  feature; your barbarian level for the purpose of being 
  flanked equals your caster level).
  Special: If you are of the dragonblood subtype (see page 4), 
  you can cast this spell as a swift action.
  PRIMAL INSTINCT
  Transmutation
  Level: Druid 3, ranger 2, sorcerer 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 24 hours
  Rings of blue-white energy travel from your feet to your head and 
  back again, vanishing after encircling you in their glow.
  This spell calls upon the raw natural forces within you to 
  grant the basic instincts possessed by your ancestors.
  You gain a +5 competence bonus on initiative and Survival 
  checks.
  If primal instinct is active on you at the same time as primal 
  hunter, primal senses, or primal speed, you gain uncanny 
  dodge (as the barbarian class feature).
  It all four of these spells are active on you at the same time, 
  you gain improved uncanny dodge (as the barbarian class 
  feature; your barbarian level for the purpose of being 
  flanked equals your caster level).
  Special: If you are of the dragonblood subtype (see page 4), 
  you also gain a +5 competence bonus on any one kind of 
  Knowledge check, chosen when you cast primal instinct,
  and you are treated as trained in that skill.
  PRIMAL SENSES
  Transmutation
  Level: Druid 4, ranger 3, sorcerer 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 24 hours
  Translucent, catlike eyes appear over your own, flaring brightly for 
  a moment before fading to invisibility.
  This spell calls upon the primal forces of creation to grant 
  you the senses of your primitive ancestors.
  You gain low-light vision and a +5 competence bonus on 
  Listen and Spot checks.
  If primal senses is active on you at the same time as primal 
  hunter, primal instinct, or primal speed, you gain uncanny 
  dodge (as the barbarian class feature).
  If all four of these spells are active on you at the same time, 
  you gain improved uncanny dodge (as the barbarian class 
  feature; your barbarian level for the purpose of being 
  flanked equals your caster level).
  Special: If you are of the dragonblood subtype (see page 4), 
  you also gain blindsense out to 10 feet.
  PRIMAL SPEED
  Transmutation
  Level: Druid 6, ranger 4, sorcerer 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 24 hours
  A shower of sparks, flies off your shoulders, cascading to the ground 
  and clinging to your arms and legs.
  This spell draws upon the natural reflexes of hunters and 
  prey, giving you the ability to react to danger as more 
  primitive beings might.
  You gain a +5 resistance bonus on Reflex saves and a +10-
  foot enhancement bonus to all your speeds.
  If primal speed is active on you at the same time as primal 
  hunter, primal instinct, or primal senses, you gain uncanny 
  dodge (as the barbarian class feature).
  If all four of these spells are active on you at the same time, 
  you gain improved uncanny dodge (as the barbarian class 
  feature; your barbarian level for the purpose of being 
  flanked equals your caster level).
  Special: If you are of the dragonblood subtype (see page 4), 
  you can cast this spell as an immediate action.
  SOUL OF ANARCHY
  Transmutation [Chaotic]
  Level: Bard 2, sorcerer/wizard 2
  
  611
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour
  A wreath of crackling energy encircles your body, twisting madly 
  around you before sinking into your skin in an unsettling fashion.
  This spell infuses your body with energy drawn from the 
  primal forces of chaos.
  You gain a +5 competence bonus on Escape Artist checks, 
  as well on grapple checks to resist or escape a grapple.
  Your natural weapons are treated as chaotic-aligned for the 
  purpose of overcoming damage reduction.
  Regardless of your normal alignment, you are considered 
  chaotic-aligned for the purpose of effects that rely on 
  alignment (such as protection from chaos or chaos hammer).
  If soul of anarchy and soul of light are active on you at the 
  same time, you gain damage reduction 3/evil or lawful.
  If soul of anarchy and soul of shadow are active on you at the 
  same time, you gain damage reduction 3/good or lawful.
  Soul of anarchy counters and dispels soul of order, and vice 
  versa.
  Special: A chaotic-aligned dragon capable of casting 4th-
  level sorcerer spells can cast this spell as a swift action.
  SOUL OF LIGHT
  Transmutation [Good]
  Level: Cleric 3.
  paladin 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour
  Bright, clear light sprouts from your body, quickly flaring before 
  fading to a faint white pulse.
  This spell infuses your body with energy drawn from the 
  Positive Energy Plane, making it easier to repair injuries.
  Whenever you cast or are the target of a conjuration 
  (healing) spell, you can choose for the spell to heal a 
  number of extra points of damage equal to twice the spell’s 
  level.
  If such a spell heals at least 10 points of damage, it also 
  removes the fatigued condition from the target (or reduces 
  exhaustion to fatigue).
  If soul of light and soul of anarchy are active on you at the 
  same time, you gain damage reduction 3/evil or lawful.
  If soul of light and soul of order are active on you at the same 
  time, you gain damage reduction 3/chaotic or evil.
  Soul of light counters and dispels soul of shadow, and vice 
  versa.
  Special: A good-aligned dragon capable of casting 5th-level 
  sorcerer spells can cast this spell as a swift action.
  SOUL OF ORDER
  Transmutation [Lawful]
  Level: Paladin 1, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour
  A shimmering field of silver energy flows up your body from your 
  feet to your head, giving your skin a metallic sheen.
  This spell infuses your body with energy drawn from the 
  primal forces of law.
  You gain a +2 morale bonus on Will saves made to resist 
  enchantment effects.
  Your natural weapons are treated as lawful-aligned for the 
  purpose of overcoming damage reduction.
  Regardless of your normal alignment, you are considered 
  lawful-aligned for the purpose of effects that rely on 
  alignment (such as protection from law or order’s wrath).
  If soul of order and soul of light are active on you at the same 
  time, you gain damage reduction 3/chaotic or evil.
  If soul of order and soul of shadow are active on you at the 
  same time, you gain damage reduction 3/chaotic or good.
  Soul of order counters and dispels soul of anarchy, and vice 
  versa.
  Special: A lawful-aligned dragon capable of casting 4th-level 
  sorcerer spells can cast this spell as a swift action.
  SOUL OF SHADOW
  Transmutation [Evil]
  Level: Blackguard 2, cleric 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour
  Flecks of darkness whirl in your eyes, and your shadow seems to 
  grow and writhe, echoing darkness within you.
  This spell infuses your body with energy drawn from the 
  Negative Energy Plane.
  Whenever you cast or are the target of an inflict spell, you 
  can choose for the spell to deal a number of extra points of 
  damage equal to twice the spell’s level.
  (Only undead casters typically choose for such spells to 
  “deal” extra damage to them).
  If you cast such a spell that deals at least 10 points of 
  damage to any one target, it also removes the fatigued 
  condition from you (or reduces exhaustion to fatigue).
  If soul of shadow and soul of anarchy are active on you at the 
  same time, you gain damage reduction 3/good or lawful.
  If soul of shadow and soul of order are active on you at the same 
  time, you gain damage reduction 3/chaotic or good.
  Soul of shadow counters and dispels soul of light, and vice 
  versa.
  Special: An evil-aligned dragon capable of casting 5th-level 
  sorcerer spells can cast this spell as a swift action.
  TOUCH OF THE BLACKENED SOUL
  Transmutation [Evil]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 3 rounds or until ended
  Inky black energy flows across your body, dripping to the ground 
  and hissing with corruption everywhere it lands.
  This spell adds a taint of evil to your magic, granting you 
  special potency against your good-aligned enemies.
  Your spells gain the evil descriptor.
  
  612
  Any spell you cast of 3rd level or lower deals +50% damage 
  to good-aligned creatures.
  As part of the casting of this spell, if you are a sorcerer you 
  can sacrifice one sorcerer spell slot of 5th to 9th level; doing 
  this increases the maximum level of spells affected by touch 
  of the blackened soul to the level of the sacrificed slot minus 1.
  For example, if you spend a 4th-level slot to cast the spell 
  and a 5th-level spell slot to augment it, you would deal extra 
  damage to good-aligned creatures with spells of 4th level or 
  lower.
  Special: An evil-aligned caster of the dragonblood subtype 
  can choose to end this spell’s duration by activating 
  protection from good (as the spell, but targeting itself) as a 
  swift action.
  This effect lasts for the normal duration of protection from 
  good.
  UNIVERSAL
  ARCANE SPELLSURGE
  Universal
  Level: Sorcerer/wizard 7, wu jen 7 (all)
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Green and yellow sparks fly off your body as a light breeze picks up, 
  lifting loose debris and swirling around with a faint howl.
  This spell speeds the flow of magic through you, hastening 
  your spellcasting ability.
  Casting times for arcane spells are reduced as follows:
  Arcane spellsurge has no effect on any spell with a casting 
  time of greater than 1 minute or a casting time not listed on 
  the table.
  You can’t choose to ignore this effect; that is, you can’t opt 
  to cast a spell using its normal casting time.
  Thus, if all your spells normally have casting times of 1 
  standard action, they take 1 swift action instead, and 
  because you can’t take more than one swift action in a 
  round, you won’t be able to cast multiple spells per round 
  while under the effect of arcane spellsurge.
  (If you have available spells with casting times of 1 full 
  round, you are still able to cast more than one of those 
  spells per round).
  However, a sorcerer or other spontaneous arcane caster 
  could cast a metamagic spell (as a standard action) and a 
  normal spell (as a swift action) in the same round.
  This spell doesn’t stack with any other effect that reduces a 
  spell’s casting time.
  Special: If you are of the dragonblood subtype (see page 4), 
  you can cast this spell as a swift action.
  DRAGONS OF FAERÛN 
  (3.5)
  ABJURATION
  ABATE DRACORAGE
  Abjuration
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One dragon
  Duration: 1 day/level; see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As you speak the ancient words, the torrent of rage begins to drain 
  from the eyes of the dragon before you.
  This spell helps calm the effects, of the Dracorage.
  It instantaneously restores 5 points of Wisdom damage 
  resulting from the Dracorage (but not other sources) and 
  returns the dragon’s negative attitude toward nondragons 
  one step closer in the positive direction (from unfriendly to 
  indifferent, for example).
  In addition, the spell also protects the dragon from having 
  to make another save against the Dracorage for a number of 
  days equal to the caster’s level (maximum 20 days).
  This spell counters or dispels aggravate Dracorage.
  Origin: The abate Dracorage spell was rediscovered by the 
  song dragon, Karasendrieth the Dragon Bard, while 
  carrying out research at the Ilmatari Monastery of the 
  Yellow Rose.
  ANTIDRAGON AURA, GREATER
  Abjuration
  Level: Cleric 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 phosphorescent green aura bursts from you, causing an area 20 
  feet around you to glow brightly.
  This spell creates a phosphorescent aura of protection 
  around the subjects.
  This abjuration has four effects, as follows:
  First, each warded creature gains a +4 deflection bonus to 
  AC and a +4 resistance bonus on saves.
  This benefit applies against all attacks, not just against 
  attacks by dragons and dragonblood creatures.
  Second, each warded creature gains spell resistance 25 
  against spells cast by dragons and dragonblood creatures.
  
  613
  Third, the abjuration blocks possession and mental 
  influence, in the same manner as protection from evil.
  Fourth, if a dragon or dragonblood creature succeeds on a 
  melee attack against a warded creature, the offending 
  attacker takes 1d6 points of Strength damage (Fortitude 
  save negates).
  Focus: A tiny reliquary containing some sacred relic, such as 
  a shard from the sword of a famous dragon slayer.
  The reliquary must be worth at least 500 gp.
  Special: Members of the dragonslayer prestige class cast this 
  spell at +1 caster level.
  GAZE SCREEN
  Abjuration
  Level: Cleric 2, druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: 1 living creature
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You cup your hands as if to catch the light and then bend them 
  outward, causing the air in front of the recipient’s eyes to take on a 
  shimmery, reflective quality.
  This spell creates a mirrorlike area around the recipient’s 
  eyes.
  This effect moves with the recipient and does not affect his 
  vision.
  If the recipient is subjected to a gaze attack while the spell 
  lasts, there is a 50% chance that he does not need to attempt 
  a saving throw against the attack (just as if the recipient had 
  averted his eyes).
  The foe with the gaze attack does not have concealment 
  from the recipient (see Gaze Attacks, DMG 294).
  The recipient gets no additional protection from averting 
  his eyes while the spell lasts, though he can shut his eyes 
  and entirely avoid the gaze.
  CONJURATION
  ICY CLAW
  Conjuration (Summoning)
  Level: Sorcerer/wizard 8
  Components: V, S, F
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 5-ft. claw
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You conjure a wraithlike, faintly glowing cloud of white vapor 
  that coalesces into a disembodied dragon’s claw made of ice.
  This spell creates a Medium four-taloned claw about 5 feet 
  long.
  The icy claw has a fly speed of 60 feet (perfect 
  maneuverability), hit points equal to your full normal total, 
  saving throw bonuses equal to your own, and AC 25 (+10 
  Dex, +5 natural).
  It has damage reduction 15/magic and bludgeoning and is 
  immune to cold, poison, critical hits, and magical effects 
  that don’t deal damage.
  It takes half again as much damage (+50%) from fire.
  An icy claw never provokes attacks of opportunity.
  It cannot push through a wall of force or enter an antimagic 
  field, but it is affected by prismatic wall or prismatic sphere.
  A disintegrate spell or a successful dispel magic destroys it.
  An icy claw attacks an opponent of your choice once per 
  round, and its attack bonus equals your level + your 
  Intelligence or Charisma modifier (for a wizard or sorcerer, 
  respectively) +10 for the claw’s Strength score (31).
  An icy claw deals 1d6+15 points of damage plus 3d6 points 
  of cold damage.
  If it successfully damages a Medium or smaller foe, it 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity, with a grapple check 
  bonus equal to your caster level +10.
  On a successful grapple check, an icy claw deals normal 
  damage (see above).
  The claw ignores effects intended to mask or conceal the 
  selected target, including darkness, invisibility, 
  displacement, hiding in plain sight, and the like.
  Directing an icy claw to a new target is a free action.
  Arcane Focus: A white dragon’s talon.
  DIVINATION
  GEM TRACER
  Divination
  Level: Sorcerer/wizard 7
  Components: V, S, F
  Casting Time: 1 round
  Range: Touch
  Target: One object
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: No
  You rub the gem over the target, causing an image of the target to 
  gradually materialize in the depths of the gem.
  As you complete the arcane gestures of the spell, the image becomes 
  perfectly clear and then vanishes, leaving no trace of the spell on 
  either the gem or the target.
  Powerful true dragons of all varieties commonly employ 
  this spell.
  When the spell is cast, you create a permanent link 
  between the focus and an object.
  Anyone who holds the focus can sense the target of the 
  spell as the spell locate object, but with unlimited distance, as 
  a standard action.
  In addition, anyone who holds the focus can scry the bearer 
  of the object, as the scrying spell, as a standard action.
  The bearer of the object is entitled to a Will save, but is 
  treated as if familiar to you and as if you possessed a lock of 
  his hair.
  Focus: A gem worth at least 100 gp.
  Origin: According to draconic legend, gem tracer was created 
  by the first dragon whose hoard was plundered.
  REVELATION
  Divination
  
  614
  Level: Cleric 3, druid 5, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  A burst of purple light reveals all that is hidden.
  Revelation creates an area in which all things appear as they 
  actually are.
  The burst reveals objects in the same way as a true seeing 
  spell, though it lasts for only 1 round.
  Unlike with true seeing, all creatures in visual range can see 
  the effect of the spell.
  The spell does not dispel any magical effects—it only 
  temporarily reveals them.
  Should a creature pass through the burst during its 
  duration, any hidden elements on it are revealed, though 
  they are again hidden as soon as the creature steps out of 
  the area.
  Material Component: A clump of dandelion fluff and herbs 
  worth 50 gp.
  ENCHANTMENT
  AGGRAVATE DRACORAGE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One dragon
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Spell Resistance: No
  The ancient words are no sooner spoken than you behold the 
  twinkling fire within the dragon’s eyes flare into a conflagration.
  This spell fuels the Dracorage for a short period.
  It causes the target to instantly and fully succumb to the 
  Dracorage, shifting the target’s attitude toward nondragons 
  to hostile and instilling in the dragon a bloodthirsty desire 
  to murder and wreak havoc.
  This usually causes the dragon (even a good metallic 
  dragon) to immediately attack all nondragons nearby.
  Because aggravate Dracorage manipulates the existing 
  Dracorage mythal, the Will save against the spell is 4 higher 
  than normal and has a DC of 18 + the appropriate ability 
  modifier.
  (Nevertheless, many casters of the spell will use subterfuge 
  to trick the target dragon into allowing the spell to be cast 
  freely upon it, thereby avoiding the dragon’s high Will save 
  bonus).
  As with the Dracorage mythal itself, this spell ignores a 
  dragon’s spell resistance.
  Aggravate Dracorage functions only during the period of the 
  Dracorage and has no effect on dragons at other times.
  This spell counters or dispels abate Dracorage.
  Origin: As part of his research to control the Dracorage 
  mythal, Sammaster (the once-human lich) crafted aggravate 
  Dracorage and shared it with his most loyal minions.
  COMPEL BREATH
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3, sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Though the creature struggles to contain itself, its breath weapon 
  bursts forth explosively.
  The target of the spell is compelled to use its breath weapon 
  as soon as it is capable.
  For instance, if a dragon must wait 1d4 rounds, and it rolls a 
  2, it must use its breath weapon after 2 rounds.
  The creature is capable of taking normal actions whenever 
  its breath weapon is not available, though it cannot use any 
  feats or spells that delay this result.
  Special: Sorcerers cast this spell at +1 level.
  CONE OF EUPHORIA
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3, druid 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft. cone
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You dazzle your targets by breathing a beautiful cone of sparkling 
  motes.
  As a standard action, you can breathe a cone of sparkling 
  motes that causes euphoria.
  All those within the area must make a successful Will save 
  or become dazed for 1d6 rounds.
  You must wait 1d4 rounds between each use.
  Material Component: A pinch of sparkling gem dust worth 
  10 gp.
  DRAGONCALL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer 6
  Components: V
  Casting Time: 10 min.
  Range: 1 mile/level
  Target: One creature
  Duration: 1 day/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  Your call for service immediately compels a nearby creature to 
  hurry to your aid.
  This spell allows you to send out a call to the nearest 
  intelligent creature.
  That creature receives one saving throw each day.
  If it fails, it must come to your location using the most 
  expedient means available.
  The creature will not brave unnecessary harm, but it will 
  disregard minor hazards (a snowstorm or traveling through 
  bandit territory) to reach its destination.
  
  615
  If the creature makes a successful save, it is free to act 
  normally that day, but it must continue to make a new save 
  each day for the duration of the spell.
  Once the creature arrives in your location, its reaction is 
  improved by one step, but it is in no other way bound to 
  you.
  Special: Only dragons can cast this spell.
  PACIFICATION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 4, cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration, up to 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  You calm your target by exhaling a peaceful breeze.
  This spell allows you to exhale a calming breeze, soothing 
  one creature of your choice.
  The creature is affected as if by a calm emotions spell for as 
  long as you concentrate, up to a maximum of 1 minute per 
  caster level.
  You cannot affect creatures with more Hit Dice than you 
  have caster levels.
  Special Material: If you blow dust of blue spinel (worth at 
  least 50 gp) in the breeze when you cast the spell, its 
  duration increases to 2 minutes per level.
  EVOCATION
  CHROMATIC RAY
  Evocation [Evil]
  Level: Blackguard 4, cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Target: One good dragon or dragonblood creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes (object)
  You fire a brilliant ray of white, black, green, blue, and red at the 
  dragon.
  This spell calls upon the might of evil dragonkind to 
  suppress the powers of a good dragon or dragonblood 
  creature.
  You must make a ranged touch attack to hit the target.
  If the attack is successful, the dragon must make a 
  successful Will save or become unable to use all its racial 
  supernatural and spell-like abilities.
  This does not include the spells a dragon casts from its 
  sorcerer spell progression.
  Special: If you receive your divine spells from Mask or 
  Tiamat, you receive a +1 profane bonus on the ranged touch 
  attack.
  DRAGON BLIGHT
  Evocation
  Level: Cleric 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaueous/1d4 rounds; see text
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A phosphorescent green cloud erupts in the air, causing the dragons 
  within to shudder in revulsion.
  This spell calls upon the power of ancient wyrm-slayers to 
  inflict grievous harm on dragons.
  The power takes the form of a phosphorescent cloud, 
  causing great pain to dragons and dragonblood creatures 
  within.
  The cloud deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to creature with the dragonblood subtype 
  and 1d6 points per caster level (maximum 10d6) to 
  creatures with the dragon type.
  Both kinds of creatures are also stunned for 1d4 rounds.
  A successful Fortitude save halves the damage and negates 
  the stun effect.
  Special Component: By including the claw of a deep dragon 
  (50–75 gp) of Large size or larger, the caster can increase 
  the DC of the spell by 2.
  The claw is expended in the casting.
  LIGHT OF XYMOR
  Evocation [Good]
  Level: Cleric 5, paladin 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Duration: 2 rounds/level
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  The object begins to glow brightly, imbued with the light of the 
  Platinum Lord.
  The touched object radiates light with all the same 
  properties of a daylight spell.
  The light from this spell also has a number of additional 
  qualities.
  First, the radiance imbued by this spell is considered 
  natural daylight for the purposes of creatures harmed by 
  that type of light.
  Second, an evil dragon or dragonblood creature cannot 
  enter the area of full daylight unless it makes a successful 
  Will save (though it can enter the area of shadowy 
  illumination outside this).
  If it makes the saving throw, it can enter the area, but each 
  round that it remains in the area of daylight, it takes 2d6 
  points of damage and is dazed.
  A successful Will save halves the damage and negates the 
  dazed effect.
  Third, light of Xymor counters and dispels shadow of the dark 
  queen, and it also counters and dispels any.
  darkness spell of equal or lower level, such as darkness.
  Special: Divine spellcasters who derive their power from 
  Xymor (Bahamut) cast this spell at +1 caster level.
  PEBBLE WIND
  Evocation [Air]
  
  616
  Level: Sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 20-ft.-radius spread
  Duration: 1 round
  Saving Throw: See text
  Spell Resistance: No; see text
  At your verbal command, the air nearby whirls and rises, carrying 
  loose dirt and small objects into the air to pelt your foes.
  This spell functions as gust of wind (PH 238), except as noted 
  herein.
  Instead of a path of wind, you create a whirling mass of air.
  The whirlwind carries sand, dirt, and other small objects 
  (nothing heavier than a chicken egg) into the air, creating 
  an opaque cloud of debris.
  Creatures must succeed on Fortitude saves as described in 
  the gust of wind spell to avoid being checked or moved by 
  the spell.
  Creatures blown over or moved by the wind are pushed in a 
  random direction.
  The flying debris causes 1d4 points of bludgeoning damage 
  per caster level (maximum 10d4); this damage is subject to 
  damage reduction, and creatures are allowed a Reflex save 
  for half damage.
  If the debris is primarily composed of soft or very small 
  objects, such as loose soil, the spell deals 1d4 points of 
  damage per two caster levels (maximum 5d4).
  The spell deals damage to objects within the spread, though 
  hardness will usually negate this damage.
  PLATINUM RAY
  Evocation [Good]
  Level: Cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Target: One evil dragon or dragonblood creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes (object)
  With a gesture and a word, you fire a brilliant platinum ray at 
  your target.
  This spell calls upon the might of good dragonkind to 
  suppress the powers of an evil dragon or dragonblood 
  creature.
  You must make a ranged touch attack to hit the target.
  If the attack is successful, the dragon must make a 
  successful Will save or become unable to use all racial 
  supernatural and spell-like abilities.
  This does not include the spells a dragon casts from its 
  sorcerer spell progression.
  Special: If you receive your divine spells from Xymor 
  (Bahamut), you receive a +1 sacred bonus on the ranged 
  touch attack.
  SCATTERGLOOM
  Evocation [Darkness] Level Sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 100-ft.-radius burst
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: No
  When you speak the triggering phrase, six puffs of shadow burst 
  forth from your location, flying out to cover the six areas you target 
  in your mind.
  You create four cylinders of magical darkness within the 
  area, which randomly and rapidly move around at ground 
  level, giving concealment to nearby creatures.
  The cylinders of shadow (called “glooms”) occupy space as 
  Medium creatures (a 5-foot square), are 10 feet tall, and 
  cannot leave the area of the spell.
  A creature fully engulfed by one or more of these glooms 
  has concealment.
  This concealment applies to attacks made against.
  or by creatures in these glooms.
  The glooms are under your limited control.
  While the spell is in effect, you can use a free action on 
  your turn to direct a controlled gloom to attach itself to and 
  envelop a particular target and follow it.
  The target can attempt a Will saving throw to avoid being 
  enveloped.
  Success indicates the gloom dissipates; failure means the 
  target is surrounded by magical darkness.
  Once it is attached to a target, a gloom stays with that target 
  until the spell’s duration expires.
  Origin: This spell was created centuries ago by a steel 
  dragon who eschewed human contact and masqueraded as 
  a cruel necromancer who dwelt in an isolated tower.
  SHADOW OF THE DARK QUEEN
  Evocation [Evil]
  Level: Blackguard 4, cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One touched object
  Duration: 2 rounds/level
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  The object begins to darken, imbued with the malice of the Dark 
  Lady.
  The touched object radiates darkness with all the properties 
  of a.
  deeper darkness spell, except that evil dragons and 
  dragonblood creatures can see normally.
  The darkness from this spell also has a number of 
  additional qualities:
  First, the darkened area acts as a desecrate spell.
  Second, a good dragon or dragonblood creature cannot 
  enter the area of darkness unless it makes a Will save.
  If it makes the saving throw, it can enter the area, but each 
  round that it remains in the area of darkness, it takes 2d6 
  points of damage and is dazed.
  A successful Will save halves the damage and negates the 
  daze effect.
  Third, shadow of the Dark Queen counters and dispels light of 
  Xymor, and it also counters and dispels any light spell of 
  equal or lower level, including daylight and light.
  Special: Divine spellcasters who derive their power from 
  Tiamat cast this spell at +1 caster level.
  
  617
  STEELSTING
  Evocation [Force]
  Level: Sorcerer/wizard 4
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./levels)
  Area: Cylinder 10 ft. wide, 25 ft. long
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Tiny pinpricks tingle over your entire body as if a swarm of needles 
  is trying to emerge from beneath your flesh.
  As you complete the incantation, daggerlike shards of force burst 
  forth from your skin.
  You create a brief maelstrom of daggerlike, flying darts of 
  force that spin, slice, and rebound within the area.
  All within the area take 1d6 points of force damage per 
  caster level (maximum 10d6).
  The name is a misnomer, since the spell creates neither 
  steel nor a true sting.
  Origin: This spell was created decades ago by Rythtalies of 
  Amn, who patterned it after the blade barrier spell employed 
  by a cleric of Bhaal.
  He then taught it to Jalanvaloss.
  NECROMANCY
  SPECTRAL DRAGON
  Necromancy
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One spectral dragon
  Duration: Concentration, up to 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
  You summon a draconic mass made entirely of shadow.
  You create a Large dragon-shaped mass of shadows that 
  attacks under your control.
  Each round, you can move the spectral dragon up to 60 feet 
  and attempt a bite attack against a single creature.
  The attack bonus of the dragon is your caster level + your 
  key ability modifier.
  If the dragon hits with its bite, the target takes 1d6 points of 
  Strength damage and gains one negative level.
  After 24 hours, the victim is entitled to a Fortitude save to 
  avoid losing the level permanently.
  The mass itself is not dangerous to the touch, and creatures 
  can pass through it without suffering harm.
  A spectral dragon cannot be attacked or harmed by physical 
  attacks, but dispel magic, disintegrate, a sphere of annihilation,
  or a rod of cancellation affects it.
  Its AC against touch attacks is 9 (10 minus size bonus for a 
  Large creature).
  It can pass through solid objects, though it has no ability to 
  see through them.
  If an attacked creature has spell resistance, make a caster 
  level check (1d20 + caster level) against that spell resistance 
  the first time the spectral dragon strikes it.
  If the attack is successfully resisted, the spell is dispelled.
  If not, the dragon has its full normal effect on that creature 
  for the duration of the spell.
  An undead creature struck by the dragon’s bite receives 
  1d4×3 temporary hit points that last for up to 1 hour.
  Special: Shadow creatures (such as shadows, shadow 
  dragons, and shadar-kai) and creatures descended from 
  shadow (such as half-shadow dragons and shadovar) cast 
  this spell at +1 caster level and deal an extra 1 point of 
  Strength damage with each attack.
  This bonus is also granted to creatures that derive their 
  power from the Shadow Weave.
  TRANSMUTATION
  BLUNT NATURAL WEAPONS
  Transmutation
  Level: Assassin 3, bard 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The target’s bite, claws, and other natural weapons appear to grow 
  smaller and weaker.
  This spell weakens the natural weapons of the target 
  creature.
  All the damage dice of the target’s natural weapons are 
  decreased by 1 step for every five levels of the caster.
  You cannot reduce the target’s natural weapon damage to 
  less than 1d2 points of damage.
  Special: Dragonblood creatures cast this spell at +1 caster 
  level.
  DIMINISH BREATH WEAPON
  Transmutation
  Level: Bard 4, sorcerer/wizard 4
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 10 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The creature looks confused as it exhales a much smaller breath 
  weapon than expected.
  The targeted creature’s breath weapon loses 1 die of damage 
  per caster level.
  This spell cannot reduce the target’s breath weapon to less 
  than 1 die of damage.
  Special: If you sprinkle ashes of an object damaged or 
  destroyed by the breath weapon of the type of dragon being 
  targeted (worth at least 100 gp), the caster level of the spell 
  increases by two.
  DRAGONBLOOD AFFINITY
  Transmutation
  Level: Bard 3, sorcerer 3 Components; V, S
  Casting Time: 1 standard action
  
  618
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One living dragon or dragonblood 
  creature/level, no two of which are more than 30 ft. apart
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You feel the draconic blood stirring within you, strengthening your 
  nearby kin.
  This spell summons the strength of your dragon heritage to 
  empower other draconic creatures, instilling them with a 
  powerful sense of pride.
  Each affected dragon or dragonblood creature gains a +2 
  bonus on saving throws, caster level checks, attack rolls, 
  ability checks, skill checks, and weapon damage rolls.
  Special: Only dragons and dragonblood creatures can cast 
  this spell.
  DRAGONBLOOD SPELL-PACT
  Transmutation
  Level: Sorcerer 5
  Components: V, S, M, XP
  Casting Time: 10 min.
  Range: Touch
  Targets: You and one willing creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Magic swirls around you and your ally, sparkling with the 
  intensity of secret knowledge.
  This spell allows two willing dragonblood creatures to trade 
  known spells.
  The two creatures agree upon a spell to swap.
  These spells must be of the same level, though not of the 
  same school.
  This effect does not grant the creatures the ability to learn 
  more spells.
  When a spell is traded, it is no longer in the repertoire of 
  the trader.
  Each participant must expend XP equal to 100 times the 
  minimum caster level necessary to cast the spell.
  For instance, Darsikh (an 11th-level half-bronze dragon 
  sorcerer) casts this spell to trade with Arethnektilhimon 
  (an old brass dragon who casts as an 11th-level sorcerer).
  They agree that Darsikh will give Arethnektilhimon 
  hallucinatory terrain in return for shadow conjuration.
  When the trade is decided and the spell cast, each expends 
  800 XP (100 × 8, since 8 is the minimum caster level 
  necessary for sorcerers to cast 4th-level spells).
  The old spells are no longer in the repertoire of the casters, 
  and are replaced by the spells they have newly chosen.
  Material Component: Blood; each participant must take 1d4 
  points of damage when they cut themselves in a blood 
  ceremony to seal their trade.
  XP Cost: 100 × the minimum caster level necessary to cast 
  the traded spells.
  Both participants expend this amount.
  Special: Only dragons and dragonblood creatures can cast 
  this spell.
  THREESTEEL
  Transmutation
  Level: Sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: One weapon of up to Large size in your possession
  Duration: Instantaneous
  Saving Throw: Fortitude negates (object)
  Spell Resistance: No
  You touch a weapon, causing it to shimmer briefly and then 
  coalesce into three distinct duplicate images, each one gradually 
  assuming physical form.
  Once they become solid, the three weapons shoot forward at your 
  targets.
  This spell allows you to split a target weapon of up to Large 
  size (such as a greatsword, shortspear, and so on) into three 
  exact duplicates.
  These duplicates immediately launch themselves at a target 
  or targets of your choice within close range.
  You can direct one or more of the weapons at the same 
  target or split them up among three different targets.
  Make a ranged attack roll for each weapon (using your 
  ranged attack bonus or the ranged attack bonus of a fighter 
  of your caster level, whichever is higher) as if you were 
  proficient with the weapon in the normal manner.
  (For example, if used on a greatsword, you would make a 
  ranged attack roll as if you were proficient with the 
  greatsword, without the normal penalty for using an 
  improvised throwing weapon).
  The weapon gains a +1 enhancement bonus on attack rolls 
  and damage rolls if it does not have an enhancement bonus 
  already.
  Each duplicate that hits deals damage as if you had struck 
  the target with the weapon in melee (including any special 
  effects such as bane, smite evil, critical hits, sneak attack.
  Weapon Focus, and so on).
  Your Strength bonus does not apply, since the force of the 
  weapon comes from the spell, not your own Strength.
  A duplicate does not get a flanking bonus or help a 
  combatant get one.
  Casting the spell destroys the targeted weapon to create the 
  duplicates, and the duplicates are destroyed whether or not 
  they hit.
  Because of this, the spell is rarely used on magic weapons.
  It cannot be cast on artifacts, natural weapons, weapons 
  animated with animate objects or similar spells, or 
  weaponlike magical creations (such as Mordenkainen’s 
  sword).
  Origin: This spell was created by Delgarth of Sumbarin, a 
  long-forgotten minor realm along the banks of the River 
  Dessarin.
  Delgarth was a powerful barbarian who concealed his 
  limited prowess as a sorcerer so he could use it as an 
  unexpected advantage during the frequent assassination 
  attempts launched by his estranged kinfolk.
  
  619
  DROW OF THE 
  UNDERDARK (3.5)
  ABJURATION
  MAGICAL BACKLASH
  Abjuration
  Level: Bard 2, hexblade 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  With a word and a gesture, the target flares with crackling, violet-
  colored energy.
  Magical backlash causes any spells affecting the target to 
  resonate painfully.
  For each spell currently in effect on the target (not 
  counting magical backlash itself), magical backlash deals 2 
  points of damage per level of that spell.
  For example, a creature targeted by magical backlash that is 
  under the effects of bull’s strength, blur, and mage armor 
  spells would take 4 points of damage for bull’s strength, 4 for 
  blur, and 2 more for mage armor for a total of 10 points of 
  damage.
  CONJURATION
  ENGULFING TERROR
  Conjuration (Creation)
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One gelatinous cube
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  The air wavers and shimmers, finally coalescing into a large cube 
  of glistening ooze.
  Engulfing terror creates a gelatinous cube (MM 201) in a 
  space you designate.
  The space must be large enough to accommodate the 
  creature.
  If not, the spell automatically fails.
  Upon appearing, the cube acts on your turn, attacking the 
  nearest living creature each round.
  You have no control over it and cannot direct it.
  The gelatinous cube remains until it is destroyed or has no 
  remaining targets to attack, at which point it moves away in 
  a random direction.
  DIVINATION
  COMBAT READINESS
  Divination
  Level: Assassin 1, bard 1, sorcerer/wizard 1
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The target’s eyes widen, and shine briefly with a white light.
  The touched creature gains a +1 insight bonus on initiative 
  checks for every three caster levels you have (minimum +1, 
  maximum +6).
  In addition, if the target is flanked, its opponents gain no 
  bonus on attack rolls (but still gain any other benefits 
  derived from flanking, such as extra sneak attack damage).
  EVOCATION
  SHADOW SHROUD
  Evocation [Darkness]
  Level: Cleric 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  A thin membrane of darkness coats your body.
  This spell negates any penalties or other harmful effects 
  imposed by your light blindness or light vulnerability.
  You also gain a +5 competence bonus on Hide checks made 
  in areas of shadow or darkness.
  As with any darkness spell, the effect is suppressed if you 
  enter the area of a light spell of 3rd level or higher.
  ILLUSION
  SHADOW DOUBLE
  Illusion (Shadow)
  Level: Assassin 1, hexblade 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One shadowy duplicate
  Duration: 1 round/level
  Saving Throw: Will disbelief
  Spell Resistance: No
  You complete the incantation and nearby shadows gather together, 
  assuming your approximate size and shape.
  You create a shadowy duplicate of yourself at a place you 
  indicate within range.
  The shadow double attacks any adjacent target (regardless of 
  the weapon it appears to wield), as you desire, starting in 
  the round when you cast the spell.
  
  620
  It attacks on your turn once each round, striking with an 
  attack bonus equal to your base attack bonus + the modifier 
  for your spell save DCs.
  Each hit deals 1 point of Strength damage to the target.
  The first time a target is hit, it can attempt a Will save to 
  disbelieve the effect; this negates the damage and renders it 
  immune to further attacks by the shadow double.
  The shadow double occupies a space identical to yours.
  It is not incorporeal, and thus can’t share a space with 
  another creature or object.
  It can provide a flanking bonus against any creature that 
  hasn’t yet saved successfully against it.
  The shadow double can strike incorporeal creatures, but not 
  ethereal creatures.
  Each round after the first, you can use a standard action to 
  direct the shadow double to attack any other target.
  To attack this new target, the shadow double can move to any 
  new legal space within 30 feet (it moves by instantaneous 
  teleportation).
  If it is not commanded to switch targets, it continues to 
  attack the same target.
  A shadow double can be attacked.
  It has an Armor Class equal to 10 + your size modifier + a 
  deflection bonus equal to the modifier for your spell save 
  DCs, and has one-fifth of your full normal hit points.
  If the shadow double is reduced to 0 hit points, or if you 
  create a second shadow double when the first still exists, the 
  spell ends.
  TRANSMUTATION
  ARMORED VERMIN
  Transmutation
  Level: Cleric 4, druid 4
  Components: V, S, DF; Drow
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to three vermin, no two of which are more 
  than 30 ft. apart
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The vermin you select pause for a moment as their exoskeletons 
  take on a metallic sheen.
  You cause the exoskeletons of up to three vermin to harden 
  to the strength of steel.
  The spell increases the vermin’s natural armor bonus by 2.
  This bonus increases by 1 for every three caster levels above 
  7th, to a maximum of +6 at caster level 19th.
  The enhancement bonus provided by armored vermin 
  stacks with the target’s natural armor bonus, but not with 
  other enhancement bonuses to natural armor.
  A vermin with no natural armor has an effective natural 
  armor bonus of +0.
  BEBILITH BLESSING
  Transmutation [Chaos, Evil]
  Level: Cleric 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates (harmless); see text
  Spell Resistance: Yes (harmless)
  A halo of blue fire flares around the target’s head, which 
  transforms into the head of an arachnid.
  As the light fades, two oversized claws explode from the target’s 
  torso, snapping and clawing at the air.
  You infuse a target with the essence of a bebilith (MM 42), 
  causing it to gain the mandibles and claws of this demon.
  The target gains two primary claw attacks (in addition to its 
  normal claw attacks, if any) and a secondary bite attack
  (replacing its normal bite attack).
  The claws deal 1d6 points of damage, and the bite deals 1d8 
  points (assuming Medium size).
  If it is wielding a weapon, the target can attack with either a 
  single law or a bite as a secondary attack.
  The target can sunder objects with its claw attacks as if it 
  had the Improved Sunder feat.
  The target’s bite attack carries a poison (injury; Fort save 
  equal to the spell’s save DC; 1d6 Con/2d6 Con).
  The target of this spell is also treated as an outsider of the 
  evil subtype in addition to its normal type and subtypes.
  DOMINATE VERMIN
  Transmutation
  Level: Cleric 3, druid 3
  Components: V, S, DF; Drow
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One vermin
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The creature’s eyes change color to match your own.
  It trembles for a moment as it adjusts to your psychic presence.
  You invest your psyche into a single vermin creature, 
  granting it your Intelligence.
  While it is so affected, you can direct it with simple 
  commands such as “Attack”, “Run”, and “Fetch”.
  Since you are in absolute control of the creature, it even 
  follows suicidal commands.
  You can continue to direct the vermin as long as it remains 
  within range.
  You need not see it to control it.
  Changing your instructions or giving a new command is 
  the equivalent of redirecting a spell, so it is a move action.
  If the vermin is slain, your mind is forced out of the 
  creature violently.
  The experience deals 1d4 points of Wisdom damage to you.
  DRIDERSHAPE
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 5
  Components: V, S; Drow
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your lower extremities transform, sprouting arachnid legs, as a 
  large, pulsing thorax swells from your back.
  You take on the form and abilities of a drider (MM 89).
  
  621
  You gain 20 temporary hit points, which disappear at the 
  end of the spell’s duration.
  You don’t gain the drider’s spellcasting ability, but you 
  retain your own.
  (Spellcasting is subject to the drider’s ability scores; for 
  instance, you can’t cast wizard spells above 5th level, since 
  your new Intelligence is only 15).
  Any held objects remain held in the new form (other gear 
  melds into the new form as normal).
  See page 59 for details of the polymorph subschool.
  SNUFF THE LIGHT
  Transmutation
  Level: Assassin 1, bard 1, sorcerer/wizard 1
  Components: S
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One nonmagical light source
  Duration: Instantaneous or 1 round/level
  Saving Throw: None
  Spell Resistance: No
  With a gesture, the light goes out.
  Snuff the light extinguishes a single non-magical light 
  source, such as a candle, torch, or lantern.
  Against alchemical light sources, such as sunrods, you
  suppress the light for 1 round per caster level.
  SPIDER FORM
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 3
  Your body bloats and writhes until eight massive spider legs burst 
  through your flesh.
  As the transformation finishes, your skin hardens into a dark 
  exoskeleton.
  As lesser spider form, except you take on the form and 
  abilities of a Large fiendish monstrous spider (MM 289).
  You are treated as having the spider’s Hit Dice 4.
  for the purpose of adjudicating the special abilities gained 
  from the fiendish template.
  SPIDER FORM, GREATER
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 5
  Your body inflates grotesquely as eight enormous spider legs burst 
  through your flesh.
  As the transformation finishes, your skin hardens into a dark 
  exoskeleton.
  As lesser spider form, except you take on the form and 
  abilities of a Huge fiendish monstrous spider (MM 289).
  You are treated as having the spider’s Hit Dice (8) for the 
  purpose of adjudicating the special abilities gained from the 
  fiendish template.
  SPIDER FORM, LESSER
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your arms and legs wither away as eight spindly spider legs burst 
  through your flesh.
  As the transformation finishes, your skin hardens into a dark 
  exoskeleton.
  You take on the form and abilities of a Medium fiendish 
  monstrous spider (MM 289).
  You are treated as having the spider’s Hit Dice (2) for the 
  purpose of adjudicating the special abilities gained from the 
  fiendish template.
  You gain 5 temporary hit points, which disappear at the end 
  of the spell’s duration.
  See page 59 for details of the polymorph subschool.
  YOCHLOL BLESSING
  Transmutation [Chaotic, Evil]
  Level: Cleric 4
  Components: V, S, DF; Drow
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A husky female chuckle accompanies the violet light that limns the 
  target, illuminating the eight writhing tentacles that ooze from its 
  body.
  You infuse a target with the vile power of a yochlol, one of 
  the demonic handmaidens of Lolth, causing its body to 
  erupt with eight tendrils.
  As a full-round action, the target can make eight primary 
  tentacle attacks (using its normal reach), each dealing 1d4 
  points of damage.
  These attacks can’t be combined with any other weapon or 
  natural weapon attacks.
  In addition, the target gains a deflection bonus to AC equal 
  to its Charisma bonus (minimum +1, maximum +5) and 
  resistance 10 to acid and electricity.
  The target of this spell is also treated as an outsider of the 
  evil and shapechanger subtypes (in addition to its normal 
  type and subtypes).
  ENEMIES AND ALLIES (3.0)
  NECROMANCY
  NEGATIVE ENERGY WAVE*
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: 50 ft.
  Effect: 50-ft.-radius burst, centered on you
  Duration: Instantaneous (see text)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  You release a silent burst of negative energy from your 
  body.
  You can affect up to 1d6 hit dice worth of undead creatures 
  per level (maximum 15d6).
  
  622
  Those closest to you are affected first; among equidistant 
  undead creatures, weaker ones are affected first.
  The spell has one of two effects, which you select when you 
  cast it.
  Rebuked: The undead creatures cower as if in awe.
  (Treat them as stunned).
  The effect lasts 10 rounds.
  Bolstered: Undead creatures gain turn resistance of 1d4 
  plus your Charisma modifier (minimum +1).
  The effect lasts 10 rounds.
  * First appeared in Tome and Blood.
  EPIC LEVEL HANDBOOK 
  (3.0)
  CONJURATION
  GENESIS
  Conjuration (Creation)
  Level: Sor/Wiz 9, Creation 9
  Components: V, S, M, XP
  Casting Time: 1 week (8 hours/day)
  Range: 180 ft. (see text)
  Effect: A demiplane coterminous with the Ethereal Plane, 
  centered on your location
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a finite plane with limited access: a demiplane.
  Demiplanes created by this power are very small, very 
  minor planes.
  You can only cast this spell while you are on the Ethereal 
  Plane.
  When you cast the spell, a local density fluctuation 
  precipitates the creation of a demiplane.
  At first, the fledgling plane grows at a rate of 1 foot in 
  radius per day to an initial maximum radius of 180 feet as it 
  rapidly draws substance from surrounding ethereal vapors 
  and protomatter.
  You determine the environment within the demiplane 
  when you first cast genesis, reflecting most any desire you 
  can visualize.
  You determine factors such as atmosphere, water, 
  temperature, and the general shape of the terrain.
  This spell cannot create life (including vegetation), nor can 
  it create construction (such as buildings, roads, wells, 
  dungeons, and so forth).
  You must add these things in some other fashion if you 
  desire.
  Once the basic demiplane reaches its maximum size, you 
  can continue to cast this spell to enlarge your demiplane, 
  adding another 180 feet of radius to your demiplane each 
  time.
  Material Component: A crystalline sphere; XP Cost: 5,000 XP.
  EXPANDED PSIONICS 
  HANDBOOK (3.5)
  ABJURATION
  PSYCHIC TURMOIL
  Abjuration
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 40-ft.-radius emanation centered on a point in space
  Duration: 1 round/level
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  With this spell, you create an invisible field that leeches 
  away the power points of psionic characters standing 
  within the emanation.
  Nonpsionic characters are unaffected.
  When the spell is cast and at the beginning of each of your 
  subsequent turns, psionic creatures within the area of the 
  psychic turmoil lose 1 power point per manifester level they 
  have.
  Characters who succeed on a Will save when they first 
  come into contact with the emanation lose only half as 
  many power points (round down) each round.
  Characters get only one save attempt against any particular 
  psychic turmoil effect, even if they leave the spell’s area and 
  later return.
  Material Component: Five playing cards, which are torn in 
  half when the spell is cast.
  PSYCHIC TURMOIL, GREATER
  Abjuration
  Level: Cleric 7, sorcerer/wizard 7
  Duration: 1 round/level
  As psychic turmoil, except you gain 1 temporary hit point for 
  each power point the spell takes from a psionic creature.
  The temporary hit points last for 1 hour.
  DIVINATION
  BRAIN SPIDER
  Divination [Mind-Affecting]
  Level: Cleric 8, Mind 7
  Components: V, S, M, DF
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Targets: Up to eight living creatures
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell allows you to eavesdrop as a standard action on 
  the thoughts of up to eight other creatures at once, hearing 
  as desired:
  • Individual trains of thought in whatever order you desire.
  
  623
  • Information from all minds about one particular topic, 
  thing, or being, one nugget of information per caster level.
  • A study of the thoughts and memories of one creature of 
  the group in detail.
  Once per round, if you do not perform a detailed study of 
  one creature’s mind, you can attempt (as a standard action) 
  to implant a suggestion in the mind of any one of the 
  affected creatures.
  The creature can make another Will saving throw to resist 
  the suggestion, using the save DC of the brain spider spell.
  (Creatures with special resistance to enchantment spells 
  can use this resistance to keep from being affected by the 
  suggestion).
  Success on this saving throw does not negate the other 
  effects of the brain spider spell for that creature.
  You can affect all intelligent beings of your choice within 
  range (up to the limit of eight), beginning with known or 
  named beings.
  Language is not a barrier, and you need not personally 
  know the beings—you can choose, for instance, “the 
  nearest eight guards who must be in that chamber there”.
  The spell cannot reach those who make a successful Will 
  save.
  Material Component: A spider of any size or kind.
  It can be dead, but must still have all eight legs.
  PROBE THOUGHTS
  Divination [Mind-Affecting]
  Level: Mind 6, Wiz/Sor 6
  Components: V, S
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  All the subject’s memories and knowledge are accessible to 
  you, ranging from memories deep below the surface to 
  those still easily called to mind.
  You can learn the answer to one question per round, to the 
  best of the subject’s knowledge.
  You can also probe a sleeping subject, though the subject 
  may make a Will save against the DC of the probe thoughts 
  spell to wake after each question.
  Subjects who do not wish to be probed can attempt to move 
  beyond the power’s range, unless somehow hindered.
  You pose the questions telepathically, and the answers to 
  those questions are imparted directly to your mind.
  You and the target do not need to speak the same language, 
  though less intelligent creatures may yield up only 
  appropriate visual images in answer to your questions.
  TELEPATHIC BOND, LESSER
  Divination [Mind-Affecting]
  Level: Cleric 3, Mind 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Targets: You and one willing creature within 30 ft.
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  You forge a telepathic bond with another creature with an 
  Intelligence score of 6 or higher.
  The bond can be established only with a willing subject.
  You can communicate telepathically through the bond 
  regardless of language.
  No special power or influence is established as a result of 
  the bond.
  Once the bond is formed, it works over any distance 
  (although not from one plane to another).
  EVOCATION
  DWEOMER OF TRANSFERENCE
  Evocation
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One willing psionic creature
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With this spell, you form a radiating corona around the 
  head of a psionic ally, then convert some of your spells into 
  psionic power points.
  When you finish casting dweomer of transference, a red-
  orange glow surrounds the psionic creature’s head.
  For the duration of the spell, any spells cast at the subject 
  don’t have their usual effect, instead converting themselves 
  harmlessly into psionic energy that the subject can use as 
  energy for psionic powers.
  You can cast any spell you like at the subject, even area 
  spells, effect spells, and spells for whom the subject would 
  ordinarily not be a legitimate target.
  The spells don’t do anything other than provide the subject 
  with power points, but you must still cast them normally, 
  obeying the component and range requirements listed in 
  the description of each spell.
  For each spell you cast into the dweomer of transference, the 
  psionic creature gets temporary power points, according to 
  the following table.
  The transference isn’t perfectly efficient; for instance, if you 
  cast a 7th-level spell at a psionic creature, it receives 
  insufficient psionic power points to manifest a 7th-level 
  power.
  The temporary power points acquired through a dweomer of 
  transference dissipate after 1 hour if they haven’t already 
  been spent.
  GLOSSOLALIA
  Evocation [Sonic, Mind-Affecting]
  Level: Bard 2
  Components: V
  
  624
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You utter shrieks of nonsense and gibberish that thinking 
  creatures find distracting and confusing.
  The spell affects only creatures with Intelligence scores of 3 
  or higher.
  Any such creatures within the spell’s area must succeed on 
  Fortitude saves or be stunned for 1 round (if they have 
  Intelligence scores of 20 or higher), dazed for 1 round (if 
  they have Intelligence scores between 10 and 19), or 
  shaken for 1 round (if they have Intelligence scores 
  between 3 and 9).
  In addition, a creature within the spell’s area loses any 
  psionic focus it might have had and takes a –4 penalty on 
  Concentration checks for 1 round.
  These effects happen whether or not the creature 
  succeeded on its save.
  TRANSMUTATION
  MENTAL PINNACLE
  Transmutation
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  For a brief time, you achieve the mental dominance of a 
  powerful psion, able to lash out at enemies using only the 
  power of your mind.
  Your revel in your new mental powers to the point that you 
  disdain using spells, even in the form of effects from magic 
  items.
  You gain a +4 enhancement bonus to Intelligence and 
  Wisdom, 3 power points per caster level, and access to the 
  following powers.
  • Mind Thrust: Deal 1d10 damage.
  • Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
  • Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
  • Id Insinuation: Swift tendrils of thought disrupt and 
  confuse your target.
  • Psychic Crush: Brutally crush subject’s mental essence, 
  reducing subject to –1 hit points.
  You manifest the powers as a psion of your caster level 
  does, creating displays as described in each power’s 
  description.
  You lose your spellcasting ability, including your ability to 
  use spell activation or spell completion magic items, just as 
  if those spells were no longer on your class list.
  For the duration of this spell, you use magic items and 
  psionic items as if you were a psion with only the five 
  powers given above on your class list.
  Any unspent power points dissipate when the spell ends.
  Material Component: A potion of fox’s cunning, which you 
  drink (its effect is overridden by the effect of this spell).
  FAITHS AND PANTHEONS
  (3.0)
  ABJURATION
  SURELIFE
  Abjuration
  Level: Repose 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute/2 levels
  This spell allows you to protect yourself against some 
  condition—such as being immersed in boiling oil or being 
  buried under an avalanche—that would ordinarily cause 
  certain death.
  You can only protect yourself against a natural occurrence 
  or condition, not against a spell or the action of a creature 
  (such as the breath of a dragon or the swords of a group of 
  bandits).
  You must specify the condition against which you wish to 
  protect yourself, and the spell is effective only against that 
  condition.
  Should you be subjected to that condition during the 
  duration of the spell, you feel no discomfort and take no 
  damage from the condition.
  However, the spell does not protect any items carried on 
  your person.
  At the end of the spell’s duration, the condition has full 
  normal effects on you if you are still subjected to it.
  Material Component: An ointment of peach syrup and 
  cinnabar.
  NECROMANCY
  UNDEATH TO DEATH
  Necromancy
  Level: Clr 6, Repose 6, Sor/Wiz 6
  Components: V, S, M, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several undead creatures within a 50-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Undeath to death snuffs out the life forces of undead 
  creatures, killing them instantly.
  The spell slays 1d4 HD worth of undead 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 point 
  of origin of the burst are affected first.
  Material Component: The powder of a crushed diamond 
  worth at least 500 gp.
  
  625
  FIENDISH CODEX 1 (3.5)
  ABJURATION
  EXORCISM
  Abjuration
  Level: Cleric 1, paladin 1
  Components: V, S, M, DF
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Saving Throw: Will negates; see text
  You force your will against that of the possessing fiend, trying with 
  all the strength of your faith to drive it from the body of the 
  unfortunate creature before you.
  After casting this spell, you can spend a use of your turn or 
  rebuke undead ability (as a standard action) in an attempt to 
  drive a possessing fiend from its host.
  The host creature or object must be within range of your 
  turn or rebuke attempt.
  However, you do not make a turning check when you cast 
  the spell.
  The possessing fiend must instead succeed on a Will save or 
  be driven from the host and shunted into the nearest 
  available open space in its incorporeal form.
  (See the rules for possession on page 21).
  This use of turn or rebuke undead has no effect on undead 
  within range of the ability.
  A fiend driven from its host cannot attempt to possess that
  same host for 24 hours.
  Material Component: A vial of holy or unholy water.
  SHUN THE DARK CHAOS
  Abjuration
  Level: Cleric 8, sorcerer/wizard 8
  Components: V, S, XP
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing creature touched
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You remove a vestige of the creature’s Abyssal heritage, making it 
  seem less fiendish.
  You strip the taint of the Abyss from the creature touched.
  If the subject possesses any Abyssal heritor feats, one of 
  them is immediately removed and replaced by any other 
  feat for which the subject qualifies (except an Abyssal 
  heritor feat).
  The subject chooses both the feat lost and its replacement.
  If the lost Abyssal heritor feat was a prerequisite for other 
  feats or prestige classes, the recipient loses access to those 
  feats or prestige class abilities until it once again meets all 
  the prerequisites.
  The subject can regain its original Abyssal heritor feat (and 
  lose the replacement feat) by means of embrace the dark 
  chaos, miracle, or wish.
  XP Cost: 250 XP.
  CONJURATION
  ABYSSAL RIFT
  Conjuration (Calling) [Evil]
  Level: Entropy 9, sorcerer/wizard 9
  Components: V, S, M
  Casting Time: I standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: 10-ft.-wide, 60-ft.-deep rift, up to 5 ft. long per 
  caster level
  Duration: 3 rounds
  Saving Throw: Reflex negates; see text
  Spell Resistance: Yes
  The ground trembles as you cast this spell.
  Suddenly, a yawning rift filled with black fire splits the ground, 
  threatening to devour all.
  This spell creates a rectangular rift in the ground.
  You designate where the rift opens, but it must be in a 
  straight line on relatively level ground.
  Throughout the spell’s duration, any conjuration spells 
  with the evil descriptor that are cast within 60 feet of the 
  rift function at caster level +2.
  You cannot make the rift open beneath a fixed structure 
  such as a tower, castle wall, or Daern’s instant fortress.
  However, you can make it open underneath a wagon, tent, 
  or similarly mobile object or lightweight structure.
  Untended objects wholly or partly in squares occupied by 
  the rift fall in, taking 6d6 points of damage from the fall.
  Any creature standing wholly or partly in the area where 
  the rift opens must succeed on a Reflex saving throw or fall 
  into it as well, taking a like amount of damage.
  A successful save indicates that the creature avoids falling 
  in by moving to the nearest safe square(s).
  Anything that falls into the rift is scorched by black fire 
  that deals 6d6 points of fire damage per round and 6d6 
  points of divine energy damage per round.
  Energy resistance or immunity does not protect against the 
  divine energy damage.
  On the second and third rounds of the spell’s duration, 
  black fire continues to fill the rift.
  In addition, the rift sprouts black fiery tentacles that reach 
  out to all creatures within 60 feet of the rift’s edge.
  Such creatures are entitled to a Reflex save each round to 
  avoid the fiery tendrils; a creature that fails its save is lashed 
  for 3d6 points of fire damage and 3d6 points of divine 
  energy damage.
  At the end of the spell’s duration, the rift closes.
  Anything still trapped inside the rift when it closes plane 
  shifts (as the spell) to a random layer of the Abyss.
  All that remains of the rift is a permanent scar on the 
  ground where it formed.
  Material Component: A miniature adamantine and gem-
  studded pickaxe worth at least 1,000 gp.
  SLIME WAVE
  Conjuration (Summoning)
  Level: Cleric 7, druid 7, Ooze 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 15-ft.-radius spread
  
  626
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  You summon forth a column of green slime that quickly flattens 
  out over a circular area 30 feet in diameter.
  You create a wave of green slime that begins at the location 
  you choose (within range) and violently spreads to the limit 
  of the area.
  The wave splashes and splatters as it moves, clinging to the 
  walls and ceilings of enclosed areas as well as the floor.
  In addition, one patch of green slime adheres to each 
  creature in the area for every 5 feet of its face.
  Green slime devours flesh and organic materials on contact 
  and even dissolves metal.
  A patch of green slime deals 1d6 points of Constitution 
  damage per round that it is in contact with flesh.
  Against wood or metal, green slime deals 2d6 points of 
  damage per round, ignoring the hardness of metal but not 
  that of wood.
  It does not harm stone.
  On the first round of contact, the slime can be scraped off a 
  creature (most likely destroying the scraping device), but 
  after that it must be frozen, burned, or cut away—processes 
  that damage the victim as well as the slime.
  Extreme cold or heat, sunlight, or a remove disease spell 
  destroys the green slime.
  Unlike normal green slime, the slime created by this spell 
  evaporates at the end of the spell’s duration.
  Material Component: A few drops of stagnant pond water.
  DIVINATION
  DEMONCALL
  Divination [Evil]
  Level: Blackguard 2, Demonic 2
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Your eyes roll back into your head as you call to Dagon for his 
  unique insight.
  Suddenly you become aware of some fragment of forbidden lore 
  previously lost to you.
  You tap into the forbidden knowledge of demons, gaining a 
  +10 profane bonus on any one skill check involving 
  Knowledge (arcana), Knowledge (the planes), or 
  Knowledge (religion).
  The check must be made immediately, in the same turn as 
  you cast the spell.
  FIENDISH CLARITY
  Divination [Evil]
  Level: Cleric 7, Demonic 7, sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You manifest the acute senses of a powerful fiend.
  You gain darkvision out to 60 feet and can see in magical 
  darkness as if it were normal darkness.
  In addition, you can see invisible creatures and objects as if 
  affected by a see invisibility spell, and you can use detect good 
  at will.
  ENCHANTMENT
  BECKONING CALL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 2, Temptation 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Concentration plus 3 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a word and a gesture, you draw the targeted creature toward 
  you.
  The subject becomes overwhelmed with the desire to be 
  near you.
  It remains aware of its surroundings and breathes normally, 
  but it must take any actions it can to reach a square adjacent 
  to you if it is not already by your side.
  The subject must take at least one move action each round 
  and can activate spells or use abilities only if doing so 
  brings it physically closer to your position.
  It avoids obvious danger where it can, but if given no other 
  choice, it takes the least dangerous route to reach your side.
  If prevented from reaching you, the subject can do nothing 
  but stand motionless and watch you in despair.
  Each round at the end of its turn, regardless of whether it 
  reaches you or not, the subject can attempt a new saving 
  throw to end the effect.
  Once the subject reaches a square adjacent to your space, it 
  stands motionless and can take no actions.
  If you move, it moves to follow you.
  The subject is considered flat-footed against you, but if you 
  take any obvious hostile actions against it, the spell ends at 
  the start of its next turn.
  Thus, you could use this spell to lure a creature to your side 
  and gain a round’s worth of sneak attacks against it before it 
  came to its senses.
  MORALITY UNDONE
  Enchantment [Evil, Mind-Affecting]
  Level: Bard 5, cleric 5, Corruption 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One non-evil living creature
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a cruel utterance and a complex set of hand signs, you cause 
  great evil to swell within the targeted creature, overwhelming and 
  confusing its sense of morality like a magnet touching a compass.
  You temporarily turn one creature evil.
  The chaotic/neutral/lawful component of the subject’s 
  alignment remains unchanged.
  
  627
  The subject retains whatever outlook, allegiances, and 
  relationships it had before, as long as they do not conflict 
  with its new alignment.
  Otherwise, it acts with its new selfish, bloodthirsty, and 
  cruel outlook in all matters.
  For example, a wizard affected by this spell might not 
  immediately turn on her fighter companion, particularly in 
  the middle of a combat when they’re fighting on the same 
  side.
  But she might allow her friend to be hurt or killed if he is 
  carrying a valuable item that she could recover later, or she 
  might use spells to control or deceive him in order to get 
  what she wants.
  She might even decide to betray or attack her friend at a 
  later time if significant potential gain is involved.
  An atonement spell restores the subject’s original 
  alignment, but a remove curse spell has no effect.
  Arcane Material Component: A powdered or splintered holy 
  symbol.
  ILLUSION
  VISION OF ENTROPY
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Bard 2, Entropy 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  With a whisper and wave of your hand, you invite the targeted 
  creature to behold the seething chaos of the infinite void 
  surrounding the Abyss.
  Each round, the subject must make a successful Will save 
  or be overwhelmed with madness and awe at the sight of 
  the images of the Abyss forming in its mind.
  The subject becomes shaken on the first failure, frightened 
  on the second, panicked on the third, and unconscious on 
  the fourth.
  A creature that faints from the effect of this spell remains 
  unconscious for 1 hour or until revived.
  Any successful saving throw merely spares the subject the 
  effect of the next failure for that round; any already existing 
  condition persists until the next failure changes it or until 
  the spell ends.
  NECROMANCY
  EXTRACT GIFT
  Necromancy [Chaotic]
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, M, XP
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One demon and one willing creature
  Duration: Permanent
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You painstakingly create two magic circles.
  In one stands a demon, and in the other stands your willing 
  subject.
  After an hour-long ritual incantation, you pull a roiling black 
  cloud of demonic essence out of the demon and channel it into the 
  willing recipient.
  You transfer a portion of a demon’s essence into a willing 
  creature, enhancing one of its ability scores or skills.
  The demon must be either allied and willing or captured 
  and constrained (as if by a planar binding spell).
  An unwilling demon can make a Will save to negate the 
  effects of the spell.
  Both the recipient and the donor demon must remain 
  within specially prepared circles inscribed on the floor for 
  the entire casting time.
  These circles are similar to summoning circles and can be 
  integrated into a summoning circle without impacting the 
  function of either spell, but neither the demon nor the 
  recipient need be summoned specifically into the circle for 
  this spell’s circle—each needs only to stand within it 
  during the casting.
  The benefit granted by this spell can be applied to one of 
  the recipient’s ability scores (as an enhancement bonus) or 
  to one of his skills (as a competence bonus), as you 
  designate.
  Once this decision is made, it cannot be changed, and the 
  effect cannot be dispelled except by a caster of higher level 
  than you were when you cast the spell.
  If you wish, you can increase the save DC for this spell by 
  allowing the demon power over the target.
  The specific concessions you can make to the demon and 
  the corresponding increases to the save DC are given 
  below.
  +1 Increase: The donor demon can track the recipient’s 
  location and condition, effectively gaining the effect of a 
  constant status spell on it.
  +3 Increase: The demon can see through the recipient’s eyes 
  and hear through its ears.
  +5 Increase: The demon can telepathically communicate 
  with the recipient as if by Rary’s telepathic bond.
  +7 Increase: The demon can use demand on the recipient 
  once per day as a spell-like ability (caster level equals your 
  caster level at the time you cast extract gift).
  The effects of the concessions are cumulative, but the save 
  DC increases do not stack.
  Thus, allowing the demon to track the recipient, use its 
  senses, and communicate with it telepathically would 
  increase the save DC by 5.
  Increasing the save DC in this manner is an evil act, since it 
  grants the demon more than the usual opportunity to work 
  its evil.
  Thus, using this option adds the evil descriptor to the spell.
  Ability Bonus: The recipient gains an enhancement bonus to 
  one ability score of your choice.
  The value of this bonus depends on your caster level and 
  the abilities of the donor demon, as given below.
  The maximum value of the bonus you can grant is one-
  fourth of your caster level (rounded down).
  Thus, you could grant the recipient up to a +2 enhancement 
  bonus at 9th level, or up to a +5 bonus at 20th level.
  You can always choose to grant a bonus lower than your 
  maximum.
  The donor demon’s ability modifier for the corresponding 
  score must be at least twice that of the granted bonus.
  
  628
  Thus, to grant a +2 bonus to Dexterity, you must extract 
  essence from a demon with a Dexterity score of at least 18 
  (such as a marilith).
  To grant a +5 bonus to Charisma, you need a demon with a 
  Charisma score of at least 30 (such as a lilitu).
  Skill Bonus: The recipient gains a competence bonus on 
  checks made with one skill of your choice.
  The value of this bonus depends on your caster level and 
  the abilities of the donor demon, as given below.
  The maximum value of the bonus you can grant is one-half 
  your caster level (rounded down).
  Thus, you could grant the recipient up to a +4 enhancement 
  bonus at 9th level, or up to a +10 bonus at 20th level.
  You can always choose to grant a bonus lower than your 
  maximum.
  The donor demon’s ranks in the selected skill must be at 
  least twice the granted bonus.
  Thus, to grant a +5 bonus on Disable Device checks, you 
  must extract essence from a demon with at least 10 ranks in 
  Disable Device (such as a babau).
  To grant a +10 bonus on Bluff checks, you need a demon 
  with at least 20 ranks in Bluff (such as a balor).
  Material Component: The circles in which the donor and 
  recipient stand during the casting must be inscribed with 
  expensive paints made from powdered diamonds, cold iron, 
  blood, and various rare and exotic pigments.
  Each circle must also be decorated with five flawless 
  sapphires, which serve as conduits between the donor 
  demon and the recipient.
  The total cost of these pigments and gems depends on the 
  nature and magnitude of the bonus to be imparted.
  For an ability bonus, the cost equals the bonus squared 
  times 1,000 gp (1,000 gp for +1, 4,000 gp for +2, 9,000 gp for 
  +3, 16,000 gp for +4, and 25,000 gp for +5).
  For a skill bonus, the cost equals the bonus squared times 
  100 gp (100 gp for +1, 400 gp for +2, 900 gp for +3, 1,600 gp 
  for +4, 2,500 gp for +5, 3,600 gp for +6, 4,900 gp for +7, 6,400 
  gp for +8, 8,100 gp for +9, and 10,000 gp for +10).
  XP Cost: You must spend XP equal to 1/25 the required cost 
  of the material components when you cast this spell.
  POX
  Necromancy [Evil]
  Level: Corruption 6, druid 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one living creature/level, no two of which 
  can be more than 10 ft. apart.
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You shout, “A pox on you!” With a mere gesture, lesions erupt on 
  the flesh of your enemies, and their pallor turns a sickly yellow.
  Each affected creature takes 1d4 points of Constitution 
  drain.
  SOUL LINK
  Necromancy [Mind-Affecting]
  Level: Bard 6, sorcerer/wizard 7, Temptation 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You draw forth a scrap of parchment and speak the name written 
  on it in blood.
  The parchment turns to dust as you touch the targeted creature 
  with you other hand, creating a potent link between the two of 
  you.
  You can use a soul link to monitor the subject’s condition 
  and location, as though it were affected by a status spell.
  You and the subject can also communicate telepathically as 
  long as you are both on the same plane.
  By concentrating, you can also use scrying upon the subject, 
  which is permitted no saving throw to resist.
  In addition, the subject takes a –4 penalty on any saving 
  throw made to resist a mind-affecting spell or ability you 
  use against it.
  At the time the spell is cast, you can choose to take a –2 
  penalty to one of your ability scores in order to grant the 
  subject a +2 enhancement bonus to that same ability score.
  If you use this option, the subject chooses the ability score 
  affected for both of you and takes a –4 penalty on its saving 
  throw to resist the effects of this spell.
  You can have only one soul link in effect at a time.
  If you cast this spell a second time, the soul link already 
  active ends immediately, regardless of the outcome of the 
  second casting.
  Material Component: A piece of parchment with the target’s 
  name (or detailed physical description) written upon it in 
  your own blood.
  TRANSMUTATION
  ABYSSAL FRENZY
  Transmutation [Evil]
  Level: Cleric 8, Fury 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One animal, humanoid, magical beast, or 
  monstrous humanoid
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You speak a dark epithet while brandishing your holy symbol.
  Suddenly, the creature you targeted transforms into a demonic 
  version of its true self.
  You cause the subject creature to deform.
  The transformation is shocking to behold—the creature’s 
  skin sprouts thick fur or jagged scales, horns grow from its 
  head and body, its hands twist into talons, and so forth.
  This transformation bestows the following advantages and 
  disadvantages on the subject for the duration of the spell:
  • Base land speed increases by 30 feet.
  • +3 enhancement bonus to natural armor.
  • The subject gains two claw attacks if it did not already 
  have them.
  If it did not previously have claws, the base damage for its 
  new claw attacks depends on its size, as given on the 
  following table.
  
  629
  If it already had claw attacks, the base damage increases by 
  one die type, as if the creature had become one size 
  category larger.
  • Rend (Ex): If the subject hits a target with both claw 
  attacks in a single round, it can rend the flesh, dealing 
  damage equal to the twice its claw damage, modified by 
  double its Strength modifier.
  • The subject gains darkvision out to 60 feet, or its existing 
  darkvision extends by 60 feet.
  • +2 profane bonus to Strength and Constitution.
  • –2 penalty to Dexterity.
  The subject cannot communicate, cast spells, use spell-like 
  abilities, activate magic items, or use weapons other than its 
  natural ones while under the effects of this spell.
  ABYSSAL FRENZY, MASS
  Transmutation [Evil]
  Level: Fury 9
  Targets: One animal, humanoid, magical beast, or 
  monstrous humanoid/level, all of which must be within 30 
  ft. of each other
  This spell has the same effects as abyssal frenzy, except as 
  indicated above.
  BEFOUL
  Transmutation [Evil]
  Level: Cleric 8, Corruption 8, Ooze 8
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Area: Water in a volume of 100 ft./level by 100 ft./level by 
  10 ft./level (S)
  Duration: Permanent; see text
  Saving Throw: None; see text
  Spell Resistance: No
  You wave a hand over a body of water, and it instantly takes on 
  the color, odor, and consistency of a filth-ridden cesspool.
  The caster makes water (or other liquid) foul and mildly 
  poisonous.
  A creature that drinks the affected water must succeed on a 
  Fortitude saving throw or take 1d4 points of Constitution 
  damage.
  Any creature with 2 or more Hit Dice that swims or 
  immerses itself halfway or more in the water must attempt 
  a saving throw as if drinking it; a creature with fewer than 2 
  HD dies immediately if immersed to such a degree.
  If the spell can affect only part of a larger body of water, the 
  befouled water mixes with the pure water.
  If the entire body of water is no more than four times the 
  size of the affected area, all the water is befouled 24 hours 
  later, but the damage from drinking or swimming in it is 
  only 1d2 points of Constitution damage.
  If the body of water is more than four times but less than 
  twenty times the affected area, all the water tastes foul after 
  24 hours but has no damaging effect.
  If the entire body is larger than twenty times the affected 
  area, the fouled water mixes with the clean water and loses 
  all effect after 24 hours.
  Material Component: A dead fish and a drop of poison.
  DEMON WINGS
  Transmutation [Evil]
  Level: Blackguard 3, Demonic 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You raise your arms dramatically, whisper the name “Pazuzu”
  twice, and watch as demonic wings sprout from your back.
  Wings sprout from your back, allowing you to fly at your 
  normal land speed with average maneuverability.
  You can carry weight while flying according to your normal 
  carrying capacity, and greater burdens affect your fly speed 
  as they would your land speed.
  DEMONFLESH
  Transmutation [Evil]
  Level: Blackguard 1, Demonic 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  Your flesh becomes thick and leathery like a demon’s.
  This spell grants you a +1 enhancement bonus to your 
  natural armor for every five caster levels you possess 
  (minimum +1, maximum +4).
  A creature without natural armor has an effective natural 
  armor bonus of +0.
  DESPOIL
  Transmutation [Evil]
  Level: Cleric 9, Corruption 9
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Area: 100 ft./level-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial (plants) or Fortitude 
  negates (other living creatures)
  Spell Resistance: Yes
  The rotting plant matter melts away in your hand as a wave of 
  sickly green energy washes over the ground, withering plants and 
  weakening all creatures and objects in its wake.
  You blight and corrupt a vast area of land.
  
  630
  Any plant creature in the area that has more than 1 Hit Die 
  must succeed on a Fortitude saving throw or die.
  Even with a successful save, it takes 5d6 points of damage.
  Less hardy plants simply shrivel and die, and the ground 
  cannot support such plant life ever again.
  Every other living creature in the area (other than you) 
  must succeed on a Fortitude saving throw or take 1d4 
  points of Strength damage.
  Every unattended object in the area, including structural 
  features such as walls and doors, grows brittle and loses half 
  its hardness (rounded down, to a minimum of 1), then takes 
  1d6 points of damage, which automatically bypass any 
  remaining hardness.
  Only a wish or miracle spell will enable normal plants to 
  grow in the area ravaged by a despoil spell.
  Damaged objects can be repaired with mending spells.
  Material Component: The fresh or preserved corpse of a 
  living creature.
  EMBRACE THE DARK CHAOS
  Transmutation [Chaotic]
  Level: Cleric 8, sorcerer/wizard 8
  Components: V, S, XP
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing living creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You infuse the creature touched with raw chaos channeled from 
  the Abyss.
  Somehow it looks more fiendish than before.
  The subject immediately gains one Abyssal heritor feat for 
  which it qualifies, chosen by you at the time of casting.
  If the subject does not qualify for the designated feat, the 
  spell fails.
  This Abyssal heritor feat replaces one feat of the subject’s 
  choice that it already possesses.
  The replaced feat need not have been an Abyssal heritor 
  feat.
  If the lost feat was a prerequisite for other feats or prestige 
  classes, the subject loses access to those feats or prestige 
  class abilities until it once again meets all the prerequisites.
  Once the subject has the Abyssal heritor feat, only a miracle,
  shun the dark chaos, or wish spell can reverse the change.
  XP Cost: 250 XP.
  INNER BEAUTY
  Transmutation
  Level: Bard 4
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target: One creature
  Duration: 10 minutes/level
  Saving Throw: Will negates; see below
  Spell Resistance: Yes
  You change the subject’s physical appearance to reflect its 
  personality and morality, revealing its true beauty or exposing its 
  revolting ugliness.
  Although this spell is particularly effective for rooting out 
  demons that have used magic to assume pleasing forms, it 
  also works well for augmenting good-aligned creatures.
  If the subject is evil, its body and visage twist and deform, 
  taking on a hideous, bestial appearance.
  In addition, the subject takes a –4 penalty to Dexterity and 
  Charisma (minimum 0) for the duration of the spell.
  Furthermore, on the round that this transformation occurs, 
  every creature within a 15-foot radius of the subject that 
  can see it must succeed on a Fortitude save or become 
  nauseated for 1d4 rounds by this sudden revelation of 
  wickedness.
  If the subject is good, its body and visage grow lovelier and 
  more elegant, taking on an appearance of rapturous beauty 
  and grace.
  In addition, the subject gains a +4 sacred bonus to Dexterity 
  and Charisma for the duration of the spell.
  Furthermore, in the round when this transformation 
  occurs, every creature within a 15-foot radius of the subject 
  that can see it must succeed on a Fortitude save or be 
  stunned for 1 round by this sudden revelation of virtue.
  If the targeted creature is neither good nor evil, the spell 
  has no effect.
  Focus: A handheld mirror worth at least 500 gp.
  OOZEPUPPET
  Transmutation
  Level: Ooze 5, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One ooze
  Duration: 1 hour/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You point a crooked finger at the ooze, and it shivers with what 
  could easily he mistaken for anticipation.
  You telekinetically take control of the targeted ooze if it 
  fails its saving throw.
  Once control is established, you must have line of sight to 
  the ooze to manipulate it, but distance is not otherwise a 
  factor unless you and the ooze are on different planes (at 
  which point the spell ends).
  Thus, you can manipulate the ooze while scrying upon it, 
  for example.
  You can force the ooze to move, attack, and otherwise 
  perform as you desire, within the limits of its abilities.
  Controlling an ooze’s actions for an entire round is a move 
  action for you.
  When not directed to move, attack, or undertake any 
  actions by you, the ooze is held immobile by telekinetic 
  forces.
  Although most oozes have no minds, they still instinctively 
  resist this telekinetic control.
  Thus, if forced to take a self-destructive action, the ooze 
  gains a new Fortitude saving throw to negate the effect of 
  the spell.
  
  631
  FIENDISH CODEX 2 (3.5)
  ABJURATION
  RIGHTEOUS EXILE
  Abjuration [Good]
  Level: Cleric 9
  Components: V
  Casting Time: 1 full-round action
  Range: 20 ft.
  Area: 20-ft.-radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: Will partial
  Spell Resistance: Yes
  With a word, your body gives off an explosion of divine energy, 
  scorching the flesh of those creatures despised by good beings.
  All evil creatures in the area take 20d6 points of damage.
  In addition, evil outsiders that fail a Will saving throw (DC 
  equal to spell’s save DC – creature’s HD + your caster level) 
  are instantly transported back to their home planes.
  CONJURATION
  BIND TO HELL
  Conjuration (Teleportation) [Evil]
  Level: Cleric 5
  Components: V, S
  Casting Time: 1 hour
  Range: Touch
  Target: One weapon
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: No
  The targeted weapon shudders and momentarily emits a moaning 
  chorus, like that of damned souls.
  This spell places an infernal blessing on the touched 
  weapon for the specified duration.
  Upon casting the spell, you must name or describe a 
  specific creature.
  If that creature is subsequently reduced to -–10 or fewer hit 
  points by a blow from the target weapon before the spell’s 
  duration expires, its soul is whisked immediately to the 
  Hall of the Vanquished in Stygia, where it remains forever, 
  or until rescued.
  A weapon can gain the effect of only one bind to Hell spell at 
  a time.
  The soul manifests as a frozen version of its mortal self.
  With the utterance of a trigger word chosen by you upon 
  casting, it can be temporarily imbued with motion and the 
  use of its faculties.
  A subsequent utterance of the trigger word freezes the soul 
  again.
  While the soul is in the Hall of the Vanquished, life-
  restoring spells and effects, such as raise dead, reincarnation,
  and resurrection, cannot be used to revive the creature.
  If the soul form of a nonoutsider is removed from the hall, 
  it transmigrates immediately to its proper afterlife, after 
  which life-restoring effects again become possible.
  Special: Only divine casters who worship Levistus can cast 
  this spell.
  It has no effect for any other caster.
  ENCHANTMENT
  DENOUNCE
  Enchantment [Mind-Affecting]
  Level: Cleric 2, paladin 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One outsider
  Duration: 1 min./level (D); see text
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You point your finger and pronounce judgment.
  You instill feelings of shame and guilt in a target outsider, 
  imposing a –4 insight penalty on its attack rolls, saves, and 
  checks.
  Each round on its turn, the subject can attempt a new 
  saving throw to end the effect.
  (This is a full-round action that does not provoke attacks of 
  opportunity).
  Outsiders with the good subtype are immune to denounce.
  EVOCATION
  HELLFIRE STORM
  Evocation [Evil]
  Level: Diabolic 7
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread This spell functions like hellfire,
  except it deals 1d8 points of damage per caster level 
  (maximum 10d8) to creatures in the affected area.
  HELLFIRE
  Evocation [Evil]
  Level: Diabolic 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Calling upon the raw energies of Baator, you cause hellish fires to 
  fill an area you designate.
  You create a small explosion of brimstone and fire.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to creatures in the affected area.
  The damage is not fire damage, and is not subject to being 
  reduced by resistance to fire-based attacks, such as that 
  granted by protection from energy (fire), fire shield (chill shield),
  and similar magic.
  
  632
  NECROMANCY
  WRACK
  Necromancy [Evil]
  Level: Cleric 4, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid
  Duration: 1 round/level + 3d10 minutes; see text
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  With the final word of the spell, your chosen foe is wracked with 
  such pain that it doubles over and collapses.
  Its face and hands blister and drip fluid, and its eyes cloud with 
  blood, rendering it blind.
  Your touch causes your target to experience excruciating 
  pain.
  For the duration of the spell, the subject falls prone and is 
  blinded and helpless.
  Even when the spell ends, the subject is still shaken for 
  3d10 minutes.
  TRANSMUTATION
  DEVIL’S EGO
  Transmutation [Evil]
  Level: Diabolic 3
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 min./level
  You intone profane words of prayer and run your fingers across 
  your face.
  As they pass, your features soften, becoming attractive and 
  appealing.
  You feel a powerful confidence building inside you.
  You gain a +4 profane bonus to Charisma, adding the usual 
  benefits to Charisma-based skill checks and other uses of 
  the Charisma modifier.
  If you have levels in a noncleric spellcasting class that relies 
  on Charisma, this spell does not grant additional bonus 
  spells, though it could increase the save DCs for spells you 
  cast from that class.
  In addition, for the duration of this spell, your type changes 
  to outsider, making you immune to spells and effects that 
  specifically target humanoids, such as charm person and hold 
  person.
  DEVIL’S EYE
  Transmutation
  Level: Blackguard 2, cleric 3, Diabolic 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  With a few words and a gesture, the darkness melts away, and you 
  can see with perfect clarity.
  You gain the visual acuity of a devil.
  You can see in darkness and magical darkness out to 30 feet.
  INVESTITURE OF THE AMNIZU
  Transmutation [Evil, Investiture]
  Level: Blackguard 3, cleric 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a flash of red light and a sound like the screams of a 
  thousand suffering souls, you invest the target with infernal 
  energy, drawing power from an amnizu to power the spell.
  You infuse a target with the intellect-sapping power and 
  slippery mind of an amnizu.
  While under the effect of this spell, the target can, each 
  round as a standard action, make a single melee touch 
  attack.
  A touched creature takes 1d4 points of Intelligence 
  damage.
  The subject of this spell can use this touch attack once per 
  two caster levels.
  The subject of this spell also becomes immune to any effect 
  that would damage, drain, or otherwise reduce its own 
  Intelligence score.
  In addition, the subject gains resistance to fire 5.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the amnizu).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE BARBED DEVIL
  Transmutation [Evil, Investiture]
  Level: Blackguard 4, cleric 6, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With brisk arcane gestures that glow with a fiery red light, you 
  imbue a target with the might of a barbed devil, causing long 
  thorns to sprout all over its body.
  You cause the target of this spell to grow a number of long 
  barbs similar to those found on a barbed devil.
  While under the effect of the spell, the target does not 
  provoke attacks of opportunity when initiating a grapple.
  If the subject already has improved grab or the Improved 
  Grapple feat, it instead gains a +4 profane bonus on grapple 
  checks.
  
  633
  Whenever the subject successfully makes a grapple check 
  to grab a foe, pin a foe, or deal damage, it impales its foe on 
  its barbs, dealing extra damage based on its size.
  The subject also gains resistance to fire 10.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the barbed devil).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE BEARDED DEVIL
  Transmutation [Evil, Investiture]
  Level: Blackguard 2, cleric 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a rush of sinister green light, you invest the target with 
  infernal energy, drawing power from a bearded devil to fuel the 
  spell.
  You cause the target to grow a long, ropy mass of callused 
  tissue from its chin that vaguely resembles a beard.
  This beard flails about as though it were alive.
  If the subject successfully hits an adjacent opponent with at 
  least one melee attack in a round, it also automatically hits 
  with its beard, dealing an extra 2d8 points of damage.
  The subject also gains resistance to fire 5.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the bearded devil).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  target of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE CHAIN DEVIL
  Transmutation [Evil, Investiture]
  Level: Blackguard 2, cleric 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a rush of red light and the faint clanking of many chains, 
  you invest the target with the power of a chain devil.
  While under the effect of this spell, the target is infused 
  with the magical energies and malignant will of a chain 
  devil.
  While the spell is in effect, the subject’s reach increases by 
  5 feet, and the subject’s maximum number of attacks of 
  opportunity made each round increases by one.
  In addition, the subject gains resistance to fire 5.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the chain devil).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE ERINYES
  Transmutation [Evil, Investiture]
  Level: Blackguard 3, cleric 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless); see text
  Spell Resistance: Yes (harmless)
  With the sound of flapping wings, you grant the target the power 
  of an erinyes.
  The target gains the sinister allure of an erinyes.
  While the spell is in effect, the subject can beckon a 
  creature it can see clearly, forcing it to approach unless the 
  creature succeeds on a Will save against the spell’s save DC.
  On a failed save, the creature can do nothing on its next 
  action except to attempt to move closer to the subject of 
  investiture of the erinyes.
  The beckoned creature will not take obviously suicidal 
  actions, such as walking off the edge of a cliff.
  However, it will move normally through squares 
  threatened by other creatures.
  This is a mind-affecting compulsion effect.
  Once the beckoned creature enters an adjacent square, or if 
  it was already in an adjacent square, it takes no further 
  action that round.
  The subject of this spell can use this effect once per three 
  caster levels.
  In addition, the subject gains resistance to fire 5.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the erinyes).
  
  634
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE HARVESTER DEVIL
  Transmutation [Evil, Investiture]
  Level: Blackguard 3, cleric 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A deep chuckle sounds as you complete the incantation, and motes 
  of violet light surround the target, imbuing it with infernal energy 
  drawn from a harvester devil.
  The target of this spell deals horrific, lingering wounds 
  with its melee attacks.
  If it successfully strikes an opponent with a melee attack, it 
  causes an infernal wound that deals an extra 1d6 points of 
  damage each round until the creature dies, or until the 
  struck creature is the recipient of a DC 20 Heal check, a cure 
  spell, or a heal spell.
  A creature can be affected by the lingering damage of only 
  one such infernal wound at a time.
  In addition, the subject gains resistance to fire 5.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the harvester devil).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE HELLFIRE ENGINE
  Transmutation [Evil, Investiture]
  Level: Cleric 9, sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless); see text
  Spell Resistance: Yes (harmless)
  Upon the casting of this spell, the target’s flesh transforms, 
  assuming a dull metallic hue.
  Its eyes erupt with unholy flame, and when it opens its mouth, you 
  see the fires of Hell roiling within.
  A creature affected by investiture of the hellfire engine gains all 
  the benefits described under the iron body spell (PH 245), 
  except that its flesh transforms into living cold iron.
  Its unarmed natural attacks count as cold iron for the 
  purpose of overcoming damage reduction.
  In addition, the subject can breathe a 30-foot cone of 
  hellfire that deals 8d10 points damage.
  This damage is not fire damage, and is not subject to being 
  reduced by resistance to fire-based attacks, such as that 
  granted by protection from energy (fire), fire shield (chill shield),
  and similar magic.
  All creatures in the area are entitled to a Reflex save against 
  the spell’s DC for half damage.
  The subject must wait 1d4 rounds between each use of this 
  breath weapon.
  The subject also gains resistance to fire 20.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the chain devil).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE HORNED DEVIL
  Transmutation [Evil, Investiture]
  Level: Cleric 8, sorcerer/wizard 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless); see text
  Spell Resistance: Yes (harmless)
  With a flash of red light, you invest the target with infernal 
  energy, drawing power from a horned devil to fuel the spell.
  This spell infuses a creature with the terrible essence of a 
  horned devil.
  Whenever the subject successfully strikes another living 
  creature with the first melee attack that it makes in a round, 
  the struck creature must succeed on a Will save against the 
  spell’s DC or be stunned for 1 round.
  In addition, the subject gains resistance to fire 10.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the horned devil).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE ICE DEVIL
  Transmutation [Evil, Investiture]
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless); see text
  Spell Resistance: Yes (harmless)
  
  635
  Malevolent blue light suffuses the target as the temperature nearby 
  drops ominously.
  You infuse a creature with the savage brutality and cold 
  cunning of an ice devil.
  While under the effect of this spell, whenever the subject 
  hits a living creature with a melee attack, that creature must 
  succeed on a Will save against the spell’s DC or be slowed for 
  3 rounds.
  The subject also deals an extra 1d6 points of cold damage 
  with each successful melee attack that it makes with a 
  weapon or natural weapon.
  In addition, the subject gains resistance to cold and fire 10.
  The resistance to fire stacks with the resistance granted by 
  other evil investiture spells (but not with multiple castings 
  of investiture of the ice devil).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE MALEBRANCHE
  Transmutation [Evil, Investiture]
  Level: Blackguard 4, cleric 6, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A fearsome roar splits the air when you conclude the arcane words 
  that invest the target with hellish power drawn from a 
  malebranche.
  You infuse a creature with the raw power of the mighty 
  malebranche, causing it to grow twisted horns of blackened 
  bone from of its brow.
  While under the effect of this spell, the subject deals extra 
  damage whenever it successfully hits with a charge attack, 
  depending on its size.
  In addition, the subject gains resistance to fire 10.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the malebranche).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE NARZUGON
  Transmutation [Evil, Investiture]
  Level: Blackguard 4, cleric 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless); see text
  Spell Resistance: Yes (harmless)
  A moan precedes the transformation that results when you imbue 
  the target with the baleful power of a narzugon.
  You bind the dread essence of a narzugon to a target 
  creature, filling it with the misery and horror that defines 
  the devil’s existence.
  The subject of this spell can use a baleful gaze as a standard 
  action.
  The gaze affects a single creature within 20 feet.
  That creature must succeed on a Will save against the spell’s 
  save DC or be immobilized for 1 round as if affected by a 
  hold monster spell.
  Baatezu are immune to this gaze attack.
  Once a creature has successfully resisted this effect, it 
  cannot be affected by this gaze from the same creature for 
  24 hours.
  The subject also gains resistance to fire 10.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the narzugon).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE ORTHON
  Transmutation [Evil, Investiture]
  Level: Blackguard 4, cleric 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A dull humming noise sounds briefly, and the air crackles with the 
  terrible power of an orthon.
  While under the effect of this spell, a creature is infused 
  with the disruptive power of an orthon.
  As an immediate action, the subject of this spell can erect a 
  20-foot-radius field that disrupts teleportation spells or 
  effects.
  
  636
  All creatures in the area are prevented from using any spell, 
  spell-like ability, or supernatural ability that provides such 
  movement, as if they were in the area of a dimensional lock 
  spell.
  Each use of this field lasts 1 round.
  In addition, the subject of the spell gains the benefit of a 
  sonic shield for as long as the spell remains in effect.
  This shield functions like the fire shield spell, except that it 
  deals sonic damage instead of cold or fire, and the subject 
  takes half damage from acid-based attacks.
  If exposed to an acid attack that allows a Reflex save for half 
  damage, the subject takes no damage on a successful save.
  The subject gains resistance to fire 10.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the orthon).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE PIT FIEND
  Transmutation [Evil, Investiture]
  Level: Cleric 9, sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless); see text
  Spell Resistance: Yes (harmless)
  The air shatters with a shriek of sorrow, and a flash of flame 
  briefly limns the target of this spell as she receives a portion of the 
  might of a pit fiend.
  You infuse a creature with the terrifying power of a pit 
  fiend.
  The spell causes the subject’s mouth to expand to 
  accommodate new dripping fangs.
  To add to this devilish effect, a pair of red leathery wings 
  tears free from the flesh of the subject’s back, granting it a 
  fly speed of 60 feet with average maneuverability.
  The subject of the spell gains these benefits regardless of 
  his aspect choice (see below).
  The power granted to the subject by investiture of the pit fiend 
  can manifest in one of three ways.
  At the beginning of each round, the invested creature 
  chooses which aspect of the spell will be in place.
  Aspect of Tyranny: The invested creature’s hands lengthen to 
  horrific claws, and the creature gains powerful melee 
  attacks.
  While the aspect of tyranny is in effect, the invested 
  creature can attack with both its claws and wings.
  Each attack deals base damage of 2d6 points.
  The claws are treated as primary melee attacks with a 
  natural weapon, and the wing attacks are treated as 
  secondary attacks with a natural weapon.
  When making attacks with these claws and wings, the 
  invested creature has a base attack bonus equal to its 
  character level (or Hit Dice, if the invested creature has a 
  level adjustment).
  When taking a full attack action and using only the natural 
  weapons granted by the aspect of tyranny, the secondary 
  attacks are made with only a –2 penalty rather than the 
  normal –5.
  Because these are natural attacks, the invested creature 
  cannot make multiple attacks because of a high base attack 
  bonus.
  Aspect of Pestilence: When the invested creature chooses to 
  manifest the aspect of pestilence, it can, as a standard 
  action, release a cloud of disease-ridden air.
  Creatures within 10 feet of the subject when it generates 
  this effect must succeed on a Fortitude saving throw against 
  the spell’s DC or take 2 points of Strength damage.
  Aspect of Terror: When the invested creature chooses to 
  manifest the aspect of terror, it can, as a standard action, 
  release a powerful wave of fear.
  Creatures within 10 feet of the subject when it generates 
  this effect must succeed on a Will saving throw against the 
  spell’s DC or become frightened for 2 rounds.
  This wave of fear is a mind-affecting fear effect.
  The subject gains immunity to poison and resistance to fire 
  20.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the pit fiend).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE SPINED DEVIL
  Transmutation [Evil, Investiture]
  Level: Blackguard 1, cleric 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The air stinks of sulfur and brimstone as you use the essence of a 
  spinagon to imbue a creature with the power of Baator.
  You cause a creature to suddenly bristle with spines.
  The subject can snap its body forward to unleash a volley of 
  up to three spines as a standard action (make a separate 
  attack roll for each spine).
  The spines each deal 1d6 points of damage plus the 
  subject’s Strength modifier.
  This attack has a range of 60 feet with no range increment.
  The spines can be directed against different targets if 
  desired, but all targets must be within 30 feet of one 
  another.
  The subject can launch up to fifteen spines per casting of 
  this spell.
  In addition, the subject gains resistance to fire 5.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the spined devil).
  
  637
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  INVESTITURE OF THE STEEL DEVIL
  Transmutation [Evil, Investiture]
  Level: Blackguard 3, cleric 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With the sound of low chanting, you invest the target with the 
  power of a steel devil.
  While under the effect of this spell, the target is infused 
  with the magical energy and deadly skill of a steel devil.
  While the spell is in effect, the target gains a +3 profane 
  bonus on attack rolls and to Armor Class.
  This bonus increases by 1 for every adjacent creature that is 
  also under the effect of an investiture of the steel devil spell.
  In addition, the subject gains resistance to fire 5.
  This resistance stacks with the resistance granted by other 
  evil investiture spells (but not with multiple castings of 
  investiture of the steel devil).
  While this spell is in effect, magic weapons with the evil 
  outsider bane special ability have full effect against the 
  subject of the investiture.
  After the spell’s duration expires (or if it is dispelled or 
  ended through some other means), the subject is fatigued 
  for 1 minute.
  Material Component: A fist-sized chunk of brimstone.
  FORGOTTEN REALMS 
  CAMPAIGN SETTING (3.0)
  ABJURATION
  ARMOR OF DARKNESS
  Abjuration [Darkness]
  Level: Darkness 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The spell envelops the warded creature in a shroud of 
  flickering shadows.
  The shroud can, if the caster desires, conceal the wearer’s 
  features.
  In any case, it grants the subject a + 3 deflection bonus to 
  Armor Class plus an additional +1 for every four caster 
  levels (maximum bonus +8).
  The subject can see through the armor as if it did not exist 
  and is also afforded darkvision with a range of 60 feet.
  Finally, the subject gains a +2 saving throw bonus against 
  any holy, good, or light spells or effects.
  Undead creatures that are subjects of armor of darkness also 
  gain +4 turn resistance.
  CLOAK OF DARK POWER
  Abjuration
  Level: Drow 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Cloak of dark power creates a dusky haze around the subject.
  The haze does not interfere with vision, but the subject and 
  anything she wears or carries is protected from the effects 
  of full sunlight, even under the open, daytime sky of the 
  surface world.
  A drow subject suffers no blindness or bright light combat 
  penalties while under the effects of a cloak of dark power.
  The subject also gains a +4 resistance bonus on saves against 
  light or darkness spells or effects.
  GATE SEAL
  Abjuration
  Level: Brd 6, Clr 6, Drd 6, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One gate or portal
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You permanently seal a gate or portal.
  Gate seal prevents any activation of the gate or portal, though 
  the seal may be negated by a successful dispel magic cast 
  upon the spell.
  A knock spell does not function on the gate seal, but a chime 
  of opening dispels the spell.
  Material Component: A silver bar worth 50 gp.
  LESSER IRONGUARD
  Abjuration
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You or a creature you touch becomes immune to 
  nonmagical metal.
  
  638
  Metal items (including metal weapons) simply pass 
  through you, and you can walk through metal barriers such 
  as iron bars.
  Magic metal affects you normally, as do spells, spell-like 
  abilities, and supernatural effects.
  Attacks delivered by metal items (such as poison on a 
  dagger) affect you normally.
  If the spell expires while metal is inside you, the metal 
  object is shunted out of your body (or you away from the 
  metal, if it is an immovable object such as a set of iron bars).
  You and the object each take 1d6 points of damage as a 
  result (ignoring the object’s hardness for determining 
  damage to it).
  Because you pass through metal, you may ignore armor 
  bonuses from metal armor on opponents you attack with 
  unarmed attacks.
  Material Component: A tiny shield of wood, glass, or crystal.
  CONJURATION
  CREATE MAGIC TATTOO
  Conjuration (Creation)
  Level: Sor/Wiz 2
  Components: V, S, M, F
  Casting Time: 10 minutes
  Range: Touch
  Target or Area: Creature touched
  Duration: 1 day
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Create magic tattoo creates a single magic tattoo.
  The caster determines the exact type of tattoo, though the 
  selection of possible tattoos is limited by caster level.
  The caster of create magic tattoo must have a modicum of 
  artistic talent to sketch the desired tattoo—at least one rank 
  of Craft (drawing), Craft (painting), Craft (calligraphy), or a 
  similar Craft skill.
  Inscribing a magic tattoo requires a Craft check.
  The DC varies with the kind of tattoo, as noted below.
  A caster of 3rd to 6th level can inscribe the following 
  tattoos (DC 10):
  • +2 resistance bonus on one type of saving throw 
  (Fortitude, Reflex, or Will).
  • +1 luck bonus on attack rolls.
  • +1 deflection bonus to AC.
  A caster of 7th to 12th levels can inscribe the lower-level 
  tattoos, plus the following (DC 15):
  • +2 resistance bonus on all saving throws.
  • +2 competence bonus on attack rolls.
  • The ability to recall one cast 0-level, 1st-level, or 2nd-level 
  spell (just as though the subject were using a pearl of power).
  The caster chooses the spell level.
  A caster of 13th level or higher can inscribe all of the above 
  tattoos plus the following (DC 20):
  • Spell resistance of 10 + 1 per six caster levels.
  • +2 enhancement bonus to any one ability score.
  • +1 level of casting ability.
  This increases the subject’s effective level, but not the total 
  number of spells.
  An 11th-level caster raised in casting ability in this manner 
  casts spells as a 12th-level caster in terms of range, area, 
  effect, and so on, but this tattoo does not provide any extra 
  spells.
  A single creature can have only three magic tattoos at a 
  time.
  Once a creature has three magic tattoos operating, any 
  additional magic tattoos fail.
  A successful erase spell removes a single magic tattoo.
  A successful dispel magic spell can remove multiple magic 
  tattoos if targeted on the creature bearing the tattoos (see 
  the dispel magic spell in the Player’s Handbook).
  Material Components: Tattoo inks in appropriate colors.
  Focus: Tattoo needles.
  GEMBOMB
  Conjuration (Creation) [Force]
  Level: Gnome 2, Trade 2
  Components: V, S, M
  Casting Time: 1 action/bomb
  Range: Touch
  Targets: Up to 5 touched gems worth at least 1 gp each
  Duration: 10 minutes/level or until used
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  You turn up to five gems into bombs you (and only you) 
  can lob at enemies.
  You must hold the gems in your hand when casting the 
  spell.
  Together, the bombs are capable of dealing 1d8 points of 
  force damage per two caster levels (maximum of 5d8), 
  divided up among the gems as you wish.
  A 10th-level cleric could create one 5d8 bomb, a 3d8 and 
  2d8 bomb, five 1d8 bombs, or any combination of five dice 
  of damage and up to five gems.
  You can toss the bombs up to 100 feet with a range 
  increment of 20 feet.
  A ranged touch attack roll is required to strike the intended 
  target.
  A creature struck can attempt a Reflex save for half damage.
  Tossing a gembomb counts as an attack for you, so you 
  usually cannot toss one during the turn that you cast the 
  spell.
  You can only toss one bomb at a time, but you can toss 
  more than one each round if you have multiple attacks.
  Material Components: Up to five gems worth at least 1 gp 
  each
  MAELSTROM
  Conjuration (Creation)
  Level: Ocean 8
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: A whirlpool 120 ft. wide and 60 ft. deep
  Duration: 1 round/level
  Saving Throw: Reflex negates (and see text)
  Spell Resistance: No
  Maelstrom causes a deadly vortex to form in water.
  A body of water at least 120 feet wide and 60 feet deep must 
  be present, or the spell is wasted.
  Waterborne creatures or objects within 50 feet of the vortex 
  (below and on all sides) must make successful Reflex saves 
  or be sucked in.
  
  639
  Trained swimmers can attempt Swim checks instead if 
  their skill modifier is higher than their Reflex save bonus.
  Waterborne vessels avoid being sucked in if their operators 
  make Profession (sailor) checks against the same DC as the 
  spell’s saving throw.
  These creatures take 3d8 points of damage upon being 
  sucked in.
  Once inside, creatures and objects take 3d8 points of 
  battering damage each round.
  They remain trapped for 2d4 rounds.
  Subjects of Large or smaller size are ejected from the 
  bottom of the vortex.
  Larger subjects are ejected from the top.
  WATERSPOUT
  Conjuration (Creation)
  Level: Ocean 7
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: A cylinder 10 ft. wide and 80 ft. tall
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  Waterspout causes water to rise up into a whirling, 
  cylindrical column.
  A body of water at least 10 feet wide and 20 feet deep must 
  be present, or the spell is wasted.
  If the waterspout encounters insufficient depth after it has 
  formed, it collapses.
  The waterspout moves at a speed of 30 feet and must 
  remain over water.
  You can concentrate on controlling the waterspout’s every 
  movement or specify a simple program, such as move 
  straight ahead, zigzag, circle, or the like.
  Directing the waterspout’s movement or changing its 
  programmed movement is a standard action for you.
  The waterspout always moves during your turn in the 
  initiative order.
  If the waterspout exceeds the spell’s range, it collapses and 
  the spell ends.
  The waterspout batters creatures and objects it touches, and 
  it often sucks them up.
  Any creature or object that comes in contact with the 
  waterspout must succeed at a Reflex save or take 3d8 points 
  of damage.
  Medium-size or smaller creatures who fail their save are 
  sucked into the spout and held suspended in its powerful 
  currents, taking 2d6 points of damage each round with no 
  save allowed.
  Trapped creatures remain inside for 1d3 rounds before the 
  waterspout ejects them out the top of the spout, and they 
  fall back to the surface (taking falling damage) 1d8×5 feet 
  from the base of the waterspout.
  Waterborne creatures or objects within 10 feet of the spout 
  (below and on all sides) also must make successful Reflex 
  saves or be sucked into the spout if they are Medium-size or 
  smaller.
  Anything sucked into the spout takes 3d8 points of damage 
  and is then trapped for 1d3 rounds as explained above.
  Only the smallest canoes, kayaks, or coracles can be sucked 
  into the spout.
  The occupant of any such craft may make a Profession 
  (sailor) check instead of a Reflex save (his choice) to avoid 
  being sucked up.
  DIVINATION
  ANALYZE PORTAL
  Divination
  Level: Brd 3, Portal 2, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 minute
  Range: 60 ft.
  Area: A quarter circle emanating from you to the extreme 
  of the range
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  You can tell if an area contains a magic portals.
  If you study an area for 1 round, you know the sizes and 
  locations of any portals in the area.
  Once you find a portal, you can study it.
  (If you find more than one portal, you can only study one at 
  a time).
  Each round you study a portal, you can discover one 
  property of the portal, in this order: any key or command 
  word needed to activate the portal, any special 
  circumstances governing the portal’s use (such as specific 
  times when the portal can be activated), whether the portal 
  is one-way or two-way, any of the usual properties listed in 
  the Building a Portal section earlier in this chapter, and 
  finally, a glimpse of the area where the portal leads.
  You can look at the area where the portal leads for 1 round.
  Analyze portal does not allow other divination spells to 
  extend through the portal.
  For example, you cannot also use detect magic or detect evil to 
  study the area where the portal leads while viewing the area 
  with analyze portal.
  For each property, you make a caster level check (1d20 + 
  caster level) against DC 17.
  If fail, you can try again the next round.
  Analyze portal has only a limited ability to reveal unusual 
  properties of portals, as follows:
  • Random Portals: The spell reveals only that the portal is 
  random, and whether it can be activated now.
  It does not reveal when the portal starts or stops 
  functioning.
  • Variable Portals: The spell reveals only that the portal is 
  variable.
  If the caster studies the portal’s destination, the spell reveals 
  only the destination to which the portal is currently set.
  • Creature Only Portals: The spell reveals this property.
  If the caster studies the portal’s destination, the spell reveals 
  where the portal sends creatures.
  If it is the type of portal that sends creatures one place and 
  their equipment another place, the spell does not reveal 
  where the equipment goes.
  • Malfunctioning Portals: The spell reveals only that the 
  portal is malfunctioning, not what sort of malfunction the 
  portal produces.
  Arcane Material Components: A crystal lens and a small 
  mirror.
  
  640
  EVOCATION
  AGANAZZAR’S SCORCHER
  Evocation [Fire]
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-wide path to close range (25 ft. + 5 ft./2 levels)
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A jet of roaring flame bursts from your outstretched hand, 
  scorching any creature in a 5-foot-wide path to the edge of 
  the spell’s range.
  Aganazzar’s scorcher deals 1d8 points of damage per two 
  caster levels, to a maximum of 5d8 points of damage.
  Focus: A red dragon’s scale.
  BLACKLIGHT
  Evocation [Darkness]
  Level: Darkness 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: A 20-ft.-radius emanation centered on a creature, 
  object, or point in space
  Duration: 1 round/level (D)
  Saving Throw: Will negates or none (object)
  Spell Resistance: Yes or no (object)
  You create an area of total darkness.
  The darkness is impenetrable to normal vision and 
  darkvision, but you can see normally within the blacklit 
  area.
  Creatures outside the spell’s area, even you, cannot see 
  through it.
  You can cast the spell on a point in space, but the effect is 
  stationary unless you cast it cast on a mobile object.
  You can cast the spell on a creature, and the effect then 
  radiates from the creature and moves as it moves.
  Unattended objects and points in space do not get saving 
  throws or benefit from spell resistance.
  Blacklight counters or dispels any light spell of equal or 
  lower level, such as daylight.
  The 3rd-level cleric Spell daylight counters or dispels 
  blacklight.
  Material Component: A piece of coal and the dried eyeball of 
  any creature.
  DARKBOLT
  Evocation [Darkness]
  Level: Darkness 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One ray/2 caster levels (maximum seven)
  Duration: Instantaneous (see text)
  Saving Throw: Will partial
  Spell Resistance: Yes
  You unleash beams of darkness from your open palm.
  You must succeed at a ranged touch attack to strike your 
  target.
  You can hurl one darkbolt for every two caster levels you 
  have (maximum seven bolts).
  You can hurl all the bolts at once, or you can hurl one bolt 
  per round as a free action, starting on the round when you 
  cast the spell.
  You do not have to hurl a bolt every round, but if you don’t 
  hurl the bolt you were entitled to that round, it is lost.
  If you hurl all the bolts at once, all your targets must be 
  within 60 feet of each other.
  A darkbolt deals 2d8 points of damage to a living creature, 
  and the creature is dazed for 1 round unless it makes a Will 
  save (a creature struck by multiple bolts during the same 
  round is dazed for a maximum of 1 round, no matter how 
  many times it fails its save).
  Undead take no damage, but are dazed if they fail their 
  saves.
  ELMINSTER’S EVASION
  Evocation
  Level: Sor/Wiz 9
  Components: V, S, M, F, XP
  Casting Time: At least 10 minutes (see text)
  Range: Personal
  Target: You
  Duration: Until discharged
  This powerful variant of the contingency spell automatically 
  transfers you and everything you carry or touch (except for 
  other creatures or objects that weigh more than 50 pounds) 
  to a locale you name.
  When casting Elminster’s evasion, you must specify the 
  locale and detail up to six specific conditions that trigger 
  the spell.
  When any of these situations occurs, your body, mind, and 
  soul are whisked away to the location.
  The location can be any place you have visited, even on 
  another plane.
  Also when casting the spell, you cast teleport without error 
  and one or two other spells that are to take effect when you 
  arrive at your destination.
  The 10-minute casting time is the minimum total for all 
  castings.
  If the companion spells have combined casting times 
  longer than 10 minutes, use the combined casting times 
  instead.
  The teleport without error spell whisks you through the Astral 
  Plane to your destination, so anything that prevents astral 
  travel also foils Elminster’s evasion.
  The spells to be brought into effect by the evasion must be 
  ones that affect your person (feather fall, levitate, fly, teleport, 
  and so on) and be of a spell level no higher than one-third 
  of your caster level (maximum 6th level).
  The conditions you specify to bring the spell into effect 
  must be clear, although they can be general (see the 
  contingency spell, in Chapter 11 of the Player’s Handbook).
  The spell pulls together your mind, body, and soul if they 
  have been separated.
  For example, if your soul is trapped in a magic jar when the 
  evasion is triggered, your soul returns to your body.
  (This breaks the magic jar spell).
  If your body or soul has been magically trapped (for 
  example with a binding, imprisonment, or trap the soul spell), 
  
  641
  you must succeed at a caster level check (DC 11 + the caster 
  level of the person who cast the trapping spell).
  If you succeed, the trapping spell is broken and the evasion 
  works.
  If you fail, the evasion fails.
  If you’re dead when you arrive at your destination, your 
  soul immediately departs just as though you died at your 
  destination.
  Material Components: Those of the companion spells, plus 
  quicksilver; an eyelash of an ogre mage, ki-rin, or similar 
  spell-using creature; and some of your own blood, freshly 
  drawn.
  Drawing the blood deals 1d4 points of temporary 
  Constitution damage.
  Focus: A statuette of you carved from ivory and decorated 
  with gems (worth at least 1,500 gp).
  You must carry the focus for the evasion to function.
  XP Cost: 5,000 XP.
  FLASHBURST
  Evocation [Fire]
  Level: Hth 3, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: A 20-ft.-radius burst
  Duration: Instantaneous (see text)
  Saving Throw: Will partial
  Spell Resistance: Yes
  Flashburst creates a blinding, dazzling flash of light.
  Sighted creatures within the area are automatically dazzled 
  for 1 round (–1 penalty on attack rolls), and possibly 
  blinded for 2d8 rounds (Will negates).
  Creatures outside the area, but within 120 feet of the burst, 
  can be blinded if they have line of sight to the burst (Will 
  negates).
  The spell does not dazzle creatures outside the burst area.
  In addition to the obvious effects, a blinded character 
  suffers a 50% miss chance in combat (all opponents have 
  full concealment), loses any Dexterity bonus to AC, grants a 
  +2 bonus on attackers’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  most Strength- and Dexterity-based skill checks.
  Arcane Material Component: A pinch of sulfur or phosphorus.
  FLENSING
  Evocation
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One corporeal creature
  Duration: Up to 4 rounds (see text)
  Saving Throw: Fortitude partial (see text)
  Spell Resistance: Yes
  You literally strip the flesh from a corporeal creature’s body.
  Each round, the target suffers pain and psychological 
  trauma that literally undermines the spirit.
  The assault deals 2d6 points of damage and 1d6 points of 
  temporary Charisma and Constitution damage.
  A Fortitude save negates the temporary Charisma and 
  Constitution damage and reduces the normal damage by 
  half.
  The target can make a saving throw each round to reduce 
  the damage in that round.
  Flensing has no effect on creatures in gaseous form or on 
  incorporeal creatures.
  Material Component: An onion.
  GREAT SHOUT
  Evocation [Sonic]
  Level: Brd 6, Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: See text
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes (object)
  You emit a thunderous, devastating yell.
  The primary area affected is 5 feet high and 5 feet wide, 
  extending out from you to the limit of the spell’s range.
  Stone, crystal, and metal objects in the area take 20d6 
  points of damage.
  Creatures holding vulnerable objects can attempt Reflex 
  saves to negate the damage.
  Objects that survive the spell’s primary effect are not 
  subject to the secondary effect.
  The spell’s secondary effect is a cone of sound.
  Creatures within the cone take 10d6 points of damage, and 
  are stunned for 1 round and deafened for 4d6 rounds.
  A successful Fortitude save negates the stunning and halves 
  both the damage and the duration of the deafness.
  Any brittle or crystalline object or crystalline creature takes 
  1d6 points of damage per caster level (maximum 20d6).
  Creatures holding fragile objects can negate damage to 
  them with successful Reflex saves.
  The great shout spell cannot penetrate the spell silence.
  Focus: A small metal or ivory horn.
  MOON BLADE
  Evocation
  Level: Hth 3, Moon 3
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: 0 ft.
  Effect: A swordlike beam
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A 3-foot-long, blazing beam of moonlight springs forth 
  from your hand.
  Anyone who can cast moon blade can wield the beam with 
  proficiency.
  However, if you are proficient with any type of sword, you 
  can wield the beam as if it were any type of sword and thus 
  gain the benefits of any special sword skill you might have, 
  such as Weapon Focus.
  Attacks with the moon blade are melee touch attacks.
  Its strike saps vitality or life force, causing no visible 
  wounds but dealing 1d8 points of damage plus 1 point per 
  
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  two caster levels (to a maximum of +15) to any type of 
  creature except undead.
  Undead are visibly wounded by a moon blade.
  Their substance boils away from its touch, and they take 
  2d8 points of damage plus 1 point per caster level (to a 
  maximum of +30) per blow.
  The blade is immaterial, and your Strength modifier does 
  not apply to the damage.
  A successful moon blade strike temporarily scrambles magic.
  On the target’s next turn after a hit from a moon blade, the 
  creature must make a Concentration check to use any spell 
  or spell-like ability.
  The DC is 10 + points of damage dealt + spell level.
  (An opponent hit by a moon blade while casting a spell must 
  make the usual Concentration check to avoid ruining the 
  spell in addition to the check on its next turn).
  The moon blade spell has no connection with the magic 
  items known as moonblades borne and made by some elves.
  Arcane Material Component: A small candy made with 
  wintergreen oil.
  MOON PATH
  Evocation [Force]
  Level: Hth 5, Moon 5
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: A variable-width, glowing white stair or bridge of 
  translucent force up to 15 ft./level long (see text)
  Duration: 1 minute/level (D)
  Saving Throw: None (see text)
  Spell Resistance: No
  Moon path allows you to create a stair or bridge from one 
  spot to another.
  The effect is a railless ribbon of glowing white translucent 
  force like a glass strip.
  The strip can be from 3 to 20 feet wide as you decide.
  (You can vary the width over the ribbon’s length if you 
  want).
  It sticks to its endpoints unshakably, even if these 
  endpoints are in midair.
  At the time of casting, you designate up to one creature per 
  caster level to receive extra protection while standing on or 
  moving along the moon path.
  Protected creatures gain the benefits of a sanctuary.
  This works exactly like the 1st-level spell sanctuary except 
  that the save DC is 15 + your Wisdom modifier, and any 
  subject of the spell who attacks breaks the sanctuary effect 
  for all subjects.
  Protected creatures also stick to the top of the moon path as 
  though they have received spider climb spells.
  A creature loses both benefits immediately when it leaves 
  the path.
  Unlike a wall of force, a moon path can be dispelled.
  It is otherwise similar to a wall of force in that it needs no 
  supports and it is immune to damage of all kinds.
  A disintegrate blasts a hole 10 feet square, leaving the rest of 
  the path intact.
  (If the moon path is 10 feet wide or less, this merely creates 
  a 10-foot gap).
  A hit from a rod of cancellation, a sphere of annihilation, or 
  Mordenkainen’s disjunction destroys a moon path.
  Spells and breath weapons cannot pass through a moon path,
  although dimension door, teleport, and similar effects can 
  bypass the barrier.
  It blocks ethereal creatures as well as material creatures.
  Gaze attacks cannot operate through the moon path.
  A moon path must be straight, continuous, and unbroken 
  when formed.
  If its surface is broken by any object or creature, the spell 
  fails.
  The bridge version of the spell must be created flat.
  The stair version cannot rise or descend any more sharply 
  than 45 degrees.
  Arcane Material Component: A white handkerchief.
  MOONBEAM
  Evocation [Light]
  Level: Hth 2, Moon 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: 1 minute/level (D)
  Saving Throw: None or Will negates (see text)
  Spell Resistance: No
  A cone of pale moonlight springs from your hand.
  On your turn each round, you can change the direction the 
  cone points.
  Light from a moonbeam does not adversely affect creatures 
  that are sensitive to light, but lycanthropes in humanoid 
  form caught in the cone must make Will saves to avoid 
  involuntarily assuming their animal forms.
  Lycanthropes in animal form can change out of it on their 
  next turn (spending a round in animal form).
  However, if they are still in the area of the spell, they must 
  succeed at a Will save to do so.
  Once a lycanthrope successfully saves against moonbeam, it 
  is not affected by any more of your moonbeam spells for 24 
  hours.
  Moonbeam penetrates any darkness spell of equal or lower 
  level, but does not counter or dispel it.
  Darkness spells of higher level block a moonbeam.
  Arcane Material Component: A pinch of white powder.
  MOONFIRE
  Evocation [Light]
  Level: Moon 9
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous (see text)
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  A cone of fiery white moonlight springs from your hand.
  Living creatures in the area feel an unnatural chill and take 
  1d8 points of damage per two caster levels, to a maximum 
  of 10d8.
  Undead and shapechangers take double damage.
  This application of the spell allows a Reflex save for half 
  damage.
  All magical auras within the cone glow with a faint blue 
  light for 1 round per caster level.
  
  643
  Disguised, shapechanged, or polymorphed creatures and 
  objects in the spell’s area at the time the spell is cast must 
  make Will saves or immediately return to their normal 
  forms.
  Even if the save succeeds, they remain covered in ghostly 
  white outlines that show their true forms for 1 round per 
  caster level.
  The entire area covered by the cone glows silver white for 1 
  round per caster level.
  This radiance is as bright as the light of a full moon and 
  negates electricity for 1 round per caster level unless the 
  creature generating it makes a caster level check against a 
  DC equal to the caster’s level.
  If an electricity effect is generated outside the glowing 
  cone, the cone blocks the electricity effect if the caster level 
  check fails.
  If an electricity effect is generated inside the glowing cone, 
  the cone completely negates the electricity effect if the 
  caster level check fails.
  SNILLOC’S SNOWBALL SWARM
  Evocation [Cold]
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 10-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A flurry of magic snowballs erupts from a point you select.
  The swarm of snowballs deals 2d6 points of cold damage to 
  creatures and objects within the burst.
  For every two caster levels beyond 3rd, the snowballs deal 
  an extra die of damage, to a maximum of 5d6 at 9th level or 
  higher.
  Material Component: A piece of ice or a small white rock 
  chip.
  THUNDERLANCE
  Evocation [Force]
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: 0 ft.
  Effect: A spearlike beam
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A faint, gray, shimmering force in the general shape of a 
  staff or spear springs from your hand.
  You can freely make the force retract or grow to any size 
  from 1 foot to 20 feet, but it always remains a straight lance 
  of force.
  This gives you natural reach of 20 feet.
  You can use the thunderlance to make powerful melee 
  attacks.
  The thunderlance strikes as a Huge longspear, dealing a base 
  2d6 points of damage (crit ×3).
  You only need one hand to wield the thunderlance, and you 
  suffer no nonproficiency penalties if you do not have 
  Martial Weapon Proficiency (longspear).
  The thunderlance strikes with a Strength score equal to 12 + 
  your caster level (maximum +15) which replaces your own 
  Strength score when you make attack and damage rolls 
  with the spell.
  If you successfully strike a target protected by any force 
  effect of 3rd level or lower, such as a shield or mage armor 
  spell, the thunderlance may dispel the force effect in 
  addition to damaging the target.
  Make a dispel check against the caster who created the 
  effect.
  If you succeed, the effect is dispelled.
  The thunderlance remains whether you succeed or fail at this 
  check.
  You can choose to attack objects or to use the Strength 
  score of the thunderlance for Strength scores involving 
  breaking or damaging items.
  Material Component: A small metal spear.
  ILLUSION
  CLAWS OF DARKNESS
  Illusion (Shadow)
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial
  Spell Resistance: Yes (see text)
  You draw material from the Plane of Shadow to cause your 
  hands and forearms to elongate and change shape into 
  featureless claws of inky blackness.
  Starting on your next action, you may use the claws to 
  make unarmed attacks as if they were natural weapons.
  (You attack with one claw and can use the other claw for an 
  off-hand attack.
  If you have multiple attacks you use them normally when 
  attacking with the claws).
  Attacks with the claws are melee touch attacks.
  Each claw deals 1d4 points of cold damage.
  If you grapple an opponent, you deal claw damage with 
  each successful grapple check, and the grappled target is 
  under the effect of a slow spell for as long as you maintain 
  the grapple unless the opponent makes a Fortitude save.
  You can extend the claws up to 6 feet, which gives you 
  natural reach of 10 feet, or retract them as a free action.
  When the spell is in effect, you may not cast spells with 
  anything other than verbal components, nor may you carry 
  items with your hands.
  Any magic items worn on your hands are temporarily 
  absorbed and cease functioning while the spell is active.
  FANTASTIC MACHINE
  Illusion (Shadow)
  Level: Craft 6, Gnome 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: A 10-ft. machine
  Duration: 1 minute/level (D)
  
  644
  Saving Throw: None
  Spell Resistance: No
  Fantastic machine creates an illusory, many-armed, noisy 
  mechanical construct of impressively massive appearance.
  You can command the machine to perform any simple, 
  physical task that you can describe in 25 words or less.
  You can order the machine to perform the same task over 
  and over, but you can’t change the task.
  You must specify the task when you cast the spell.
  The machine always acts on your turn in the initiative 
  order.
  (It can act during the turn you cast the spell).
  The machine functions as a Large (tall) animated object (see 
  the Monster Manual).
  It trundles over the ground at a speed of 40 feet.
  It can swim or fly at a speed of 10 feet (clumsy 
  maneuverability).
  It has 22 hit points, an Armor Class of 14 (–1 size, +5 
  natural), and a hardness of 10.
  Its saving throw modifiers are Fortitude +1, Reflex +1, Will 
  –4.
  A light load for the machine is up to 230 pounds, a heavy 
  load is 231–460 pounds, and a heavy load is 461–700 
  pounds.
  The machine can fly or swim only when lightly loaded.
  The machine can lift a weight of up to 1,400 pounds to a 
  height of 15 feet.
  It can push or drag 3,500 pounds.
  It can excavate 7,000 pounds of loose rock each minute 
  (which is sufficient to clear a 5-by-5-by-5-foot space in 3 
  rounds).
  It can excavate sand or loose soil at twice that rate.
  The machine has an attack bonus of +5 and can make one 
  slam attack each round that deals 1d8+4 points of damage.
  It deals triple slam damage (3d8+12) against stone or metal.
  The machine can hurl Small rocks (if any are at hand) with 
  an attack bonus of +3.
  Its range increment is 150 feet, and it can throw a rock up 
  to 10 range increments.
  A thrown rock deals 2d6+4 points of damage.
  GREATER FANTASTIC MACHINE
  Illusion (Shadow)
  Level: Craft 9
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: A 10-ft. machine
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Greater fantastic machine creates an illusory, manyarmed, 
  noisy mechanical construct of impressively massive 
  appearance.
  You can concentrate on controlling the machine’s every 
  action or specify a simple program, such as collect all the 
  logs in an area and stack them in a neat pile, plow a field, 
  drive piles, or the like.
  The machine can perform only fairly simple physical tasks.
  Directing the machine’s actions or changing its 
  programmed movement is a standard action for you.
  The machine always acts on your turn in the initiative 
  order.
  (It can act during the turn you cast the spell).
  Except where noted below, the machine functions as a 
  Large (tall) animated object (see the Monster Manual) 
  constructed from adamantine.
  It trundles over the ground at a speed of 60 feet.
  It can swim or fly at a speed of 20 feet (poor 
  maneuverability).
  It has 16 HD, 88 hit points, an Armor Class of 20 (–1 size, 
  +11 natural), and a hardness of 20.
  Its saving throw modifiers are Fortitude +5, Reflex +5, and 
  Will +0.
  The machine has a Strength score of 22.
  A light load for the machine is up to 520 pounds, a medium 
  load is 521 to 1,040 pounds, and a heavy load is 1,041 to 
  1,560 pounds.
  The machine can fly or swim only when lightly loaded.
  The machine can lift a weight of up to 3,120 pounds to a 
  height of 15 feet.
  It can push or drag 7,800 pounds.
  It can excavate 20,000 pounds of loose rock each minute 
  (which is sufficient to clear a 5-by-5-by-5-foot space in 1 
  round).
  It can excavate sand or loose soil at twice that rate.
  The machine makes slam attacks with an attack bonus of 
  +17/+12 for 1d8+9 points of damage.
  It deals triple slam damage (3d8+27) against stone or metal.
  The machine can hurl Small rocks (if any are at hand) with 
  an attack bonus of +12/+7.
  Its range increment is 150 feet, and it can throw a rock up 
  to 10 range increments.
  A thrown rock deals 2d6+9 points of damage.
  SHADOW MASK
  Illusion (Shadow)
  Level: Hrp 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You cause a mask of shadows to form around your face.
  It does not impede your vision, cannot be physically 
  removed, completely hides your features, and protects you 
  against certain attacks.
  You receive a +4 bonus on saving throws against light or 
  darkness spells and any spells that rely on bright light for 
  damaging effects, such as the flare spell or the fireworks 
  effect of pyrotechnics.
  You also gain a 50% chance each round to avoid having to 
  make a saving throw against gaze attacks, just as if you 
  averted your eyes.
  If you avert your eyes while using shadow mask, you get to 
  check twice to see if you avoid having to make the saving 
  throw.
  When the spell’s duration ends, the shadow mask fades over 
  the course of 1d4 rounds (rather than immediately), giving 
  you time to keep your face hidden via other means.
  A successful dispel magic cast against a shadow mask 
  effectively ends the spell and causes the same slow fading.
  Material Component: A mask of black cloth.
  
  645
  SHADOW SPRAY
  Illusion (Shadow)
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 5-foot radius burst
  Duration: 1 round/level
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  You cause a multitude of ribbonlike shadows to 
  instantaneously explode outward from the target point.
  Creatures in the area take 2 points of temporary Strength 
  damage, are dazed for 1 round, and suffer a –2 morale 
  penalty on saving throws against fear spells and effects.
  The fear penalty ends when the shadow spray spell does, but 
  the temporary Strength damage is instantaneous.
  Material Component: A handful of black ribbons.
  NECROMANCY
  GRIMWALD’S GRAYMANTLE
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You imbue a skull or bone with a pale gray radiance and 
  then hurl (or touch) the skull or bone to hit a target 
  creature.
  You can attack with the skull on the round you cast the 
  spell, but otherwise it is a standard action.
  If the skull or bone hits the target, the gray radiance is 
  transferred from the skull to the creature, covering it 
  entirely.
  For the duration of the spell, the creature cannot regain hit 
  points or ability score points by any means.
  Nor can the creature remove negative levels.
  Natural regeneration (such as that of trolls) is stopped, as 
  are the effects of a ring of regeneration, potion of healing, or 
  staff of curing.
  Spells that return lost hit points (cure light wounds, heal) do 
  not work on that individual.
  Other necromantic spells function normally, including 
  those that cure other afflictions (disease, blindness).
  Those that remove hit points (cause light wounds) are 
  unaffected by the spell.
  The subject can improve his current hit points by boosting 
  his Constitution score and can receive temporary hit points 
  (from an aid spell, for example).
  Upon the expiration of the spell, automatic healing abilities 
  and items such as a ring of regeneration or a troll’s 
  regeneration ability begin to function again.
  Material Component: The skull or bone used.
  TRANSMUTATION
  ANYSPELL
  Transmutation
  Level: Spell 3
  Components: V, S, DF (and possibly M, F, and XP)
  Casting Time: 15 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  Anyspell allows you to read and prepare any arcane spell of 
  up to 2nd level.
  You must have an arcane magical writing (a scroll or 
  spellbook) on hand to cast anyspell.
  During the spell’s 15-minute casting time, you can scan the 
  spells available and choose one to read and prepare.
  Once you choose and prepare an arcane spell, you retain it 
  in your mind.
  The prepared spell occupies your 3rd-level domain spell 
  slot.
  If you read the spell from a spellbook, the book is 
  unharmed, but reading a spell from a scroll erases the spell 
  from the scroll.
  When you cast the arcane spell, it works just as though cast 
  by a wizard of your cleric level except that your Wisdom 
  score sets the save DC (if applicable).
  You must have a Wisdom score of at least 10 + the arcane 
  spell’s level to prepare and cast it.
  Your holy symbol substitutes for any noncostly material 
  component.
  If the spell has a costly material component (one to which a 
  gold piece value is assigned), you must provide it.
  If the spell has another focus, you must provide the focus.
  If the spell has an XP component, you must pay the 
  experience point cost.
  EAGLE’S SPLENDOR
  Transmutation
  Level: Brd 2, Hrp 2, Sor/Wiz 2, Trade 3
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creature becomes more poised, articulate, 
  and personally forceful.
  The spell grants an enhancement bonus to Charisma of 
  1d4+1 points, adding the usual benefits to Charisma-based 
  skills.
  Sorcerers and bards who receive eagle’s splendor do not gain 
  extra spells, but the save DCs for their spells increase.
  Arcane Material Component: A few feathers or a pinch of 
  dung from an eagle.
  FIRE STRIDE
  Transmutation [Teleportation]
  Level: Sor/Wiz 4
  Components: V, S
  
  646
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level or until expended (see text)
  You gain the ability to step into fires and move from fire to 
  fire.
  The fires you enter and move between must be at least as 
  big around as you are.
  Fire elementals and other fire creatures are not “fires” for 
  purposes of fire stride, nor are sources of great heat such as 
  pools of lava.
  Once in a fire, you can transport yourself to any other 
  sufficiently large fire within long range (400 ft. + 40 
  ft./level), and you instantly know the locations of all 
  suitable fires within range.
  Each transport counts as a full move action.
  With each casting of the spell, you can transport yourself 
  one time per caster level.
  If a fire’s location doesn’t offer enough space for you (for 
  example, a fire contained inside a furnace too small to hold 
  you or a fire already occupied by a big cauldron), it is not a 
  viable destination and you don’t sense its location.
  If a fire rests on a surface that can’t support you, it is still a 
  viable destination and you suffer the appropriate 
  consequences if you transport yourself to it.
  For example, if you transport yourself into a fire burning in 
  a pit full of oil, you fall into the oil when you arrive there.
  The spell provides no protection against fire, so it is 
  advisable to obtain such protection before using the spell.
  GREATER ANYSPELL
  Transmutation
  Level: Spell 6
  Components: V, S, DF (and possibly M, F, and XP)
  Casting Time: 15 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  As anyspell, except you can read and prepare any arcane 
  spell of up to 5th level, and the prepared spell occupies your 
  6th-level domain spell slot.
  MAW OF STONE
  Transmutation
  Level: Cavern 7
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One cave mouth or natural chamber up to 15 ft. 
  high and wide
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You cause a single natural opening or natural chamber to 
  become animated.
  The opening or chamber cannot move, but it can attack.
  You can order it to attack any creature, or a specific type of 
  creature.
  You also can order it to attack under a specific 
  circumstance, such as when creatures try to leave or when 
  they touch something.
  An animated opening can only attack creatures that try to 
  move through it.
  An animated chamber can attack every creature inside.
  Only one maw of stone can be in effect on a particular 
  opening or chamber at a time.
  The animated opening or chamber has a Strength score of 
  30 and an attack bonus equal to your level + your Wisdom 
  modifier + 7 for its Strength.
  If it has any single dimension (height, length, or width) of 8 
  feet or more, it has a –1 size penalty on attack rolls for being 
  Large.
  An animated opening can make one grapple attack each 
  round against a creature passing through.
  If it succeeds with its grab attempt, it makes a grapple 
  check and deals 2d6+10 points of normal damage with a 
  successful hold.
  A Large opening gains a +4 special size modifier and deals 
  2d8+10 points of damage.
  An animated chamber works the same way, except that it 
  can make a separate attack against every creature inside.
  The animated stone has an Armor Class of 15, or 14 if Large 
  (–1 size), and a hardness of 8.
  An opening has 40 hit points (60 if Large).
  A chamber has 60 hit points (90 if Large).
  SCATTERSPRAY
  Transmutation
  Level: Hrp 1, Hth 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Six or more Diminutive or Fine objects, all within 
  1 ft. of each other, whose total weight does not exceed 25 lb.
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: No
  You can point to a collection of little, unsecured items and 
  cause them to fly off in all directions simultaneously.
  The spray of items makes a burst with a 10-foot radius.
  If the items are fairly hard or sharp (such as stones, sling 
  bullets, coins, or the like), creatures in the burst take 1d8 
  points of damage.
  A successful Reflex save negates this damage.
  Eggs, fruit, and other soft objects can be used, but the 
  damage then dealt is subdual damage.
  SPIDER CURSE
  Transmutation [Mind-Affecting]
  Level: Spider 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 humanoid of Medium-size or smaller
  Duration: 1 day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You turn a humanoid into a driderlike creature that obeys 
  your mental commands.
  The transmuted subject gains a spider’s body with a 
  humanoid head, arms, and torso, just like a drider.
  The subject has a drider’s speed, natural armor, bite attack, 
  and poison (but see below).
  
  647
  The subject gains a +4 bonus to its Strength, Dexterity, and 
  Constitution scores.
  The subject retains its Intelligence, Wisdom, and Charisma 
  scores, level and class, hit points (despite any change in 
  Constitution score), alignment, base attack bonus, and base 
  saves.
  (New Strength, Dexterity, and Constitution scores may 
  affect final Armor Class, attack, and save bonuses).
  The subject’s equipment remains and continues to function 
  as long as it fits a drider’s body shape.
  Otherwise it is subsumed into the new form and ceases to 
  function for the duration of the spell.
  Retained items include anything worn on the upper body 
  (head, neck, shoulders, hands, arms, and waist).
  Nonfunctioning items include anything worn on the legs, 
  feet, or the whole body (armor, robes, vestments, and 
  boots).
  The subject’s bite delivers a poison with a Fortitude save 
  DC of 16 + your Wisdom bonus.
  Initial and secondary damage is 1d6 points of temporary 
  Strength damage.
  Your control over the subject is like that provided by a 
  dominate person spell.
  (You telepathically control the creature so long as it 
  remains within range).
  Although spider curse is similar to polymorph other, it does not 
  heal damage or cause disorientation.
  SPIDER SHAPES
  Transmutation
  Level: Spider 9
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One willing creature/level, all within 30 ft. of 
  each other
  Duration: 1 hour/level (D)
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  As polymorph other, except you polymorph up to one willing 
  creature per level into a monstrous spider of any size from 
  Tiny to Huge as you decide (see Appendix 2 in the Monster 
  Manual).
  All the creatures you transmute must become spiders of the 
  same size.
  The spell has no effect on unwilling creatures.
  Subjects remain in the spider form until the spell expires or 
  you dismiss the spell for all subjects.
  In addition, an individual subject may choose to resume 
  her normal form as a full-round action.
  Doing so ends the spell for her and her alone.
  Parts separated from the resulting spiders do not revert to 
  their original forms, so the resulting spiders have 
  poisonous bites.
  Creatures polymorphed by spider shapes don’t suffer the 
  disorientation penalty that those transformed by polymorph 
  other often do.
  Subjects of spider shapes regain hit points as though they had 
  rested for a day.
  SPIDERFORM
  Transmutation
  Level: Drow 5
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Targets: You
  Duration: 1 hour/level (D)
  You can polymorph into a drider or Tiny, Small, Medium-
  size, or Large monstrous spider (see the Monster Manual).
  You regain lost hit points as if you rested for a day on the 
  initial transformation.
  The spell lasts until you decide to resume your normal 
  shape.
  You acquire the physical and natural abilities of the 
  creature you polymorph into, including natural size, 
  Strength, Dexterity, and Constitution scores, armor, attack 
  routines, and movement capabilities.
  Unlike polymorph self, you acquire the poisonous bite and 
  web-spinning ability of whichever spider form you choose.
  You do not suffer any disorientation.
  You retain your Intelligence, Wisdom, and Charisma 
  scores, level and class, hit points (despite any change in 
  Constitution score), alignment, base attack bonus, and base 
  saves.
  (New Strength, Dexterity, and Constitution scores may 
  affect final attack and save bonuses).
  You can cast spells and use magic items if you choose drider 
  form, but no other spider form is capable of spellcasting or 
  manipulating devices.
  If you choose drider form, your equipment remains and 
  continues to function as long as it fits a drider’s body shape.
  Retained items include anything worn on the upper body 
  (head, neck, shoulders, hands, arms, and waist).
  Otherwise your equipment is subsumed into the new form 
  and ceases to function for the duration of the spell.
  STONE SPIDERS
  Transmutation
  Level: Spider 7
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: 1d3 pebbles or 1d3 vermin, no two of which can 
  be more than 30 ft. apart
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You transform 1d3 pebbles into stone constructs that 
  resemble monstrous spiders.
  The constructs can be any size from Tiny to Huge as you 
  decide, but all the constructs you create must be the same 
  size.
  The constructs have the same statistics as monstrous 
  spiders (see Appendix 2 in the Monster Manual) of the 
  appropriate size, except as follows: Their natural armor 
  increases by +6.
  They have damage reduction 30/+2.
  Their poison has a Fortitude save DC of 17 + your Wisdom 
  modifier.
  Initial and secondary damage is 1d3 points of temporary 
  Strength damage.
  If the constructs can hear your commands, you can direct 
  them not to attack, to attack particular enemies, or to 
  perform other actions.
  
  648
  Otherwise, they simply attack your enemies to the best of 
  their abilities.
  Alternatively, you can cast stone spiders on 1d3 vermin of any 
  type or size.
  The affected vermin gain the benefits of a stoneskin spell 
  (damage reduction 10/+5) for 1 round per caster level.
  FROSTBURN (3.5)
  ABJURATION
  ANTICOLD SPHERE
  Abjuration
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You bring into being a mobile, spherical energy field that 
  protects against cold.
  All creatures within the area of the spell are granted 
  immunity to cold.
  In addition, the sphere prevents the entrance of any 
  creature with the cold subtype.
  The effect hedges out such creatures in the area when it is 
  cast.
  This spell may be used only defensively, not aggressively.
  Forcing an abjuration barrier against creatures that the spell 
  keeps at bay collapses the barrier (see Abjuration, page 172 
  of the Player’s Handbook).
  DISPEL COLD
  Abjuration [Fire]
  Level: Cleric 5
  This spell functions like dispel evil (see page 222 of the 
  Player’s Handbook), except that you are surrounded by 
  constant, blue-white cold energy, and the spell affects cold 
  creatures and spells rather than evil ones.
  DISPEL FIRE
  Abjuration [Cold]
  Level: Cleric 5
  This spell functions like dispel evil (see page 222 of the 
  Player’s Handbook), except that you are surrounded by 
  constant red, orange, and yellow flames, and the spell 
  affects fire creatures and spells rather than evil ones.
  GLACIAL GLOBE OF INVULNERABILITY
  Abjuration [Cold]
  Level: Cleric 4, sorcerer/wizard 3
  Components: V, S, M/DF
  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
  A frosty sphere of cold energy surrounds you and excludes 
  all spells and spell-like abilities with the fire descriptor of 
  3rd level or lower.
  This spell functions like globe of invulnerability, except that it 
  affects only fire spells.
  In addition, the frosty opaqueness of the globe grants 
  concealment (20% miss chance) to those within the area 
  against attacks from outside.
  Likewise, targets outside the globe gain concealment 
  against attacks from those within the spell’s area.
  Arcane Material Component: A tiny sphere of ice that shatters 
  at the expiration of the spell.
  GLACIAL WARD
  Abjuration [Cold]
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  A faint, shimmering reddish energy encases the subject’s 
  body, granting spell resistance 18 against fire spells and 
  spell-like abilities.
  In addition, any creature using a fire-based supernatural 
  ability on the subject (such as a breath weapon) must 
  succeed on a DC 18 level check (1d20 + level or HD) to 
  affect a creature warded by this spell.
  Material Component: A pinch of sulfur.
  GLACIAL WARD, GREATER
  Abjuration [Cold]
  Level: Sorcerer/wizard 7
  Components: V, S, M, Coldfire
  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
  A 10-foot-radius globe of swirling coldfire surrounds you, 
  granting you and anyone inside the globe spell resistance 
  25 against all fire spells and spell-like effects.
  In addition, any creature using a fire-based supernatural 
  ability on a target inside the globe (such as a breath 
  weapon) must also make a caster level check to affect the 
  target.
  The globe does not offer protection against natural heat and 
  fire, including immersion in lava.
  Material Component: A pinch of sulfur.
  Coldfire Component: One ounce of coldfire.
  ICE SHIELD
  Abjuration
  Level: Druid 5, sorcerer/wizard 4
  Components: V, S, M, Coldfire
  Casting Time: 1 standard action
  
  649
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  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 15/–.
  The spell prevents a total of 10 points of damage per caster 
  level (maximum 150 points).
  While protected by the spell, the creature also has 
  vulnerability to fire and takes half again as much (+50%) 
  damage as normal from the effect, regardless of whether a 
  saving throw is allowed, or if the save is a success or failure.
  The duration increases to 10 minutes per level when in a 
  frostfell environment.
  Material Component: A pinch of sleet.
  Coldfire Component: Five ounces of coldfire.
  ICICLE
  Abjuration [Cold]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One 10-ft. square section of ceiling or doorframe
  Duration: Until discharged (D)
  Saving Throw: See text
  Spell Resistance: Yes
  You create icicles on a ceiling, doorway, or similar 
  overhang.
  The icicles fall when a creature walks beneath them, 
  dealing 4d6 points of piercing damage.
  Anyone directly under the area takes this damage with no 
  saving throw.
  Others within 5 feet of the icicles take half damage, or none 
  if they succeed on a Reflex saving throw.
  The caster and any characters you choose can walk under 
  the icicles or through the doorway without triggering the 
  ice attack.
  Likewise, you can remove the icicles whenever desired.
  Others can remove them with a successful dispel magic or 10 
  points of fire damage.
  However, an unsuccessful attempt to dispel or melt the 
  icicles automatically triggers the attack.
  CONJURATION
  ARCTIC HAZE
  Conjuration (Creation) [Cold]
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Fog spreads in a 30-ft. radius, 20 ft. high
  Duration: 10 min./level
  Saving Throw: Fortitude half
  Spell Resistance: No
  A bank of fog composed entirely of tiny, razor-sharp ice 
  shards billows out from the targeted point.
  The fog obscures all sight, including darkvision, beyond 5 
  feet.
  A creature 5 feet away has concealment (20% miss chance).
  Creatures farther away have total concealment (50% miss 
  chance, and the attacker can’t use sight to locate the target).
  In addition, the sharp ice particles tear the skin of those 
  moving through the area, causing 4 points of damage per 
  round, half of which is cold damage.
  A strong wind (21+ mph) disperses the fog in 4 rounds; a 
  severe wind (31+ mph) disperses the fog in 1 round.
  Dispersing the fog in this manner, however, causes damage 
  to those within its area as the icy shards whip past.
  A strong wind causes 4 points of damage per round (half 
  cold); a severe wind causes 8 points of damage (half cold).
  COLUMN OF ICE
  Conjuration (Creation) [Cold]
  Level: Druid 3, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One column of ice, 10-ft. radius and 5 ft./level in 
  height
  Duration: Permanent
  Saving Throw: Reflex negates
  Spell Resistance: No
  A column of ice rises from the ground, lifting any object or 
  creature (including you) standing in the area into the air.
  Creatures making a Reflex saving throw can choose to 
  avoid the column.
  Moving or fighting atop the ice column requires a DC 10 
  Balance check.
  Those who fail fall prone and must immediately succeed on 
  a DC 12 Reflex saving throw or slip off the column, taking 
  commensurate falling damage.
  Creatures atop the column as it rises may be smashed 
  against the ceiling or other overhead obstructions, which 
  deals 4d6 points of damage.
  Magical Ice Column: 10 feet thick; hardness 16; hp 160; 
  break DC 90; Climb DC 30.
  Arcane Material Component: A 2-inch rod of ice.
  COMETSTRIKE
  Conjuration (Creation) [Cold]
  Level: Druid 9
  Components: V, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Three different creatures or objects
  Duration: 3 rounds
  Saving Throw: Reflex partial
  Spell Resistance: No
  This spell may only be cast in an outdoor area; it fails if cast 
  indoors or underground.
  When you cast this spell, you cause three frozen comets to 
  strike down upon any three different creatures or objects in 
  range.
  You must make a ranged touch attack to hit each target.
  Each target struck takes 3d6 points of bludgeoning damage 
  and 1d4 points of cold damage per level (maximum 10d4), 
  and is stunned for one round.
  
  650
  A successful Reflex save negates the bludgeoning damage 
  and the stunning effects, but not the cold damage.
  Each round the spell persists, another three frozen comets 
  rain down upon the original three targets; as a standard 
  action you can select new targets for one, two, or all three 
  comets.
  CONJURE ICE BEAST I
  Conjuration (Creation) [Cold]
  Level: Cleric 1, druid 1, ranger 1
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One conjured ice creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell creates a creature constructed from magical ice.
  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 creatures from the 1st-level 
  list of either the summon monster table or the summon 
  nature’s ally table (pages 287–288 of the Player’s Handbook).
  The conjured creature cannot have the fire subtype.
  You choose which kind of creature to conjure, and you can 
  change that choice each time you cast the spell.
  The conjured creature is a construct made of magical ice, 
  gaining the ice beast template (see page 138).
  In all other ways, conjure ice beast I functions like summon 
  monster I.
  CONJURE ICE BEAST II
  Conjuration (Creation) [Cold]
  Level: Cleric 2, druid 2, ranger 2
  Effect: One or more conjured ice creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like conjure ice beast I, except that you 
  can conjure one creature from the 2nd-level list or two 
  creatures of the same kind from the 1st-level list.
  CONJURE ICE BEAST III
  Conjuration (Creation) [Cold]
  Level: Cleric 3, druid 3, ranger 3
  Effect: One or more conjured ice creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like conjure ice beast I, except that you 
  can conjure one creature from the 3rd-level list, two 
  creatures of the same kind from the 2nd-level list, or four 
  creatures of the same kind from the 1st-level list.
  CONJURE ICE BEAST IV
  Conjuration (Creation) [Cold]
  Level: Cleric 4, druid 4, ranger 4
  Effect: One or more conjured ice creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like conjure ice beast I, except that you 
  can conjure one creature from the 4th-level list, two 
  creatures of the same kind from the 3rd-level list, or four 
  creatures of the same kind from a lower-level list.
  CONJURE ICE BEAST V
  Conjuration (Creation) [Cold]
  Level: Cleric 5, druid 5
  Effect: One or more conjured ice creatures, no two of 
  which can be more than 30 ft. apart This spell functions 
  like conjure ice beast I, except that you can conjure one 
  creature from the 5th-level list, two creatures of the same 
  kind from the 4th-level list, or four creatures of the same 
  kind from a lower-level list.
  CONJURE ICE BEAST VI
  Conjuration (Creation) [Cold]
  Level: Cleric 6, druid 6
  Effect: One or more conjured ice creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like conjure ice beast I, except that you 
  can conjure one creature from the 6th-level list, two 
  creatures of the same kind from the 5th-level list, or four 
  creatures of the same kind from a lower-level list.
  CONJURE ICE BEAST VII
  Conjuration (Creation) [Cold]
  Level: Cleric 7, druid 7
  Effect: One or more conjured ice creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like conjure ice beast I, except that you 
  can conjure one creature from the 7th-level list, two 
  creatures of the same kind from the 6th-level list, or four 
  creatures of the same kind from a lower-level list.
  CONJURE ICE BEAST VIII
  Conjuration (Creation) [Cold]
  Level: Cleric 8, druid 8
  Effect: One or more conjured ice creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like conjure ice beast I, except that you 
  can conjure one creature from the 8th-level list, two 
  creatures of the same kind from the 7th-level list, or four 
  creatures of the same kind from a lower-level list.
  CONJURE ICE BEAST IX
  Conjuration (Creation) [Cold]
  Level: Cleric 9, druid 9
  Effect: One or more conjured ice creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like conjure ice beast I, except that you 
  can conjure one creature from the 9th-level list, two 
  creatures of the same kind from the 8th-level list, or four 
  creatures of the same kind from a lower-level list.
  CONJURE ICE OBJECT
  Conjuration (Creation) [Cold]
  Level: Cleric 2, druid 2
  Components: V, S, DF
  
  651
  Casting Time: 1 standard action
  Range: Personal
  Effect: One object of up to 5 lb./level
  Duration: 1 min./level
  Saving Throw: None (harmless)
  Spell Resistance: No
  You conjure into being a block of transparent ice in the 
  shape of any object you have seen at least once before, up to 
  the weight limit (to a maximum of 50 pounds at 10th level).
  Any object with moving parts does not function (for 
  example, a crossbow).
  You must succeed on an appropriate Craft check to make a 
  complex item.
  DEATH HAIL
  Conjuration (Creation) [Cold, Death]
  Level: Druid 6, Winter 6
  Components: V, S, DF
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (40-ft radius, 20 ft. high)
  Duration: 1 round/level
  Saving Throw: Fortitude half
  Spell Resistance: No You call into being an intense 
  storm of death hail in the area you designate.
  Creatures in the area must succeed on a Fortitude save or 
  take 1d2 points of Strength and Constitution damage.
  FROSTBITE
  Conjuration (Creation) [Cold]
  Level: Cleric 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/2 levels, no two of which can be 
  more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You chill the air and create a layer of frost on the skin of 
  target creatures.
  The targets are entitled to a Fortitude save; those who fail 
  take 6d6 points of cold damage and 2d6 points of Dexterity 
  damage.
  Creatures dropping to 0 Dexterity are frozen in a layer of 
  ice, shivering and unable to attack, move, or defend.
  FROSTFELL SLIDE
  Conjuration (Teleportation) [Cold]
  Level: Druid 4, ranger 4
  Components: V, S, DF, Frostfell
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until expended; see text
  You gain the ability to instantly teleport from one area of 
  slush, snow, or ice to any other area of slush, snow, or ice up 
  to the distance indicated on the table below.
  Transport distance is based upon the substance touched at 
  the point of departure, not at the point of arrival.
  You may wait to travel in this manner up to the duration of 
  the spell, holding the charge, but immediately upon 
  arriving at the destination point, the spell ends.
  GLACIER
  Conjuration (Creation) [Cold]
  Level: Druid 8
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels); see text
  Effect: One 20-ft. cube/2 levels
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, you bring into existence 20-foot 
  cubes of animated glacial ice (one per two caster levels, to a 
  maximum of ten glaciers at 20th level), which need not 
  appear adjacent to one another, but must be placed on a 
  horizontal surface.
  Glaciers placed in the air or on nonhorizontal surfaces do 
  not appear, but are deducted from the number of glaciers 
  the caster may conjure.
  The glaciers remain stationary unless commanded, 
  attacking any creatures within 5 feet with a +15 slam attack 
  that deals 2d8+4 points of damage, plus 3d6 points of cold 
  damage.
  As a standard action, you may command any number of 
  glaciers to move at a speed of 10 feet.
  You cannot command any glacier to move more than 100 
  feet away from you, and if you move more than 100 feet 
  from any glacier, that glacier remains stationary, attacking 
  any creatures in its area (but it can be commanded again if 
  you move with in 100 feet).
  A glacier has 20 hit points per caster level and a hardness of 
  0.
  Creatures can hit the glacier automatically.
  Fire, including a fireball spell and red dragon breath, can 
  melt a glacier, and it deals full damage to the ice (instead of 
  the normal half damage taken by objects).
  Suddenly melting a glacier creates a great cloud of steamy 
  fog that lasts for 10 minutes.
  GLAZE LOCK
  Conjuration (Creation) [Cold]
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Lock touched
  Duration: 10 min./level; see text
  Saving Throw: None
  Spell Resistance: No
  You jam a locking mechanism with ice, raising its Open 
  Lock DC by 10 and the lock’s hardness by 5.
  
  652
  Fire attacks against the lock deal double damage.
  In cold or lower temperature bands, this spell lasts 1 hour 
  per level.
  ICE CASTLE
  Conjuration (Creation) [Cold]
  Level: Sorcerer/wizard 7
  Components: V, S, F
  Casting Time: 10 minutes
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Fortress of ice and snow
  Duration: 24 hours
  Saving Throw: No
  Spell Resistance: No
  You create a huge castle of ice and snow, fully formed with 
  walls, towers, gates, and battlements and magical wards.
  The castle includes a single main gate and a sally port, a 
  drawbridge, a 30-foot diameter central tower made of blue 
  ice (see page 80), and one additional tower per 6 levels of 
  the caster.
  The size of the castle is determined by the location of the 
  towers, which enclose an open courtyard.
  The maximum perimeter of the structure is 20 feet per 
  caster level.
  In addition, you can place any or all of the following three 
  magical effects in the castle.
  1. Icicle spells in two areas (typically in the gatehouse and in 
  the central tower).
  Saving Throw: See text.
  Spell Resistance: No.
  2. Ice slick spells triggered an intruder steps on the tower 
  stairs.
  Saving Throw: See text.
  Spell Resistance: No.
  3. Obscuring snow in any corridors or rooms, obscuring all 
  sight, including darkvision, beyond 5 feet.
  A creature within 5 feet has concealment (attacks have a 
  20% miss chance).
  Creatures father away have total concealment (50% miss 
  chance, and the attacker cannot use sight to locate the 
  target).
  Saving Throw: None.
  Spell Resistance: No.
  The castle can be created around living creatures, and in 
  this case it rises up from the earth and snow around them.
  It cannot be “dropped” onto creatures as an offensive spell.
  The caster may choose to be lifted onto the roof of the 
  central tower by centering the spell on himself.
  If the castle is summoned on relatively level ground, a moat 
  of icy water 20 feet wide surrounds the castle.
  If summoned on sharply sloping ground, an icy crevasse 20 
  feet wide and 50 feet deep surrounds the castle.
  The castle melts slowly whenever the temperature rises 
  above freezing; an ice castle takes 1d6 points of damage 
  each round in a place with temperatures above freezing.
  When struck by fire spells, the castle is damaged normally.
  The castle has 200 hit points per 5-foot section and a 
  hardness of 0.
  The central tower is made of blue ice which has 300 hit 
  points per 5-foot section and a hardness of 10 Creatures can 
  hit the castle automatically.
  Fire, including a fireball spell and red dragon breath, can 
  melt the ice castle, and it deals full damage to the structure 
  (instead of the normal half damage taken by objects).
  Suddenly melting an ice castle creates a great cloud of 
  steamy fog that lasts for 10 minutes.
  Arcane Focus: A piece of blue ice carved to resemble the 
  desired castle worth 2,000 gp.
  ICE DARTS
  Conjuration (Creation) [Cold]
  Level: Bard 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One or more ice darts
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  A sharp, transparent icicle shoots from your fingertip.
  You may fire one dart, plus one additional dart for every 
  two levels beyond 3rd (to a maximum of five darts at 11th 
  level).
  Each dart requires a ranged touch attack to hit and deals 
  2d4 points of damage, half of which is cold damage.
  ICE SHIP
  Conjuration [Creation]
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Creates ship of ice
  Duration: 1 hour/level (D)
  You create a ship made of ice.
  The vessel can take one of two forms, depending on your 
  needs at the time.
  The form is chosen when the spell is cast and cannot be 
  changed.
  Ice Runner: This tiny, narrow ship appears with a set of 
  stone runners that carry the ship at speeds of up to 80 mph 
  over any level ice, such as a lake, river, or ocean pack ice.
  It can carry one Medium creature per caster level, and it 
  cannot move against the prevailing winds (though it can 
  move at right angles to the wind).
  Large creatures cannot fit on an ice runner.
  This form has 40 hit points and a hardness of 3.
  Ice Galleon: This sailing vessel can move against the wind at 
  a steady pace of 5 mph, or with the wind at 10 mph.
  It carries three Medium creatures per caster level, or one 
  Large creature per level.
  This form has 60 hit points and a hardness of 5.
  If the ship is created in an area of temperature above 
  freezing, it immediately begins to melt, taking 1d12 points 
  of damage per hour.
  Both forms begin to melt or crack slowly during the last 
  hour of the spell regardless of temperature, and disappear 
  into puddles or splinters of ice at the end of the spell’s 
  duration.
  Material Component: A small glass model of a ship worth at 
  least 200 gp.
  
  653
  ICE SLICK
  Conjuration (Creation) [Cold]
  Level: Cleric 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One 20-ft. square
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  An ice slick spell covers a solid surface with a layer of 
  slippery ice.
  Any creature entering the area or caught in it when the 
  spell is cast must make a successful Balance check or slip, 
  skid, and fall.
  Those that succeed on the skill check can move at half 
  speed across the surface, or can skate or glide normally.
  However, those that remain in the area must each make a 
  new skill check every round to avoid falling and be able to 
  move.
  The DM should adjust skill checks by circumstance.
  For example, a creature charging down a hill that is 
  suddenly iced has little chance to avoid the effect, but its 
  ability to exit the affected area is almost assured (whether it 
  wants to or not).
  ICE WEB
  Conjuration (Creation) [Cold]
  Level: Sorcerer/wizard 4
  Components: V, S, Coldfire
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Webs of coldfire in a 20-ft.-radius spread
  Duration: 10 min./level (D)
  Saving Throw: Reflex negates; see text
  Spell Resistance: No
  Ice web creates a many-layered mass of strong, frigid strands 
  of pure coldfire.
  These masses must be anchored to two or more solid and 
  diametrically opposed points—floor and ceiling, opposite 
  walls, or the like—or else the ice web collapses upon itself 
  and disappears.
  Creatures caught within the ice web become entangled in 
  the strands.
  Attacking a creature in an ice web won’t cause you to 
  become entangled.
  Any creature moving into or through the spell’s area takes 
  1d6 points of frostburn damage per round.
  In addition, 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 (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 ice 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 ice web between you and an 
  opponent, it provides cover.
  If you have at least 20 feet of ice web between you, it 
  provides total cover.
  The strands of an ice web are immune to damage from cold.
  Any fire—a torch, burning oil, a flaming sword, and so 
  forth—can melt 5 square feet of coldfire strands in 1 round.
  Ice web can be made permanent with a permanency spell.
  A permanent ice web that is damaged (but not destroyed) 
  regrows in 10 minutes.
  Creatures with the cold subtype may pass unimpeded and 
  unharmed through an ice web.
  Coldfire Component: Two ounces of coldfire.
  OBEDIENT AVALANCHE
  Conjuration (Creation) [Cold]
  Level: Cold 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 20-ft.-radius avalanche of snow, centered 
  anywhere within range; see text
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Spell Resistance: No
  You summon an avalanche of snow out of a rift in midair, 
  burying your foes and sending them to a frosty death.
  The obedient avalanche affects creatures differently, 
  depending on where they are in relation to the avalanche.
  Within 20 Feet of the Center Point: Creatures take 1d8 points 
  of damage per two caster levels (maximum 10d8) and an 
  additional 1d6 points of cold damage per two caster levels.
  Creatures who fail their saves are also buried (as described 
  in Avalanches, page 90 of the Dungeon Master’s Guide).
  All squares within 20 feet of the center point are covered in 
  heavy snow (see page 94 of the Dungeon Master’s Guide),
  which persists as long as ordinary snow would.
  Between 20 Feet and 40 Feet of the Center Point: Creatures take 
  half as much damage from the impact of the avalanche as 
  the creatures nearer the center point took (Reflex save 
  negates).
  Creatures who fail their saves must also resist the force of 
  the snow moving past them as if they were being bull 
  rushed.
  The snow has a +13 bonus (+5 for effective Strength of 20 
  and +8 for effectively being Huge) on the bull rush check, 
  and it pushes characters away from the center point of the 
  spell.
  All squares in the 20-foot to 40-foot ring are covered in light 
  snow, which persists as long as ordinary snow would.
  Terrain and Structures: The avalanche uproots small trees and 
  other vegetation automatically, and it leaves a trail of light 
  rubble (as described on page 91 of the Dungeon Master’s 
  Guide) even after the snow melts.
  Structures struck by an obedient avalanche take 1d610 points 
  of damage.
  The obedient avalanche extinguishes all flames, whether 
  normal or magical, it touches.
  
  654
  OBSCURING SNOW
  Conjuration (Creation) [Air, Cold]
  Level: Cleric 2, druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Effect: Cloud spreads in 30-ft.-radius from you, 30 ft. high
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  A swirling snow vapor arises around you, and follows you 
  from that point on.
  The snow 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 strong wind (21+ mph) disperses the snow in 4 rounds.
  A very strong wind (31+ mph) disperses the snow in 1 
  round.
  A fireball, flame strike, or similar spell burns away the snow 
  in the explosive or fiery spell’s area.
  A wall of fire burns away the snow in the area into which it 
  deals damage.
  This spell does not function underwater.
  Creatures with snowsight are immune to the effects of this 
  spell.
  RAISE ICE FOREST
  Conjuration (Creation) [Cold]
  Level: Druid 7
  Components: V, S, DF, Frostfell
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft. square of snow/level
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  Immediately after casting this spell, ice trees erupt from 
  frostfell regions within the spell’s area.
  The ice trees resemble any type of tree designated by the 
  caster (deciduous, evergreen, oak, or others).
  Trees have 5-footdiameter trunks and rise to a height of 15 
  feet.
  Three trees appear in each 20-foot-square frostfell region in 
  the area.
  Ice Tree: 5 feet thick; hardness 8; hp 80; break DC 45; Climb 
  DC 20.
  SNOW WAVE
  Conjuration [Cold]
  Level: Druid 6
  Components: V, S
  Casting Time: 1 round
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Fortitude half and Reflex negates; see 
  text
  Spell Resistance: No
  You create a wave of snow that knocks creatures in its path 
  prone and deals 4d6 points of crushing damage plus 1d6 
  points of cold damage to targets caught in the cone.
  Any creature making a Fortitude saving throw takes only 
  half the cold damage from a snow wave; however, it still 
  takes the full crushing damage.
  In addition, anyone in the area must make a Reflex save or 
  be knocked prone.
  SUMMON GIANTS
  Conjuration (Summoning)
  Level: Cleric 8, Winter 8
  Components: V, S, F/DF
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One or more summoned creatures
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You summon one or more giants that attack your enemies.
  They appear where you designate and act immediately, on 
  your turn.
  The giants attack your opponents to the best of their ability.
  If you speak Giant, you can direct the giants not to attack, 
  to attack particular enemies, or to perform other actions.
  Summoned giants act normally on the last round of the 
  spell and disappear at the end of their turn.
  Choose a giant kind from the table below.
  
  655
  Focus: A lock of hair from a giant of the desired kind.
  WHITEOUT
  Conjuration (Creation) [Cold]
  Level: Druid 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: Cloud centered on target spreads 120 ft. and is 20 
  ft. high
  Duration: 1 hour/level
  Saving Throw: None (see text)
  Spell Resistance: No
  A swirling snow and a strong wind arise around you or a 
  creature you designate, and follows you or the creature 
  from that point on.
  Characters in whiteout conditions take a –2 penalty to AC, 
  lose any Dexterity bonus to AC, move at half speed, and 
  take a –4 penalty on Dexterity-based skill checks, as well as 
  Search, Spot, and any other checks that rely on vision.
  The character also gains total concealment (50% miss 
  chance).
  These effects end when the character leaves the area of 
  whiteout.
  Whiteout conditions stack with wind and snowfall.
  Visibility is 5 feet.
  In addition, any creature trying to move within the effects 
  of this spell must make a Survival check (DC 10 + caster 
  level) every move action or wander lost inside the whiteout.
  A creature that fails can’t leave the area, but can move 
  around within it.
  Groups of creatures roped or otherwise physically held 
  together can use the lead creature’s Survival check and stay 
  together.
  A new check can be made once per minute.
  ZONE OF GLACIAL COLD
  Conjuration [Cold]
  Level: Druid 2, ranger 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 20-ft. radius
  Duration: 1 round/level
  Saving Throw: Fortitude half
  Spell Resistance: No
  You create a zone of icy cold within the spell’s area, dealing 
  1d6 points of cold damage per round.
  Arcane Material Component: A snowball.
  DIVINATION
  DETECT FIRE
  Divination [Cold]
  Level: Cleric 1
  This spell functions like detect evil (see page 218 of the 
  Player’s Handbook), except that it detects heat energy from 
  normal fire, fire spells, fire magic items, clerics of fire 
  deities, and all living beings other than those with the cold 
  subtype.
  You are vulnerable to an overwhelming heat aura if you 
  have the cold subtype.
  Living beings without the fire subtype are detected with a 
  heat aura strength of faint only, regardless of level or Hit 
  Dice.
  ENCHANTMENT
  FREEZING GLANCE
  Enchantment [Cold]
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level; see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your eyes become wintry tombs that destroy the spark of 
  life in those who you meet your stare.
  Each round you may target a single living creature.
  It must make a Will saving throw or be frozen in place.
  Frozen creatures cannot move, attack, cast spells, or defend 
  themselves; they are considered immobile, losing shield 
  and Dexterity bonuses to Armor Class and taking a further 
  –4 penalty to Armor Class.
  Frozen creatures are entitled to an additional saving throw 
  if attacked, but this provides no immunity to the gaze.
  A creature that has been immobilizing with a freezing glance,
  then restored to motion after an attack, can still be the 
  target of the same freezing glance in a later round.
  Though the gaze attack ends rather quickly, frozen 
  creatures remain immobile for 1 minute per level.
  In some cases, this can cause serious damage through 
  exposure to the elements.
  SNOWSONG
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 6
  Components: V
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft. radius centered on you
  Duration: 10 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Snowsong fills the area with a soft snowfall that melts and 
  evaporates on contact with anything solid.
  When you cast the spell, you must designate all creatures in 
  the area as either allies or enemies.
  
  656
  While the snow falls, allies in the area hear a soft, lilting 
  song that bolsters their spirits and confidence.
  At the same time, as the snow strikes their bodies, it melts 
  and washes away scars, wounds, and filth.
  Allies under the effect of the snow gain a +4 morale bonus 
  to Charisma and attack rolls, and a +4 insight bonus to 
  Armor Class.
  In addition, the snow imparts fast healing 1 and resistance 
  to cold 15 to all affected allies.
  All melee attacks made by allies in the snowsong deal an 
  additional 1d6 points of cold damage.
  Enemies in the area of a snowsong have a much different 
  experience.
  To them, the snow is bitterly cold and leaves scabs and 
  angry welts when it lands their skin.
  They perceive the music as a discordant jangle of crashes, 
  scrapes, and howls.
  As long as they remain in the area, they suffer a 20% chance 
  of spell failure (for both divine and arcane spells) when 
  casting any spells with a verbal component.
  Enemies can resist the effects of a snowsong with a 
  successful Will saving throw.
  These benefits remain in place as long as the spell persists 
  and as long as the target remains in the spell’s area.
  If a creature leaves the spell’s area, all effects end for that 
  creature until it returns to the snowsong’s area.
  EVOCATION
  BOREAL WIND
  Evocation [Cold]
  Level: Bard 5, cleric 5, druid 4, sorcerer/wizard 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: Gust of wind (20 ft. wide, 20 ft. high) emanating 
  out from you to the extreme of the range
  Duration: 1 round + 1 round/2 levels
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You create a strong blast of arctic air that originates from 
  your fingertips and moves in the direction you are facing.
  As a stronger form of gust of wind, this boreal wind 
  automatically extinguishes candles, torches, and similar 
  protected or unprotected f lames, including lanterns.
  Large fires (such as bonfires, a blacksmith’s coals, or even a 
  house fire) have a 50% chance to be extinguished by the 
  boreal wind.
  Forest or grassland fires are too large to be extinguished by 
  this spell.
  All creatures caught in the area take 1d4 points of cold 
  damage per caster level (maximum 15d4).
  A successful Fortitude saving throw negates the gust’s 
  effects.
  Those that fail the save are pushed away from the caster a 
  distance of 3 feet per caster level.
  Creatures that remain in the area past the first round must 
  make an additional saving throw each round.
  A boreal wind can do anything a sudden blast of wind would 
  be expected to do.
  It can create a stinging spray of sand or dust, overturn tents
  and blow down small huts, scuttle a small boat, and blow 
  gases or vapors to the edge of the range.
  The wind can change direction if you actively direct it (a 
  move action for you); otherwise, it merely blows in the 
  same direction.
  CALL AVALANCHE
  Evocation [Cold]
  Level: Druid 5
  Components: V, S
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Area: 10 ft.-radius/level spread
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Spell Resistance: No
  This spell may only be cast outside.
  Immediately upon completion of the spell, an avalanche of 
  ice and snow falls out of the sky, dealing 8d6 points of 
  crushing damage and potentially burying Large or smaller 
  creatures within the area.
  Creatures making their Reflex saving throws take half 
  damage and are not buried.
  Those that fail their saves are buried and take an additional 
  1d6 points of nonlethal damage per minute while still 
  buried.
  If such a creature falls unconscious while buried, it must 
  make a DC 15 Constitution check.
  If that check fails, it takes 1d6 points of lethal damage each 
  minute thereafter until freed or dead.
  The ice and snow remains until melted by natural or 
  unnatural means.
  A rapid melting of the ice and snow could cause a flash 
  flood (see Freezing and Thawing, page 10).
  A 9th-level caster buries Large or smaller creatures.
  At 12th level, the maximum size of a creature increases to 
  Huge.
  At 15th, Gargantuan creatures are also buried, and at 18th 
  level, a creature of up to Colossal size is buried by the snow.
  CRACK ICE
  Evocation [Force]
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  
  657
  Range: Close (25 ft. + 5 ft./2 levels)
  Area or Target: 10-ft.-radius/level spread; or one ice 
  creature
  Duration: Instantaneous
  Saving Throw: Fortitude half (see text)
  Spell Resistance: Yes (creature only)
  You create a sudden explosive burst that shatters ice 
  bridges, breaks up river ice, opens frozen ponds, or 
  damages an icy creature.
  The ice broken covers a 10-foot radius per caster level, and a 
  1-foot depth per level.
  Ice thicker than the spell’s depth is cracked and weakened, 
  but not broken all the way through.
  Weakened ice is treated as one category thinner than it 
  really is (see Table 1–2, page 11).
  Creatures dropped from a bridge, through lake or river ice, 
  or off a glacier or iceberg take normal falling and cold water 
  damage.
  Creatures on a glacier will have a crevasse open under them 
  equal to the depth of the spell.
  Targeted against an ice creature of any weight (such as an 
  ice golem, winterspawn, or entombed), crack ice deals 1d6 
  points of damage per caster level (maximum 10d6), with a 
  Fortitude save for half damage.
  Material Component: A hammer carved from salt crystal (50 
  gp).
  DEFILE SNOW AND ICE
  Evocation [Cold, Evil]
  Level: Cleric 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10 ft./level radius spread
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  You imbue an area of ice or fallen snow with negative 
  energy, granting all undead within the area a +4 profane 
  bonus against turning attempts.
  In addition, all cold creatures gain spell resistance 15 
  against fire effects.
  ENTOMB
  Evocation [Cold]
  Level: Druid 6, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One creature/level, no two of which can be more 
  than 30 ft. apart
  Duration: Instantaneous and 1 round/level; see text
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  An entomb spell traps living creatures in a block of ice, 
  suffocating them.
  The spell entraps the targets with a thick layer of ice from 
  head to toe.
  Those that make a successful Fortitude saving throw can 
  shake off the ice immediately, though they still take 6d6 
  points of cold damage.
  If the creature fails its saving throw, it is held within the ice 
  and immediately begins to suffocate per the drowning rules 
  (see page 304 of the Dungeon Master’s Guide).
  In addition, the creature takes 2d12 points of cold damage 
  and 1 point of Constitution damage per round from contact
  with the ice.
  Other than attempting to escape, creatures entombed can 
  perform actions that only require mental or verbal activity.
  Escaping from the ice block requires a DC 20 Strength 
  check or the application of 20 points of fire damage.
  Material Component: A clear gemstone with a minimum 
  value of 500 gp.
  ICE RIFT
  Evocation [Cold]
  Level: Cleric 6, druid 6, sorcerer/wizard 6
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 40-ft.-radius spread (S)
  Duration: 1 round
  Saving Throw: See text
  Spell Resistance: No
  When you cast ice rift, an intense but highly localized 
  tremor rips through the ice.
  The shock knocks creatures down, collapses structures, 
  opens cracks in the ice, and more.
  The effect lasts for 1 round, during which time creatures on 
  the ice can’t move or attack.
  A spellcaster on the ice must make a Concentration check 
  (DC 20 + spell level) or lose any spell he or she tries to cast.
  The ice rift affects all terrain, vegetation, structures, and 
  creatures in the area.
  The specific effect of an ice rift spell depends on the nature 
  of the terrain where it is cast.
  Ice or Snow 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 
  burying that creature in snow.
  An ice rift cast on the roof of a very large ice or snow cavern 
  could also endanger those outside the actual area but below 
  the falling debris.
  Edge of a Glacier: Ice rift causes a glacier’s edge to crumble, 
  creating a landslide that travels horizontally as far as it fell 
  vertically.
  An ice rift cast at the top of a 100-foot glacier would sweep 
  debris 100 feet outward from the base of the glacier.
  Any creature in the path takes 8d6 points of bludgeoning 
  damage (Reflex DC 15 half ) and is pinned beneath rubble 
  (see below).
  Open Glacier: Each creature standing in the area must make 
  a DC 15 Reflex save or fall down.
  Fissures open in the ice, and every creature on the ice 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.
  Frozen Water: Fissures open in the ice, and every creature on 
  the ice has a 25% chance to fall into the freezing water 
  (Reflex DC 20 to avoid a fissure).
  Characters who fall into a fissure are immediately subject to 
  hypothermia and take 2d6 points of cold damage from the 
  frigid water.
  
  658
  At the end of the spell, all rents in the ice grind shut, 
  sealing any creatures in the icy water beneath (for 
  additional rules on characters in cold water, see 
  Hypothermia, page 10).
  Arcane Material Component: A bit of earth and a pinch of 
  snow.
  ICEBERG
  Evocation [Cold]
  Level: Sorcerer/wizard 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 60-foot radius
  Duration: Instantaneous
  Saving Throw: None or Reflex half; see text
  Spell Resistance: Yes
  Iceberg is a brutal and direct spell.
  When cast, the spell creates a single large block of ice that 
  drops from the sky onto a spot you select.
  The iceberg then shatters if it encounters a solid surface.
  Elephant-sized blocks of ice scatter in all directions, 
  affecting nearby creatures based on how far they are from 
  the center of the area.
  Within 20 Feet of the Center Point: Any creature or object 
  directly beneath the iceberg takes 20d6 points of crushing 
  damage (no save) and is buried in snow (see page 90).
  Between 20 Feet and 40 Feet of the Center Point: Creatures and 
  objects in the middle section of the area also take 20d6 
  points of crushing damage, but are entitled to a Reflex save 
  for half damage.
  They are buried in snow (see page 90).
  Between 40 Feet and 60 Feet of the Center Point: Creatures in 
  the outermost section may be struck by flying debris for 
  10d6 points of damage.
  They are entitled to a Reflex save for half damage, and are 
  not buried regardless of whether the saving throw is 
  successful or not.
  LEOMUND’S TINY IGLOO
  Evocation [Cold]
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 5 ft.
  Effect: 5-ft.-radius sphere, with 1-in.-thick wall/level 
  centered on your location
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create a small domed snow house with a single 
  entrance passage.
  Up to one Large or three Medium or twelve Small creatures 
  can fit into the igloo with you; they can freely pass into and 
  out of the hut without harming it.
  The temperature inside the igloo is magically warm, at 
  exactly 50° F, and the walls do not melt.
  The igloo has two features that help arctic survival: a 
  sleeping platform and a lamp.
  The snow sleeping platform takes advantage of the warm 
  air trapped below the low roof, generated by body heat and 
  a stone lamp.
  The magical smokeless lamp provides heat for comfort and 
  for cooking.
  The igloo also provides protection against the elements, 
  such as wind, snow, and hail.
  The igloo withstands any wind of less than hurricane force, 
  but a hurricane (75+ mph wind speed) or greater force 
  destroys it.
  The loose-packed snow of the igloo has a hardness of 0, and 
  3 hp per inch of thickness.
  Material Component: A small dollop of seal fat or caribou fat.
  NUMBING SPHERE
  Evocation [Cold]
  Level: Druid 2, sorcerer/wizard 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 sphere of intense cold energy rolls in whichever 
  direction you point and damages 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 1d6 points of cold damage as well as 1d4 
  points of Dexterity damage to that creature, though a 
  successful Reflex save negates both the cold damage and 
  Dexterity damage.
  A numbing sphere rolls over barriers less than 4 feet tall, such 
  as furniture and low walls.
  It instantly freezes water it encounters in 5-foot-cube 
  sections, creating chunks of ice in large bodies of water.
  The sphere moves as long as you actively direct it (a move 
  action for you); otherwise, it merely remains at rest.
  The sphere can be destroyed by attacks directed against it.
  It has 10 hit points and damage reduction 5/–.
  The surface of the sphere has a spongy, yielding 
  consistency and so does not cause damage except by 
  extreme cold.
  It cannot push aside unwilling creatures or batter down 
  large obstacles.
  A numbing sphere winks out if it exceeds the spell’s range.
  Arcane Material Component: A bit of sponge and a drop of 
  water.
  WALL OF COLDFIRE
  Evocation [Cold]
  Level: Druid 5, sorcerer/wizard 4
  Components: V, S, Coldfire
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Opaque sheet of coldfire up to 20 ft. long/level or a 
  ring of coldfire 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, opaque curtain of frosty coldfire springs into 
  existence.
  
  659
  One side of the wall, selected by you, sends forth waves of 
  cold, dealing 2d4 points of cold damage to creatures within 
  10 feet and 1d4 points of cold 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 frostburn damage 
  +1 point of frostburn damage per caster level (maximum 
  +20) to any creature passing through it.
  If you evoke the wall so that it appears where creatures are, 
  each creature takes damage as if passing through the wall.
  The opaqueness of the coldfire grants concealment (20% 
  miss chance) against attacks made from the opposite side of 
  the wall.
  If any 5-foot length of wall takes 20 points of fire damage or 
  more in 1 round, that length goes out.
  (Do not divide fire damage by 4, as for normal objects).
  Wall of coldfire can be made permanent with a permanency 
  spell.
  A permanent wall of coldfire that is extinguished by fire 
  damage becomes inactive for 10 minutes, then reforms at 
  normal strength.
  Coldfire Component: Three ounces of coldfire.
  WINTER’S EMBRACE
  Evocation [Cold]
  Level: Cleric 4, druid 3, Winter 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Winter’s embrace covers the victim with sheets of ice and 
  lumps of snow.
  If the subject succeeds on its Fortitude save, the ice and 
  snow instantly slough from its body, causing a mere 1d4 
  points of cold damage and ending the effect.
  If the subject fails its saving throw, the ice and snow cling 
  tenaciously to its body and cause 1d8 points of cold damage 
  each round.
  On the subject’s action each round, it can attempt a new 
  Fortitude saving throw to avoid taking damage that round.
  If a creature takes damage twice from a single casting of 
  winter’s embrace, it becomes fatigued.
  The fourth time a creature takes damage from the same 
  spell, it becomes exhausted.
  ILLUSION
  ICE ASSASSIN
  Illusion (Shadow)
  Level: Sorcerer/wizard 9
  Components: V, S, M, XP
  Casting Time: 8 hours
  Range: Touch
  Effect: One duplicate creature
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: No
  The ice assassin spell is in many ways an improved version of 
  simulacrum.
  Developed by powerful frost mages who have more than 
  their fair share of enemies to fight, an ice assassin is an 
  effective way to destroy an enemy without putting yourself 
  at risk.
  An ice assassin spell creates a living, breathing creature that 
  is a near-perfect duplicate of an existing creature.
  The duplicate is formed entirely out of ice, but once the 
  spell is in effect, it appears as an exact duplicate to all but its 
  source, who always sees the ice assassin as an animated ice 
  statue of himself.
  The ice assassin possesses all the skills, abilities, and 
  memories possessed by the original, but its personality is 
  warped and twisted by an all-consuming need to slay the 
  original.
  It also constantly uses locate creature on its duplicate at a 
  caster level equal to your own.
  If its quarry is outside the range of this effect, the ice 
  assassin must rely on its own cleverness or advice from you 
  to track the original.
  The ice assassin has the cold subtype.
  Creatures familiar with the original might detect the ruse 
  with a successful Spot check.
  You must make a Disguise check (gaining a +10 
  circumstance bonus from the power of the spell) when you 
  cast the spell to determine how good the likeness is.
  The ice assassin is under your absolute command.
  You possess a telepathic link to the ice assassin, and when 
  you concentrate, you receive a clear image of the area 
  surrounding the ice assassin as if you were scrying it.
  Further, you can have any spell you cast on yourself affect 
  the ice assassin as well; this includes spells with a target of 
  “You” only.
  These benefits persist as long as you and the ice assassin 
  remain within a mile of each other.
  If the ice assassin travels beyond this range, it continues to 
  function and seek out its nemesis, but you have no direct 
  control over it.
  An ice assassin has no ability to become more powerful; it 
  cannot increase its level or abilities.
  Damage caused to the ice assassin can be repaired only via a 
  complex process requiring 1 day, 100 gp per hit point, and a 
  fully equipped laboratory.
  If the ice assassin is reduced to 0 hit points by any damage 
  except for fire damage, it explodes into a burst of icy 
  shrapnel in a 20-foot radius that causes 1d6 points of cold 
  damage for every two caster levels you possess; a successful 
  Reflex saving throw halves the damage.
  An ice assassin slain by fire damage simply melts into a pool 
  of water.
  Material Component: This spell is cast over the ice statue of 
  the creature to be duplicated.
  Some portion of the creature to be duplicated (hair, nail, 
  and so on) must be placed inside the ice statue as it is 
  constructed.
  In addition, the spell requires powdered diamond worth 
  20,000 gp.
  XP Cost: 5,000.
  
  660
  NECROMANCY
  BLOOD SNOW
  Necromancy [Cold]
  Level: Cleric 2, druid 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft. square of snow/level
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You must cast this spell on a snow field.
  You corrupt an area of fallen snow, imbuing it with 
  negative energy.
  Each round, a creature in contact with blood snow must 
  succeed on a Fortitude save or take 1d2 points of 
  Constitution drain.
  In addition, anyone failing a saving throw is nauseated for 
  the duration of the spell.
  BONE CHILL
  Necromancy
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: No
  A ray of burning cold erupts from your fingertips.
  Corporeal undead struck by the ray are covered in a layer of 
  ice, rendering the subject immobile as if held.
  Each round on its turn, the subject may attempt a new 
  saving throw to break free of the ice.
  (This is a full-round action that does not provoke attacks of 
  opportunity).
  Material Component: A small piece of bone and a 1-inch cube 
  of ice.
  EASE OF BREATH
  Necromancy [Cold]
  Level: Cleric 1, druid 1, ranger 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You grant the target the ability to survive in thin air, 
  conferring a +20 inherent bonus on Fortitude saves to resist 
  altitude sickness as well as saving throws to resist becoming 
  fatigued due to altitude or thin air.
  FROSTBURN
  Necromancy [Cold]
  Level: Cleric 4
  This spell functions like lesser frostburn, except that it deals 
  3d12 points of frostburn damage +1 point per caster level 
  (maximum +20).
  FROSTBURN, LESSER
  Necromancy [Cold]
  Level: Cleric 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  When laying your hand upon a creature, you channel cold 
  energy that deals 1d12 points of frostburn damage +1 point 
  per caster level (maximum +5).
  When cast upon a cold subtype creature, this spell heals a 
  like amount of damage, rather than harming it.
  FROSTBURN, MASS
  Necromancy [Cold]
  Level: Cleric 6
  Components: V, S, DF
  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: Fortitude half
  Spell Resistance: Yes
  Cold energy spreads out in all directions from the point of 
  origin, dealing 3d12 points of frostburn damage +1 point 
  per caster level (maximum +20) to nearby enemies.
  Like other frostburn spells, mass frostburn cures cold subtype 
  creatures in its area rather than damaging them.
  GELID BLOOD
  Necromancy [Cold]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Cold energy surges through the target’s body, congealing 
  the blood in the creature’s extremities.
  This effect causes a –4 penalty on attacks, Armor Class, and 
  all Strength- and Dexterity-related checks, and anyone 
  casting a spell with a somatic component has a 50% chance 
  of spell failure for the duration of the spell.
  If the target makes its Fortitude save, the creature only 
  takes a –2 penalty on attacks, Armor Class, and all Strength-
  and Dexterity-related checks and has only a 25% chance of 
  spell failure for spells with a somatic component.
  Material Component: A pinch of flour.
  
  661
  HEARTFREEZE
  Necromancy [Cold]
  Level: Sorcerer/wizard 6
  Components: V, S, M
  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
  You encase the heart of the target creature in a block of ice.
  The target becomes immediately exhausted and dies in 
  1d3+2 rounds.
  The subject is entitled to a Fortitude saving throw to 
  survive the attack.
  If the target succeeds on the save, it instead takes 5d8 
  points of cold damage and is not exhausted.
  (The target might die from damage even if it succeeds on 
  the saving throw).
  A character attempting to save the victim of a heartfreeze 
  spell must use a healing spell or effect on the victim as well 
  as succeed on a DC 26 caster level check, otherwise the 
  victim will succumb to the heartfreeze and die.
  A creature immune to critical hits and sneak attacks is 
  unaffected by heartfreeze.
  Material Component: A strip of dried humanoid sinew.
  HEAT LEECH
  Necromancy [Cold]
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  You plant a tiny sphere of intense cold in the body of a 
  living creature.
  On each round on your turn (including the round during 
  which you cast the spell), the target must succeed on a 
  Fortitude saving throw or take 1d8 points of cold damage.
  Material Component: A leech and a pinch of snow.
  HIBERNATE
  Necromancy
  Level: Cleric 5, druid 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: 1 week/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You put a creature into a state of suspended animation, 
  slowing its life functions to almost imperceptible levels and 
  allowing a creature to survive for weeks without food or 
  water.
  This suspension of life functions automatically stabilizes a 
  dying creature, and it can save starving or dehydrated 
  creatures from death.
  Creatures affected by a hibernate spell have a slower 
  metabolism, healing wounds at a rate of just 1 hit point per 
  level per week.
  If the target is unwilling, it is entitled a Will saving throw.
  A successful saving throw negates the effect of the spell; a 
  failure allows the target an additional saving throw 
  whenever it takes damage, when it is splashed with water 
  or other liquids, or when 24 hours pass, whichever comes 
  first.
  MINDFROST
  Necromancy [Cold]
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  This spell freezes the mental pathways of living creatures, 
  dealing 5d6 points of cold damage and 1d4 points of 
  Intelligence damage.
  Material Component: A small stone covered in frost.
  SHIVERING TOUCH
  Necromancy [Cold]
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  On a successful melee touch attack, you instantly suck the 
  heat from the target’s body, rendering it numb.
  The target takes 3d6 points of Dexterity damage.
  Creatures with the cold subtype are immune to the effects 
  of shivering touch.
  SHIVERING TOUCH, LESSER
  Necromancy [Cold]
  Level: Cleric 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  Your successful melee touch attack delivers a bitter chill to 
  the target, causing it to shiver uncontrollably for the 
  duration of the spell.
  Shivering characters take 1d6 points of Dexterity damage.
  Creatures with the cold subtype are immune to the effects 
  of lesser shivering touch.
  THIN AIR
  Necromancy [Cold]
  
  662
  Level: Cleric 2, druid 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 30-ft.-radius emanation
  Duration: 1 min./level
  Saving Throw: Fortitude negates
  Spell Resistance: No
  This spell thins the oxygen in the area, causing creatures 
  caught therein to suffer the effects of extreme altitude 
  sickness.
  Subjects failing their saves take 1 point of damage to all 
  ability scores because of altitude sickness (see page 90 of 
  the Dungeon Masters Guide).
  Characters acclimated to high altitude receive a +4 
  competence bonus on their saving throws.
  Creatures that do not breathe are immune to the effects of 
  the spell.
  WAVES OF COLD
  Necromancy [Cold]
  Level: Sorcerer/wizard 6
  Components: V, S, Coldfire
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Waves of frigid energy render all creatures with the fire 
  subtype in the spell’s area shaken for the duration of the 
  spell.
  Any creature with the cold subtype caught in the area of 
  this spell loses its immunity to cold for the duration of the 
  spell.
  Whether or not a creature makes its saving throw, it 
  becomes immune to further castings of this spell for 24 
  hours.
  Coldfire Component: Two ounces of coldfire.
  TRANSMUTATION
  ALGID ENHANCEMENT
  Transmutation [Cold]
  Level: Cleric 6
  Components: V, S, Coldfire
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One cold creature/level
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
  You energize cold creatures with a surge of coldfire.
  Creatures with the cold subtype affected by this spell gain a 
  +1 deflection bonus to AC, +1d8 temporary hit points, a +1 
  enhancement bonus on attack rolls, and a +2 bonus on 
  saving throws against fire effects.
  Each of these enhancements increases by +1 for every three 
  caster levels.
  So a 12th-level caster grants a +5 deflection bonus to AC, an 
  extra 1d8+4 temporary hit points, a +5 enhancement bonus 
  on attack rolls, and a +6 resistance bonus on saving throws 
  against fire effects.
  This spell has no effect on creatures not of the cold subtype.
  Coldfire Component: One ounce of coldfire.
  ANIMATE SNOW
  Transmutation [Cold]
  Level: Druid 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Up to a 20-ft. cube of snow
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You imbue a mass of fallen snow with mobility and a 
  semblance of life.
  The snow to be animated may be natural or magically 
  created.
  Snow animated by this spell is treated as an animated 
  object.
  You can animate four Large animated objects, two Huge 
  animated objects, or one Gargantuan animated object.
  For details, see the Animated Object entry, page 13 of the 
  Monster Manual.
  The animated snow can assume any basic shape you wish, 
  and it attacks as directed by your vocal commands.
  Animated snow objects possess the Blind and Trample 
  special attacks as detailed in the Monster Manual entry for 
  animated objects.
  In addition, they have the cold subtype, and do an 
  additional 1d6 points of cold damage on a successful hit.
  Animated snow objects take 1d6 points of damage each 
  round if they exist in a place with temperatures above 
  freezing.
  Material Component: Meltwater from a glacier.
  AURA OF COLD, GREATER
  Transmutation [Cold]
  Level: Cleric 7, druid 7
  Range: 10 ft.
  Area: 10-ft.-radius spherical emanation, centered on you
  This spell functions exactly like lesser aura of cold, except it 
  deals 2d6 points of cold damage to all creatures within 10 
  feet.
  AURA OF COLD, LESSER
  Transmutation [Cold]
  Level: Cleric 3, druid 3, paladin 4, ranger 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 5 ft.
  Area: 5-ft.-radius spherical emanation, centered on you
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You are covered in a thin layer of white frost and frigid cold 
  emanates from your body, dealing 1d6 points of cold 
  damage at the start of your round to each creature within 5 
  feet.
  
  663
  BINDING SNOW
  Transmutation [Cold]
  Level: Cleric 3, druid 3, paladin 3, ranger 3
  Components: V, S, DF, Frostfell
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 10-ft. square/level
  Duration: 1 hour/level (D)
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  This spell must be cast on a snow field.
  That snow field instantly freezes, impeding movement 
  through the area.
  A creature caught within the area can move only at half its 
  normal speed.
  By making a DC 20 Strength check or a DC 25 Escape 
  Artist check, the creature can move at its normal speed for 
  that round.
  A creature that succeeds on a Reflex save is not impeded.
  BLIZZARD
  Transmutation [Cold]
  Level: Druid 5, Winter 5
  Components: V, S
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Area: 100 ft.-radius/level spread
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: No
  Immediately upon completion of this spell, the 
  temperature drops to below freezing and a powerful 
  blizzard erupts in the area.
  Visibility is reduced to zero, making Spot, Search, and 
  Listen checks and all ranged attacks impossible.
  Unprotected flames are automatically extinguished and 
  protected flames have a 75% chance of being doused.
  Creatures unprotected from the cold must make a 
  Fortitude save or take 1d6 points of nonlethal cold damage.
  One foot of new snow falls each round.
  Movement within the area is impeded, depending on the 
  creature’s size and depth of snow (for movement in a snow 
  field, see page 12).
  BRUMAL STIFFENING
  Transmutation [Cold]
  Level: Cleric 2, druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  The targeted weapon becomes brittle, reducing its hardness 
  by 5 for the duration of the spell, thereby increasing the 
  effectiveness of sunder attempts against the weapon.
  In addition, rolling a 1 on an attack with the targeted 
  weapon causes it to take damage equivalent to the amount 
  it would have dealt on a successful hit.
  CONTROL SNOW AND ICE
  Transmutation
  Level: Cleric 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Ice and snow in a volume of 10 ft./level by 10 
  ft./level by 2 ft./level (S)
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  Depending on the version you choose, the control snow and 
  ice spell raises or lowers ice or snow.
  Lower Snow and Ice: This causes snow and ice to sink away to 
  a minimum depth of 1 inch.
  The depth can be lowered by up to 2 feet per caster level.
  The snow and ice is lowered within a squarish depression 
  whose sides are up to 10 feet long per caster level.
  In extremely large and deep snow and ice fields, such as a 
  glacier, the spell creates a crevasse that sweeps creatures 
  downward (without dealing damage), rendering them 
  unable to leave by normal movement for the duration of 
  the spell.
  They can climb out of a crevasse, as normal with a DC 18 
  Climb check.
  When cast on ice elementals and other ice-based creatures, 
  this spell acts as a slow spell.
  The spell has no effect on other creatures.
  Raise Snow and Ice: This causes snow and ice to rise in 
  height, just as the lower snow and ice version causes it to 
  lower.
  Creatures and objects on top of the snow or ice are raised 
  along with the top level of snow.
  For either version, the character may reduce one horizontal 
  dimension by half and double the other horizontal 
  dimension.
  CONTROL TEMPERATURE
  Transmutation [Cold, Fire]
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S, M/DF
  Casting Time: 1 round
  Range: 20 ft./level
  Area: 20 cu. ft./level emanation, centered on you
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You imbue an area with cold or fire energy, reducing or 
  raising the temperature by one temperature band per five 
  caster levels.
  Effects of the new temperature on creatures and the 
  environment are incurred immediately (see Cold Dangers, 
  page 8 of this book, and Heat Dangers, page 303 of the 
  Dungeon Master’s Guide).
  Arcane Material Component: A drop of mercury.
  CRUNCHY SNOW
  Transmutation [Cold]
  Level: Druid 1, ranger 1
  Components: V, S, Frostfell
  Casting Time: 1 standard action
  
  664
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 20-ft.-by-20-ft. square of snow/level
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  An area of fallen snow designated by you becomes hard and 
  crumbly, generating a loud crunch when stepped upon.
  Creatures take a –20 penalty on Move Silently checks when 
  traveling through crunchy snow.
  EVERGREEN
  Transmutation [Fire]
  Level: Druid 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft. radius
  Duration: 1 hour/level and instantaneous; see text
  Saving Throw: None
  Spell Resistance: No
  You imbue a 10-foot-radius area of plant life with magical 
  heat, instantly healing 1d8 points of damage +1 point per 
  caster level (maximum +10), and granting immunity to cold 
  for the duration of the spell.
  Evergreen affects natural plants as well as creatures with the 
  plant subtype.
  FIMBULWINTER
  Transmutation [Cold]
  Level: Cleric 9, druid 8, sorcerer/wizard 8, Winter 9
  Components: V, S, XP
  Casting Time: 10 minutes (see text)
  Range: 1 mile/level
  Area: 1 mile/level radius, centered on you
  Duration: 4d12 weeks
  Saving Throw: None
  Spell Resistance: No
  You change the weather to a state of permanent winter, or 
  strengthen winter conditions already present.
  It takes 10 minutes to cast the spell and an additional 10 
  minutes for the effects to manifest themselves.
  The current, natural weather conditions are determined by 
  the DM.
  You then choose what wintry conditions you want to 
  manifest; the strength of the winter depends on the 
  existing climate and season of the area.
  Daily wind and snowfall during a fimbulwinter are 
  determined using the table below.
  Add +8 to the roll when cast during winter, +4 in spring or 
  autumn, –2 in summer, +2 for a cold climate, –2 for 
  temperate climate, and –6 for hot climate.
  Roll separately for wind and snow.
  The snow and wind shown are the maximum possible for 
  the day; at your option, there can be less wind or snow.
  You control the general tendencies of the weather, such as 
  the direction and intensity of the wind.
  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).
  XP Cost: 100 XP.
  FLASH-FREEZE
  Transmutation [Earth, Cold]
  Level: Druid 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft. square/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  All earth, stone, and water in the spell’s area is drained of 
  heat.
  Earth, mud, and stone become everfrost and water freezes.
  You affect a 10-foot-square area to a depth of 1 foot.
  Magical, enchanted, dressed, or worked stone cannot be 
  affected.
  Earth, stone, or water creatures are not affected.
  
  665
  This spell can be used to create small icebergs in large 
  bodies of water.
  These icebergs float, but are extremely slippery and 
  unstable, requiring a DC 15 Balance check per round to stay 
  on the iceberg.
  Icebergs may be propelled through the water by the 
  current, paddling, or other means.
  FLESH TO ICE
  Transmutation
  Level: Sorcerer/wizard 5
  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 ice sculpture.
  If the sculpture resulting from this spell is broken, melted, 
  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: Water and a drop of blood.
  FLOAT
  Transmutation
  Level: Sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target: One Large or smaller creature or object
  Duration: 1 min./level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The target gains buoyancy and can float on water for the 
  duration of the spell.
  It cannot swim below the surface of the water.
  Creatures that must breathe water can still do so, but 
  cannot swim under the surface.
  If the target is underwater at the time this spell is cast, it 
  rises toward the surface at a speed of 30 feet.
  Material Component: An ice cube dropped into water.
  FORTIFY COLD CREATURES
  Transmutation [Cold]
  Level: Cleric 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One creature/level, no two of which can be more 
  than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Creatures with the cold subtype gain a +1 sacred bonus on 
  all attack rolls and on saving throws against fire effects.
  FREEZE ARMOR
  Transmutation [Cold]
  Level: Cleric 4, druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Metal equipment of one creature/level
  Duration: 1 round/level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  Freeze armor locks suits of metal armor and equipment into 
  a layer of ice and extreme cold, immobilizing and damaging 
  the armor’s wearers.
  Unattended, nonmagical metal gets no saving throw.
  Enchanted metal is allowed a saving throw against the 
  spell.
  An item in a creature’s possession uses the creature’s saving 
  throw (unless its own is higher).
  A creature wearing metal armor that fails its save is frozen 
  in place.
  The spell locks the armor’s joints and seams in inches of 
  solid ice.
  The frozen creature takes the damage listed below.
  In addition, it suffers a –6 penalty on attack rolls, a –8 
  penalty to effective Dexterity, and can’t move.
  A frozen character who attempts to cast a spell must make a 
  Concentration check (DC 15 + level of spell being cast) or 
  lose the spell.
  A creature wearing metal armor that makes its save takes 
  half the damage listed below.
  A creature not wearing metal armor that fails its save takes 
  the damage listed below 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, 2, 3, or 4 points; 
  see the table) each round if it is not wearing metal armor or 
  the metal that it is carrying weighs less than one-fifth of the 
  creature’s weight.
  A creature not wearing or carrying metal less than one-fifth 
  of its weight that makes its save is entirely unaffected by 
  freeze armor.
  Any heat intense enough to damage the creature negates 
  cold damage from the spell (and vice versa) on a point-for-
  point basis.
  For example, if the damage from a freeze armor spell 
  indicates 5 points of cold damage and the creature plunges 
  through a wall of fire in the same round and takes 8 points 
  of fire damage, it winds up taking no cold damage and only 
  3 points of fire damage.
  FROST WEAPON
  Transmutation
  
  666
  Level: Cleric 2, druid 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Area: Weapon touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: No
  You imbue a weapon with icy cold, granting it a power 
  similar to the frost special ability.
  A frost weapon deals an extra 1d6 points of cold damage on 
  a successful hit.
  If cast on a bow, crossbow, or sling, the spell bestows the 
  cold energy upon the weapon’s ammunition.
  This ability stacks with the frost special ability, but not with 
  itself.
  Material Component: A drop of water.
  FROSTFELL
  Transmutation [Cold]
  Level: Druid 8, sorcerer/wizard 9
  Components: V, S, M/DF
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft. cube/level
  Duration: 1 hour/level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: See text
  The area you designate becomes a frigid and icy 
  environment, immediately dropping the temperature by 3 
  temperature bands.
  For example, if the temperature is moderate, it drops to 
  extreme cold (see page 9).
  If the new temperature is below the cold band, all water is 
  turned to ice and all earth and stone becomes everfrost to a 
  depth of 10 feet per caster level.
  Air within the area freezes, resulting in a heavy snowstorm 
  lasting for the duration of the spell.
  Snow accumulates only if the ground temperature is below 
  the moderate band.
  Living creatures caught within the area when the spell is 
  cast instantly turn to ice (as per the flesh to ice spell).
  If a creature successfully saves, frostfell deals 1d6 points of 
  frostburn damage per caster level (maximum 20d6).
  Creatures entering the area after the spell has been cast do 
  not take this damage; however, all creatures in the area are 
  subject to the normal effects of cold, snow, and ice for the 
  duration of the spell.
  Objects in the area, including those held by creatures, are 
  instantly covered in a thin layer of frost, making them 
  slippery.
  When a creature uses a frosted item (a weapon, lockpicks, a 
  potion, and so on), it must succeed on a DC 10 Dexterity 
  check or it drops the item before it can be used.
  Cold spells cast within the area gain a +1 caster level.
  Multiple frostfells may be cast in the same area to increase 
  the effects (dropping the temperature by an additional 3 
  bands).
  The temperature band cannot be dropped below unearthly 
  cold, no matter how many times frostfell has been cast.
  Arcane Material Component: A pinch of dust and a few drops 
  of water.
  HIBERNAL HEALING
  Transmutation [Cold]
  Level: Cleric 5, druid 4
  Components: V, S, Frostfell
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: Instantaneous
  Saving Throw: Fortitude half (harmless)
  Spell Resistance: Yes (harmless)
  You absorb slush, snow, and ice, channeling the cold 
  energy stored within to cure 10 points of damage per caster 
  level, to a maximum of 150 points at 15th level.
  The spell melts all slush, snow, and ice within 10 feet of the 
  caster.
  ICE SHAPE
  Transmutation [Cold]
  Level: Cleric 3, druid 3, sorcerer/wizard 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Area: Ice 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 ice into any shape that 
  suits your purpose.
  For example, you can make an ice weapon, a special 
  trapdoor, or a crude idol.
  Ice shape also permits you to reshape an ice door to make an 
  exit where one didn’t exist or to seal a door shut.
  While it’s possible to make crude coffers, doors, and so 
  forth with ice shape, fine detail isn’t possible.
  There is a 30% chance that any shape including moving 
  parts simply doesn’t work.
  Arcane Material Component: Slush, which must be spread 
  into roughly the desired shape of the ice object and then 
  touched to the ice while the verbal component is uttered.
  ICE SKATE
  Transmutation
  Level: Druid 1, ranger 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level (D)
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You allow a creature to skate across any icy surface, either 
  level or inclined, increasing its base land speed by 60 feet.
  (This adjustment is treated as an enhancement bonus).
  No Balance checks are required for this movement (even 
  during combat on ice) unless the recipient attempts 
  exceptional maneuvers, such as jumping a crevasse or 
  gliding up a frozen waterfall, or takes damage—even then, 
  the recipient gains a +4 enhancement bonus on its Balance 
  check.
  
  667
  ICE TO FLESH
  Transmutation
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One frozen creature or a cylinder of ice 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
  This spell restores a frozen creature to its normal state, 
  restoring life and goods.
  The creature must make a DC 15 Fortitude save to survive 
  the process.
  Any frozen creature, regardless of size, can be restored.
  The spell also can convert a mass of ice 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, an ordinary ice sculpture 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 ice.
  Material Component: A cube of ice and a drop of blood.
  IVORY FLESH
  Transmutation
  Level: Bard 1, druid 1, ranger 1
  Components: V, S
  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’s flesh and all his equipment turn white, 
  granting him a +5 circumstance bonus on Hide checks in 
  heavy snow or ice areas.
  In any nonwhite-hued area (including ebony ice), ivory flesh 
  instead incurs a –5 penalty on Hide checks.
  MANTLE OF THE ICY SOUL
  Transmutation
  Level: Cleric 6, druid 5
  Components: V, S, M, XP
  Casting Time: 1 standard action
  Range: Touch
  Area: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Mantle of the icy soul permanently adds the cold subtype to 
  the targeted creature.
  The skin, hair, and scales of the creature subtly change 
  color to take on an icy blue tint, and its breath does not 
  frost in cold temperatures.
  The recipient of a mantle of the icy soul gains immunity to 
  cold, but has vulnerability to fire, which means that it takes 
  half again as much damage (+50%) as normal from fire 
  regardless of whether a saving throw is allowed, or if it is a 
  success or a failure.
  There is no change to the creature’s Challenge Rating or 
  effective character level.
  The effects of this spell can be removed by a limited wish or 
  wish.
  Material Component: A handful of ice or snow that must be 
  pressed to the target’s body.
  XP Cost: 2,000.
  MELD INTO ICE
  Transmutation
  Level: Cleric 3, druid 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Meld into ice enables you to meld your body and possessions
  into a single block of ice.
  The ice 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 ice.
  If either condition is violated, the spell fails and is wasted.
  While in the ice, you remain in contact, however tenuous, 
  with the face of the ice through which you melded.
  You remain aware of the passage of time and can cast spells 
  on yourself while hiding in the ice.
  Nothing that goes on outside the ice can be seen, but you 
  can still hear what happens around you.
  Minor physical damage to the ice 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 ice’s complete destruction (by damage or thawing) 
  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 ice 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 ice that you 
  are occupying: Ice to flesh expels you and deals you 5d6 
  points of damage.
  Ice shape deals you 3d6 points of damage but does not expel 
  you.
  Thaw expels you and then slays you instantly unless you 
  make a DC 18 Fortitude save, in which case you are merely 
  expelled.
  Finally, pass through ice expels you without damage.
  MOVE SNOW AND ICE
  Transmutation [Cold, Ice]
  Level: Druid 6, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: See text
  Range: Long (400 ft. + 40 ft./level)
  Area: Snow or ice in an area up to 750 ft. square and up to 
  10 ft. deep (S)
  Duration: Instantaneous
  Saving Throw: None
  
  668
  Spell Resistance: No
  This spell moves snow and ice.
  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 snow or 
  ice.
  Instead, it creates wavelike crests and troughs, 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 adjusting terrain contours 
  before a battle.
  This spell has no effect on ice creatures.
  Material Component: A mixture of snow and ice in a small 
  bag, and an iron blade.
  PASS THROUGH ICE
  Transmutation
  Level: Cleric 5, druid 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level (D)
  Saving Throw: Yes (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creature is able to pass through ice or snow 
  as easily as water, but not through stone or frozen mud.
  The creature moves at a speed of 15 feet and can rise or sink 
  into ice at a rate of 5 feet per round.
  When a pass through ice spell ends, the affected creature is 
  ejected out to the nearest ice surface.
  If someone dispels pass through ice or you dismiss it while a 
  creature is still in the ice, the creatures may be trapped in
  the ice unless they can reach the nearest surface within a 
  single round of movement.
  Creatures trapped act as if caught in an entomb spell.
  SNOW WALK
  Transmutation
  Level: Druid 2, ranger 2, Winter 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: One creature/level touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subjects can walk on top of snow rather than through 
  it, avoiding the usual movement penalties and leaving 
  neither footprints nor scent.
  Tracking the subject is impossible by nonmagical means, 
  and the gliding along the surface of the snow adds 10 feet 
  to the target creature’s land speed.
  (This adjustment is treated as an enhancement bonus).
  SNOWDRIFT
  Transmutation
  Level: Druid 1, sorcerer/wizard 1
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Snow touched, up to 10 cu. ft. + 1 cu. ft./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You can form existing snow into any shape that suits your 
  purpose.
  For example, you can make a snowbank for concealment, 
  sculpt a snow statue or idol, open a tunnel in deep snow, or 
  simply cover a set of tracks.
  Snowdrift also permits you to raise snowy barriers around a 
  door or house to prevent vision in or out, or to clog a 
  chimney with snow.
  Snow cannot be made into weapons with this spell, and 
  snowdrift does not affect solid ice in any form.
  Arcane Material Component: A pinch of white flour.
  SNOWSIGHT
  Transmutation
  Level: Druid 1, ranger 1, Winter 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The subject gains the ability to see to the normal limits of 
  its vision even in whiteout conditions, and ignores all 
  penalties due to snow glare and snow blindness.
  Snowsight is no better than normal vision.
  During daylight, this usually means the subject can see to 
  the horizon; at night, vision is restricted to ambient light or 
  darkvision as appropriate for the subject creature.
  Snowsight does not grant creatures the ability to see in 
  darkness.
  SUPPRESS FLAME
  Transmutation [Cold]
  Level: Sorcerer/wizard 6
  Components: V, S, Coldfire
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft. cube/level (S)
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You imbue an area with a combination of cold and negative 
  energies that suppresses flame.
  Illumination emitted by fire (torches, continual flame, and 
  so on) is reduced by half.
  For example, a hooded lantern within the area of a suppress 
  flame spell clearly illuminates a 15-foot radius (instead of a 
  30-foot radius) and provides shadowy illumination in a 30-
  foot radius (instead of a 60-foot radius).
  
  669
  In addition, all damage caused by fire, including all fire 
  spells and spell-like effects, is reduced to 1 point per die.
  So, a fireball cast by a 10th-level wizard would deal 10 points 
  of fire damage to those who fail their Reflex save or 5 points 
  of fire damage to those who make their Reflex save, rather 
  than 10d6 points of fire damage or half that amount, 
  respectively, outside the confines of a suppress flame spell.
  A caster can make a caster level check (DC 10 + the suppress 
  flame’s caster level) to cause normal amounts of damage 
  from fire spells.
  A new caster level check must be made for each spell cast.
  Coldfire Component: Ten ounces of coldfire.
  THAW
  Transmutation [Earth, Fire]
  Level: Druid 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft. cube/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  All everfrost, slush, snow, mud, and ice in the spell’s area 
  are filled with heat.
  Ice and snow become slush, slush becomes everfrost, and 
  everfrost becomes bog (see page 88 of the Dungeon Master’s 
  Guide, for information on bogs).
  GHOSTWALK (3.0)
  ABJURATION
  ANTI-ECTOPLASM SHELL
  Abjuration [Ectomancy]
  Level: Sor/Wiz 6
  Components: V, S
  As antilife shell, except that it affects only ectoplasm, 
  whether inert or part of an ectoplasmic creature.
  DELAY MANIFESTATION
  Abjuration [Ectomancy]
  Level: Clr 2, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One living creature
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You prevent the subject creature from manifesting as a 
  ghost for the duration of the spell.
  If the subject dies, it appears on the Ethereal Plane as 
  normal, but cannot enter the Material Plane while the spell 
  is in effect.
  This spell works only on an ethereal ghost or a living 
  creature with a physical body; it cannot be cast upon the 
  body of someone who is already dead, because this spell 
  affects a creature’s soul and a dead body has no soul to 
  affect.
  DISPEL POSSESSION
  Abjuration [Ectomancy]
  Level: Brd 4, Clr 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You force a being that is possessing a creature out of its host 
  body.
  The possessor acts as if it had left its host voluntarily (a 
  ghost appears next to the host, a person using magic jar 
  returns to its receptacle if in range or dies if it is not, and so 
  on).
  Alternatively, this spell may be used as a form of dispel magic 
  to dispel a charm, dominate, or similar effect on a target.
  Material Component: powered silver worth 1 gp.
  ETHEREAL ALARM
  Abjuration
  Level: Brd 2, Rgr 2, Sor/Wiz 2
  As alarm, but detecting only ethereal creatures that enter 
  the warded area.
  The spell does not give you the ability to see the ethereal 
  creatures once the alarm is triggered.
  GHOST LOCK
  Abjuration [Ectomancy]
  Level: Clr 2, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One willing nonhumanoid
  Duration: 1 hour/level or until discharged
  Saving Throw: None
  Spell Resistance: No
  If the nonhumanoid subject creature dies while this spell is 
  in effect, the creature’s soul does not immediately enter the 
  realm of the dead, and it can instead attempt to enter the 
  Material Plane as a ghost, just as if it were a type of creature 
  (humanoid) normally capable of such.
  Once the creature becomes a ghost, it can remain so until 
  the spell duration expires, at which time it immediately 
  passes through the Veil of Souls to the True Afterlife.
  The creature may willingly do this before the duration 
  expires.
  GLYPH OF TURNING
  Abjuration
  Level: Clr 3
  As glyph of warding, except that instead of a spell effect or a 
  blast of energy, the spell unleashes a burst of positive or 
  negative energy, depending on whether you channel 
  positive or negative energy.
  
  670
  When you cast this spell, it uses one of your turning 
  attempts for the day.
  If you have a feat or special ability that alters your turning 
  check (such as Empower Turning), you may apply that 
  modifier to the turning or rebuking stored in the glyph.
  When the glyph is triggered, the turning or rebuking 
  attempt functions as if you were making the turning roll.
  A successful turning or rebuking attempt causes the 
  undead to flee the glyph.
  If the result is that the undead are commanded, they guard 
  the area of the glyph for 24 hours and then are released 
  from the effects of the command.
  The commanded undead do not serve you.
  PROTECTION FROM POSSESSION
  Abjuration
  Level: Brd 1, Bone Collector 1, Clr 1, Ghost 1, Pal 1, 
  Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  This spell wards a creature against mental control and 
  possession attempts.
  The spell blocks any attempt to possess the warded creature 
  (as by a magic jar attack or certain ghost feats) or to exercise 
  mental control over the creature (as by a vampire’s 
  supernatural domination ability, which works similarly to 
  dominate person).
  The protection does not prevent a vampire’s domination 
  itself, but it prevents the vampire from mentally 
  commanding the protected creature.
  If the protection from possession effect ends before the 
  domination effect does, the vampire would then be able to 
  mentally command the controlled creature.
  Likewise, the spell keeps out a possessing life force, but 
  does not expel one if it is in place before the spell is cast.
  Arcane Material Component: A bit of powdered silver, which 
  is used to mark the forehead of the target creature.
  REPEL ECTOPLASM
  Abjuration [Ectomancy]
  Level: Ghost 7, Sor/Wiz 6
  As repel wood, but affecting only ectoplasm, whether inert or 
  part of an ectoplasmic creature.
  Large manifestations of ectoplasm (such as a wall of 
  ectoplasm spell) are not considered “fixed firmly” for the 
  purpose of this spell and are pushed back by the waves of 
  energy.
  SONG OF THE CALLING
  Abjuration [Ectomancy]
  Level: Brd 3
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One ghost
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You force a ghost to succumb to the Calling and depart 
  immediately for the True Afterlife.
  Each level in the eidolon class the target ghost has gives it a 
  –1 penalty on its saving throw against this spell.
  SURELIFE
  Abjuration
  Level: Repose 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute/level
  This spell allows you to protect yourself against some 
  condition, such as being immersed in boiling oil or being 
  buried under an avalanche, that would ordinarily cause 
  certain death.
  You can protect yourself against only a natural occurrence 
  or condition, not against a spell or the action of a creature 
  (such as the breath of a dragon or the swords of a group of 
  bandits).
  You must specify the condition against which you wish to 
  protect yourself, and the spell is effective against only that 
  condition.
  Should you be subjected to that condition during the 
  duration of the spell, you feel no discomfort and take no 
  damage from the condition.
  However, the spell does not protect any items carried on 
  your person.
  At the end of the spell’s duration, the condition has full 
  normal effects on you if you are still subjected to it.
  Material Components: An ointment of peach syrup and 
  cinnabar.
  This spell first appeared in Oriental Adventures.
  CONJURATION
  CREATE ECTOPLASM
  Conjuration (Creation) [Ectomancy]
  Level: Clr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Effect: 1 lb. of raw ectoplasm/level
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  You create raw ectoplasm.
  The ectoplasm forms from your hands, eyes, or mouth, and 
  may be pale gray, light blue, light green, or pale yellow.
  You may create sticky or slippery ectoplasm.
  The ectoplasm does not vanish until the spell duration has 
  expired, but if the spell is dispelled and the ectoplasm has 
  been in existence for more than 10 minutes, it vanishes 
  instantly.
  ECTOPLASMIC WEB
  Conjuration (Creation) [Ectomancy]
  
  671
  Level: Sor/Wiz 3
  Components: V, S, M
  As web, except as noted below and that the strands are made 
  of ectoplasm and therefore affect incorporeal creatures.
  Material Component: A bit of spider web and splinters from a 
  sphere made of resin.
  FETID BREATH
  Conjuration (Creation)
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: 10 ft.
  Area: Cone
  Duration: 1 round (see text)
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  This spell functions like stinking cloud, except as noted 
  above and as follows.
  You exhale a 10-foot cone of stinking gas.
  Though the cone persists for only 1 round, creatures who 
  succumb to its effects are still nauseated for 1d4+1 rounds 
  after leaving the area of the cone.
  A creature that has a special saving throw bonus against 
  poison may apply that to its saving throw against this spell.
  Creatures immune to poison are unaffected by fetid breath.
  Legends maintain that this spell was created either by the 
  yuan-ti or by an arcane worshipper of Khostren.
  Material Component: A clove of garlic or an onion, which 
  you must eat.
  HAIL OF ECTOPLASM
  Conjuration (Creation) [Ectomancy]
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 10-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  An explosion of spheres of hardened ectoplasm occurs 
  from a point you designate.
  The spheres deal 1d6 points of bludgeoning damage per 
  two caster levels (maximum 5d6) to creatures within the 
  effect.
  The ectoplasm decays into nothingness after the spell takes 
  effect.
  Material Component: A handful of resin marbles.
  RAISE GHOST
  Conjuration (Healing) [Ectomancy]
  Level: Clr 4
  As raise dead, except that this spell can bring back only a 
  ghost who has been killed.
  It does not restore life to a dead body, but instead brings 
  back a slain ghost as a ghost.
  The spell requires some of the ghost’s original ectoplasm 
  (some of the ghost’s ectoplasm that has been preserved with 
  magic or alchemy is sufficient).
  Alternatively, you may cast it on a dead creature’s body to 
  bring it back as a ghost.
  The creature’s soul is aware that it will return as a ghost 
  instead of a living creature and can refuse to accept the 
  spell if it does not want this to happen.
  This form of the spell works only on creatures that can 
  become ghosts.
  As with other forms of this magic, if cast within the 
  Manifest Ward, a raised ghost does not lose a level or a 
  Constitution point when brought back from the dead.
  SUMMON UNDEAD I
  Conjuration (Summoning) [Evil; see text]
  Level: Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  As summon monster I, except that you summon an undead 
  creature.
  The spell conjures one of the creatures from the 1st-level 
  list on the Summon Undead table below.
  You choose which creature to summon, and you can 
  change that choice each time you cast the spell.
  Summoned undead do not count toward your total Hit
  Dice of undead you can control with animate dead or 
  negative energy.
  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.
  Summoning undead is always evil.
  Focus: A tiny bag, a small (not lit) candle, and a carved bone 
  from any humanoid.
  This spell first appeared in Magic of Faerûn.
  SUMMON UNDEAD II
  Conjuration (Summoning) [Evil; see text]
  Level: Sor/Wiz 2
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon undead I, except that you can summon one 
  undead from the 2nd-level list or 1d3 undead of the same 
  type from the 1st-level list.
  SUMMON UNDEAD III
  Conjuration (Summoning) [Evil; see text]
  Level: Sor/Wiz 3
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon undead I, except that you can summon one 
  undead from the 3rd-level list, 1d3 undead of the same type 
  from the 2nd-level list, or 1d4+1 undead of the same type 
  from the 1st-level list.
  SUMMON UNDEAD IV
  Conjuration (Summoning) [Evil; see text]
  Level: Sor/Wiz 4
  
  672
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon undead I, except that you can summon one 
  undead from the 4th-level list, 1d3 undead of the same type 
  from the 3rd-level list, or 1d4+1 undead of the same type 
  from a lower-level list.
  SUMMON UNDEAD V
  Conjuration (Summoning) [Evil; see text]
  Level: Sor/Wiz 5
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon undead I, except that you can summon one 
  undead from the 5th-level list, 1d3 undead of the same type 
  from the 4th-level list, or 1d4+1 undead of the same type 
  from a lower-level list.
  WALL OF ECTOPLASM
  Conjuration (Creation) [Ectomancy]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Anchored plane of ectoplasm, up to one 10-ft. 
  square/level, or hemisphere of ectoplasm with a radius of 
  up to 3 ft. + 1 ft./level
  Duration: 1 minute/level
  Saving Throw: See text
  Spell Resistance: Yes
  This spell creates an anchored plane of ectoplasm or a 
  hemisphere of ectoplasm, depending upon the version 
  selected.
  A wall of ectoplasm cannot form in an area occupied by 
  physical objects or creatures.
  Its surface must be smooth and unbroken when created.
  The ectoplasm is semisolid (not raw)—about the 
  consistency of packed snow—and retains its shape rather 
  than collapsing into a formless mass.
  Because ectoplasm is a ghost touch material, it is an 
  impenetrable barrier to incorporeal creatures (although 
  they may attack the wall or go around it).
  The ectoplasm is opaque and blocks line of effect.
  Ectoplasm Plane: A sheet of ectoplasm appears.
  The wall is 1 inch thick per caster level and covers up to a 
  10-foot-square per caster level (so a 6th-level wizard could 
  create a wall of ectoplasm 30 feet long and 20 feet high, a 
  wall 60 feet long and 10 feet high, and so on).
  The plane can be oriented in any fashion as long as it is 
  anchored.
  A vertical wall need be anchored only on the floor, while a 
  horizontal or slanting wall must be anchored on two 
  opposite sides.
  The wall is primarily defensive in nature and is used to stop 
  pursuers from following you and the like.
  Each 10-foot square of wall has hardness 0 and 2 hit points 
  per inch of thickness.
  Creatures can hit the wall without making an attack roll.
  A section of wall whose hit points drop to 0 is breached.
  A creature can break through the wall with a Strength 
  check (DC 12 + caster level).
  Hemisphere: The wall takes the form of a hemisphere whose 
  maximum radius is 3 feet +1 foot per caster level.
  Thus, a 7th-level caster can create a hemisphere 10 feet in 
  radius.
  It is as hard to break through as the ectoplasm plane 
  variation.
  You can create the hemisphere so that it traps one or more 
  creatures, though these creatures get a Reflex saving throw 
  to avoid being trapped.
  Material Component: A cube of resin and a drop of oil.
  DIVINATION
  DETECT GHOST
  Divination [Ectomancy]
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: 60 ft.
  Area: Quarter-circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You detect ghosts.
  The amount of information revealed depends on how long 
  you study a particular area or subject.
  1st Round: Presence or absence of ghosts.
  2nd Round: Number of different ghosts.
  
  673
  3rd Round: The location of each ghost.
  I SMELL YOUR FEAR
  Divination
  Level: Rgr 4
  Duration: 1 hour/level
  As locate creature, except as noted above and below.
  Material Component: A sample of the target’s flesh, blood, 
  hair, ectoplasm, or some other physical part.
  ENCHANTMENT
  BOTTOMLESS HATE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Rgr 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You fill yourself with a terrible hatred against your favored 
  enemies.
  Against them you gain a +1 morale bonus on attack and 
  damage rolls for every three caster levels.
  This spell is suppressed by spells such as calm emotions.
  CHARM PERSON OR GHOST
  Enchantment (Charm) [Ectomancy, Mind-Affecting]
  Level: Brd 2, Sor/Wiz 2
  As charm person, except that it also affects ghosts.
  DOMINATE PERSON OR GHOST
  Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
  Level: Brd 5, Sor/Wiz 6
  As dominate person, except that it also affects ghosts.
  HARMONY
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: Variable (see below)
  When you play your instrument, sing your song, recite 
  your epic poem, or speak your words of encouragement, 
  you fill your allies with greater confidence than normal.
  When under the effect of this spell, you grant a +4 morale 
  bonus on saving throws against charm and fear effects and a 
  +2 morale bonus on attack and weapon damage rolls when 
  you use your inspire courage ability.
  The effect lasts as long as the effect of your inspire courage 
  ability lasts.
  If you don’t begin to inspire courage within 1 minute of 
  casting this spell, the effects of harmony end.
  This spell first appeared in Magic of Faerûn.
  HOLD PERSON OR GHOST
  Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
  Level: Brd 3, Clr 3, Ghost 2, Sor/Wiz 4
  As hold person, except that it also affects ghosts.
  NIGHTMARE LULLABY
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 2
  Components: V, S
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Target: One creature
  Duration: Concentration + 2 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  You put your target into a surreal, sleepwalking state.
  The target must make a Will saving throw or become 
  confused, thinking she has entered a nightmare.
  This spell first appeared in Magic of Faerûn.
  PERSUADE TO MANIFEST
  Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
  Level: Brd 2, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: Yes (harmless)
  Spell Resistance: Yes (harmless)
  This spell sends a powerful signal to the soul of a creature 
  that has died and not yet manifested on the Material Plane 
  or passed on to the True Afterlife.
  The soul immediately appears on the Ethereal Plane and 
  can immediately make a Wisdom check with a +10 morale 
  bonus to manifest on the Material Plane.
  If that check is failed, the ghost may make Wisdom checks 
  normally every minute to manifest.
  WAR CRY
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 4
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes; see text
  You attack with a war cry that bolsters your own courage as 
  well as intimidating your enemies.
  As a result of this spell, you gain a +2 morale bonus on at 
  tack rolls and weapon damage rolls or a +4 morale bonus on 
  attack rolls and weapon damage rolls made as part of a 
  charge attack.
  Any opponent you attack in melee must make a Will save 
  or become panicked.
  Once a target makes a successful saving throw against this 
  effect, it cannot be affected by your war cry for one day.
  This spell first appeared in Magic of Faerûn.
  
  674
  EVOCATION
  BONERATTLE
  Evocation [Sonic]
  Level: Brd 1, Bone Collector 1, Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature with bones
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  This spell creates a deep resonating vibration that damages 
  bone.
  It does not affect creatures that do not have true bones 
  (such as elementals, incorporeal creatures, most golems, 
  oozes, plants, or purely ectoplasmic creatures) or that are 
  under the effect of spells that alter their bones (such as stone 
  bones, or a polymorph spell to turn into a boneless creature), 
  but does affect creatures with exoskeletons instead of 
  humanlike bones (such as vermin).
  The spell deals 1d4 points of damage per caster level 
  (maximum 5d4).
  Arcane Material Component: A tiny bell carved from a bone.
  CANDLELIGHT
  Evocation [Light]
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Object touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You cause an object to glow like a candle, shedding light in 
  a 5-foot radius from the point you touch.
  The effect is immobile, but it can be cast on a movable 
  object if desired.
  The light produced by this cantrip is not strong enough to 
  counter or dispel any magical darkness.
  Invented by the elves for use in nighttime ceremonies, 
  candlelight has made its way into common usage.
  It is particularly useful to novices and apprentices who 
  need to spend long hours in study.
  Arcane Material Component: A tiny candle.
  INCORPOREAL DISHARMONICS
  Evocation [Ectomancy, Sonic]
  Level: Brd 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One incorporeal creature and see text
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  You create a wave of sonic energy that is harmful to 
  incorporeal creatures.
  The target creature cannot avoid the damage with its 
  incorporeal miss chance and takes 1d6 points of sonic 
  damage per two caster levels.
  All creatures in adjacent squares take 1 point of sonic 
  damage from the residual effects of the energy wave.
  Focus: A silver tuning fork.
  IRRESISTIBLE FORCE
  Evocation
  Level: Pal 4
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Charging yourself with divine energy, you become the 
  epitome of force in motion.
  You are protected by freedom of movement.
  You may charge as long as you move at least 5 feet.
  You may pass through enemy squares as if they were 
  occupied by allies.
  You gain a +10 bonus on bull rush attempts.
  You gain a +10 bonus on checks made to avoid being 
  tripped.
  If you are pinned, you can still move 5 feet as part of your 
  turn, as long as you are strong enough to move the person 
  pinning you.
  When moving in combat, you act as if you had the Mobility 
  feat.
  UNMOVABLE OBJECT
  Evocation
  Level: Pal 4
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Charging yourself with divine energy, you bond yourself to 
  the ground beneath your feet and become the epitome of 
  stability.
  The spell ends instantly if you move from your current 
  position and does not work unless you are in contact with 
  the ground.
  You gain a +2 bonus to Strength, a +4 bonus to 
  Constitution, a +2 resistance bonus on saving throws, and a 
  +4 dodge bonus to AC.
  You gain a +10 bonus to resist a bull rush (this bonus does 
  not include the +4 bonus for being “exceptionally stable”, 
  but exceptionally stable creatures do get that bonus in 
  addition to the bonus from this spell).
  You gain a +10 bonus to resist all trip attacks (but not to 
  your attempts to trip someone in return).
  You gain a +10 resistance bonus on any roll made to resist 
  an effect that would cause you to move from your current 
  location.
  For example, while you are not immune to enchantment 
  effects, you gain a +10 resistance bonus on saving throws 
  (or Charisma checks, in the case of effects such as charm 
  person) to resist commands that would cause you to leave 
  your current position.
  
  675
  If the ground you stand on disappears or cannot support 
  your weight (such as with disintegrate or transmute rock to 
  mud), this spell ends and the existing conditions affect you 
  normally.
  ILLUSION
  DISGUISE UNDEAD
  Illusion (Glamer)
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: One corporeal undead
  Duration: 10 minutes/level
  Saving Throw: None (harmless)
  You make one undead—including clothing, armor, 
  weapons, and equipment—look different.
  You can make it seem 1 foot shorter or taller, thin, fat, or in 
  between.
  You cannot change the creature’s body type.
  For example, a wight could look human, humanoid, or like 
  any other generally human-shaped bipedal creature.
  Otherwise, the extent of the apparent change is up to you.
  You could add or obscure a minor feature, such as a mole or 
  a beard, or make it look like an entirely different creature.
  The spell does not provide the abilities or mannerisms of
  the chosen form.
  It does not alter the perceived tactile (touch) or audible 
  (sound) properties of the undead or its equipment.
  A battleaxe made to look like a dagger still functions as a 
  battleaxe.
  Note: Creatures get Will saves to recognize the glamer as an 
  illusion if they interact with it (such as by touching the 
  undead and having that not match what they see, in the 
  case of this spell).
  Focus: A cocoon of a death’s head moth.
  This spell first appeared in Magic of Faerûn.
  PLEASANT VISAGE
  Illusion (Glamer) [Ectomancy]
  Level: Brd 1, Clr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One ghost
  Duration: 24 hours
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You disguise the wounds of a ghost who has a disturbing, 
  repulsive, or gruesome appearance, making it appear 
  completely normal (although still a ghost).
  The spell does not change the ghost’s features or disguise it 
  in any way; it conceals the manner of the ghost’s death so 
  that it can walk about in polite society.
  NECROMANCY
  BLACK LUNGS
  Necromancy
  Level: Clr 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 hour/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You cause the target to succumb to an infection and 
  corruption of the lungs.
  An affected creature’s speed is reduced by half, it loses any 
  Dexterity bonus to Armor Class, and it takes a –2 penalty on 
  attack rolls.
  Remove disease may end the effects of this spell early.
  This spell was created by the clerics of Khostren.
  DEATH ARMOR
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes; see text
  You are surrounded by a crackling black aura that injures 
  creatures that contact it.
  Any creature striking you with its body or a handheld 
  weapon takes 1d4 points of damage +1 point per two caster 
  levels (maximum +10).
  If the creature has spell resistance, it applies to the damage.
  Note that weapons with exceptional reach, such as 
  longspears, do not endanger their users in this way.
  Material Component: A paste made of exotic herbs, ground 
  bones, and onyx worth 50 gp, which is applied to your body 
  when the spell is cast.
  This spell first appeared in Magic of Faerûn.
  DEATH LOCK
  Necromancy [Ectomancy]
  Level: Clr 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  If the subject creature dies while the spell is in effect, its 
  soul immediately passes on to the True Afterlife and cannot 
  form a ghost.
  The subject can still be raised from the dead or even 
  brought back as a ghost by magic (such as with the raise 
  ghost spell); this spell only prevents a newly slain creature 
  from forming a ghost of its own volition.
  DISRUPT ECTOPLASM
  Necromancy [Ectomancy]
  Level: Clr 0, Sor/Wiz 0
  Components: V, S
  
  676
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You direct a ray of energy that damages ectoplasm.
  You must make a ranged touch attack roll to hit, and if the 
  ray hits a ghost or object made of ectoplasm, it deals 1d6 
  points of damage to it.
  This damage bypasses the hardness of ectoplasmic objects 
  and the damage reduction of ectoplasmic creatures.
  ECTOPLASMIC DECAY
  Necromancy [Ectomancy]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You create a barely visible spread of energy that is harmful 
  to ectoplasm but harmless to everything else.
  All ectoplasmic creatures and objects in the area take 1d6 
  points of damage per caster level.
  Material Component: A flat, sharpened disk made of resin.
  GENERAL OF UNDEATH
  Necromancy
  Level: Clr 8
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 day/level
  You increase the number of Hit Dice of undead that you 
  can control.
  Add your caster level × 10 to your Hit Dice limit for 
  controlling undead.
  When the duration expires, you lose control of the extra 
  undead as if you had voluntarily relinquished control of 
  them.
  This spell first appeared in Magic of Faerûn.
  GHOST COMPANION
  Necromancy [Ectomancy]
  Level: Drd 2, Pal 2, Rgr 2, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One willing animal, beast, or magical beast
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: No
  The touched creature dies painlessly.
  Instead of passing immediately beyond the Veil of Souls, 
  the creature’s soul remains on the Ethereal Plane and 
  attempts to enter the Material Plane as a ghost.
  Normally, this is used by ghost characters with a special 
  nonhumanoid companion (such as a mage’s familiar, a 
  druid or ranger’s animal companion, or a paladin’s special 
  mount) to allow the companion to travel with them in 
  ghost form.
  When the spell expires, the ghost creature dies the true 
  death and its soul passes beyond the Veil of Souls.
  It can be raised or resurrected before the spell duration 
  expires, of course.
  GHOST VENOM
  Necromancy [Ectomancy]
  Level: Drd 3, Rgr 3
  As poison, except the poison affects only ghosts and other 
  ectoplasmic creatures.
  LEECH GHOST SKILL
  Necromancy [Ectomancy]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch (see text)
  Target: Ghost touched
  Duration: 1 day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You bind the ectoplasmic form of the target ghost onto 
  another creature (hereafter called the “bearer”).
  The ghost clings to the bearer’s back or chest in the form of 
  a tattoo for the duration of the spell.
  Leech ghost skill binds only the ghost, not any of its 
  equipment.
  While this ghostly tattoo is in place, the bearer may use the 
  ghost’s skill ranks instead of his own as desired, regardless 
  of the nature of the skill.
  For example, a bearer wearing a ghost rogue/wizard tattoo 
  could use the ghost’s ranks in Climb, Hide, Knowledge, 
  Spellcraft, or any of the ghost’s other skills (including class-
  exclusive skills that the bearer does not possess) if they 
  exceed his own.
  He still uses his own ability modifiers for making skill 
  checks.
  The bearer does not have access to any of the ghost’s other 
  abilities or to any knowledge that is not related to skills 
  (such as bardic knowledge, class abilities, ghost powers, 
  memories, racial bonuses, and so on), nor does he gain the 
  ability to speak or understand any languages that the ghost 
  knows.
  The ghost cannot be attacked or harmed while bound to the 
  target.
  The ghost remains completely aware of its surroundings, 
  though it cannot speak or use any abilities (including 
  mental communication).
  When the spell ends, the ghost is immediately freed and 
  appears in an area adjacent to the bearer.
  If the bearer is killed by any means (even disintegrate or 
  some other effect that destroys his body), the ghost is 
  immediately freed and appears in the bearer’s square.
  When it appears, the ghost has all the abilities it had at the 
  time of the binding (such as prepared spells or available 
  spell slots, uses of turn undead, and so on).
  
  677
  This spell was invented by members of the Piran Sedestadel 
  at the behest of the Yisa-khardomas, who sought a way to 
  punish criminal ghosts and still let them contribute to life 
  in the city.
  Material Component: A silver needle and a vial of acid, 
  together worth 100 gp.
  PAINLESS DEATH
  Necromancy
  Level: Clr 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: One willing living creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  The touched creature dies painlessly and instantly.
  PROPER STATE
  Necromancy [Ectomancy]
  Level: Clr 4, Ghost 4
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One willing incorporeal undead
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You transform a willing incorporeal undead creature into a 
  ghost.
  If its previous class and level are unknown, it becomes a 
  ghost of the same race as you, with warrior levels equal to 
  its undead Hit Dice.
  If the undead’s previous race, class, and level were known 
  (such as if the undead were a former ally that became the 
  spawn of a shadow), it becomes a ghost of its former self.
  In any case, the creature’s character level is no greater than 
  the Hit Dice it had as an undead.
  For example, a 5th-level dwarf fighter that became a 
  shadow’s spawn and was turned into a ghost with this spell 
  would now be a 2nd-level fighter.
  Levels lost in this manner are handled as if the character 
  had lost levels from an undead’s energy drain attack.
  A creature redeemed with this spell retains the alignment it 
  had as an undead creature, although it is not strongly 
  attached to that alignment and can change it over time or 
  with the aid of an atonement spell.
  Because only humanoids can become ghosts, this spell 
  works only on incorporeal undead that are vaguely 
  humanoid.
  For example, it cannot convert a spectral steed (a horselike 
  undead), a nightwing nightshade (a batlike creature), a 
  nightwalker nightshade (a giantlike creature), or a 
  nightcrawler (a wormlike creature) into a ghost.
  SHROUD OF UNDEATH
  Necromancy
  Level: Bone Collector 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You shroud yourself with invisible negative energy so that 
  nonintelligent undead perceive you as a fellow undead 
  creature, ignoring you.
  Your appearance does not change, and while intelligent 
  undead do not immediately recognize you as alive, they are 
  likely to question whether you are actually undead.
  If used in conjunction with a disguise or illusion to appear 
  undead, this spell gives you a +5 bonus on your Disguise 
  check.
  If you attack an undead creature while this spell is in effect, 
  the spell immediately ends.
  When you are using this spell, inflict spells heal you and 
  cure spells hurt you.
  You are treated as if you were undead for the purposes of all 
  spells and effects that specifically affect undead.
  A successful turning (or rebuking) attempt against you 
  (treating you as an undead of your Hit Dice) requires you to 
  make a Will saving throw (DC 10 + cleric’s Cha modifier) or 
  be panicked (or cowering) for 10 rounds.
  A successful turning attempt against you that would 
  destroy (or command) an undead of your Hit Dice requires 
  you to make a Will save (DC 15 + cleric’s Cha modifier) or 
  be stunned (or charmed as by charm monster) for 10 rounds.
  Material Component: Dust or bone fragments from any 
  destroyed undead creature.
  This spell first appeared in Magic of Faerûn.
  UNDEAD TORCH
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One corporeal undead
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You cause a corporeal undead to give off cold blue energy 
  that disrupts the life force of living creatures, but has no 
  effect on objects or undead.
  The target creature deals an extra 2d4 points of damage 
  with its melee attacks.
  If an attacked creature has spell resistance, the resistance is 
  checked the first time the subject of this spell attacks the 
  creature.
  If it succeeds, the creature is unaffected by that casting of 
  undead torch.
  If the subject of this spell is destroyed, the undead torch 
  continues to burn at the location of its destruction until the 
  duration of the spell expires, and creatures that pass 
  through that area take damage.
  If the subject of this spell assumes a noncorporeal state 
  (such as a vampire’s gaseous form), the spell disperses 
  harmlessly.
  Material Component: A living or dead firefly or glowworm.
  This spell first appeared in Magic of Faerûn.
  UNDEATH TO DEATH
  Necromancy
  
  678
  Level: Clr 6, Ghost 6, Repose 6, Sor/Wiz 6
  Components: V, S, M, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several undead creatures within a 50-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Undeath to death snuffs out the life forces of undead 
  creatures, killing them instantly.
  The spell slays 1d4 HD worth of undead 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 point 
  of origin of the burst are affected first.
  Material Component: The powder of a crushed diamond 
  worth at least 500 gp.
  This spell first appeared in Magic of Faerûn.
  TRANSMUTATION
  BLESSING OF THE SNAKE MOTHER
  Transmutation [Evil]
  Level: Clr 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Living humanoid touched
  Duration: 10 minutes/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell causes the target to assume some of the qualities 
  of the yuan-ti tainted one template, which provides several 
  benefits.
  First, the target gains the Alertness feat.
  Second, the target’s Constitution score increases by 2.
  Third, the target becomes completely immune to snake 
  venom and yuan-ti poison.
  The target assumes a more feral and snakelike appearance 
  (slitted pupils, elongated teeth, and so on) and is considered 
  a yuan-ti for the purposes of all spells and effects (such as 
  being subject to a ranger’s favored enemy bonus against 
  yuan-ti, not being able to form a ghost if slain, and so on).
  This spell was created by the yuan-ti to temporarily bolster 
  their ranks with followers in a short period of time.
  Most other clerics would never consider casting this spell.
  The spell is normally used on willing victims, since it 
  grants the caster no control over the target.
  Material Component: A few drops of the mixture that yuan-ti 
  use to create tainted ones, which the target of the spell 
  must swallow.
  CAMOUFLAGE
  Transmutation
  Level: Drd 1, Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You change your coloring to match the environment 
  surrounding you.
  This change grants you a +10 competence bonus on your 
  Hide checks.
  This spell first appeared in Magic of Faerûn.
  CONTINGENT SPELL LOCK
  Transmutation [Ectomancy]
  Level: Brd 6, Clr 6, Ghost 5, Sor/Wiz 6
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  You transfer some of your currently prepared spells or 
  available spell slots to a hidden part of your soul so that, if 
  you die, when you appear on the Ethereal Plane, you have 
  those spells or spell slots available for use (normally, dying 
  and appearing on the Ethereal Plane causes you to lose all 
  prepared spells and unused spell slots).
  You can transfer one spell per spell level that you can cast 
  into this hidden part of your soul.
  Once you transfer the spells or spell slots in this manner, 
  you cannot access them in any way—it is as if you had used 
  those spell slots.
  The next time you choose to ready or prepare spells, you 
  may leave those transferred spells or slots in place, or you 
  may recover them along with your other spells or spell slots 
  (which means they would not be available if you died).
  The transferred spells or spell slots may be used by your 
  ghost in the normal manner, requiring the appropriate 
  components and so on.
  If you are raised from the dead, the transferred spells 
  become inaccessible again (although you can choose to 
  recover them the next time you ready or prepare spells, as 
  described above).
  DEMONIC BLOOD INFUSION
  Transmutation [Chaotic, Evil]
  Level: Clr 6, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Willing creature touched
  Duration: 1 hour/level
  Saving Throw: None (see text)
  Spell Resistance: Yes
  You grant the subject infernal power by transforming its 
  blood into the blood of a demon.
  The subject gains the fiendish template and the chaotic and 
  evil subtypes, and it becomes chaotic evil if it is not already.
  The creature counts as an outsider for the purpose of spells 
  and effects that affect only certain creature types.
  However, any effect that banishes, binds, or sends away 
  outsiders does not function against the subject; instead, it 
  simply causes demonic blood infusion to end immediately.
  When the spell ends, all its effects terminate immediately, 
  and the target is nauseated for 1d4 rounds.
  Repeated use of this spell tends to corrupt the target and 
  force it to become chaotic evil if it was not already.
  Each time demonic blood infusion is cast upon a creature it 
  must attempt a Will saving throw.
  
  679
  Failure means the subject becomes chaotic if it was not 
  already.
  If the subject is chaotic but nonevil, failure causes it to 
  become evil.
  Each time the spell is used against the same creature, the 
  DC for this saving throw increases by 1.
  Demonic blood infusion was invented by the followers of 
  Orcus, who use it to boost the power of their church’s 
  mortal servants.
  Material Component: A vial of demon’s blood worth 100 gp.
  DOOR TO GREAT EVIL
  Transmutation [Teleportation]
  Level: Pal 4
  Components: V, DF
  Casting Time: 1 action
  Range: Personal or touch
  Target: You or willing paladin touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell functions like teleport, except as noted above and 
  as follows.
  When you cast this spell, you select one of two variants.
  Send Yourself: You teleport yourself, your gear, and your 
  special mount (if any).
  You do not designate a destination; you are automatically 
  transported to the nearest location on the same plane 
  where your talents as a holy soldier are needed.
  There is always at least one evil creature (or one creature 
  committing an evil act) at this location.
  Fighting this creature or creatures is always an appropriate 
  action—you are not required to parley, and killing such 
  creatures is always justified according to the rules of your 
  faith.
  The encounter level is less than or equal to your character 
  level minus 2; thus, if you are a 14th-level paladin, you face 
  an encounter of EL 12 or below.
  If you are of a race that has a level adjustment (such as a 
  dark elf ), use your effective character level instead of your 
  actual character level for the purpose of determining the 
  encounter level for this spell.
  Door to great evil guarantees safe arrival for you (on solid 
  ground, not within a raging fire or underwater, no chance 
  of a mishap, and so on), but it does not provide you with a 
  way to return.
  You do, however, have a vague awareness of the distance 
  traveled and know the direction you must go to return to 
  the location where the spell was cast.
  Send Another: This version of the spell functions as above, 
  except that instead of teleporting yourself, you send 
  another willing paladin with her gear and special mount (if 
  any) in your place.
  The challenge to the paladin is based on her character level, 
  not yours.
  All other factors in the spell description above that refer to 
  “you” instead refer to the target paladin in this version.
  This spell is a favorite of paladins of Aluvan and Dracanish, 
  and of Durann to a lesser extent.
  Once per year, many of them go on “door crusades”, in 
  which senior paladins cast this spell on several paladins in a 
  row, sending them to purge evil from many spots beneath 
  the city of Manifest.
  FORCED INCORPOREALITY
  Transmutation [Ectomancy]
  Level: Clr 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One ghost or naturally incorporeal undead
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target ghost is enveloped in an orange haze that forces 
  it to be incorporeal for the duration of the spell.
  Forced incorporeality counters and dispels forced manifestation.
  FORCED MANIFESTATION
  Transmutation [Ectomancy]
  Level: Clr 3, Bone Collector 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One ghost or naturally incorporeal undead
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target creature is enveloped in a violet haze that forces 
  it to manifest fully for the duration of the spell.
  Forced manifestation counters and dispels forced incorporeality.
  GHOST BANE WEAPON
  Transmutation
  Level: Clr 4, Sor/Wiz 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You give a weapon the ghost bane property in addition to 
  any other properties it has.
  Against ghosts, your weapon’s enhancement bonus (if any) 
  is 2 higher than normal and it deals an extra 2d6 points of 
  damage.
  The spell has no effect if cast upon a weapon that already 
  has the ghost bane property.
  At caster level 9th and higher, the weapon gains a +1 
  enhancement bonus if it is not already a magic weapon.
  Alternatively, you can affect up to 50 arrows, bolts, or 
  bullets.
  The projectiles must be of the same type, and they have to 
  be together, such as in the same quiver.
  Projectiles (but not thrown weapons) lose their ghost bane 
  property when fired.
  Any weapon affected by this spell glows with witchlight 
  (see the Witchlight feat).
  GHOST TOUCH ARMOR
  Transmutation [Ectomancy]
  Level: Bone Collector 2, Clr 2, Sor/Wiz 2
  Components: V, S, M
  
  680
  Casting Time: 1 action
  Range: Touch
  Target: Armor of creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject’s armor gains the ghost touch property.
  Material Component: A shield made of resin.
  HUNTER’S MERCY
  Transmutation
  Level: Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round
  This transmutation makes a bow strike true.
  Your first hit with a bow (not including crossbows) in the 
  next round automatically threatens a critical hit.
  If you don’t hit in the round immediately following the 
  casting of this spell, the effect is wasted.
  This spell first appeared in Magic of Faerûn.
  IRON BONES
  Transmutation
  Level: Clr 4, Sor/Wiz 4
  As stone bones, except the target creature’s skeleton changes 
  to iron.
  The creature gains a +5 natural armor bonus to AC.
  Focus: A miniature skull made out of iron or steel.
  This spell first appeared in Magic of Faerûn.
  MASS CAMOUFLAGE
  Transmutation
  Level: Drd 4, Rgr 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Any number of creatures, no two of which can be 
  more than 60 ft. apart
  Duration: 10 minutes/level
  As camouflage, except the effect is mobile with the group.
  The spell is broken for any individual who moves more 
  than 60 feet from the nearest member of the group.
  (If only two individuals are affected, the one moving away 
  from the other one loses its camouflage.
  If both are moving away from each other, they both 
  become visible when the distance between them exceeds 
  60 feet).
  This spell first appeared in Magic of Faerûn.
  PRESERVE ECTOPLASM
  Transmutation [Ectomancy]
  Level: Sor/Wiz 0
  Components: V, S, M
  Casting Time: 1 action
  Range: 10 ft.
  Target: 1 cu. ft./level of ectoplasm
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  As purify food and drink, but affecting only ectoplasm.
  Material Component: A small loop of gold wire.
  SHEREM TRANSFORMATION
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, M, F
  Casting Time: 1 hour
  Range: Touch
  Target: One unborn human (see text)
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You enhance the abilities of an unborn human child, giving 
  the child exceptional sorcerous ability (if female) or 
  exceptional clarity of mind (if male).
  Upon reaching adulthood, the child may select the Kihu-
  Sherem Guardian or Sherem-Lar Sorcery feats.
  While the spell affects an unborn child, it is targeted at the 
  pregnant mother, who may resist the spell with a Will 
  saving throw.
  If the mother is bearing multiple children, the spell 
  randomly affects one of the unborn (in these cases, the 
  spell is usually cast multiple times in order to affect all of 
  them).
  If the mother is from an unbroken line of sherem-lar 
  sorcerers at least ten generations long, a female child born 
  of this spell may choose the Sherezem-Lar Sorcery feat.
  This spell is normally used on only Bazareene nobles, and 
  most nobles consider it a crime to use the spell on anyone 
  but a noble.
  Conversely, most people outside of Bazareene consider 
  magically altering an unborn child to be a repugnant act 
  and would never allow it.
  Focus: A flawless emerald worth at least 1,000 gp.
  Material Components: Blood from a Bazareene sorcerer of at 
  least 6th level, an iron ring that has touched lava, and three 
  golden spheres worth 50 gp each.
  SPITTLE SPRAY
  Transmutation
  Level: Clr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You can spit out to close range (25 ft. + 5 ft./2 levels).
  If you have a poison bite attack, this spell allows you to spit 
  your poison out to this range.
  You make a ranged touch attack to hit your foe, and if you 
  succeed, the target must make a saving throw against your 
  poison as if it had been bitten.
  This spell is normally used by the yuan-ti and has no 
  significant effect if used with normal spittle.
  STONE BONES
  Transmutation
  Level: Clr 2, Sor/Wiz 2
  
  681
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Corporeal undead creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You cause the skeleton of the target to become thicker and 
  as strong as stone.
  This gives the target a +3 natural armor bonus to AC.
  The spell has no effect on creatures that have no skeleton 
  but works normally on creatures that have exoskeletons 
  (such as insects).
  Another version of the spell is rumored to exist that works 
  on living creatures, but causes wracking pains because of 
  the radical alteration of its skeleton.
  This version has fallen out of use because few creatures 
  willingly subject themselves to it (although it might be 
  used by sadistic followers of Orcus).
  Focus: A miniature skull carved of granite.
  This spell first appeared in Magic of Faerûn.
  UNDEAD BANE WEAPON
  Transmutation
  Level: Clr 4, Ghost 3, Pal 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You give a weapon the undead bane property in addition to 
  any other properties it has.
  Against undead, your weapon’s enhancement bonus (if any) 
  is 2 higher than normal and it deals an extra 2d6 points of 
  damage.
  The spell has no effect if cast upon a weapon that already 
  has the undead bane property.
  At caster level 9th (paladin level 18th) and higher, the 
  weapon gains a +1 enhancement bonus if it is not already a 
  magic weapon.
  Alternatively, you can affect up to 50 arrows, bolts, or 
  bullets.
  The projectiles must be of the same type, and they have to 
  be together, such as in the same quiver.
  Projectiles (but not thrown weapons) lose their undead 
  bane property after they have been fired.
  The weapon is considered blessed, which means it has 
  special effects on certain creatures.
  Any weapon affected by this spell glows with a serene gray 
  radiance that sheds as much light as a candle.
  This spell originally appeared in Magic of Faerûn.
  WEAPON OF THE DEITY
  Transmutation
  Level: Blk 4, Clr 4, Pal 4
  Components: V, DF
  Casting Time: 1 action
  Range: Personal
  Target: Your weapon
  Duration: 1 round/level
  You must be using your deity’s favored weapon to cast this 
  spell.
  You may use the weapon as if you had proficiency with it, 
  even if you normally do not.
  The weapon gains a +1 enhancement bonus on attack and 
  damage rolls and an additional special ability (see the list 
  below).
  A double weapon gains this enhancement bonus and 
  special ability for only one of its two heads, as chosen by 
  you.
  If your weapon already has enhancement bonuses and 
  special abilities for both of its heads, this effect of the spell 
  does not function unless the weapon’s normal 
  enhancement bonus is lower than the bonus granted by 
  this spell.
  When you reach 9th caster level, the enhancement bonus 
  of the weapon increases to +2.
  At 12th level, the bonus rises to +3, at 15th level it is +4, and 
  at 18th level it is +5.
  A variant of this spell first appeared in Defenders of the Faith.
  HEROES OF BATTLE (3.5)
  ABJURATION
  AERIAL ALARM
  Abjuration
  Level: Ranger 2, sorcerer/wizard 2
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 100-ft.-radius cylinder, 500 ft. high
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  As alarm (see Player’s Handbook page 197), except the area is 
  a cylinder that extends 500 feet into the air and the alarm 
  only sounds when a flying creature of Medium or larger 
  size enters or touches the warded area.
  Arcane Focus: A silver bell and an eagle’s feather.
  
  682
  CONJURATION
  ACID RAIN
  Conjuration (Creation) [Acid]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft. radius cylinder, 40 ft. high
  Duration: 1 full round and 1 round/level; see text
  Saving Throw: None
  Spell Resistance: No
  You create a downpour of acid that douses the area for 1 full 
  round, dealing 7d6 points of acid damage to every creature 
  in the area.
  The ground within the area becomes muddy and/or slick 
  from the downpour, and remains in that condition for a 
  number of rounds equal to the caster’s class level.
  Movement in the area is halved, though a creature can 
  move at normal speed by making a DC 10 Balance check.
  Failure on the check means it cannot move in that round, 
  and failure by 5 or more results in the creature falling 
  prone.
  Material Component: A flask of acid (cost 10 gp).
  BOILING OIL
  Conjuration (Creation) [Fire]
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft.-radius cylinder, 40 ft. high
  Duration: 1 round and 1 round/three levels; see text
  Saving Throw: Reflex half
  Spell Resistance: No
  A torrent of boiling oil rains down in the area you specify.
  Creatures in the area take 4d6 points of scalding (fire) 
  damage from the oil.
  Creatures that fail their initial saving throw take an 
  additional 2d6 points of damage in each subsequent round 
  of the spell’s duration (up to a maximum of 6 rounds at 18th 
  level).
  The oil created by this spell is not itself flammable.
  HURTLING STONE
  Conjuration [Creation]
  Level: Druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Spell Resistance: No
  This spell creates a 50-pound stone that speeds away from 
  the caster in a straight line, dealing 6d6 points of damage to 
  each creature in its path.
  In addition, any Medium or smaller creatures in its path are 
  knocked prone.
  LEOMUND’S BILLET
  Conjuration (Creation)
  Level: Bard 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Effect: 20-ft.-by-80-ft. structure
  Duration: 2 hours/level
  Saving Throw: None
  Spell Resistance: No
  This spell creates a simple building similar to a Leomund’s 
  secure shelter (see Player’s Handbook page 247) that can be 
  used to house up to forty troops.
  The billet has a latched door at each end and two shuttered 
  windows on each long side.
  These doors and windows can be barred from the inside, 
  but the billet does not provide any magical protection.
  The billet contains forty bunks (stacked two high), two 
  trestle tables with ten stools each, and two fireplaces with 
  raging fires already burning and enough wood to last for 
  one night.
  Twenty loaves of bread are stacked on each table, and a pot 
  of hot gruel hangs on a hook over each fire.
  Material Components: A rectangular chip of stone, crushed 
  lime, iron filings, several splinters of wood, a pinch of flour, 
  a sprinkling of water, and a sliver of dried beef.
  DIVINATION
  BATTLEMAGIC PERCEPTION
  Divination
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  You gain a perception of the forces of magic and can sense 
  when magic is being manipulated by a spellcaster.
  You gain a +5 competence bonus on Spellcraft checks made 
  to identify a spell as it is being cast.
  If you have at least 5 ranks in Spellcraft, you are also able to 
  sense the use of any spell or spell-like ability within 100 
  feet, so long as you have line of effect to the caster.
  With a Spellcraft check (DC 15 + spell level) you can even 
  ascertain the spell being cast.
  This determination happens quickly enough that you can
  attempt to counter the spell as a free action.
  Counterspell attempts are otherwise handled normally, and 
  you can counter the spell even if you do not have line of 
  sight to the spellcaster.
  If you counter a spell in this manner, the battlemagic 
  perception spell ends immediately.
  STATUS, GREATER
  Divination
  Level: Cleric 5, healer 6
  Components: V, S
  Casting Time: 1 minute
  Range: Medium (100 ft. + 10 ft./level)
  
  683
  Targets: Ten living creatures per caster level
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell is identical to status (see Player’s Handbook page 
  284), except as noted above.
  ENCHANTMENT
  CRISIS OF CONFIDENCE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3, hexblade 2
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You strip away the target’s leadership qualities, leaving the 
  creature virtually incapable of commanding troops.
  The target may not add its Charisma bonus (if any) to rally 
  checks.
  The target’s commander rating (if any) is reduced to 0, and 
  it loses any commander aura(s) it possesses.
  The target can add its commander rating (if any) as a bonus 
  on its Will save.
  See Chapter 4 for more details on rally checks, commander 
  ratings, and commander auras.
  DRUMS OF WAR
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 4
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Duration: Concentration plus 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  When a bard casts drums of war and plays her instrument, 
  the spell transforms that music into an ominous cadence of 
  drumbeats that fills enemies with doubt.
  All enemies within range of the spell take a –2 penalty on 
  their attack rolls and saving throws as long as the drums of 
  war continue and for an additional 1 round per level 
  afterward.
  Deaf enemies and enemies under the effect of a silence spell 
  are unaffected by this spell.
  Focus: A masterwork musical instrument, which must be 
  played.
  EVOCATION
  BATTLEFIELD ILLUMINATION
  Evocation [Light]
  Level: Cleric 4, druid 4, paladin 4
  Components: V, S
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Area: 80-ft.-radius cylinder, 40 ft. high
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  When you cast battlefield illumination, a soft light 
  illuminates the area.
  This effect improves the illumination in the area by one 
  category (from darkness to shadowy, or from shadowy to 
  bright light).
  It does not stack with other magical light effects.
  Unlike other spells with the light descriptor, battlefield 
  illumination counters and dispels early twilight (see page 
  126) but does not affect other darkness spells.
  BLAZE OF LIGHT
  Evocation [Light]
  Level: Druid 2, paladin 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A cone of bright light shines forth from just above the 
  caster’s head.
  All creatures within the cone that fail a Fortitude saving 
  throw are dazzled for 1 minute.
  Sightless creatures are not affected by blaze of light.
  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.
  CONSECRATE BATTLEFIELD
  Evocation [Good]
  Level: Cleric 6
  Components: V, S, M, DF
  Casting Time: 10 minutes
  Range: Medium (100 ft. + 10 ft./level)
  Area: 100-ft.-radius emanation
  Duration: 1 day/level
  This spell blesses a large area with positive energy.
  This effect functions as the consecrate spell (see Player’s 
  Handbook page 212), except as noted here.
  Any creature slain within the area of this spell cannot be 
  turned into an undead creature for the duration of the spell, 
  even if it is removed from the area.
  Consecrate battlefield counters and dispels desecrate and 
  desecrate battlefield.
  Material Components: A vial of holy water and 1 pound of 
  platinum dust (500 gp).
  DESECRATE BATTLEFIELD
  Evocation [Evil]
  Level: Cleric 6
  Components: V, S, M, DF
  Casting Time: 10 minutes
  Range: Medium (100 ft. + 10 ft./level)
  Area: 100-ft.-radius emanation
  Duration: 1 day/level
  This spell imbues a large area with negative energy.
  
  684
  This functions as the desecrate spell (see Player’s Handbook 
  page 218), except as noted here.
  Desecrate battlefield counters and dispels consecrate and 
  consecrate battlefield.
  Material Components: A vial of unholy water and 1 pound of 
  platinum dust (500 gp).
  EARLY TWILIGHT
  Evocation [Darkness]
  Level: Cleric 4, hexblade 4, sorcerer/wizard 4
  Components: V, M/DF
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Area: 80-ft.-radius cylinder, 40 ft. high
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  Early twilight suppresses light in its area, even casting a 
  shadow over daylight.
  This effect reduces the illumination in the area by one 
  category (from bright light to shadowy, or from shadowy to 
  darkness).
  It does not stack with other magical darkness effects.
  Unlike other spells with the darkness descriptor, early 
  twilight counters and dispels battlefield illumination (see page 
  125) but not other light spells.
  Arcane Material Component: A black veil.
  MOLTEN STRIKE
  Evocation [Fire]
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 5-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You launch a ball of molten rock that detonates, showering 
  nearby creatures with red-hot stone and flames.
  The explosion deals 2d6 points of fire damage to every 
  creature within the area.
  In addition, any creature that fails its Reflex save catches 
  fire (see page 304 of the Dungeon Master’s Guide) and takes 
  an additional 1d6 points of fire damage each round until it 
  douses the fire by succeeding on a DC 15 Reflex save.
  Material Component: A stone marble.
  SHRIEKING BLAST
  Evocation [Sonic]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 40-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  A shrieking blast is a deafening explosion of sonic power.
  Any creature in the area is permanently deafened and takes 
  8d6 points of sonic damage.
  A successful save reduces the deafness to 1 round and 
  reduces the damage by half.
  Material Component: A small steel ball.
  SPIRITUAL CAVALRY
  Evocation [Force]
  Level: Cleric 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Two or more magical horsemen of force
  Duration: Instantaneous
  Saving Throw: None and Fortitude negates; see text
  Spell Resistance: Yes
  As spiritual charger (see below), except that you create one 
  horseman for every four caster levels, up to a maximum of 
  five horsemen at 20th level.
  No more than one horseman can attack any single target.
  In addition to taking damage, any Large or smaller creature 
  struck by one of your spiritual cavalry must succeed on a 
  Fortitude save or be knocked prone and trampled by the 
  rider, taking an additional 1d8 points of force damage.
  SPIRITUAL CHARGER
  Evocation [Force]
  Level: Cleric 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Magic horseman of force
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  A lance-wielding rider of pure force, bearing the symbol of 
  your deity, springs into being and immediately makes one 
  attack against a target you designate within range.
  The rider’s attack bonus is equal to your base attack bonus 
  plus your Wisdom modifier.
  If the rider appears in a location at least 10 feet distant from 
  its target, the spiritual charger gains an additional +2 bonus 
  on the attack roll because it is able to make a charge before 
  attacking.
  A spiritual charger deals 2d8 points of force damage, +1 point 
  per three caster levels (up to a maximum of 2d8+5 at 15th 
  level).
  A spiritual charger threatens a critical hit on a natural 20 and 
  deals triple damage on a successful critical hit.
  NECROMANCY
  ANIMATE LEGION
  Necromancy [Evil]
  Level: Cleric 4, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more corpses, no two of which can be 
  more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: None
  
  685
  Spell Resistance: No
  You use negative energy to temporarily animate one or 
  more corpses.
  You can create undead skeletons or zombies with this spell, 
  but you can’t create more Hit Dice of undead than twice 
  your caster level.
  The Monster Manual has game statistics for skeletons (page 
  226) and zombies (page 266).
  The undead created are mindless and are not initially under 
  your command.
  Unless otherwise influenced (by way of a rebuke attempt or 
  the control undead spell from the Player’s Handbook, for 
  instance), the undead created will attack the nearest living 
  creatures.
  See animate dead, page 199 of the Player’s Handbook, for 
  information on what is required to create a skeleton or 
  zombie from a corpse.
  Material Component: A black onyx gem worth at least 100 gp.
  TRANSMUTATION
  ANIMATE SIEGE WEAPON
  Transmutation
  Level: Cleric 7
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One siege weapon of up to Gargantuan size
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You imbue a siege weapon, such as a ballista or a battering 
  ram, with mobility and the semblance of life.
  (See the Size column on Table 4–1, page 67, to determine 
  which siege weapons can be affected by this spell).
  The siege weapon attacks whomever or whatever you 
  initially designate, continuing to do so as long as the spell 
  lasts.
  You can give it a new command as a free action as long as 
  you are within range, and you can even command it to 
  allow itself to be operated normally (in which case it gains 
  none of the benefits of this spell).
  The siege weapon can operate itself as if it were crewed by a 
  normal complement of operators.
  It automatically succeeds on any checks required to operate 
  it.
  It uses your caster level as its attack bonus when acting as a 
  siege weapon.
  BATTLEFIELD FORTIFICATION
  Transmutation [Earth]
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: See text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You shift earth to create a shallow trench or a berm, as 
  described on page 35.
  The trench or berm created is a straight line up to 5 feet 
  long per two caster levels.
  A berm created by this spell is 2 squares wide.
  This spell has no effect when cast in an area of stone such as 
  an unworked cavern floor, a flagstone floor, or a 
  cobblestone street.
  RESOUNDING VOICE
  Transmutation [Sonic]
  Level: Bard 2, cleric 2
  Components: S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The subject becomes supernaturally loud, and his voice 
  carries over long distances.
  A creature speaking or singing with the aid of resounding 
  voice can be heard clearly up to 100 feet away per caster 
  level.
  Creatures within an area of magical silence cannot hear the 
  subject, and a subject within a silence effect cannot be heard 
  at all.
  Resounding voice counters and dispels silence and is also 
  countered and dispelled by silence.
  TRIP VINE
  Transmutation
  Level: Druid 2, ranger 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 10-ft. square/level (S)
  Duration: 1 hour/level
  Saving Throw: Reflex negates; see text
  Spell Resistance: No
  Trip vine causes plants within the area to grow together to 
  form a tangle.
  Any creature entering an affected square must succeed on a 
  Reflex save or fall prone.
  Any creature charging into an affected square takes a –2 
  penalty on its saving throw.
  If this spell is cast on an area of undergrowth (see page 87 
  of the Dungeon Master’s Guide), saves against the spell take a 
  –2 penalty.
  HEROES OF HORROR (3.5)
  ABJURATION
  RESIST TAINT
  Abjuration
  Level: Cleric 3, druid 3, paladin 3, ranger 3, 
  sorcerer/wizard 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  
  686
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes
  This spell grants a +4 resistance bonus on saving throws 
  made to resist acquiring taint.
  CONJURATION
  DREAM WALK
  Conjuration (Teleportation)
  Level: Oneiromancy 4
  Components: V, S
  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 into a 
  dreamscape.
  You must either be able to see the dreamer whose dreams 
  you wish to enter or be within 30 feet of her.
  This spell otherwise functions exactly as plane shift.
  SUMMON UNDEAD I
  Conjuration (Summoning) [Evil]
  Level: Blackguard 1, cleric 1, dread necromancer 1, 
  sorcerer/wizard 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
  Saving Throw: None
  Spell Resistance: No
  This spell functions like summon monster I (see page 285 of 
  the Player’s Handbook), except that you summon an undead 
  creature.
  Summon undead I conjures one of the creatures from the 
  1st-level list in the Summon Undead table at right.
  You choose which creature to summon, and you can 
  change that choice each time you cast the spell.
  Summoned undead do not count toward the total Hit Dice 
  of undead that you can control with animate dead, plague of 
  undead, or other command undead abilities.
  No undead creature you summon can have more Hit Dice 
  than your caster level +1.
  Focus: A tiny bag, a small candle (not lit), and a carved bone 
  from any humanoid.
  Note: The descriptions of the summon undead spells 
  presented here supersede earlier published descriptions.
  SUMMON UNDEAD II
  Conjuration (Summoning) [Evil]
  Level: Blackguard 2, cleric 2, dread necromancer 2, 
  sorcerer/wizard 2
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 2nd-level list or two 
  undead of the same kind from the 1st-level list.
  SUMMON UNDEAD III
  Conjuration (Summoning) [Evil]
  Level: Blackguard 3, cleric 3, dread necromancer 3, 
  sorcerer/wizard 3
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 3rd-level list, two 
  undead of the same kind from the 2nd-level list, or four 
  undead of the same kind from the 1st-level list.
  SUMMON UNDEAD IV
  Conjuration (Summoning) [Evil]
  Level: Blackguard 4, cleric 4, dread necromancer 4, 
  sorcerer/wizard 4
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 4th-level list, two 
  undead of the same kind from the 3rd-level list, or four 
  undead of the same kind from a lower-level list.
  SUMMON UNDEAD V
  Conjuration (Summoning) [Evil]
  Level: Cleric 5, dread necromancer 5, sorcerer/wizard 5
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 5th-level list, two 
  undead of the same kind from the 4th-level list, or four 
  undead of the same kind from a lower-level list.
  
  687
  VILE DEATH
  Conjuration (Calling) [Evil]
  Level: Cleric 9, dread necromancer 7, sorcerer/wizard 9
  Components: V, S, M, XP
  Casting Time: 1 hour
  Range: Touch
  Target: One corporeal undead creature
  Duration: Permanent (D)
  Saving Throw: None
  Spell Resistance: Yes
  You summon the spirit of a fiend from the depths of Hell or 
  the Abyss and bind it into the body of a corporeal undead 
  creature.
  Binding the fiend applies the fiendish template (see page 
  108 of the Monster Manual) to the undead creature.
  The resulting creature is independent of you and can act on 
  its own.
  Its initial attitude toward you is indifferent.
  Material Component: A bit of brimstone and a bloodstone 
  worth at least 500 gp.
  XP Cost: 100 XP.
  DIVINATION
  DETECT TAINT
  Divination
  Level: Cleric 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You can sense the presence of taint in nearby objects and 
  creatures.
  The amount of information revealed depends on how long 
  you study a particular area or subject: 1st Round: Presence or 
  absence of taint within the area.
  2nd Round: Number of tainted creatures in the area and the 
  strength of the strongest tainted aura present.
  If you are free of taint, if the strongest tainted aura is 
  overwhelming (see below), and if the strength of the 
  tainted aura is at least twice your character level, you are 
  nauseated for 1 round and the spell ends.
  3rd Round: The strength and location of each tainted aura.
  If a tainted aura is outside your line of sight, you discern its 
  direction but not its exact location.
  Aura Strength: The strength of a tainted aura depends on 
  the corruption or depravity score (whichever is higher) of 
  the creature you are detecting, or the amount of taint 
  bestowed by an object, location, or creature without a taint 
  score.
  If an aura falls into more than one strength category, you 
  learn about the stronger of the two.
  Length Aura Lingers: How long the aura lingers depends 
  on its original strength:
  Each round, you can turn to detect things 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.
  
  688
  DREAM SIGHT
  Divination
  Level: Dream 6, oneiromancy 7
  Components: S, DF
  Casting Time: 1 full round
  Range: See text
  Target: You
  Duration: 1 min/level (D)
  You fall into a deep sleep while your spirit leaves your body 
  in incorporeal form and travels to distant locations.
  Your spirit can move 100 feet per round and can see and 
  hear anything you could if you were in the same location.
  The spirit can be blocked by any spell that wards 
  incorporeal creatures, and it can be detected and attacked 
  in the same way as incorporeal creatures can.
  Your spirit can do nothing but move and observe—it 
  cannot speak, attack, cast spells, or perform any other 
  action.
  At the end of the spell, your spirit instantaneously returns 
  to your body and you wake up.
  If your body is disturbed while your spirit is wandering, the 
  spell ends immediately.
  ENCHANTMENT
  CALL FORTH THE BEAST
  Enchantment (Compulsion) [Evil, Mind-Affecting]
  Level: Corrupt 5
  Components: V, S, F, Corrupt
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid of Hit Dice equal to caster level +4 
  or less
  Duration: Permanent until discharged, then 1 hour/level 
  (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target of this spell experiences no immediate effect.
  The next time she falls asleep, however, she immediately 
  reawakens with a chaotic evil alignment and a bloodthirsty, 
  temperamental, and even psychotic disposition.
  The subject has no particular goals during this time except 
  to shed blood and slaughter anyone who aggravates or 
  irritates her; even the most innocent action might result in 
  violence.
  When the spell expires, the subject passes out 
  momentarily, and reawakens with no memory of anything 
  she might have done while under the effect of the spell.
  So far as she can tell, she simply fell asleep hours earlier, 
  and she has no idea what has happened since then.
  She has gained no rest, cannot prepare arcane spells, and 
  might be fatigued (if appropriate).
  Focus: The tongue of an executed murderer.
  Corruption Cost: 1d4 points of Constitution damage.
  CLOAK OF HATE
  Enchantment [Mind-Affecting]
  Level: Bard 5, cleric 6, sorcerer/wizard 6, Spite 6
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Living beings view the subject of this spell with instinctive 
  hostility.
  All NPC reactions begin one category worse than they
  otherwise would (see page 72 of the Player’s Handbook), and 
  any Diplomacy checks to moderate those reactions take a –
  10 circumstance penalty.
  Furthermore, people view the target in the worst possible 
  light.
  If, for example, a community is hunting for an unknown 
  murderer, they will assume that the subject of the spell is 
  guilty of the crime.
  Player characters and NPCs who know the subject well, 
  such as old friends or loved ones, are unaffected.
  Material Component: One ounce of bile.
  DREAMING PUPPET
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Oneiromancy 5
  Components: V, S
  Casting Time: 1 minute
  Range: Unlimited
  Target: One sentient, living creature of caster’s HD +4 or 
  lower
  Duration: 1 min./level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You take control of the physical body of a sleeping creature.
  At the beginning of the spell, you must name the subject or 
  identify him by some title that leaves no doubt as to his 
  identity.
  You then enter a trance and appear in the subject’s dream.
  So long as you remain in his dream, you see the world 
  through the eyes of his physical form, and you control his 
  body as per the spell dominate monster (see page 224 of the 
  Player’s Handbook).
  The subject is aware of you in his dream, and can identify 
  you if he knows you personally.
  Once the spell ends, or if the subject shakes off the effect 
  due to a new save granted by instructions contrary to his 
  moral code (this new save gains a +2 bonus; see dominate 
  person), he remembers what he has done while under the 
  effects of dreaming puppet.
  These memories are dreamlike and not entirely clear, but 
  the subject recalls the gist of all that happened.
  If the recipient is awake when the spell begins, you can 
  choose to wake up (ending the spell) or remain in the 
  trance.
  You can remain in the trance until the recipient goes to 
  sleep (assuming the spell’s duration lasts that long), then 
  enter the recipient’s dream and dominate him as normal.
  If you are disturbed and awaken during the trance, the spell 
  ends.
  Creatures who don’t sleep (such as elves, but not half-elves), 
  don’t dream, or are otherwise immune to mind-affecting 
  spells and abilities are immune to this spell.
  You are unaware of your own surroundings or of the 
  activities around you while in the trance.
  
  689
  You are defenseless both physically and mentally (you 
  always fail any saving throw) while in the trance.
  Dreaming puppet carries an element of risk for you as well as 
  for the subject.
  If the target exceeds the required Will save by 10 or more, 
  or rolls a natural 20, not only are you barred from 
  controlling him but your soul becomes lost in the 
  dreamscape, unable to easily return to your own body.
  In order to return to your body, you must either find your 
  way through the realm of dreams (and possibly other 
  planes as well), cast a planar traveling spell, or be rescued.
  FAMILIAL GEAS
  Enchantment (Compulsion) [Language-Dependent, Mind-
  Affecting]
  Level: Bard 6, cleric 8, sorcerer/wizard 8
  Components: V
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Until discharged
  Saving Throw: None or Will negates; see text
  Spell Resistance: Yes
  This spell is a far more potent version of geas.
  The duration of the geas is unlimited; it lasts until the 
  subject(s) either discharge the obligation or the effect is 
  dispelled.
  The initial subject of the spell gains no save, as per a 
  standard geas (see page 234 of the Player’s Handbook).
  If the target dies before completing the obligation, the geas 
  transfers to his closest adult relative.
  This new subject is entitled to a save; if she succeeds, the 
  geas is broken and the spell ends.
  If not, she labors under the geas until she either completes 
  the obligation, succeeds in dispelling the geas, or dies and 
  potentially passes the geas to her closest adult relative.
  Each new subject has an instinctive understanding of the 
  nature of the obligation.
  A familial geas can be broken only by a successful save on 
  the part of the next successor, remove curse (if cast by 
  someone two caster levels higher than the familial geas), 
  miracle, or wish.
  RESTFUL SLUMBER
  Enchantment [Mind-Affecting]
  Level: Oneiromancy 1
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You allow another creature to gain a full night’s sleep, 
  uninterrupted by nightmares.
  If you attempt to cancel the nightmares imposed by an 
  outside source, such as a curse or another spellcaster, you 
  must make a caster level check (1d20 + caster level) against 
  a DC of 11 + the caster level of the nightmares’ source.
  ILLUSION
  MANIFEST DESIRE
  Illusion [Mind-Affecting]
  Level: Oneiromancy 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration + 3 rounds
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: Yes
  The target’s greatest desire appears before her in illusory 
  form for all to see.
  Interaction with the image allows a Will save to disbelieve.
  Many casters use this spell simply to learn the subject’s 
  greatest desire, not caring whether the illusion deceives the 
  subject.
  MANIFEST NIGHTMARE
  Illusion [Fear, Mind-Affecting]
  Level: Oneiromancy 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration + 3 rounds
  Saving Throw: Will partial or disbelief (if interacted 
  with)
  Spell Resistance: Yes
  The target’s greatest fear appears before him in illusory 
  form for all to see.
  So long as the nightmare remains manifest and in the 
  subject’s proximity, he must make a Will save every round 
  or become panicked.
  Success on this save indicates that the subject is only 
  shaken that round.
  This save is repeated every round for the spell’s duration, 
  until and unless the subject makes a successful save to 
  disbelieve the illusion.
  In order to disbelieve the illusion, the subject must first 
  force himself to interact with it, to determine that it might 
  be false.
  Many casters use this spell simply to learn the nature of the 
  subject’s greatest fear, not caring whether the illusion 
  actually causes the subject to panic.
  NECROMANCY
  CHAIN OF SORROW
  Necromancy [Evil]
  Level: Corrupt 7
  Components: V, S, F, Corrupt
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature to start, possibly more; see 
  text
  Duration: See below
  Saving Throw: Will half, and see text
  
  690
  Spell Resistance: Yes
  The target of this spell takes 2d10 points of Charisma drain 
  (Will half).
  If he makes his saving throw, the spell has no further effect.
  If he fails, however, the chain continues.
  The next time he touches a friend, loved one, or ally, that 
  individual takes the same damage: 2d10 points of Charisma 
  drain, or half with a successful save.
  If this second victim fails the save, she then becomes the 
  host for the spell, and the effect continues with the first 
  friend or ally that she touches.
  This effect continues until the chain is broken by a 
  successful save or until it has affected a number of people 
  equal to the spell’s caster level.
  Focus: The umbilical cord of a stillborn child.
  Corruption Cost: 2d4 points of Charisma damage.
  HARM, GREATER
  Necromancy
  Level: Cleric 7, dread necromancer 7
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  As harm (see page 239 of the Player’s Handbook), except as 
  noted above and in that this spell deals 1d12 points of 
  damage per caster level, to a maximum of 20d12 at 20th 
  level.
  HARM, MASS
  Necromancy
  Level: Dread necromancer 9
  Range: 20 ft.
  Area: 20-ft.-radius burst centered on caster
  Targets: All creatures except the caster in the area
  As greater harm, except as noted above.
  IMPRISON SOUL
  Necromancy [Evil]
  Level: Cleric 9, dread necromancer 9, Spite 9
  Components: V, S, M, F
  Casting Time: 1 standard action; see text
  Range: Touch
  Target: Creature touched
  Duration: Permanent; see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  By casting imprison soul, you place the subject’s soul in a 
  receptacle, such as a gem, ring, or some other miniscule 
  object, leaving her body lifeless.
  While trapped, the subject takes 1d4 points of Constitution 
  damage per day until dead or freed.
  The rituals to prepare the receptacle require three days.
  Destroying or opening the receptacle ends the spell, 
  releasing the soul.
  To cast the spell, you must know the name of the target.
  The receptacle must be within spell range and you must 
  know where it is.
  Material Component: A portion of the target’s body (a 
  fingernail, a strand of hair, or some other small part).
  Focus: A Tiny or smaller object to be the receptacle for the 
  subject’s soul.
  Note: This updated version of this spell supersedes earlier 
  published descriptions.
  MANTLE OF PURE SPITE
  Necromancy
  Level: Spite 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  By means of this spell, you wrap yourself in a pulsating 
  nimbus of netherlight—the mystical aggregate of all your 
  unresolved frustration and rage.
  Anyone foolish enough to attack you while this nimbus is
  in effect is in for a most unpleasant surprise.
  Each time you are the target of an attack, you gain 
  increasingly greater power over your attacker.
  First, this spell generates a cumulative +1 bonus to all attack 
  rolls and to damage against that foe each and every time it 
  strikes you, up to a maximum bonus equal to your level.
  Second, you gain the ability to overcome any damage 
  reduction your opponent might have, as though you 
  possessed the necessary alignment or weapon materials.
  Last but not least, you gain a cumulative dam age reduction 
  of your own, equal to 1/– each time your opponent strikes 
  you, up to a maximum benefit of DR 15/–.
  If you are fighting multiple opponents, you must keep 
  track of how many times each one has struck you in order 
  to determine the benefits this spell grants you against each.
  A mantle of pure spite provides its benefits even at range, so a 
  wizard launching harmful spells at you from what she 
  thinks is a safe distance will still kindle the mantle of pure 
  spite’s nimbus and experience its spiteful reprisals.
  Material Component: A smidgen of your spit.
  OATH OF BLOOD
  Necromancy
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, M, DF
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: See below
  Saving Throw: None
  Spell Resistance: Yes
  Oath of blood functions only when cast on a creature that has 
  recently been subject to a geas or similar spell.
  It extends the reach of the geas beyond death.
  If the individual subject to the geas dies before completing 
  the task, oath of blood animates him as an undead creature in 
  order that he might continue his quest.
  The nature of the undead creature is determined by the 
  caster level of this spell, as per create undead (see page 215 of 
  the Player’s Handbook).
  Once the task is complete or the original geas (or similar 
  spell) expires, the magic animating the subject ends and he 
  returns to death.
  Material Component: Grave dirt mixed with powdered onyx 
  worth at least 40 gp per HD of the target.
  
  691
  PACT OF RETURN
  Necromancy
  Level: Cleric 7, Spite 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  This spell allows you to establish the conditions whereby 
  you will be brought back to life upon your death.
  When you cast pact of return, you must state either a specific 
  creature or a set of specific circumstances that you expect 
  will be responsible for your death at some point within the 
  spell’s duration.
  If you name a creature, that creature does not have to deal 
  the deathblow to trigger the release of the spell, but it must 
  play an active part in your demise.
  If you name a set of circumstances, those circumstances 
  must be reasonably specific or the spell will fail, leaving you 
  well and truly dead.
  An acceptable set of circumstances would be, “I expect 
  energy draining to play a pivotal role in my demise”, 
  whereas an unacceptable set would be, “I expect to die from 
  loss of hit points”.
  The DM decides whether the terms are acceptable.
  Whether the subject of your demise is a specific person or a 
  specific source, you must die (that is, reach –10 hit points or 
  lower) for the spell to take effect.
  If you do, and the circumstances of your demise are similar 
  enough to those described when you cast the spell (DM’s 
  discretion), you are instantly resurrected (see page 272 of 
  the Player’s Handbook) with no level loss.
  You can have more than one pact of return active at the same 
  time, each one to be triggered by a different foe or set of 
  circumstances, but you must keep track of the total time 
  that has elapsed for each.
  A pact of return that has not yet taken effect is still a magical 
  effect (and a powerful necromantic one, at that), which can 
  be dispelled by one who detects its presence.
  PLAGUE OF UNDEAD
  Necromancy [Evil]
  Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more corpses within range
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell unleashes great necromantic power, raising a 
  host of undead creatures.
  Plague of undead turns the bones or bodies of dead creatures 
  within the spell’s range into undead skeletons or zombies 
  with maximum hit points for their Hit Dice.
  The undead remain animated until destroyed.
  (A destroyed skeleton or zombie can’t be animated again).
  Regardless of the specific numbers or kinds of undead 
  created with this spell, a single casting of plague of undead 
  can’t create more HD of undead than four times your caster 
  level.
  The undead you create remain under your control 
  indefinitely and follow your spoken commands.
  However, no matter how many times you use this spell or 
  animate dead (see page 198 of the Player’s Handbook), you can 
  only control 4 HD worth of undead creatures per caster 
  level; creatures you animate with either spell count against 
  this limit.
  If you exceed this number, newly created creatures fall 
  under your control and any excess undead from previous 
  castings of this spell or animate dead become uncontrolled.
  Anytime this limit causes you to release some of the 
  undead you control through this spell or animate dead, you 
  choose which undead are released.
  The bones and bodies required for this spell follow the 
  same restrictions as animate dead.
  All the material to be animated by this spell must be within 
  range when the spell is cast.
  Material Component: A black sapphire worth 100 gp or 
  several black sapphires with total value of 100 gp.
  PRONOUNCEMENT OF FATE
  Necromancy
  Level: Cleric 4, Spite 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates or Will partial; see text
  Spell Resistance: Special
  To invoke this spell, you speak the name of an offense that 
  your target has committed.
  Then you speak the inevitable doom that will fall upon her 
  as a result of her transgression.
  (The target need neither understand nor even hear this 
  pronouncement).
  An affected target takes a –4 penalty on attack rolls, damage 
  rolls, saving throws, and checks for the duration of the 
  spell.
  If the offense you named was committed against you 
  personally (although not necessarily against you alone), the 
  target also has a 50% chance of losing all actions on her turn 
  for the duration of the spell.
  The spell’s power can be more difficult to resist, depending 
  on who suffered from the offense specified by the casting.
  If you were personally affected by the offense (in the DM’s 
  judgment), then the target can only hope to reduce the 
  deleterious effects of the spell by half on a successful Will 
  save.
  You receive a +4 bonus on your caster level check to 
  overcome the spell resistance of any creature whose crime 
  affected you personally.
  A successful save in these circumstances results in the 
  target taking a –2 penalty on attack rolls, damage rolls, 
  saving throws, and checks.
  In addition, she has a 25% chance to lose all her actions for 
  the duration of the spell.
  Any target whose offense did not affect you personally gets 
  her full spell resistance, and a successful Will save negates 
  the effects of the pronouncement of fate.
  
  692
  RIGOR MORTIS
  Necromancy
  Level: Cleric 2, death delver 2
  Components: S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1d6+2 rounds
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell allows you to wrap a single target in death’s 
  embrace, making him both feel and appear dead for the 
  duration of the spell.
  You must be able to touch the target, and the target must 
  have a Wisdom score, but otherwise the spell can affect any 
  creature, including intelligent undead.
  You must succeed on a melee touch attack to affect 
  unwilling targets, and those who fail their saving throws 
  immediately fall to the ground as though dead.
  All vital functions (if any) are suspended; subjects of this 
  spell do not breathe, pump blood, or otherwise indicate in 
  any way that they still live.
  Any physical harm done to someone in this state 
  immediately grants another saving throw to awaken from 
  the artificial torpor.
  Material Component: A pinch of ash from a cremated body of 
  any kind.
  TRANSMUTATION
  BESTOW WOUND
  Transmutation
  Level: Dread necromancer 1, sorcerer/wizard 1, Spite 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  If wounded, you can cast this spell and touch a living 
  creature.
  The target takes damage equal to your wounds at the rate of 
  1 point of damage per your caster level, or the amount 
  needed to bring you up to your maximum hit points, 
  whichever is less.
  At the same time, you heal that much damage, as if a cure 
  spell had been cast on you.
  Material Component: A small eye agate worth at least 10 gp.
  FIRE IN THE BLOOD
  Transmutation
  Level: Cleric 5, Spite 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  This unsettling spell enables you to make deadly weapons 
  of your own arteries and veins.
  Once the spell is cast, your blood takes on a mystical 
  potency that makes it more corrosive than the strongest 
  acid to anyone who draws it from you.
  From then on, until the spell’s duration has elapsed, anyone 
  who deals slashing or piercing melee damage on you is 
  sprayed with your blood in retribution.
  The blood deals a cumulative 1d6 points of damage per 
  attack upon your attacker, with no save or spell resistance 
  applicable, up to a maximum of 5d6.
  Thus, the first time a foe hits you with a slashing or 
  piercing weapon, he instantly takes 1d6 points of damage 
  from the sanguinary backlash.
  The second time that same foe strikes you, he takes 2d6 
  points of damage.
  As soon as any single foe has taken 5d6 points of damage in 
  a single spray from your corrosive blood, the spell ends.
  Opponents striking you with magical attacks that do not 
  manifest in a slashing or piercing manner, or those striking 
  you with only bludgeoning weapons, do not trigger the 
  retributive blood spray.
  The arc and direction of the blood spray is magical in 
  nature, and the spray does not splatter adjacent squares or 
  parties, no matter how close together they might be.
  Each spray strikes only the one responsible for the wound.
  Material Component: A drop of your own blood.
  MASTER’S LAMENT
  Transmutation [Evil]
  Level: Corrupt 6
  Components: V, S, Corrupt
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature with a familiar or other 
  empathically linked animal companion
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell strengthens the bond between master and 
  familiar.
  For the duration of the spell, any damage or magical effect 
  (charm, energy drain, etc.) taken by the master is also taken 
  by the familiar, and vice versa.
  If the effect allows a save, both master and familiar roll 
  their saves separately.
  This spell can be cast on either the master or the familiar.
  Corruption Cost: 1d6 points of Charisma damage.
  LIBRIS MORTIS (3.5)
  ABJURATION
  ECTOPLASMIC ARMOR
  Abjuration
  Level: Sorcerer/wizard 1
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  
  693
  Duration: 1 hour/level (D)
  You gain a +5 armor bonus to AC, with an additional +1 to 
  the bonus for every four caster levels you have (maximum 
  +9 bonus at 16th level).
  This armor bonus applies only against incorporeal touch 
  attacks.
  All other attacks ignore the armor bonus from ectoplasmic 
  armor.
  ECTOPLASMIC FEEDBACK
  Abjuration
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  A sheath of energy that reacts to incorporeal touch attacks 
  protects you.
  Any creature that hits you with an incorporeal touch attack 
  takes 1d6 points of force damage +1 point per caster level 
  (maximum +10).
  If the attacker has spell resistance, it applies to this effect.
  GHOST TRAP
  Abjuration
  Level: Cleric 6, sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  You are surrounded by a field of energy that negates 
  incorporealness.
  The radius of the field is 5 feet per caster level.
  All incorporeal creatures in this field become corporeal.
  Creatures cannot turn ethereal while in this area, and 
  ethereal creatures cannot become nonethereal while in this 
  field.
  PROTECTION FROM NEGATIVE ENERGY
  Abjuration
  Level: Cleric 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature gains partial protection against 
  negative energy effects.
  Subtract 10 from the hit point damage dealt by any negative 
  energy effect (such as inflict spells) that affects the warded 
  creature.
  Negative energy effects that don’t directly deal hit point 
  damage (such as energy drain) affect the target normally.
  PROTECTION FROM POSITIVE ENERGY
  Abjuration
  Level: Cleric 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Undead creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature gains partial protection against 
  positive energy effects.
  Subtract 10 from the hit point damage dealt by any positive 
  energy effect (such as cure spells) that affects the warded 
  creature.
  Positive energy effects that wouldn’t deal hit point damage 
  to the target (such as turning attempts) affect the target 
  normally.
  SHELTERED VITALITY
  Abjuration
  Level: Cleric 3, druid 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains immunity to fatigue, exhaustion, and 
  ability damage or drain (regardless of the source).
  CONJURATION
  BLOODSTAR
  Conjuration (Creation)
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: A bloodstar
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You create a magical construct called a bloodstar that shoots 
  from your hand and hovers in the air anywhere within the 
  limit of your range (each round, you can move the 
  bloodstar anywhere within range with a standard action 
  spent concentrating on the new position).
  The bloodstar pulses with ruby light (providing 
  illumination in a 20-foot radius).
  It has hardness 10 and 20 hit points.
  Any creature you initially designate within 10 feet of the 
  bloodstar that takes damage from any source must make a 
  saving throw.
  On a failed save, the victim takes 1 point of Constitution 
  damage.
  Each time a victim or victims are damaged, a new save is 
  allowed.
  The blood appears to stream from the wound to the pulsing 
  bloodstar.
  Material Component: A ruby worth at least 30 gp.
  
  694
  EYES OF THE KING
  Conjuration (Summoning)
  Level: Hunger 6
  Components: V, S, M
  Casting Time: 1 minute
  Range: Unlimited
  Effect: Magical sensor
  Duration: Concentration + 5 rounds, up to 1 min./level 
  (D)
  Saving Throw: None
  Spell Resistance: No
  You summon four fiendish dire bats blazing with ghoul-
  green light.
  Similar information-gathering servitors always accompany 
  Doresain, the King of the Ghouls.
  The bats, called eyes of the king, send you visual 
  information.
  You can summon the eyes of the king at any point you can 
  see, but they can then travel outside your line of sight 
  without hindrance.
  Even while outside your line of sight, they follow your 
  mental directions on where to explore.
  The eyes of the king travel together, never separating by more 
  than 40 feet.
  Eyes of the king travel at 40 feet per round (400 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.
  They use their own senses to view their surroundings, 
  including blindsense, which you also benefit from.
  The eyes of the king can travel in any direction as long as the 
  spell lasts.
  You must concentrate to use eyes of the king.
  If you do not concentrate, the bats move to attack the 
  closest active creature.
  Once concentration lapses, the spell ends 5 rounds later.
  Material Component: A bit of bat fur.
  RESTORATION, MASS
  Conjuration (Healing)
  Level: Cleric 8
  Casting Time: 1 round
  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 restoration (see page 272 of Player’s 
  Handbook), except as listed above.
  Material Component: Diamond dust worth 100 gp that is 
  tossed into the air.
  SUMMON UNDEAD I
  Conjuration (Summoning) [Evil]
  Level: Blackguard 1, cleric 1, sorcerer/wizard 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
  Saving Throw: None
  Spell Resistance: No
  This spell functions like summon monster I, except that you 
  summon an undead creature.
  Summon undead I conjures one of the creatures from the 
  1st-level list on the Summon Undead table.
  You choose which creature to summon, and you can 
  change that choice each time you cast the spell.
  Summoned undead do not count toward the total Hit Dice 
  of undead that you can control with animate dead or the 
  other command undead abilities.
  Focus: A tiny bag, a small (not lit) candle, and a carved bone 
  from any humanoid.
  SUMMON UNDEAD II
  Conjuration (Summoning) [Evil]
  Level: Blackguard 2, cleric 2, sorcerer/wizard 2
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 2nd-level list or two 
  undead of the same kind from the 1st-level list.
  SUMMON UNDEAD III
  Conjuration (Summoning) [Evil]
  Level: Blackguard 3, cleric 3, sorcerer/wizard 3
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 3rd-level list, two 
  undead of the same kind from the 2nd-level list, or four 
  undead of the same kind from the 1st-level list.
  SUMMON UNDEAD IV
  Conjuration (Summoning) [Evil]
  Level: Blackguard 4, cleric 4, sorcerer/wizard 4
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 4th-level list, two 
  undead of the same kind from the 3rd-level list, or four 
  undead of the same kind from a lower-level list.
  SUMMON UNDEAD V
  Conjuration (Summoning) [Evil]
  Level: Cleric 5, sorcerer/wizard 5
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 5th-level list, two 
  undead of the same kind from the 4th-level list, or four 
  undead of the same kind from a lower-level list.
  
  695
  EVOCATION
  BLADE OF PAIN AND FEAR
  Evocation
  Level: Assassin 2, blackguard 1, cleric 2, Deathbound 2, 
  sorcerer/wizard 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Swordlike column of gnashing teeth
  Duration: 1 min./level (D)
  Saving Throw: Will partial
  Spell Resistance: Yes
  A 3-foot-long column of disembodied gnashing teeth 
  springs forth from your hand, screaming and chanting with 
  unholy vigor.
  You make melee touch attacks with this blade of pain and 
  fear.
  The blade deals 1d6 points of damage +1 point per two 
  caster levels (maximum +10).
  Your Strength modifier does not apply to the damage.
  A creature that you successfully deal damage to must also 
  make a saving throw or become frightened.
  NECROMANCY
  AVASCULAR MASS
  Necromancy [Death, Evil]
  Level: Deathbound 8, sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: See text
  Saving Throw: Fortitude partial and Reflex negates; see 
  text
  Spell Resistance: Yes
  You shoot a ray of necromantic energy from your 
  outstretched hand, causing any living creature struck by 
  the ray to violently purge blood vessels through its skin.
  You must succeed on a ranged touch attack to touch the 
  subject.
  If the touch attack is successful, the subject loses half its hit 
  points (rounded down) and is stunned for 1 round.
  On a successful Fortitude saving throw, the subject is not 
  stunned.
  The purged blood vessels are magically animate, creating a 
  many-layered mass of magically strong, adhesive tissue that 
  trap those caught in them.
  The avascular mass instantaneously erupts from the target, 
  and must be anchored on last least two opposed points—
  such as floor and ceiling or opposite walls—or else the 
  mass collapses and has no effect.
  Creatures caught within a 20-foot-radius avascular mass 
  become entangled.
  The original target of the spell is automatically entangled.
  An entangled creature takes a –2 penalty on attack rolls, a –
  4 penalty to effective Dexterity, and can’t move.
  An entangled character who attempts to cast a spell must 
  make a Concentration check or lose the spell.
  Because the avascular mass is magically animate, and 
  gradually tightens on those it holds, the Concentration 
  check DC is 30.
  Anyone within 20 feet of the primary target when the spell 
  is cast must make a Reflex save.
  If this save succeeds, the creature is not stuck in the 
  avascular mass and is free to act, though moving may be a 
  problem (see below).
  If the save fails, the creature is stuck.
  A stuck creature can break loose by spending 1 round and 
  succeeding on a DC 25 Strength check or a DC 30 Escape 
  Artist check.
  Once loose (either from making the initial Reflex save or a 
  later Strength check or Escape Artist check), a creature may 
  progress through the writhing blood vessels 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 avascular mass between you 
  and an opponent, it provides cover.
  If you have at least 20 feet of avascular mass between you, it 
  provides total cover.
  When the secondary duration elapses, the blood vessel 
  mass becomes only so much limp, decaying tissue.
  AVASCULATE
  Necromancy [Death, Evil]
  Level: Deathbound 7, sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You shoot a ray of necromantic energy from your 
  outstretched hand, causing any living creature struck by 
  the ray to violently purge blood or other vital fluids 
  through its skin.
  
  696
  You must succeed on a ranged touch attack to affect the 
  subject.
  If successful, the subject is reduced to half of its current hit 
  points (rounded down) and stunned for 1 round.
  On a successful Fortitude saving throw, the subject is not 
  stunned.
  AWAKEN UNDEAD
  Necromancy [Evil]
  Level: Deathbound 6, sorcerer/wizard 7
  Components: M, S, V, XP
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: All mindless undead within a circle 25 ft. in 
  radius + 5 ft./2 levels
  Duration: Permanent (D)
  Saving Throw: None (harmless)
  Spell Resistance: Yes (harmless)
  This spell grants intelligence to mindless undead such as 
  skeletons and zombies.
  Undead with Intelligence scores are unaffected.
  Mindless undead within the radius gain Intelligence 
  4+1d6.
  Undead cannot gain more intelligence than typical of their 
  original kind.
  A skeletal dog simply has Intelligence 2, while a skeletal 
  orc makes the die roll but can’t have more than Intelligence 
  8.
  Undead do not regain any skills or feats they had in life.
  Undead regain the armor and weapon proficiencies they 
  had in life (assume the undead were formerly warriors 
  unless your DM specifies otherwise) and will don armor 
  and take up weapons while obeying your commands.
  A zombie fighter can wear any armor and wield any simple 
  or martial weapon, while a zombie warhorse can wear any 
  armor.
  Undead also regain any extraordinary abilities they had in 
  life, such as poison or scent.
  Awakened undead gain a +2 profane bonus on their Will 
  saving throws to resist control undead.
  Awakened undead also gain +2 turn resistance (or retain 
  their own turn resistance, if any, and if it is better than +2).
  Material Component: A humanoid fingerbone.
  XP Cost: 200 XP.
  BITE OF THE KING
  Necromancy
  Level: Hunger 8
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature whose size does not exceed 
  caster’s
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  On your successful melee touch attack, a target that fails its 
  saving throw is subject to being swallowed whole.
  To the observer, it appears as if your maw suddenly opens 
  many times its normal size, after which the victim is 
  engulfed.
  Your maw immediately returns to its natural size.
  Of the victim, there is no visible sign—the swallowed 
  subject exists in a temporary “stomach” dimension.
  The swallowed victim takes 2d8+12 points of bludgeoning 
  damage plus 12 points of acid damage per round while in 
  the stomach dimension.
  A swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 35 points of damage to 
  the stomach dimension (AC 21).
  A creature that successfully exits appears to cut its way free 
  from thin air, appearing in a space adjacent to the caster.
  Each time you cast this spell, you create a separate 
  temporary stomach dimension.
  CHILL OF THE GRAVE
  Necromancy
  Level: Deathbound 1
  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 pale ray erupts from your pointing finger.
  You must succeed on a ranged touch attack with the ray to 
  affect a target.
  The target takes 1d10 points of cold damage.
  This damage increases to 2d10 at caster level 4, 3d10 at 
  caster level 7th, and 4d10 at caster level 10th.
  CLUTCH OF ORCUS
  Necromancy [Evil]
  Level: Cleric 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid
  Duration: Concentration
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Magical force grips the subject’s heart (or similar vital 
  organ) and begins crushing it.
  The victim reacts as if having a heart attack (it is paralyzed) 
  and takes 1d3 points of damage per round.
  Concentration is required to maintain the spell each round.
  A conscious victim gains a new saving throw each round to 
  end the spell.
  If the victim dies as a result of this spell, its smoking heart 
  appears in the caster’s hand.
  CONSUMPTIVE FIELD
  Necromancy [Death, Evil]
  Level: Cleric 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Area: 30-ft.-radius spherical emanation, centered on you
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  
  697
  You draw forth the ebbing life force of all nearby badly 
  wounded creatures and use it to fuel your own power.
  Upon casting this spell, you radiate a consumptive death 
  field.
  All creatures in the area with fewer than 0 hit points that 
  fail their saving throws die, and you gain 1d8 temporary hit 
  points per death caused by this spell and +2 Strength until 
  the spell’s duration expires.
  Additionally, your effective caster level goes up by 1 per 
  death caused by this spell, to a maximum of 1/2 your 
  original caster level, improving spell effects that are 
  dependent on caster level.
  (This increase in effective caster level does not grant you 
  access to more spells).
  Creatures that fall to –1 hit points or lower in the area after 
  the spell is cast are likewise subject to its effect.
  No creature can be affected by this spell more than once 
  per casting, regardless of the number of times that the area 
  of the spell passes over them.
  CONSUMPTIVE FIELD, GREATER
  Necromancy [Death, Evil]
  Level: Cleric 7
  This spell functions like consumptive field, except that the 
  field affects all creatures in the area with 9 hit points or 
  fewer that fail their saving throw die, and creatures that fall 
  to 9 hit points or lower in the area after the spell is cast are 
  likewise subject to its effect.
  DEATH WARD, MASS
  Necromancy
  Level: Cleric 8, druid 9
  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 death ward (see page 217 of the 
  Player’s Handbook), except as noted above.
  ENERGY EBB
  Necromancy [Evil]
  Level: Cleric 7, sorcerer/wizard 7
  Duration: 1 round/level
  Saving Throw: Fortitude negates; see text
  This spell functions like enervation (see page 226 of Player’s 
  Handbook), except the creature struck gains negative levels 
  over an extended period.
  You point your finger and utter the incantation, releasing a 
  black needle 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 initially gains one 
  negative level, then continues to gain another negative 
  level each round thereafter as her life force slowly bleeds 
  away.
  The drain can only be stopped by a successful Heal check 
  (DC 23) or the application of a heal, restoration or greater 
  restoration spell.
  If the black needle strikes an undead creature, that creature 
  gains 4d4×5 temporary hit points that last for up to 1 hour.
  FIELD OF GHOULS
  Necromancy [Death, Evil]
  Level: Hunger 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Targets: 30-ft.-radius spherical emanation, centered on 
  you
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You transform the ebbing life force of all nearby badly 
  wounded creatures and use it to create ghouls.
  Upon casting this spell, you radiate a necroconsumptive 
  death field.
  All creatures in the area with fewer than 0 hit points that 
  fail their saving throws die, and immediately rise as ghouls 
  under your control.
  The ghouls follow you, or can remain where formed and 
  attack any creature (or just a specific kind of creature) the 
  ghoul notices.
  The ghouls remain until they are destroyed.
  The ghouls that you create remain under your control 
  indefinitely.
  No matter how many ghouls you generate with this spell, 
  however, you can control only 2 HD worth of undead 
  creatures per caster level (this includes undead from all 
  sources under your control).
  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.
  Creatures that fall to –1 hit points or fewer in the area after 
  the spell is cast are likewise subject to its effect.
  No creature can be affected by this spell more than once 
  per round, regardless of the number of times that the area 
  of the spell passes over them.
  GHOUL GAUNTLET
  Necromancy [Death, Evil]
  Level: Hunger 5, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Your touch gradually transforms a living victim into a 
  ravening, flesh-eating ghoul.
  The transformation process begins at the limb or extremity 
  (usually the hand or arm) touched.
  The victim takes 3d6 points of damage per round while the 
  body slowly dies as it is transformed into a ghoul’s cold, 
  undying flesh.
  When the victim reaches 0 hit points, she becomes a ghoul, 
  body and mind.
  If the victim fails her initial saving throw, cure disease, dispel 
  magic, heal, limited wish, miracle, Mordenkainen’s disjunction,
  
  698
  remove curse, wish, or greater restoration negates the gradual 
  change.
  Healing spells may temporarily prolong the process by 
  increasing the victim’s hit points, but the transformation 
  continues unabated.
  The ghoul that you create remains under your control 
  indefinitely.
  No matter how many ghouls you generate with this spell, 
  however, you can control only 2 HD worth of undead 
  creatures per caster level (this includes undead from all 
  sources under your control).
  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.
  GHOUL GESTURE
  Necromancy
  Level: Hunger 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A green ray stabs from your pointing finger.
  You must succeed on a ranged touch attack with the ray to 
  affect a target.
  A subject that is successfully targeted must make a 
  Fortitude save or be paralyzed for the duration of the spell.
  A subject of the ray that succeeds on its Fortitude save is 
  instead sickened.
  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.
  GHOUL GLYPH
  Necromancy
  Level: Hunger 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Effect: One ghoul glyph that must fit within a 1-ft. square
  Duration: Permanent until discharged
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You inscribe a glyph that paralyzes any living creature of 
  Large or smaller size that enters, passes, or opens the 
  warded area.
  You can scribe the glyph to be visible as faintly glowing 
  lines, or invisible.
  You can inscribe a ghoul glyph on a portable object, but if the 
  object is moved more than 5 feet, the glyph fades.
  Conditions for triggering a ghoul glyph are stringent.
  It takes effect on any creature except yourself that moves to 
  or within 2 feet of it.
  It affects invisible creatures normally but is not triggered 
  by those that travel past it ethereally.
  Only a single ghoul glyph can be inscribed in a 5-foot square.
  Ghoul glyphs cannot be affected or bypassed by such means 
  as physical or magical probing, though they can be 
  dispelled.
  Mislead and nondetection can fool a ghoul glyph.
  Read magic allows identification of a ghoul glyph with a 
  successful DC 13 Spellcraft check, if the glyph is noticed 
  before it is activated.
  A rogue (only) can use the Search skill to find a ghoul glyph 
  and Disable Device to thwart it.
  The DC in each case is 27.
  When a glyph is activated, the subject is paralyzed for 
  1d6+2 rounds.
  Additionally, if the subject fails his Fortitude save, the 
  paralyzed subject exudes a carrion stench that causes 
  retching and nausea in a 10-foot radius.
  Those in the radius must make a Fortitude save or take a –2 
  penalty on all attack rolls, weapon damage rolls, saving 
  throws, skill checks, and ability checks until the spell ends.
  Material Component: You trace the glyph with earth from a 
  ghoul’s lair.
  GHOUL LIGHT
  Necromancy
  Level: Hunger 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Effect: Magical, heatless green flame
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  A sickly green flame, equivalent in brightness to a torch, 
  springs forth from an object that you touch.
  The effect looks like a regular flame, except for its green 
  hue, but it creates no heat and doesn’t use oxygen.
  Ghoul light can be covered and hidden, but not smothered 
  or quenched.
  All undead within 30 feet of a source of ghoul light gain +1 
  turn resistance.
  Multiple ghoul light sources do not stack.
  Darkness spells of 2nd level or lower can counter ghoul 
  light.
  Material Component: A bit of rendered fat.
  HAUNT SHIFT
  Necromancy
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Undead creatures within a 40-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Haunt shift translates corporeal and incorporeal undead into 
  haunting presences (see page 6).
  
  699
  The spell converts 1d4 HD worth of undead creatures per 
  caster level (maximum 20d4).
  Undead creatures with the fewest HD are affected first; 
  among creatures with equal HD, those that 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: A pinch of powdered skull.
  INCORPOREAL ENHANCEMENT
  Necromancy [Evil]
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One incorporeal undead/level
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
  The undead affected by this spell gain a +1 deflection bonus 
  to Armor Class, +1d8 bonus hit points, a +1 enhancement 
  bonus on attack rolls, and a +2 bonus to turn resistance.
  Each of these enhancements doubles for every five caster 
  levels, so that a 20th-level caster grants undead +4 to AC, 
  +4d8 bonus hit points, +4 on attack rolls and +8 to turn 
  resistance.
  INCORPOREAL NOVA
  Necromancy [Death]
  Level: Cleric 5, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Incorporeal or gaseous creatures within a 50-ft.-
  radius burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  A nova of dissolution dissipates the immaterial bodies of 
  incorporeal and gaseous creatures, destroying them
  instantly.
  The spell destroys 1d4 HD worth of creatures per caster 
  level (maximum 20d4).
  Usually, creatures such as shadows, wraiths, spectres, 
  ghosts, and similar creatures are destroyed, though 
  vampires and living creatures in gaseous form are also 
  affected, as well as other incorporeal creatures.
  Creatures with the fewest HD are affected first; among 
  creatures with equal HD, those that are closest to the point 
  of origin of the burst are affected first.
  No creature with 9 or more HD is affected, and HD that are 
  not sufficient to affect a creature are wasted.
  KISS OF THE VAMPIRE
  Necromancy
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You draw upon the powers of unlife to give yourself 
  abilities similar to those of a vampire.
  You become gaunt and pale with feral, red eyes, and you 
  gain the following supernatural abilities.
  • enervation (as a melee touch attack)
  • vampiric touch (as a melee touch attack)
  • charm person
  • gaseous form (self only)
  • damage reduction 10/magic While you are using this 
  spell, inflict spells heal you and cure spells hurt you.
  You are treated as if you were undead for the purpose of all 
  spells and effects.
  A successful turn (or rebuke) attempt against an undead of 
  your Hit Dice requires you to make a Will saving throw 
  (DC 10 + cleric’s Cha modifier) or be panicked (or 
  cowering) for 10 rounds.
  A turn attempt that would destroy (or command) undead of 
  your Hit Dice requires you to make a Will save (DC 15 + 
  cleric’s Cha modifier) or be stunned (or charmed as by charm 
  monster) for 10 rounds.
  Any charm effect you create with this spell ends when the 
  spell ends, but all other effects remain until their normal 
  duration expires.
  Material Component: A black onyx worth at least 50 gp that 
  has been carved with the image of a fang-mouthed face.
  NECROTIC AWARENESS
  Necromancy
  Level: Cleric 1, sorcerer/wizard 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You can sense the presence of creatures who bear a necrotic 
  cyst (see spell of the same name).
  The amount of information revealed depends on how long 
  you remain within range of a creature that triggers your 
  cyst awareness: 1st Round: Presence or absence of creatures 
  with necrotic cysts.
  2nd Round: Number of creatures bearing necrotic cysts in 
  the area.
  3rd Round: The location of each creature bearing a necrotic 
  cyst.
  If a cyst-bearer is outside your line of sight, then you 
  discern its direction but not its exact location.
  Focus: Caster must possess a mother cyst (see page 28).
  NECROTIC BLOAT
  Necromancy [Evil]
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Living creature with necrotic cyst
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You cause the cyst of a subject already harboring a necrotic 
  cyst (see spell of the same name) to pulse and swell.
  
  700
  This agitation of the necrotic cyst tears living tissue and 
  expands the size of the cyst, dealing massive internal 
  damage to the subject.
  The subject takes 1d6 points of damage per level (maximum 
  10d6), and half the damage is considered vile damage 
  (introduced in Book of Vile Darkness) because the cyst 
  expands to envelop the newly necrotized tissue.
  The cyst is reduced to its original size when the vile damage 
  is healed.
  Vile damage can only be healed by magic cast within the 
  area of a consecrate or hallow spell (or an area naturally 
  consecrated or hallowed).
  Points of vile damage represent such an evil violation to a 
  character’s body or soul that only in a holy place, with holy 
  magic, can the damage be repaired.
  Focus: Caster must possess a mother cyst (see page 28).
  NECROTIC BURST
  Necromancy [Evil]
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Living creature with necrotic cyst
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  You cause the cyst of a subject already harboring a necrotic 
  cyst (see spell of the same name) to explosively enlarge 
  itself at the expense of the subject’s body tissue.
  If the subject succeeds on her saving throw, she takes 1d6 
  points of damage per level (maximum 15d6), and half the 
  damage is considered vile damage (see necrotic bloat).
  The subject’s cyst-derived saving throw penalty against 
  effects from the school of necromancy applies.
  If the subject fails her saving throw, the cyst expands 
  beyond control, killing the subject.
  On the round following the subject’s death, the cyst exits 
  the flesh of the slain subject as a free-willed undead called a 
  skulking cyst (see page 120).
  The skulking cyst is formed from the naked organs of the 
  subject (usually the intestines, but also including a mass of 
  blood vessels, the odd bone or two, and sometimes even 
  half the lolling head).
  Focus: Caster must possess a mother cyst (see page 28).
  NECROTIC CYST
  Necromancy [Evil]
  Level: Cleric 2, sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject develops an internal spherical sac that contains 
  fluid or semisolid necrotic flesh.
  The internal cyst is noticeable as a slight bulge on the 
  subject’s arm, abdomen, or face (wherever you chose to 
  touch the target) or it is buried deeply enough in the flesh 
  of your target that it is not immediately obvious—the 
  subject may not realize what was implanted within her.
  From now on, undead foes and necromantic magic are 
  particularly debilitating to the subject—the cyst enables a 
  sympathetic response between free-roaming external 
  undead and itself.
  Whenever the victim is subject to a spell or effect from the 
  school of necromancy, she makes saving throws to resist at 
  a –2 penalty.
  Whenever the subject is dealt damage by the natural 
  weapon of an undead (claw, bite, or other attack form), she 
  takes an additional 1d6 points of damage.
  Victims who possess necrotic cysts may elect to have some 
  well-meaning chirurgeon remove them surgically.
  The procedure is a bloody, painful process that 
  incapacitates the subject for 1 hour on a successful DC 20 
  Heal check, and kills the subject with an unsuccessful Heal 
  check.
  The procedure takes 1 hour, and the chirurgeon can’t take 
  20 on the check.
  Protection from evil or a similar spell prevents the necrotic 
  cyst from forming.
  Once a necrotic cyst is implanted, spells that manipulate 
  the cyst and its bearer are no longer thwarted by protection 
  from evil.
  Focus: Caster must possess a mother cyst (see page 28).
  NECROTIC DOMINATION
  Necromancy [Evil]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, F
  Target: Living creature with necrotic cyst
  This spell functions like dominate person (see page 224 of the 
  Player’s Handbook), except you can dominate any humanoid 
  that harbors a necrotic cyst.
  Focus: Caster must possess a mother cyst (see page 28).
  NECROTIC EMPOWERMENT
  Necromancy [Evil]
  Level: Cleric 8, sorcerer/wizard 8
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You call upon the mother cyst that your body hosts, 
  drawing from it strength, vigor, speed, and vicious 
  certainty.
  While the spell is in effect, you gain a +8 enhancement 
  bonus to Dexterity, Intelligence, and Wisdom, a +8 natural 
  armor bonus to Armor Class as your skin briefly crusts and 
  hardens, a +5 competence bonus on Fortitude saves, and 
  100 temporary hit points.
  While the empowerment lasts, you are unable to cast any 
  other mother cyst feat-enabled spell.
  Focus: Caster must possess a mother cyst (see page 28).
  NECROTIC ERUPTION
  Necromancy [Evil]
  Level: Cleric 6, sorcerer/wizard 6
  Components: V, S, F
  
  701
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Living creature with necrotic cyst and all 
  creatures in 20 ft. radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  You cause the cyst of a subject already harboring a necrotic 
  cyst (see spell of the same name) to explosively enlarge 
  itself at the expense of the subject’s body tissue, harming 
  both the subject (and nearby creatures if the subject fails 
  his save).
  If the subject succeeds on his saving throw, he takes 1d6 
  points of damage per level (maximum 15d6), and half the 
  damage is considered vile damage (see necrotic bloat).
  The subject’s cyst-derived saving throw penalty against 
  effects from the school of necromancy applies.
  If the subject fails his saving throw, the cyst expands 
  beyond control, killing the subject.
  All creatures within 20 feet of the subject take 1d6 points of 
  damage per level (maximum 15d6; Reflex half), and half the 
  damage taken is considered vile damage.
  All creatures in range that take this secondary damage are 
  also exposed to the effect of the base necrotic cyst spell.
  On the round following the subject’s death, the cyst exits 
  the flesh of the slain subject as a free-willed undead called a 
  skulking cyst (see page 120).
  Focus: Caster must possess a mother cyst (see page 28).
  NECROTIC SCRYING
  Necromancy [Evil]
  Level: Cleric 2, sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Unlimited
  Effect: Cyst-bearer serves as magical sensor
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You can concentrate upon a specific individual who you 
  believe to bear a necrotic cyst (see spell of the same name), 
  and hear or see (your choice) almost as if you were there.
  Distance is not a factor, but the spell fails if the individual 
  no longer bears the cyst or if the cyst bearer is no longer on 
  the plane of existence you are currently occupying.
  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.
  Lead sheeting or magical protection (such as antimagic field,
  mind blank, or nondetection) blocks the spell, and you sense 
  that the spell is so blocked.
  You may cast the following spells through necrotic scrying: 
  comprehend languages, magic mouth, message, read magic,
  tongues, and darkvision.
  Focus: Caster must possess a mother cyst (see page 28).
  NECROTIC TERMINATION
  Necromancy [Evil]
  Level: Cleric 9, sorcerer/wizard 9
  Components: V, S, F, XP
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Living creature with necrotic cyst
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  You cause the cyst of a subject already harboring a necrotic 
  cyst (see spell of the same name) to physically and 
  spiritually enlarge itself at the expense of the subject’s body 
  and soul.
  If the subject succeeds on her saving throw, she takes 1d6 
  points of damage per level (maximum 25d6), and half the 
  damage is considered vile damage (see necrotic bloat).
  The subject’s cyst-derived saving throw penalty against 
  effects from the school of necromancy applies.
  If the subject fails her saving throw, the cyst expands 
  beyond control, killing the subject and digesting her soul.
  Raise dead, resurrection, true resurrection, wish, and miracle 
  cannot return life to the subject once her soul is digested—
  she is gone forever.
  On the round following the subject’s death, the cyst exits 
  the flesh of the slain subject as a free-willed undead called a 
  skulking cyst (see page 120).
  Focus: Caster must possess a mother cyst (see page 28).
  XP Cost: 1,000 XP.
  NECROTIC TUMOR
  Necromancy [Evil]
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Living creature with necrotic cyst
  Duration: One day/level or permanent
  Saving Throw: Fortitude partial
  Spell Resistance: No
  You cause the cyst of a subject already harboring a necrotic 
  cyst (see spell of the same name) to envelop a portion of the 
  victim’s brain.
  If the subject succeeds on his saving throw (the subject’s 
  cyst-derived saving throw penalty against effects from the 
  school of necromancy applies), you may still influence him 
  by suggesting a course of activity (limited to a sentence or
  two).
  The instruction must be worded in such a manner as to 
  make the activity sound reasonable.
  Asking the creature to stab itself, throw itself onto a spear, 
  immolate itself, or do some other obviously harmful act 
  automatically negates the instruction.
  The instructed course of activity can continue for the entire 
  duration.
  If the instructed activity can be completed in a shorter 
  time, the instruction ends when the subject finishes what 
  he was asked to do.
  You can instead specify conditions that trigger a special 
  activity during the duration.
  If the condition is not met before the spell expires, the 
  activity is not performed.
  If the subject fails his saving throw, the cyst envelops a 
  larger portion of the subject’s higher brain, and you gain 
  complete control of the actions of the subject permanently.
  You do not know what the subject is experiencing and 
  share no special link with him.
  If a common language is shared, you can force the subject 
  to perform as you desire, within the limits of his abilities.
  
  702
  If no common language is shared, you can communicate 
  only basic commands, such as “Come here”, “Go there”, 
  “Fight”, and “Stand still”.
  A subject may resist this control, but the presence of his 
  necrotic tumor on his brain stem ensures their loyalty.
  Protection from evil or a similar spell does not protect the 
  subject from following your commands—the tumor is 
  already inside him.
  Focus: Caster must possess a mother cyst (see page 28).
  NIGHT’S CARESS
  Necromancy [Evil]
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A touch from your hand, which sheds darkness like the 
  blackest night, disrupts the life force of a living creature.
  Your touch deals 1d6 points of damage per caster level (max 
  15d6), and 1d6+2 points of Constitution damage.
  (A successful Fortitude saving throw negates the 
  Constitution damage).
  The spell has a special effect on an undead creature.
  An undead touched by you takes no damage or 
  Constitution loss, but it must make a successful Will saving 
  throw or flee as if panicked for 1d4 rounds +1 round per 
  caster level.
  PLAGUE OF UNDEAD
  Necromancy [Evil]
  Level: Cleric 9, sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more corpses within range
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell unleashes great necromantic power, raising a 
  host of undead creatures.
  This spell turns the bones or bodies of dead creatures 
  within the spell’s range into undead skeletons or zombies 
  that follow your spoken commands.
  The undead remain animated until destroyed (a destroyed 
  skeleton or zombie can’t be animated again).
  Regardless of the specific numbers or kinds of undead 
  created with this spell, you can’t create more HD of undead 
  with this spell than four times your caster level with a 
  single casting of plague of undead.
  The undead you create remain under your control 
  indefinitely.
  No matter how many times you use this spell or animate 
  dead, however, you can only control 4 HD worth of undead 
  creatures per caster level.
  The limit imposed by this spell and the animate dead spell 
  are the same, meaning that creatures you animate with 
  either spell count against this limit.
  If you exceed this number, all the newly created creatures 
  fall under your control and any excess undead from 
  previous castings of this spell or animate dead become 
  uncontrolled.
  Any time that this causes you to release only part of the 
  undead that you control through this spell or animate dead, 
  you choose which undead are released until the total HD of 
  undead you control is equal to four times your caster level.
  The bones and bodies required for this spell follow the 
  same restrictions as animate dead (see page 199 of the Player’s 
  Handbook ).
  All of the bones and bodies to be animated by this spell 
  must be within range when the spell is cast.
  Material Component: A black sapphire worth 100 gp or 
  several black sapphires with total value of 100 gp.
  REVIVE UNDEAD
  Necromancy [Evil]
  Level: Deathbound 5, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Target: Destroyed undead creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Your restore animation to an undead creature destroyed by 
  hit point loss (even zombies and skeletons that can’t 
  normally be reanimated once destroyed).
  You can revive a destroyed undead that has been inactive 
  for up to one day per caster level.
  In addition, the subject’s animating spirit must be free and 
  willing to return.
  If the subject’s animating spirit is not willing to return, the 
  spell does not work; therefore, subjects that want to revive 
  receive no saving throw.
  Revive undead heals hit point damage up to a total of 1 hit 
  point per Hit Die to an undead.
  The body of the undead to be revived must be whole.
  Otherwise, missing parts are still missing when the 
  creature is reanimated.
  None of the dead creature’s equipment or possessions are 
  affected in any way by this spell.
  An undead that has been turned to dust by a turning effect 
  can’t be revived by this spell (because only dust remains of 
  the undead).
  The subject of the spell loses one level or HD (if it doesn’t 
  have a character class level, it loses a HD) when it is 
  revived.
  This level loss cannot be repaired by any spell.
  If the subject is 1st level, it loses 2 points of Charisma 
  instead.
  An undead that was destroyed with spells prepared has a 
  50% chance of losing any given spell upon being revived, in 
  addition to losing spells for losing a level.
  A spellcasting undead 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.
  Material Component: A black pearl worth at least 500 gp.
  
  703
  SPARK OF LIFE
  Necromancy
  Level: Cleric 7, druid 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: Undead creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  A touch from your hand limns an undead creature in a faint 
  yellow glow, making it vulnerable to many of the dangers 
  that can harm living creatures.
  For the duration of the spell, the undead creature is subject 
  to extra damage from critical hits (and thus sneak attacks), 
  nonlethal damage, ability drain, energy drain, fatigue, 
  exhaustion, and damage to its physical ability scores 
  (though it still lacks a Constitution score and thus can’t take 
  Constitution damage) as if it were alive.
  It loses its immunity to effects that require a Fortitude save, 
  as well as its invulnerability to poison, sleep effects, 
  paralysis, stunning, disease, and death effects.
  However, an undead affected by this spell gains a bonus on 
  its Fortitude saves equal to its Charisma bonus (if any).
  (The bonus doesn’t apply to Fortitude saves against effects 
  that also affect objects).
  It must breathe, eat, and sleep just like a normal creature 
  (though the last two aren’t likely to come into play thanks 
  to the spell’s short duration).
  While it is under the effect of this spell, both negative 
  energy (such as inflict spells) and positive energy (such as 
  cure spells) heal damage to the undead creature, rather than 
  damaging it.
  An undead creature affected by this spell retains all other 
  traits.
  SPAWN SCREEN
  Necromancy
  Level: Cleric 2, sorcerer/wizard 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject does not rise as undead spawn should she 
  perish from an undead’s attack form that normally would 
  turn her into a spawn (such as from ghoul fever).
  This spell doesn’t prevent the subject from perishing or 
  provide anything other than insurance that the subject’s 
  body and spirit cannot be hijacked by an acquisitive undead 
  creature.
  The protection applies if the duration is still effect when 
  the subject first dies; the spell need not linger in its effect 
  over the period immediately prior to a spawn’s rise.
  This spell cannot be cast on the body of a subject already 
  killed by a spawn-creating undead.
  SPECTRAL TOUCH
  Necromancy
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: Creature or creatures touched (up to one/level)
  Duration: 1 round/level (D); see text
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A touch from your hand, which crackles with black energy, 
  weakens the life force of living creatures.
  Each touch channels negative energy that bestows one 
  negative level on the target and grants you 5 temporary hit 
  points.
  Both the negative level and the temporary hit points last for 
  up to 1 hour.
  A target’s successful Fortitude save negates the negative 
  level and prevents you from gaining the temporary hit 
  points.
  You can use this melee touch attack once per round for a 
  number of rounds equal to your level.
  Any charges of the spell not used by the time the duration 
  expires are lost.
  An undead creature you touch instead gains 5 temporary 
  hit points and you lose a like amount (no save).
  Temporary hit points gained in this way last for up to 1 
  hour.
  VEIL OF UNDEATH
  Necromancy [Evil]
  Level: Cleric 8, sorcerer/wizard 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  You gain many of the traits common to undead creatures.
  While the spell lasts, you have immunity to mind-affecting 
  spells and abilities, poison, sleep, paralysis, stunning, 
  disease, death, extra damage from critical hits, nonlethal 
  damage, death from massive damage, ability drain, energy 
  drain, fatigue, exhaustion, damage to physical ability scores, 
  and any effect requiring a Fortitude save unless it is 
  harmless or affects objects.
  You need not breathe, eat, or sleep.
  For the duration of the spell, your Con becomes —.
  You lose any bonus hit points gained from having a Con 
  bonus (this can’t reduce hit points to fewer than 1 per HD).
  If your Con modifier is normally a penalty, you don’t gain 
  any hit points by casting this spell.
  Like an undead creature, you are damaged by cure spells and 
  healed by inflict spells.
  You don’t actually gain the undead type by casting this 
  spell.
  Material Component: A black sapphire worth 1,000 gp.
  WITHER LIMB
  Necromancy [Evil]
  Level: Deathbound 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Limbs of one humanoid
  
  704
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The caster chooses to wither either the arms or the legs of a 
  humanoid.
  Withered legs force a subject to fall prone while at the same 
  time reducing the subject’s land speed to 5 feet.
  Withered arms make it impossible for the subject to use 
  objects or cast spells with somatic components.
  A withered limb can be restored by a successful dispel magic 
  cast by a spellcaster of a level higher than the level of the 
  wither limb caster.
  TRANSMUTATION
  FANGS OF THE VAMPIRE KING
  Transmutation [Evil]
  Level: Assassin 3, blackguard 3, Deathbound 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  You grow vampirelike fangs that allow you to make bite 
  attacks with an attack bonus of +10 plus your Strength 
  modifier.
  Your bite attack deals 1d6 points of damage and 1 point of 
  Constitution damage.
  If you make a full attack with other weapons, you can also 
  make a bite attack as a secondary attack (–5 to hit).
  GHOST TOUCH ARMOR
  Transmutation
  Level: Cleric 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Armor of creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject’s armor gains the ghost touch property.
  Material Component: A tiny shield made of resin.
  GHOST TOUCH WEAPON
  Transmutation
  Level: Cleric 4
  Components: V, S
  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: 10 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Ghost touch weapon makes a weapon magically capable of 
  dealing damage normally to incorporeal creatures, 
  regardless of its enhancement bonus.
  (An incorporeal creature’s 50% chance to avoid damage 
  does not apply to attacks made with weapons under the 
  effect of this spell).
  A ranged weapon affected by this spell does not bestow the 
  ability on its ammunition.
  The weapon can be picked up and moved by an incorporeal 
  creature at any time.
  A manifesting ghost can wield the weapon against 
  corporeal foes.
  Essentially, a weapon under the effect of this spell counts as 
  either corporeal or incorporeal at any given time, 
  whichever is more beneficial to the wielder.
  GHOSTFORM
  Transmutation
  Level: Sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You assume a visible, incorporeal form like that of a 
  manifesting ghost.
  You have no physical body while in this state.
  You can be harmed only by other incorporeal creatures, 
  magic weapons or creatures that strike as magic weapons, 
  and spells, spell-like abilities, or supernatural abilities.
  You are immune to all nonmagical attack forms.
  Even when hit by spells or magic weapons, you have a 50% 
  chance to ignore any damage from a corporeal source 
  (except for positive energy, negative energy, force effects 
  such as magic missile, or attacks made with ghost touch 
  weapons).
  Nondamaging spell effects affect you normally unless they 
  require corporeal targets to function (such as implosion) or 
  they create a corporeal effect that incorporeal creatures 
  would normally be unaffected by (such as a web or wall of 
  stone spell).
  As an incorporeal creature, you have no natural armor 
  bonus but have a deflection bonus equal to your Charisma 
  bonus (always at least +1, even if your Charisma score does 
  not normally provide a bonus).
  You can enter or pass through solid objects while in 
  ghostform, but you must remain adjacent to the object’s 
  exterior, and so cannot pass entirely through an object 
  whose space is larger than your own.
  You can sense the presence of creatures or objects within a 
  square adjacent to your current location, but enemies have 
  total concealment (50% miss chance) from you while you 
  are inside an object.
  In order to see farther from the object you are in and attack 
  normally, you must emerge.
  While inside an object, you have total cover, but when you 
  attack a creature outside the object you have cover only, so 
  a creature outside with a readied action could strike at you 
  as you attack.
  You cannot pass through a force effect.
  While under the effect of ghostform, your attacks pass 
  through (ignore) natural armor, armor, and shields, 
  although deflection bonuses and force effects (such as mage 
  armor) work normally against you.
  Your nonmagical attacks have no effect on corporeal 
  targets, and any attack you make with a magic weapon 
  
  705
  against a corporeal target has a 50% miss chance, except for 
  attacks you make with a ghost touch weapon, while are 
  made normally (no miss chance).
  Spells you cast while in ghostform affect corporeal targets 
  normally, including spells that require you to make an 
  attack roll (such as rays or melee touch spells).
  You can pass through and operate in water as easily as you 
  do in air.
  You cannot fall or take falling damage.
  You cannot make trip or grapple attacks, nor can you be 
  tripped or grappled.
  In fact, you cannot take any physical action that would 
  move or manipulate an opponent or its equipment, nor are 
  you subject to such actions.
  You have no weight while in ghostform and do not set off 
  traps that are triggered by weight.
  You move silently and cannot be heard with Listen checks 
  if you don’t wish to be while in ghostform.
  You have no Strength score while incorporeal, so your 
  Dexterity modifier applies to both your melee attacks and 
  ranged attacks.
  Nonvisual senses, such as scent and blindsight, are either 
  ineffective or only partly effective with regard to you.
  You have an innate sense of direction and can move at full 
  speed even when you cannot see.
  UNDEAD BANE WEAPON
  Transmutation
  Level: Cleric 4, paladin 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You give a weapon the undead bane special ability in 
  addition to any other properties it has.
  Against undead, your weapon’s enhancement bonus (if any) 
  is 2 higher than normal and it deals an extra 2d6 points of 
  damage against undead.
  The spell has no effect if cast upon a weapon that already 
  has the undead bane special ability.
  At caster level 9th (paladin level 18th) and above, the 
  weapon gains a +1 enhancement bonus if it is not already a 
  magic weapon.
  Alternatively, you can affect up to fifty arrows, bolts, or 
  bullets.
  The projectiles must be of the same kind, and they have to 
  be together, such as in the same quiver.
  Projectiles (but not thrown weapons) lose their 
  transmutation when fired.
  The weapon is considered good-aligned for the purpose of 
  overcoming damage reduction.
  Any weapon affected by this spell glows with a serene gray 
  radiance that sheds as much light as a candle.
  LORDS OF DARKNESS (3.0)
  ABJURATION
  GREATER SHADOW TENTACLE
  Abjuration (Shadow)
  Level: Sor/Wiz 5
  Components: S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One shadow
  Duration: 1 round/level or concentration
  Saving Throw: None
  Spell Resistance: No
  As lesser shadow tentacle, except the spell creates a shadow 
  tentacle that extends up to 10 feet per caster level 
  (maximum 100 feet) from its anchoring point.
  The tentacle created by this spell has 40 hit points, AC 18, 
  and can be burst with a Strength check (DC 25).
  A character can also free himself from the tentacle with an 
  Escape Artist check (DC 22).
  LESSER SHADOW TENTACLE
  Abjuration (Shadow)
  Level: Sor/Wiz 3
  Components: S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One shadow
  Duration: Concentration (1 round/level max)
  Saving Throw: None
  Spell Resistance: No
  You can animate any nearby shadow into a ropelike 
  tentacle.
  The target shadow transforms into a thick, ropy tentacle.
  One end of the shadow tentacle remains rooted to the 
  location where it fell on the floor, wall, ceiling, et cetera, 
  while the opposite end can attack and curl about a target.
  The animated shadow tentacle extends 5 feet per level of 
  the caster (up to 50 feet) from its anchoring point.
  The caster directs the shadow tendril, indicating a target for 
  it to attack.
  The tentacle makes a melee touch attack using the caster’s 
  attack bonus.
  The tentacle does not inflict damage, but can be used to 
  entangle an opponent.
  A successful melee touch attack means that the tentacle has 
  entangled its victim.
  The shadow tentacle is anchored, so it can hold its victim 
  motionless if the caster desires; otherwise, the entangled 
  victim can move at half speed up to the length of the 
  animated tentacle.
  The shadow tentacle has 20 hit points, AC 15, and can be 
  burst with a Strength check (DC 23).
  A character can also free himself from the tentacle with an 
  Escape Artist check (DC 20).
  Changing targets is a standard action.
  When the caster changes targets, the tentacle releases its 
  current victim and immediately attacks the new target.
  
  706
  The tentacle is not affected by bright light, sunlight, or 
  light spells.
  NIGHT’S MANTLE
  Abjuration
  Level: Clr 4
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Creature touched
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You imbue a creature with an invisible shield that protects 
  it from all effects of sunlight.
  If cast on a vampire or other creature that is normally 
  harmed or destroyed by exposure to sunlight, the spell 
  allows that creature to function in sunlight without 
  hindrance.
  The spell does not overcome any aversion the target 
  creature may have for sunlight, however.
  Night’s mantle is not countered or dispelled by any light 
  spell of equal or lower level (such as the 3rd-level cleric 
  spell daylight).
  It can be countered or dispelled by a light spell of greater 
  level (such as the 8th-level cleric spell sunburst, which both 
  counters night’s mantle and inflicts its normal damage).
  Material Component: Powdered ruby (value no less than 
  1,000 gp).
  EVOCATION
  COMBUST
  Evocation [Fire]
  Level: Sor/Wiz 2 (Red Wizard)
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Touched creature or combustible object that 
  weighs no more than 25 lb./level
  Duration: Instantaneous (see text)
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  This spell makes a combustible object or a creature’s 
  combustible equipment burst into flame, even if damp.
  If the target is a creature, the initial eruption of flame 
  causes 2d6 points of fire damage +1 point per caster level 
  (maximum +10) with no saving throw.
  The creature must make a Reflex save (DC 15) or catch on 
  fire.
  (See Catching on Fire in Chapter 3 of the DUNGEON 
  MASTER’s Guide).
  If the target is a combustible, unattended object, the initial 
  eruption of flame inflicts fire damage on the object as noted 
  above.
  The object catches fire and takes 1d6 points of fire damage 
  each round until consumed or someone puts out the fire.
  Anyone touching the object during the initial eruption of 
  flame takes the same fire damage the object does.
  A Reflex save reduces damage by half.
  If a creature touching the object fails the Reflex save, it 
  must make another Reflex save (DC 15) to avoid catching 
  fire.
  This spell originally appeared in Magic of Faerûn.
  Material Component: A drop of oil and a piece of flint.
  DARKFIRE
  Evocation [Fire]
  Level: Clr 3 (drow pantheon)
  Components: V, S
  Casting Time: 1 action
  Range: 0 ft.
  Effect: Flame in your palm
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Dark flames appear in your hand.
  You can hurl them or use them to touch enemies.
  The flames appear in your open hand and harm neither you 
  nor your equipment.
  They emit no light but produce the same amount of heat as 
  an actual fire.
  You can strike opponents with a melee touch attack, 
  dealing fire damage equal to 1d4 +1 points per two caster 
  levels (maximum +10).
  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.
  The darkfire is completely invisible to normal vision but can 
  be seen with darkvision as easily as a normal flame can be 
  seen in darkness (this means that darkfire can be used as a 
  signal or beacon for creatures with darkvision).
  The spell does not function underwater.
  This spell originally appeared in Magic of Faerûn.
  MYSTIC LASH
  Evocation [Electricity, Evil]
  Level: Clr 3 (Bane)
  Components: V, S, DF
  Casting Time: 1 action
  Range: 0 ft.
  Effect: Electric whip
  Duration: 1 round/level
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  You create a long whip of ghostly red energy that emanates 
  from your hand and never harms you.
  You wield this weapon as if it were an actual whip and you 
  were proficient in it.
  Attacks with the mystic lash are ranged touch attacks.
  The lash deals 1d8 points of electrical damage +1 point per 
  two caster levels (maximum +5).
  Since the lash is immaterial, your Strength modifier does 
  not apply to the damage.
  A creature hit with the lash must make a Fortitude saving 
  throw or be stunned for 1 round.
  
  707
  If the lash hits its target, you may release it from your hand 
  so that it continues to attack that target automatically, 
  leaving your hand free.
  The lash attacks on your turn using your base attack value, 
  although it can only attack once per round on its own.
  If the lash’s target falls unconscious, dies, or is destroyed, 
  the lash returns to you on its next action.
  If you do not grasp the lash on the round it returns, it 
  dissipates, but otherwise you can use the lash on another 
  creature and begin the cycle again.
  This spell originally appeared in Magic of Faerûn.
  PHANTOM PLOW
  Evocation [Earth]
  Level: Clr 3, Drd 3
  Components: V, S, M
  Casting Time: 1 action
  Range: See text
  Area: See text
  Duration: Permanent
  Saving Throw: See text
  Spell Resistance: No
  You turn aside raw earth in a furrow in a straight line, 
  extending from your feet to a distance of 20 feet per caster 
  level.
  The furrow measures 1 foot deep by 6 inches wide.
  The furrow ceases if it connects with a wall, large boulder, 
  or other solid object greater than its own width.
  Medium-size and smaller creatures standing directly in the 
  furrow’s path must make a Balance check against the 
  caster’s save DC to retain their footing; otherwise they fall 
  prone to the ground.
  Creatures burrowing or buried in the earth along the 
  furrow’s line suffer 4d4 points of damage.
  Netherese clerics utilized this spell to turn earth at a fast 
  rate in preparation for planting crops.
  Its use enabled them to plant large tracts of land quickly 
  and efficiently.
  Material Component: A handful of dried corn.
  SHADOW CANOPY
  Evocation [Darkness]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Dome 25 ft. high, diameter 100 ft. + 50 ft./level
  Duration: 1 hour/level
  Saving Throw: Will negates or none (object)
  Spell Resistance: Yes or no (object)
  You create a dome of shadow.
  The outer surface of the dome is impenetrable to normal 
  vision and darkvision, granting 100% concealment to 
  creatures and objects within the spell’s area.
  A creature under the effect of blacklight cannot see through 
  the dome.
  The interior of the dome casts a deep shadow on everything 
  within, reducing the range of normal vision to 5 feet; 
  creatures with darkvision can see normally within the 
  dome.
  Light, including sunlight, cannot penetrate the dome.
  Creatures that would normally be adversely affected by 
  sunlight, such as shades and vampires, are able to function 
  normally within the dome.
  You cannot cast the spell on a point in space or on a mobile 
  object.
  All Shadovar expeditions assigned to recover items from 
  old Netherese locations include at least one arcanist able to 
  cast this protective spell.
  Shadow canopy counters or dispels any light spell of equal or 
  lower level.
  Light spells of equal level have no effect on shadow canopy,
  but light spells of higher level counter or dispel shadow 
  canopy.
  Material Component: A handful of coal dust and the dried 
  eyeball of any diurnal creature.
  ILLUSION
  SKULL OF SECRETS
  Illusion (Shadow)
  Level: Clr 4 (Cyric)
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Intangible skull
  Duration: Permanent until discharged
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  You create an intangible image of a floating skull that trails 
  black flames.
  The skull and its flames are obviously an illusion and cause 
  no damage, nor can they be damaged by attacks.
  The skull flies at speed 40 feet (perfect) but cannot move 
  more than 20 feet from its point of origin.
  The skull floats about aimlessly but threateningly within its 
  available range.
  You set two triggering conditions for the skull.
  The first activates a message as if the skull were a magic 
  mouth.
  The second causes the skull to spit a tongue of flame 5 feet 
  wide and 10 feet long that deals 1d8 points of damage per 
  two caster levels (maximum 5d8) to the creature that 
  triggered it and any others in the area.
  Those affected can make Reflex saving throws for half 
  damage.
  The triggering conditions can be the same for both effects, 
  which would cause the skull to spit flame and speak its 
  message at the same time.
  Once both triggering conditions have been met, the skull 
  disappears.
  The skull can only do each effect one time, so if it has 
  already spoken its message it does not speak it again if the 
  message trigger occurs a second time.
  This spell originally appeared in Magic of Faerûn.
  TRIPLE MASK
  Illusion (Shadow)
  Level: Clr 7 (Cyric)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  
  708
  Effect: Three shadow duplicates
  Duration: 1 round/level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  You create three shadow duplicates of yourself; they look, 
  sound, and smell like you but are intangible.
  You can switch your perceptions between any of the 
  shadows and your own body as a free action on your turn.
  When you use the perceptions of a shadow, it mimics your 
  actions (including speech) unless you concentrate on 
  making it act differently.
  Any shadows you are not controlling remain inert.
  If you desire, any spell you cast whose range is touch or 
  greater can originate from the controlled shadow instead of 
  from you.
  (The shadows are quasi-real, just real enough to cast spells 
  that you originate).
  A shadow can cast spells on itself only if those spells affect 
  shadows.
  The shadows act similar to the servant conjured by an 
  unseen servant spell.
  They are mindless, so while they can perform simple tasks 
  such as opening doors, they cannot perform complex tasks 
  such as puzzle solving.
  A controlled shadow can also be programmed to move in a 
  particular direction or to a location you know.
  It moves at your speed and continues to move in this 
  manner until it reaches its destination or you shift your 
  perceptions to it and program it to go somewhere else.
  If you use dimension door, teleport, plane shift, or a similar 
  spell that removes you from the same plane as the shadows, 
  even momentarily, the spell ends.
  Normally this spell is used to give you several false bodies 
  to use at once, with one as a safe haven for casting spells 
  (similar to project image) and the other two acting as 
  distractions.
  NECROMANCY
  DEVASTATE UNDEAD
  Necromancy
  Level: Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Undead creatures, no two of which can be more 
  than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell was created by the lich Larloch to power himself 
  at the expense of his own undead minions.
  The target undead creatures must succeed at Fortitude 
  saving throws or be destroyed, just as if hit by a disruption 
  weapon.
  Creatures that are not undead, and undead with Hit Dice 
  greater than the caster’s caster level, are unaffected by this 
  spell.
  If an undead creature is destroyed by this spell, a portion of 
  the negative energy that gave it unlife flows back to the 
  caster.
  This negative energy deals (if the caster is living) or cures 
  (if the caster is undead) 5 hit points of damage per hit die of 
  the destroyed undead.
  Focus: A disruption weapon of any kind.
  DREAD BLAST
  Necromancy
  Level: Clr 4 (Cyric)
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous (see text)
  Saving Throw: Will half (see text)
  Spell Resistance: Yes
  You fire a black ray of negative energy at a single target.
  You must succeed at a ranged touch attack to strike your 
  target.
  A creature struck by this ray takes 3d8 points of damage +1 
  point per caster level (up to +20).
  The spell has no effect on constructs or inanimate objects.
  Since undead are powered by negative energy, this spell 
  cures them of a like amount of damage, rather than 
  harming them.
  HANDFANG
  Necromancy [Evil]
  Level: Clr 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Reflex half (see below)
  Spell Resistance: No
  You create a fanged, biting mouth in the palm of your hand.
  When you lay your hand upon a creature, the mouth deals
  1d8 points of damage.
  If the target makes a successful Reflex save, he takes only 
  half damage.
  If the target fails his Reflex save, you may start a grapple as 
  a free action without provoking an attack of opportunity.
  If you establish a hold, the fanged mouth sinks its teeth 
  into the target’s flesh and continues to bite for an additional 
  1d6 points of damage each round until the hold is broken 
  or the spell ends.
  MORTAL WOUND
  Necromancy
  Level: Clr 4 (Bhaal, Cyric)
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous (see text)
  Saving Throw: Will half (see text)
  Spell Resistance: Yes
  You fire a black ray of negative energy at a single target.
  You must succeed at a ranged touch attack to strike your 
  target.
  
  709
  A creature struck by this ray takes 3d8 points of damage +1 
  point per caster level (up to +20).
  The spell has no effect on constructs or inanimate objects.
  Since undead are powered negative energy, this spell cures 
  them of a like amount of damage, rather than harming 
  them.
  STASIS CLONE
  Necromancy
  Level: Sor/Wiz 9
  As clone, except that if the original individual is still alive, 
  the cloned body falls immediately into stasis and does not 
  rot.
  If the original individual later dies, the soul transfers to the 
  stasis clone, which leaves stasis and immediately begins to 
  function as per the normal clone spell.
  If multiple stasis clones exist for the same original creature 
  when it is slain, the soul goes into the most recently created 
  stasis clone.
  TRANSMUTATION
  BATTLETIDE
  Transmutation
  Level: Clr 5 (Xvim/Bane)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Caster and up to one creature/level, no two of 
  which can be more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: No and Will negates
  Spell Resistance: Yes
  The caster steals energy from others, slowing them and 
  speeding him or her.
  Targets other than the caster suffer a –2 circumstance 
  penalty on saving throws, attack rolls, and damage rolls.
  As long as at least 1 enemy is affected by the spell, the 
  caster gets one extra partial action each round.
  If all the affected enemies free themselves from the spell 
  (by death, entering an antimagic field, receiving a successful 
  dispel magic, and so on), the spell ends.
  This spell originally appeared in Magic of Faerûn.
  SKULL EYES
  Transmutation [see text]
  Level: Clr 5 (Cyric)
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You
  Duration: 1 round/3 levels (see text)
  Saving Throw: See text
  Spell Resistance: Yes
  As eyebite, except that you can only choose one of the 
  following possible gaze attacks:
  Charm: Equivalent to the charm monster spell, except that 
  the saving throw is based on spell level 5th.
  Confusion: As the confusion spell, except affecting only one 
  target.
  When you cast this spell, your eyes turn black with skull-
  shaped irises.
  SKULL EYES
  Transmutation [see text]
  Level: Clr 5 (Cyric)
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You
  Duration: 1 round/3 levels (see text)
  Saving Throw: See text
  Spell Resistance: Yes
  As eyebite, except that you can choose only one of the 
  following possible gaze attacks:
  Charm: Equivalent to the charm monster spell, except that 
  the saving throw is based on spell level 5.
  Confusion: As the confusion spell, except affecting only one 
  target.
  When you cast this spell, your eyes turn black with skull-
  shaped irises.
  STONE WALK
  Transmutation [Teleportation]
  Level: Clr 6 (Bane)
  Components: V, S, M (see text)
  Casting Time: 10 minutes
  Range: Touch
  Target: Stone touched
  Duration: Permanent until discharged
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You magically link one location to another so that you or 
  another may speak a command word at one end and be 
  teleported to the other end.
  Before you cast the spell you must prepare the ends of the 
  link, both of which must be areas of stone 5 feet square.
  This preparation takes 1 hour, and functions for repeated 
  castings of the spell as long as the stones are not damaged.
  When the spell is cast, the stones become attuned to a 
  command word you designate.
  Any creature that speaks the command word while 
  standing upon one of the stones is teleported without error 
  to the other end instantaneously.
  The stones function once for every four caster levels, and 
  can carry 50 pounds per caster level each time.
  Creatures that exceed the weight limitation are not 
  transported and count as one of the uses of the spell.
  Material Component: The preparation of each of the ends of 
  the link requires a paste made from rubies and amber worth 
  2,500 gp.
  Casting the spell requires a 2,500 gp diamond.
  Activating one of the linked stones once the spell is cast 
  does not require any material component.
  This spell originally appeared in Magic of Faerûn.
  
  710
  LORDS OF MADNESS (3.5)
  ABJURATION
  ELDER GLYPH OF WARDING
  Abjuration
  Level: Cleric 9
  This spell functions like glyph of warding, except that an elder 
  blast glyph deals 1d8 points of damage per caster level 
  (maximum of 30d8), and an elder spell glyph can store a spell 
  of 9th level or lower.
  Material Component: You trace the elder glyph with incense, 
  which first must be sprinkled with powdered diamond 
  worth at least 1,000 gp.
  CONJURATION
  UTTERDARK
  Conjuration (Creation) [Evil]
  Level: Sorcerer/wizard 9, Vile Darkness 8
  Components: V, S, M/DF
  Casting Time: 3 rounds
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 100-ft./level radius spread
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  Utterdark spreads outward from you, creating an area of 
  cold, cloying magical darkness.
  This darkness is similar to that created by the deeper darkness 
  spell, but it cannot be dispelled by magical light (although a 
  light spell or similar effect of equal or higher level can 
  temporarily suppress the utterdark where their areas 
  overlap, restoring normal illumination to the affected area 
  for as long as the light spell or effect lasts).
  Furthermore, evil-aligned creatures can see in this darkness 
  as if it were simply a dimly lighted area.
  Arcane Material Component: A black stick, 6 inches long, 
  with humanoid blood smeared upon it.
  DIVINATION
  BRAIN SPIDER
  Divination [Mind-Affecting]
  Level: Cleric 8, Mind 7
  Components: V, S, M, DF
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Targets: Up to eight living creatures within range
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell allows you to eavesdrop as a standard action on 
  the thoughts of up to eight other creatures at once, hearing 
  as desired:
  • The ceaseless chaos representing images of surface 
  thoughts.
  • Individual trains of thought in whatever order you desire.
  • Information from all minds about one particular topic, 
  thing, or being, one nugget of information per caster level.
  • A study of the thoughts and memories of one creature of 
  the group in detail.
  Once per round, if you do not perform a detailed study of 
  one creature’s mind, you can attempt (as a standard action) 
  to implant a suggestion in the mind of any one of the 
  affected creatures.
  The creature can make another Will saving throw to resist 
  the suggestion, using the save DC of the brain spider.
  (Creatures with special resistance to enchantment spells 
  can use this resistance to keep from being affected by the 
  suggestion).
  Success on this saving throw does not negate the other 
  effects of the brain spider for that creature.
  You can affect all intelligent beings of your choice within 
  range (up to the limit of eight), beginning with known or 
  named beings.
  Language is not a barrier, and you need not personally 
  know the beings—you can choose, for instance, “the 
  nearest eight guards who must be in that chamber there”.
  The spell cannot reach those who make a successful Will 
  save.
  Material Component: A spider of any size or kind.
  It can be dead, but it must still have all eight legs.
  DETECT ABERRATION
  Divination
  Level: Cleric 2, druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Quarter circle emanating from the character to the 
  extreme of the range
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect the presence of all aberrations in the area.
  The amount of information revealed depends on how long 
  you study a particular area or subject: 1st Round: Presence or 
  absence of aberrant life.
  2nd Round: Number of different aberrant auras and the 
  strength of the strongest aura.
  If you detect overwhelming aberrant power with this spell, 
  and the Hit Dice 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 strength and location of each aura.
  Aura Power: An aberrant aura’s power depends on the type 
  of creature you’re detecting and its Hit Dice; see the 
  accompanying table.
  If an aura falls into more than one power category, the spell 
  indicates the stronger of the two.
  A humanoid with the Aberration Blood feat detects as Faint 
  even if it has more than 3 Hit Dice.
  
  711
  Length Aura Lingers: How long the aura lingers depends 
  on its original strength:
  Each round, the character can turn to detect aberrant auras 
  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.
  PROBE THOUGHTS
  Divination [Mind-Affecting]
  Level: Mind 6, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  All the subject’s memories and knowledge are accessible to 
  you, ranging from memories deep below the surface to 
  those still easily called to mind.
  You can learn the answer to one question per round, to the 
  best of the subject’s knowledge.
  You can also probe a sleeping subject, though the subject 
  can make a Will save against the DC of the probe thoughts 
  spell to wake after each question.
  Subjects who do not wish to be probed can attempt to move 
  beyond the power’s range, unless somehow hindered.
  You pose the questions telepathically, and the answers to 
  those questions are imparted directly to your mind.
  You and the target do not need to speak the same language, 
  although less intelligent creatures might yield up only 
  appropriate visual images in answer to your questions.
  ENCHANTMENT
  BOLTS OF BEDEVILMENT
  Enchantment [Mind-Affecting]
  Level: Madness 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell grants you the ability to make one ray attack per 
  round.
  The ray dazes one living creature, clouding its mind so that 
  it takes no action for 1d3 rounds.
  The creature is not stunned (so attackers get no special 
  advantage against it), but it can’t move, cast spells, use 
  mental abilities, and so on.
  MADDENING SCREAM
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Madness 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 cannot keep himself from screaming, 
  gibbering, and leaping about as though completely mad.
  This spell makes it impossible for the victim to do anything 
  other than race about caterwauling.
  The spell gives the subject a –4 penalty to Armor Class, 
  makes Reflex saving throws impossible except on a roll of 
  20, and makes it impossible to use a shield.
  MORALITY UNDONE
  Enchantment [Evil, Mind-Affecting]
  Level: Bard 5, cleric 5, Corruption 4
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One nonevil creature
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster turns one creature evil.
  The chaotic/neutral/lawful component of the subject’s 
  alignment is unchanged.
  The subject retains whatever outlook, allegiances, and 
  relationships it had before, as long as they do not conflict 
  with the new alignment.
  Otherwise, it acts with its new selfish, bloodthirsty, and 
  cruel outlook on all things.
  For example, a wizard might not immediately turn on her 
  fighter companion for no apparent reason, particularly in 
  the middle of a combat when they’re fighting on the same 
  side.
  But she might allow her friend to be hurt or killed if her 
  friend is carrying something valuable she could recover 
  later, or she might use spells to control or deceive her 
  friend to get what she wants.
  She might even eventually decide to betray or attack her 
  friend if there is some potential gain involved.
  Arcane Material Component: A powdered holy symbol.
  TOUCH OF MADNESS
  Enchantment [Mind-Affecting]
  Level: Madness 2
  Components: V, S
  
  712
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can daze one living creature by making a successful 
  touch attack.
  If the target creature does not make a successful Will save, 
  its mind is clouded and it takes no action for 1 round per 
  caster level.
  A dazed creature is not stunned (so attackers get no special 
  advantage against it), but it can’t move, cast spells, use 
  mental abilities, and so on.
  EVOCATION
  BLAST OF FORCE
  Evocation [Force]
  Level: Force 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You direct an invisible blast of force at a chosen target.
  The blast is a ranged touch attack that deals 1d6 points of 
  damage per two caster levels (maximum 5d6).
  In addition, a successful hit forces the target to make a 
  Fortitude save or be knocked down (size and stability 
  modifiers apply to the saving throw as if the spell were a 
  bull rush).
  DAMNING DARKNESS
  Evocation [Darkness, Evil]
  Level: Cleric 4, sorcerer/wizard 4, Vile Darkness 4
  Components: V, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Object touched
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: See below
  This spell is similar to darkness, except that those within the 
  area of darkness also take unholy damage.
  Creatures of good alignment take 2d6 points of damage per 
  round in the darkness, and creatures neither good nor evil 
  take 1d6 points of damage.
  As with the darkness spell, the area of the darkness is a 20-
  foot radius, and the object that serves as the spell’s target 
  can be shrouded to block the darkness (and thus the 
  damaging effect).
  Damning darkness counters or dispels any light spell of equal 
  or lower level.
  Spell resistance applies to the damage dealt by this spell but 
  not to the darkness area.
  Arcane Material Component: A dollop of pitch with a tiny 
  needle hidden inside it.
  DARKBOLT
  Evocation [Darkness, Evil]
  Level: Cleric 2, sorcerer/wizard 2, Vile Darkness 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The caster makes a ranged touch attack against a foe, 
  launching a bolt of cold darkness from his left hand.
  The bolt deals 1d8 points of damage per two caster levels 
  (maximum 5d8).
  Half the damage is cold, and the other has no specific type.
  When struck, the foe must also succeed on a Fortitude save 
  or be stunned for 1 round, overwhelmed by the evil charge 
  of the darkbolt.
  INVOKE MAGIC
  Evocation
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You cause a flicker of magic to momentarily exist in a place 
  where magic cannot normally function, such as within the 
  area of an antimagic field, a dead magic area, or a null-magic 
  plane.
  This allows you the ability to cast a single spell of 4th level 
  or lower, which then ends the spell’s effect.
  Casting invoke magic is a swift action, like casting a 
  quickened spell.
  You can perform only one swift action each round.
  Normally, you cast invoke magic and then immediately 
  follow it by casting another spell as a standard action.
  Material Component: A diamond worth at least 1,000 gp.
  INVOKE THE CERULEAN SIGN
  Evocation
  Level: Bard 3, cleric 3, druid 2, paladin 3, ranger 2, 
  sorcerer/wizard 3
  Components: S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Multiple aberrations whose combined total Hit Dice 
  do not exceed twice caster level in a spread emanating from 
  the character to the extreme of the range
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: No
  The cerulean sign is an ancient symbol said to embody the 
  purity of the natural world, and as such it is anathema to 
  aberrations.
  While druids and rangers are the classes most often known 
  to cast this ancient spell, its magic is nearly universal and 
  can be mastered by all spellcasting classes.
  When you cast this spell, you trace the cerulean sign in the 
  air with a hand, leaving a glowing blue rune in the air for a 
  
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  brief moment before it flashes and fills the area of effect 
  with a pulse of cerulean light.
  Any aberration within the area must make a Fortitude 
  saving throw or suffer the following ill effects.
  Closer aberrations are affected first.
  Each effect lasts for 1 round.
  None: The aberration suffers no ill effect, even if it fails the
  saving throw.
  Sickened: The aberration takes a –2 penalty on attack rolls, 
  saving throws, skill checks, and ability checks for 1 round.
  Nauseated: The aberration cannot attack, cast spells, 
  concentrate on spells, or do anything but take a single 
  move action for 1 round.
  Dazed: The aberration can take no actions, but has no 
  penalty to its Armor Class, for 1 round.
  Stunned: The aberration drops everything held, can’t take 
  actions, takes a –2 penalty to AC, and loses its Dexterity 
  bonus to AC (if any) for 1 round.
  Once a creature recovers from an effect, it moves up one 
  level on the table.
  Thus, a creature that is stunned by this spell is dazed the 
  round after that, nauseated the round after that, sickened 
  the round after that, and then recovers fully the next round.
  NATURE’S PURITY
  Evocation
  Level: Druid 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One or more rays
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  A shimmering green beam of light springs forth from your 
  outstretched hand.
  You can direct this ray at any target in range.
  If you hit the target, the ray deals 1d6 points of force 
  damage.
  Against undead and constructs, the ray deals 2d8 points of 
  force damage.
  Against aberrations, the ray deals 5d6 points of force 
  damage and threatens a critical hit on a roll of 19–20.
  An aberration slain by this damage is immediately 
  transformed into pungent-smelling inert plant matter.
  You can generate one additional ray for every four levels 
  above 5th (to a maximum of four rays at 17th level).
  The rays can be fired at the same or different targets, but all 
  rays must be aimed at targets within 30 feet of each other 
  and fired simultaneously.
  NECROMANCY
  POX
  Necromancy [Evil]
  Level: Corruption 6, druid 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one living creature/level, no two of which 
  can be more than 10 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The affected creatures take 1d4 points of Constitution 
  drain.
  Their skin breaks out in lesions and takes on a pale yellow 
  pallor.
  TRANSMUTATION
  ARMS OF PLENTY
  Transmutation
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Two clawed arms grow out of the subject’s body.
  The arms are roughly humanoid, but are either scaly or 
  furred and end in sharp talons.
  The spell transforms any clothing or armor worn by the 
  creature to accommodate these additional arms; when the 
  duration ends the creature’s clothing and armor return to 
  normal.
  The arms grant the subject two primary claw attacks.
  A hit from one of the claws deals slashing damage equal to 
  1d6 points (1d4 if Small) plus the creature’s Strength 
  modifier.
  The claws cannot be used to wield weapons or manipulate 
  objects.
  Since the claws are primary attacks, you can attack with 
  them in addition to making your weapon attacks without 
  penalty.
  The claws count as magic weapons for the purpose of 
  overcoming damage reduction.
  If both claw attacks hit the same target, the arms can rend 
  the target for extra damage equal to 2d6 points plus 1-1/2 
  times the subject’s Strength modifier.
  Multiple castings of arms of plenty on a creature do not stack; 
  the duration simply resets.
  Material Component: A xill’s claw.
  BEFOUL
  Transmutation [Evil]
  Level: Cleric 8, Corruption 8
  Components: V, S, M
  
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  Casting Time: 1 minute
  Range: Touch
  Area: Water in a volume of 100 ft./level by 100 ft./level by 
  10 ft./level (S)
  Duration: Permanent; see text
  Saving Throw: None; see text
  Spell Resistance: No
  The caster makes water (or other liquid) foul and mildly 
  poisonous.
  All creatures with 1 Hit Die or less that are in the water at 
  the time of the casting die immediately.
  Anyone drinking this water must succeed on a Fortitude 
  saving throw or take 1d4 points of Constitution damage.
  Any creature with 2 or more Hit Dice immersed in this 
  water must make a saving throw as if drinking it.
  If the caster affects only part of a larger body of water, the 
  befouled water mixes with the pure water.
  If the entire body of water is no more than four times the 
  size of the affected area, all the water in the body of water is 
  befouled 24 hours later, but the damage from drinking or 
  swimming in the water is only 1d2 points of Constitution 
  damage.
  If the body of water is more than four times the affected 
  area but less than twenty times the affected area, after 24 
  hours all of the water tastes foul but has no damaging effect.
  If the entire body is larger than twenty times the affected 
  area, fouled water mixes with the clean water and loses all 
  effect after 24 hours.
  Material Components: A dead fish and a drop of poison.
  DESPOIL
  Transmutation [Evil]
  Level: Cleric 9, Corruption 9
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Area: 100 ft./level radius
  Duration: Instantaneous
  Saving Throw: Fortitude partial (plants) or Fortitude 
  negates (other living creatures)
  Spell Resistance: Yes
  The caster blights and corrupts a vast area of land.
  Plants with 1 Hit Die or less shrivel and die, and the ground 
  cannot support such plant life ever again.
  Plants with more than 1 Hit Die must succeed on a 
  Fortitude saving throw or die.
  Even those successful on their saves take 5d6 points of 
  damage.
  All living creatures in the area other than plants (and the 
  caster) must succeed on a Fortitude saving throw or take 
  1d4 points of Strength damage.
  Unattended objects, including structural features such as 
  walls and doors, grow brittle and lose 1 point of hardness 
  (to a minimum of 0), then take 1d6 points of damage (this 
  damage bypasses any remaining hardness).
  Only the effects of multiple wish or miracle spells can undo 
  the lasting effect of this spell.
  Material Component: Corpse of a freshly dead or preserved 
  living creature.
  PERMEABLE FORM
  Transmutation
  Level: Sorcerer/wizard 3
  Components: V
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round
  By altering the essential nature of the matter composing 
  your body, you make yourself incorporeal for a brief time.
  While incorporeal, you can be harmed only by other 
  incorporeal creatures, magic weapons, and spells, spell-like 
  abilities, or supernatural abilities.
  Even when hit by spells or magic weapons, you have a 50% 
  chance to ignore damage from a corporeal source (except 
  for positive energy, negative energy, force effects, or attacks 
  made with ghost touch weapons).
  You can enter or pass through solid objects as described 
  under the incorporeal subtype on page 310 of the Monster 
  Manual.
  Tsochar spellcasters sometimes use this spell to quickly exit 
  an inhabited creature without causing damage to the 
  victim.
  You cannot attack while in this state, but you can perform 
  other actions as your incorporeal nature allows.
  Casting this spell is an immediate action.
  You can cast it even when it’s not your turn.
  You can only take one swift, immediate, or quickened 
  action per turn.
  UNDULANT INNARDS
  Transmutation
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell causes a powerful transformation in the target 
  creature.
  Outwardly, the target doesn’t appear any different.
  On the inside, the creature’s internal organs constantly 
  seethe and slither about, and actively avoid being struck at 
  by weapons.
  For the duration of the spell, the target is immune to extra 
  damage from critical hits and sneak attacks.
  Additionally, the target takes minimum possible damage 
  from falls and gains a +4 enhancement bonus on all saving 
  throws against poison, disease, and paralysis.
  WHISPERCAST
  Transmutation
  Level: Sorcerer/wizard 2
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  The next spell you cast can be cast as a purely mental action, 
  provided that it is of 5th level or lower and that you can 
  whisper.
  
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  It requires no somatic or material components, unless the 
  spell normally requires a focus or an expensive material 
  component (any component worth more than 1 gp).
  If the spell does require a focus or an expensive component, 
  you can still whispercast it as long as you have the focus or 
  expensive component on your person—the magic of 
  whispercast causes the focus to be used or the expensive 
  component to be consumed normally, without you having 
  to handle or manipulate it.
  If you do not cast a second spell while whispercast is in 
  effect, you gain no benefit from casting whispercast.
  Casting this spell is a swift action.
  It does not require a move action or standard action, but 
  you can take only one swift, immediate, or quickened 
  action per turn.
  Tsochari spellcasters use this spell to permit spellcasting 
  while they inhabit other creatures.
  It is also useful for grappled spellcasters.
  LOST EMPIRES OF FAERÛN 
  (3.5)
  ABJURATION
  AURA OF THE SUN
  Abjuration [Light]
  Level: Cleric 4, paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation centered on you
  Duration: 1 round/level (D)
  Saving Throw: No
  Spell Resistance: None
  By casting aura of the sun, you fill the area around you with 
  warm, glowing light that eliminates natural shadows and 
  hampers magical darkness.
  Any creature attempting to cast a spell from the shadow 
  subschool or a spell with the darkness descriptor within an 
  aura of the sun must succeed on a caster level check (DC 11 + 
  your caster level), or the spell fails.
  Areas of magical darkness originating from 3rd-level or 
  lower spells and effects are temporarily suppressed when 
  overlapping with an aura of the sun.
  Creatures that take penalties in bright light also take them 
  while within an aura of the sun, and an undead creature 
  takes 1d6 points of positive energy damage at the end of its 
  turn every round that it spends within the spell’s area.
  Furthermore, any creature attempting to hide within the 
  aura takes a –4 penalty on Hide checks.
  This effect is centered on you and moves with you.
  Anyone who enters the aura immediately becomes subject 
  to its effect, but creatures that leave are no longer affected.
  BACKBLAST
  Abjuration [Fire]
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Until expended or 10 minutes/level (D)
  Though this spell was originally created by the phaerimms, 
  it has since been stolen by spellcasters of other races and 
  can now be found in grimoires across Faerûn.
  Backblast protects you in the same manner as the spell 
  turning spell, except that it turns only spells with the fire 
  descriptor that are targeted on you.
  Effect and area spells are unaffected, as is any spell with a 
  range of touch.
  The DM secretly rolls 1d4+2 to determine the total number 
  of spell levels that can be turned.
  Backblast otherwise follows the rules for the spell turning 
  spell.
  In addition to the above, backblast grants you fire resistance 
  10.
  This effect persists until the end of the round in which the 
  spell turning effect ends.
  NEZRAM’S AMETHYST AURA
  Abjuration
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You surround the subject with a brilliant violet glow that 
  grants temporary immunity to poisons and diseases.
  Nezram’s amethyst aura absorbs all poisons and diseases that 
  target the subject for the duration of the spell, regardless of 
  how they are delivered.
  Any weapon or natural attack normally used to deliver a 
  poison or disease (such as a mummy’s touch or a snake’s 
  bite) still deals the normal amount of hit point damage, but 
  the poison or disease is blocked.
  This spell does not reverse or prevent the effects of poison 
  and disease in a subject already affected by one or both at 
  the time of casting.
  Arcane Material Component: A pinch of amethyst dust.
  NEZRAM’S EMERALD ENERGY SHIELD
  Abjuration
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You coat the subject with protective energy of an emerald 
  green hue.
  This energy shield does not affect the subject’s movement, 
  senses, or ability to cast spells.
  While surrounded by this energy, the subject is immune to 
  any natural or magical effect that causes deafness and to all 
  language-dependent, mind-affecting spells and effects.
  
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  The subject also gains sonic resistance 10 and a +4 bonus on 
  saves against all spells and effects with the sonic descriptor 
  to which it has not already been rendered immune.
  Arcane Material Component: A pinch of powdered emerald.
  NEZRAM’S SAPPHIRE SCREEN OF SHIELDING
  Abjuration [Force]
  Level: Sorcerer/wizard 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You create a levitating, square screen of fluid blue force 
  approximately 5 feet on a side and 1 inch thick.
  This screen responds immediately to spells and physical 
  attacks that target you, moving with you and flowing freely 
  around your body to protect you from specific attacks.
  In addition to providing the effect of a shield spell, Nezram’s 
  sapphire screen of shielding also gives you damage reduction 
  10/magic.
  Arcane Focus: A sapphire worth at least 250 gp.
  SRINSHEE’S SPELL SHIFT
  Abjuration
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  This potent spell opens your senses to the Weave, allowing 
  you to perceive its very fabric as clearly as you might see 
  the trees in a forest while standing in the heart of it.
  When a spell is cast, you can visually observe its effects on 
  the Weave.
  Thanks to this heightened understanding, you can use the 
  counterspell action to do much more than merely counter 
  another caster’s spell.
  Srinshee’s spell shift grants you a +4 insight bonus on 
  Spellcraft checks made to identify spells for 
  counterspelling.
  Furthermore, instead of simply negating the effect of a 
  spell you successfully counter, you can choose from among 
  the following options as long as Srinshee’s spell shift lasts.
  Aid: You can boost the effectiveness of an ally’s spell by 
  applying any one metamagic feat from the following list: 
  Empower Spell, Enlarge Spell, Extend Spell, Maximize 
  Spell, or Widen Spell.
  To use this option, you must expend a spell slot (or sacrifice 
  a prepared spell) whose spell level equals or exceeds that of 
  the ally’s spell with the desired metamagic feat applied.
  For example, empowering an ally’s fireball would require 
  you to expend a 5th-level or higher spell slot.
  Manipulate: You can seize control of the spell’s range, area, 
  or targets, as appropriate, and reshape these factors as you 
  choose.
  For example, you could cause an enemy wizard’s fireball to 
  explode at his feet, or you could cause his haste spell to 
  target your allies within the area he has specified.
  Only one property of the spell, chosen from among those 
  that the caster can normally designate, can be manipulated 
  in this manner.
  For example, you could not choose the targets of a sleep 
  spell because the targets affected are determined by the 
  spell itself, not the caster.
  Backlash: You counter the spell as normal, but your 
  opponent must succeed on a Fortitude save or be stunned 
  for 1d6 rounds.
  STORM SHIELD
  Abjuration
  Level: Cleric 3, druid 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 30-ft.-radius emanation
  Duration: 1 minute/level or until discharged (D)
  Saving Throw: See text
  Spell Resistance: See text
  This spell creates a small, glowing sphere of amber light at a 
  point you designate.
  Any effect that deals electricity damage (such as a lightning 
  bolt or a blue dragon’s breath weapon) that passes within 30 
  feet of the storm shield is attracted to it and strikes the shield 
  instead of its intended target.
  In the case of area spells such as lightning bolt, this 
  redirection occurs if any portion of the spell’s area is within 
  30 feet of the storm shield.
  In such a case, the entire effect is drawn to the storm shield,
  and all creatures or objects that otherwise would have been 
  in the spell’s area remain unharmed.
  The storm shield takes full damage (no saving throw) from 
  any effect drawn into it.
  The shield can absorb up to 20 points of electricity damage 
  per caster level before dissipating.
  Any remaining damage is applied to all creatures within 10 
  feet of the storm shield’s position (Reflex half; spell 
  resistance applies).
  For example, suppose a storm shield cast by a 5th-level cleric 
  has already absorbed 78 points of electricity damage when 
  it is struck by a lightning bolt that deals 45 points of damage.
  The first 22 points of damage is enough to destroy the storm 
  shield, so every creature within 10 feet of it takes 23 points 
  of electricity damage (or 11 with a successful save).
  Material Component: A small chip of amber.
  TYCHE’S TOUCH
  Abjuration
  Level: Cleric 2
  Components: S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: 24 hours or until discharged
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell confers either a protection or a curse (your 
  choice at the time of casting) upon a single living creature.
  The effects of the two options are as follows.
  Protection: The subject gains a +4 sacred bonus on the first 
  saving throw made after the spell is cast, a +3 sacred bonus 
  
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  on the second saving throw, a +2 sacred bonus on the third, 
  and a +1 sacred bonus on the fourth.
  Curse: The subject takes a –4 penalty on the first saving 
  throw made after the spell is cast, a –3 penalty on the 
  second saving throw, a –2 penalty on the third, and a –1 
  penalty on the fourth.
  Tyche’s touch lasts for 24 hours or until its power is 
  exhausted (after the fourth saving throw).
  Only one Tyche’s touch spell can affect a given creature at 
  one time.
  Tyche’s touch spells automatically counter and dispel each 
  other if cast on the same creature, regardless of how many 
  saving throws the first casting of the spell has already 
  affected.
  In recent years, both Beshaba and Tymora have been 
  known to grant Tyche’s touch.
  CONJURATION
  MAILED MIGHT OF THE MAGELORDS
  Conjuration (Creation) [Force]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You create a translucent, protective field of force (+8 armor 
  bonus) around the subject.
  In addition, the subject becomes immune to 2nd-level or 
  lower spells with the force descriptor and gains damage 
  reduction 5/magic.
  Unlike mundane armor, the force armor created by mailed 
  might of the magelords has no armor check penalty or arcane 
  spell failure chance, and it mandates no speed reduction.
  Furthermore, since the armor is made of force, incorporeal 
  creatures can’t bypass it the way they do normal armor.
  Arcane Material Component: A miniature adamantine shield 
  worth at least 250 gp.
  SHALANTHA’S DELICATE DISK
  Conjuration (Creation)
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Effect: One disk
  Duration: Permanent until discharged (D)
  Saving Throw: See text
  Spell Resistance: See text
  This spell conjures a small disk, about 1 foot in diameter 
  and 1 inch thick, made of a material that resembles rose-
  tinted eggshell.
  Once you summon a disk, a single spell of up to 5th level 
  can be cast into it, either by you or by another spellcaster.
  If no spell is cast into the disk within 10 minutes of its 
  creation, it vanishes into nothingness and the spell is 
  wasted.
  The disk stores an imbued spell indefinitely until it is 
  shattered (a standard action requiring only 1 point of 
  damage or a DC 5 Strength check).
  At that point, the spell immediately takes effect as if it had 
  just been cast by the spellcaster who first placed it in the 
  disk.
  Touch-range spells and spells that have specific targets 
  (such as cause critical wounds or expeditious retreat) are 
  targeted upon the creature or object that shattered the disk, 
  while area and effect spells are triggered as though the 
  broken disk were the spell’s point of origin.
  For example, a stored fireball would detonate in a 20-foot-
  radius sphere centered on the disk, whereas a flame blade 
  would appear in the hand of the creature that shattered the 
  disk.
  If the spell stored in the disk does not have a valid target 
  (such as a disk imbued with cause critical wounds that is 
  broken by a falling rock), the spell simply fails to manifest 
  and is wasted.
  Material Component: A golden egg worth 200 gp.
  SUN SCEPTER
  Conjuration (Creation) [Lawful, Light]
  Level: Cleric 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Scepter of light
  Duration: 1 round/level [D]
  Saving Throw: None
  Spell Resistance: No
  You conjure a radiant, macelike scepter of solid light, 
  approximately 3 feet long and 1 inch in diameter, with a 
  dazzling, spherical ball measuring 5 inches in diameter at 
  one end.
  The sun scepter functions as a physical weapon that deals 2d6 
  points of bludgeoning damage and has the axiomatic, 
  disruption, and flaming burst special abilities.
  You can strike with it as a melee touch attack.
  The sun scepter lasts only as long as you hold it in your hand; 
  it instantly fades away if you drop it or hand it off to an ally.
  DIVINATION
  KNOW BLOODLINE
  Divination
  Level: Cleric 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Mulhorandi priests have used this spell for millennia to 
  select humans of the purest Mulan bloodlines to follow the 
  path of the glorious servant.
  When you cast this spell, you learn the basic ancestry of the 
  subject creature.
  The information revealed includes the subject’s type, race, 
  subrace, and all subtypes the creature possesses.
  
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  EVOCATION
  BLOODBRIARS
  Evocation
  Level: Druid 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 creature
  Duration: 1 minute/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell, commonly used by the armathors of Myth 
  Drannor in the apprehension of criminals, snares the target 
  in a tangle of invisible, razor-sharp briars of mystical 
  energy.
  The affected creature suffers no ill effects as long as it does 
  not attempt to move, attack, cast a spell with material or 
  somatic components, or perform any other action that 
  requires movement.
  During any round in which the target moves in any 
  fashion, however, it takes 1d8 points of damage (no save).
  Damage from the spell disrupts spellcasting; a subject that 
  attempts to cast a spell with a material or somatic 
  component must make a Concentration check (DC 10 + 
  spell level + damage dealt) or lose the spell.
  Material Component: A drop of blood.
  CRUSHING SPHERE
  Evocation [Force]
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 1-ft.-diameter/level sphere, centered around a 
  creature
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  This spell functions like Otiluke’s resilient sphere, except that 
  the sphere painfully constricts the target, hampering her 
  movements and breathing.
  The target is entangled and takes 3d6 points of nonlethal 
  damage per round as the sphere contracts.
  If the target is rendered unconscious, any remaining 
  damage from the crushing sphere is lethal damage.
  Material Component: An eggshell, which is crushed as the 
  spell is cast.
  RAY OF RESURGENCE
  Evocation
  Level: Cleric 1, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  A glowing beam of rejuvenating yellow light springs from 
  your fingers, unerringly striking your target.
  A ray of resurgence has the following three effects on the 
  target.
  • Restores up to 1 point per caster level (maximum 5 points) 
  of Strength damage.
  • Negates any Strength penalties affecting the target, to a 
  total of 1d6 +1 per caster level (maximum 1d6+5).
  • Makes an exhausted target fatigued, or removes the 
  fatigued condition from a target affected by it.
  SANDBLAST
  Evocation [Earth]
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A violent burst of sand and howling wind streams forth 
  from your hand, extending outward in a cone.
  Every creature and object within the cone takes 6d8 points 
  of damage and is subjected to winds of hurricane force that 
  blow directly away from you.
  These winds blow away Medium or smaller creatures, 
  knock down Large creatures, and check Huge or larger 
  creatures.
  (See Table 3–24: Wind Effects, page 95 of the Dungeon 
  Master’s Guide).
  Any creature that succeeds on a Fortitude save takes half 
  damage from the sandblast and ignores the wind effect.
  Material Component: A handful of sand from the heart of a 
  desert.
  THESKYN’S HEARTY HEAVE
  Evocation [Force]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft.
  Targets: One creature/three levels
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Created by a court mage serving the Stag King of 
  Athalantar, this spell provides you with a bit of breathing 
  room when you are threatened by swarming foes.
  When you cast the spell, you project a blast of concentric 
  force that pushes away creatures surrounding you.
  Each creature is affected as if it had been subjected to a bull 
  rush maneuver by a foe of Large size with a Strength score 
  equal to 20 + your caster level (maximum 25), and the 
  attacker had moved with the target (though you need not 
  move at all).
  Movement caused by this spell provokes attacks of 
  opportunity, just as the movement resulting from a normal 
  bull rush would.
  Creatures grappling you are not affected by this spell.
  
  719
  TOOTHED TENTACLE
  Evocation
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Effect: 30-ft.-long tentacle extending from your hand
  Duration: Concentration, to a maximum of 1 
  round/level
  This spell creates a shadowy tentacle of energy that extends 
  30 feet from your hand, splitting off into three smaller 
  tentacles about 10 feet from its end.
  Each of these smaller tentacles ends in a fanged, slavering 
  maw.
  All three of these mouths can be directed to attack as a full-
  round action, or one of them can attack as a standard action.
  You can direct the mouths to attack separate targets as long 
  as all targets are within 10 feet of each other.
  Each mouth strikes with an attack bonus equal to your 
  caster level plus the modifier for the ability score that 
  controls your spellcasting, and each deals 2d6 points of 
  damage on a successful hit.
  Because the mouths are tangible, they can be destroyed.
  Each has an AC of 15 and hit points equal to 10 + your 
  caster level.
  If a mouth is destroyed, it fades away into nothingness, but 
  the other mouths remain.
  If all the mouths are destroyed, the spell’s duration ends.
  The main tentacle cannot be attacked.
  Material Component: Three hairs and a tooth.
  NECROMANCY
  EBON RAY OF DOOM
  Necromancy
  Level: Assassin 3, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You fire a ray of black energy that drastically slows down 
  the rate at which the subject can recover hit points.
  Any creature attempting to restore hit points to the subject 
  by means of any sort of healing magic must succeed on a 
  caster level check (DC 15 + your caster level), or the healing 
  effect fails.
  A subject with fast healing or a regeneration ability must 
  make a Fortitude save at the beginning of its turn each 
  round.
  Failure indicates that the ability does not function in that 
  round.
  TRANSMUTATION
  CLEARSTONE
  Transmutation [Earth]
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Stone or stone object touched, up to 1 cu. ft./level
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You cause a rock or section of stone to become transparent.
  This spell affects naturally occurring stone, ore, gemstones 
  in the rough, and even worked stone such as a statue or 
  tunnel wall, but not worked metals, cut gems, or fabricated 
  stone materials such as brick or concrete.
  Visibility through the affected stone is perfectly clear and 
  limited only by the available light or by objects and 
  creatures embedded in the stone (such as a creature using 
  meld into stone).
  Clearstone grants line of sight, but not line of effect, through 
  the affected stone.
  This spell does not change a stone’s hardness or other 
  qualities in any way.
  Clearstone can be made permanent using permanency 
  (minimum caster level 11th, 1,500 XP).
  Arcane Material Component: A small, flat piece of glass.
  GHOST PIPES
  Transmutation
  Level: Bard 1
  Components: V, F
  Casting Time: 1 standard action
  Range: Touch
  Target: One musical instrument
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  By means of this spell, you can cause one musical 
  instrument you touch to float a few feet above the ground 
  and play itself.
  The instrument must be intact and in playable condition 
  (no missing strings, clogged mouthpieces, or other 
  impediments to proper use).
  The instrument plays any tune you desire as though a 
  skilled musician were playing it, regardless of whether you 
  can play the instrument in question.
  If used in conjunction with your bardic music ability, the 
  ghost pipes grant a +2 competence bonus on your Perform 
  check.
  Focus: The instrument to be played.
  NAR FIENDBOND
  Transmutation
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, M/DF, XP
  Casting Time: 1 hour
  Range: Touch
  Target: One humanoid with Int 4 or higher
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You turn the subject into a half-fiend by imbuing it with 
  the essence of the infernal planes.
  
  720
  The subject can have no more character levels than you do, 
  and it must either be willing to undergo the transformation 
  or be restrained in some manner.
  Upon completion of the spell, the subject can attempt a 
  Will save to avoid gaining the half-fiend template (see page 
  147 of the Monster Manual).
  In addition, the subject’s type changes to outsider, and the 
  moral component of its alignment changes to evil.
  For the purpose of this spell, treat the half-fiend template as 
  an acquired template rather than an inherited one.
  The newly created half-fiend also gains a +4 level 
  adjustment, raising the XP required for it to achieve its next 
  character level.
  For example, a 5th-level sorcerer who becomes a half-fiend 
  by means of this spell becomes a 9th-level character who 
  needs 45,000 XP to gain his sixth class level.
  You cannot cast Nar fiendbond on yourself.
  Arcane Material Component: Precious gems with a total value 
  equal to the XP cost of the spell.
  XP Cost: 500 XP per character level of the half-fiend created.
  SAKKRATAR’S TRIPLE STRIKE
  Transmutation
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/level, no two of which may be more 
  than 30 ft. apart
  Duration: 1 round
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell, created by a coronal of Cormanthyr from days 
  long past, imbues a number of targets with devastating 
  speed in battle.
  Each subject of Sakkratar’s triple strike can take two extra 
  attacks when making a full attack action, provided that it 
  attacks with a melee weapon it is holding.
  These extra attacks are made using the subject’s full base 
  attack bonus, plus any modifiers appropriate to the 
  situation.
  In addition, each affected creature’s melee weapon bursts 
  into pure white flame, gaining the keen and flaming burst 
  special abilities for the duration of the spell.
  This effect is not cumulative with similar effects, such as a 
  haste spell or a weapon of speed, nor does it grant an extra 
  action.
  Material Component: A three-faceted prism.
  MAGIC OF FAERÛN (3.0)
  ABJURATION
  ANTIMAGIC AURA
  Abjuration
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  An invisible barrier surrounds a single creature and its 
  equipment.
  The target creature 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, thus preventing the target from 
  casting spells or using spell-like abilities or magic items for 
  the duration.
  An antimagic aura suppresses any spell or magical effect 
  used on or by, or cast onto, the target, but does not dispel it.
  A charmed creature, for example, is not charmed while 
  affected by the aura, but the spell resumes functioning 
  when antimagic aura ends.
  Time spent within an antimagic aura counts against the 
  suppressed spell’s duration.
  Material Component: A pinch of powdered iron or iron 
  filings.
  AURA AGAINST FLAME
  Abjuration
  Level: Clr 2 (Eldath)
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You create an aura of blue mist that protects you against 
  fire, absorbing the first 12 points of fire damage as an endure 
  elements spell.
  In addition to the endure elements (fire) effect, the spell can 
  be used to snuff out fires.
  Any nonmagical flame that the aura contacts is 
  immediately extinguished if the flame’s maximum damage 
  is 12 or fewer points per round.
  This means that torches, small fires, and hurled alchemist’s 
  fire are snuffed out and cause no damage if used against you 
  or if you touch them.
  You may use a standard action to touch an existing magical 
  fire (such as a flaming sphere or a wall of fire) and attempt to 
  dispel it as if using a dispel magic spell against it.
  If you succeed, the magical fire and the aura both vanish.
  If you fail, both remain.
  You may use a ready action to use the aura as a dispel magic 
  to counterspell a magical fire attack against you.
  If successful, the spell is counterspelled and the aura 
  disappears.
  If you fail the dispel check or the attack is not a fire attack, 
  nothing happens and the aura remains.
  AZUTH’S SPELL SHIELD
  Abjuration
  Level: Clr 7 (Azuth)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  
  721
  Targets: Up to one creature/level, no two of which can be 
  more than 30 ft. apart
  Duration: 1 round/level (see text)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Each targeted creature gains spell resistance equal to 12 + 
  caster level.
  Divide the duration evenly among all the creatures you 
  target.
  In order to affect a creature who has spell resistance with a 
  spell, a spellcaster must roll the creature’s spell resistance or 
  higher on 1d20 + caster level.
  A creature with spell resistance may voluntarily lower it in 
  order to accept a spell.
  DIMENSIONAL LOCK
  Abjuration
  Level: Clr 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 15-ft.-radius emanation centered on a point in space
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: Yes
  You create a field that completely blocks bodily 
  extradimensional travel.
  Forms of movement barred include astral projection, blink,
  dimension door, ethereal jaunt, etherealness, gate, maze, phasing,
  plane shift, shadow walk, teleport, and similar spell-like or 
  psionic abilities.
  The 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 such as a basilisk’s gaze.
  Dimensional lock does not prevent summoned creatures 
  from disappearing at the end of the summoning spell.
  Once the spell is in place, however, extradimensional travel 
  into or out of the affected area is not possible.
  DISQUIETUDE
  Abjuration [Sonic]
  Level: Brd 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your song or poem instills a feeling of paranoia in your 
  target.
  The affected target restricts her movement to avoid any 
  physical contact, even with allies.
  If she is attacked in melee and can’t flee, she uses the full 
  defense option.
  EASY TRAIL
  Abjuration
  Level: Drd 2, Hrp 2, Rgr 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Effect: 30-ft. cone trailing behind you
  Duration: 1 hour/level (D)
  Saving Throw: None (harmless)
  Spell Resistance: Yes (harmless)
  You radiate an energy that gently pushes plants aside, 
  allowing easy passage and hiding your trail after you pass.
  Anyone in the area of the spell (including the caster) finds 
  the undergrowth held aside while they pass.
  This essentially provides a “trail” through any terrain (see 
  Table 9–5: Terrain and Overland Movement, page 143 of 
  the Player’s Handbook).
  Once the effect of the spell passes, the plants return to their 
  normal shape.
  The DC to track anyone who traveled within the area of 
  this spell is increased by +5 (the equivalent of hiding the 
  trail).
  This spell has no effect on plant creatures (that is, they 
  aren’t pushed or held aside).
  ELMINSTER’S EFFULGENT EPURATION
  Abjuration
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 action
  Range: 60 ft.
  Effect: One glowing sphere/level
  Duration: Until expended or 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  You create multiple floating silvery spheres, each 6 inches 
  in diameter.
  These spheres appear in a spiral above your head or around 
  your body and follow you up to 60 feet per round.
  The spheres intercept incoming hostile magic, negating 
  spells or spell-like abilities that would affect you or that 
  have an effect that extends into your space.
  One sphere is expended for each spell level of the effect 
  negated, so a slay living spell (Clr 5) would expend five 
  spheres.
  In the case of area effect spells, it negates the whole spell.
  If not enough spheres exist to negate an incoming effect, 
  the spheres remain and the effect works as normal.
  You may move one or more spheres up to 60 feet as a 
  standard action.
  If not sent to another area, the spheres default to following 
  you.
  If you exceed their range, they remain behind and function 
  normally at that location.
  The spheres have no physical substance, do not provide 
  cover or concealment, and conform to narrow spaces up to 
  6 inches in diameter without altering their ability to 
  function.
  They cannot pass through solid objects or force effects.
  They cannot be harmed by physical or magical attacks 
  except those that dispel or negate magic entirely (such as 
  dispel magic, antimagic field, and so on).
  FORCEWARD
  Abjuration
  Level: Clr 3 (Helm), Pal 3
  
  722
  Components: V, S, DF
  Casting Time: 1 full round
  Range: 10 ft.
  Area: 10-ft.-radius emanation centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create an unmoving, transparent sphere of force 
  centered on your location.
  The sphere illuminates its interior and everything within 5 
  feet of its edge.
  You and your allies may enter the sphere at will.
  Any other creature that tries to enter the sphere must make 
  a Will saving throw, otherwise it cannot pass into the area 
  defined by the sphere.
  A creature may leave the area freely, although it must make 
  a Will save to enter again, even if the creature is you or one 
  of your allies.
  Creatures within the area when the spell is cast are not 
  forced out.
  The forceward does not prevent spells or objects from 
  entering the forceward, so it is possible for two creatures on 
  opposite sides of the forceward’s edge to fight without 
  penalties (although creatures using unarmed attacks or 
  natural weapons still have to make Will saves every round 
  for their attacks to have a chance of entering the forceward).
  GLORY OF THE MARTYR
  Abjuration
  Level: Pal 4 (Ilmater)
  Components: V, S, F, DF
  Targets: One creature/level
  As shield other, except as noted above.
  All creatures are linked to you so you suffer half of their 
  damage.
  If you die while this spell is in effect, the spell ends in a 
  burst of positive energy that heals 1d8 hit points for each 
  creature linked to you.
  GREATER IRONGUARD
  Abjuration
  Level: Sor/Wiz 7
  Components: V, S, M, F
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You or a creature you touch is immune to nonmagical 
  metal and magic metal with less than a +3 enhancement 
  bonus.
  Metal items pass through you, and you can walk through 
  metal barriers such as iron bars.
  Spells, spell-like abilities, and supernatural effects affect 
  you normally.
  If the spell expires while metal is inside you, the object is 
  shunted out of your body (or you away from the metal, if it 
  is an immovable object such as a set of iron bars).
  You and the object each take 1d6 points of damage as a 
  result (ignoring the object’s hardness for determining 
  damage to it).
  Because you pass through metal, you may ignore armor 
  bonuses from metal armor on opponents you attack with 
  unarmed attacks.
  Material Component: A tiny shield of wood, glass, or crystal.
  Focus: A small nugget of adamantine worth 100 gp.
  HAND OF TORM
  Abjuration [see text]
  Level: Clr 4 (Torm), Pal 4
  Components: V, S, DF
  Casting Time: 1 minute
  Range: 10 ft.
  Area: 10-ft.-radius emanation centered on you
  Duration: 1 hour/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You create an immobile zone of warding that is permeable 
  to those of your religion but repels all others.
  The warded area has a shimmering visible border, above 
  which is a ghostly image of a giant hand (the appearance of 
  the hand depends upon your patron, so Torm’s clerics have 
  a shining metal gauntlet, while those of Bane have a black 
  clawed metal gauntlet and those of Malar have a great 
  beast’s claw).
  Creatures that have the same patron as you, or are wearing a 
  holy symbol of your patron, can enter and move within the 
  warded area unhindered.
  Other creatures that try to enter or move within the area 
  must make Fortitude saves or be stunned for 1 round.
  If a creature’s only action is to try to move completely out 
  of the area, the ward does not hinder it.
  Clerics and paladins of deities other than Torm name this 
  spell after their own deity—hand of Ilmater, for example.
  This spell has the alignment components of your patron, so 
  if your patron is Torm, this is a lawful and good spell.
  HOLY STAR
  Abjuration
  Level: Clr 7 (Mystra)
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Effect: Protective star of energy
  Duration: 1 round/level (D)
  You create a glowing mote of energy that stays near your 
  shoulder, providing light equal to a candle.
  It has three functions, and you can designate which 
  function to activate as a free action on your turn.
  Spell Turning: The holy star can turn four to seven (1d4+3) 
  spell levels as the spell turning spell.
  Any spell levels turned are gone for the remainder of the 
  spell (the holy star does not recover these spent levels every 
  time you choose this function).
  If all spell levels are expended, this function no longer 
  works but the other functions do.
  Cover: The holy star gives you a +10 cover bonus to AC 
  without affecting your actions.
  Fire Bolt: The holy star lashes out with a beam of energy as a 
  ranged touch attack against a creature up to 90 feet away, 
  dealing fire damage equal to 1d4 points +1 point per two 
  caster levels (maximum +10).
  
  723
  IRONGUTS
  Abjuration
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You make a creature more able to fight the effects of 
  poison.
  The target gains a +4 circumstance bonus on Fortitude 
  saves against all kinds of poisons, whether injury, contact, 
  ingestion, or inhalation is the source of the poison.
  Material Component: A vial containing the diluted poison of 
  four different creatures.
  LAND WOMB
  Abjuration
  Level: Drd 4, Hth 4, Rgr 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: You and one other creature/level
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You descend into a protective bubble in the earth below 
  where you were standing.
  Spectators around you see you descend into the ground as 
  if the earth opened up and swallowed you.
  You cannot enter the land womb through stone or rock, 
  only through tillable soil.
  The land womb holds you secure 10 feet below the surface.
  Anyone in a land womb cannot be perceived by divination 
  spells of 4th level or lower.
  You may bring one additional creature per caster level with 
  you into the land womb.
  All creatures to be brought into the land womb must be 
  touching each other (for instance, in a ring of hands).
  You can breathe in the land womb, though the tightness of 
  the space constricts you enough that you cannot cast spells 
  with somatic components.
  You can, however, speak to anyone who accompanied you.
  You can no longer hear or see anything on the surface via 
  nonmagical means.
  You can end the spell at will, but those who are with you 
  cannot.
  At the end of the spell’s duration, all within the land womb 
  return to the spot where they stood before the spell took 
  effect.
  LOYAL VASSAL
  Abjuration [Lawful]
  Level: Pal 3 (Siamorphe)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Up to 1 willing creature/3 levels touched
  Duration: 10 minutes/level (see text)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You protect the target against mind-affecting effects, giving 
  all affected creatures a +3 sacred bonus on saving throws 
  against such attacks.
  The spell also prevents them from being magically 
  compelled to harm you or anyone else affected by this spell.
  Any attempt to make a subject do so (whether the 
  originating effect occurred before or after this spell was 
  cast) counts as a suicidal order, triggering appropriate 
  responses and possibly ending the controlling spell.
  If a subject willingly attempts to harm you, the spell is 
  broken for that creature immediately.
  The subjects gain the benefits of a bless spell as long as you 
  are in sight of them.
  MAW OF CHAOS
  Abjuration [Chaotic]
  Level: Sor/Wiz 9
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 15-ft.-radius emanation
  Duration: 1 round/level
  Saving Throw: Will half (see text)
  Spell Resistance: Yes (see text)
  You create a yawning area of roiling purple-red energy 
  resembling a great mouth.
  This field of energy has the following effects on anything 
  that touches or enters it:
  First, all creatures except you take 1 point of force damage 
  per caster level.
  Spell resistance applies to the damage (but not the other 
  effects of the spell).
  Those affected by the spell make a Will saving throw every 
  round.
  A successful saving throw halves the damage that round.
  Second, the chaotic energy makes it difficult to 
  concentrate.
  Any activity that requires concentration (such as casting a 
  spell or using a spell-like ability) requires a Concentration 
  check (DC 25 + spell level) to succeed.
  Creatures with the chaotic subtype take no damage from 
  this spell, although its other effects affect them normally.
  Material Component: A jawbone with teeth.
  REVERSE ARROWS
  Abjuration
  Level: Sor/Wiz 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level or until discharged
  As protection from arrows, except that if any missile that 
  strikes you has all its damage negated by your damage 
  reduction (10/+1), the missile is turned back upon its 
  target.
  The attacker’s attack roll is used to determine if the 
  reversed ranged weapon strikes the attacker, but the 
  damage is rerolled.
  
  724
  If the attacker is also protected by a reverse arrows spell, it is 
  possible that the ranged weapon would bounce between 
  them each round until one of the spells is discharged from 
  accumulated damage.
  The damage reduction increases with the caster level to 
  10/+2 at 10th, 10/+3 at 15th, and 10/+5 at 20th.
  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, and a ball of tree sap.
  ROSEMANTLE
  Abjuration
  Level: Clr 1 (Lathander)
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You cause the target to glow with a soft, faint, rosy radiance 
  equal to candlelight.
  This glow protects the target against effects that work by 
  directly causing pain (such as Nybor’s gentle reminder), 
  nausea, and fear effects by granting a +1 sacred bonus per 
  caster level (up to +10) on saving throws against those spells 
  and effects.
  The target also becomes temporarily immune to poison (as 
  the delay poison spell).
  This spell only suppresses these effects, not negates them, 
  so the effects resume when this spell expires.
  SAFE CLEARING
  Abjuration
  Level: Rgr 3
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Area: 30-ft. radius spread
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes (object)
  You make an area safe from attacks.
  This spell functions much like the sanctuary spell.
  Anyone attempting to strike or otherwise directly attack 
  anyone within the safe clearing, or anyone attempting to 
  enter the area, must make a Will save.
  Success means the creature may act normally and is not 
  affected by this casting of the spell.
  Failure means it can’t attack anyone in the area or even 
  enter the area for the duration of the spell.
  Those not attempting to attack the subject remain 
  unaffected.
  This spell does not prevent creatures in the warded area 
  from being attacked or affected by area effect spells.
  Those in the safe clearing (even those unaffected by the 
  spell) cannot attack without breaking the spell, but may use 
  nonattack spells or otherwise act.
  Once the spell is cast, the area protected by safe clearing is 
  immobile.
  SPELL ENGINE
  Abjuration
  Level: Sor/Wiz 8
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 5-ft.-radius magical wheel
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes (see text)
  You create a disk of magical energy 10 feet in diameter and 
  2 feet thick.
  The disk is incorporeal and invisible when first created.
  Whenever a spell is cast or a spell-like ability is used within 
  the 10-foot diameter of the spell engine, it activates, absorbs 
  the magical energy, and begins to glow and spin, providing 
  light as a torch.
  The spell engine similarly absorbs most spell effects targeted 
  at it.
  It absorbs all these effects as if it were a rod of absorption with 
  an unlimited capacity.
  Over time (1 hour per spell level absorbed) the engine 
  slows to a stop and becomes dim and translucent, but it 
  remains capable of absorbing magical energy indefinitely.
  If an activated spell engine comes in contact with any 
  permanent (noncharged or single-use) magic item, it 
  destroys the item and explodes for 1d6 points of force 
  damage per caster level (maximum 20d6) to all creatures in 
  range, destroying itself in the process.
  Magic already in place when the spell engine is created (such 
  as a glyph of warding) or carried into its area (such as an 
  invisibility spell on a creature) are not absorbed unless they 
  are somehow directed against the spell engine (such as an 
  antimagic field pressed against it).
  A spell engine absorbs any dispel magic spell directed at it.
  A detect magic spell cast outside the spell engine’s range 
  detects it normally.
  A disintegrate spell causes the spell engine to explode as if it 
  had contacted a magic item.
  Preparing spells within the light provided by a spell engine 
  takes only half as long as normal.
  Material Components: A disk of polished bone, one of your 
  tears, and a silver wheel worth 1,000 gp.
  XP Cost: 250 XP.
  SPELL SHIELD
  Abjuration
  Level: Clr 2 (Mystra)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains a +3 resistance bonus on saving throws 
  against spells and spell-like abilities (but not against 
  supernatural and extraordinary abilities).
  SPELLMANTLE
  Abjuration
  
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  Level: Clr 6 (Mystra)
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You protect the subject with a magical aura that protects it 
  against one specified spell for every four levels you have.
  The spells must be of 4th level or lower and not spells 
  delivered by a touch attack.
  When the subject of the spellmantle is the target of or within 
  the area of one of the spells it protects against, the mantle 
  absorbs the spell’s energy completely.
  The subject can then direct this energy to one of two 
  purposes: Healing: The target immediately receives a cure 
  spell of the level of the spell that was absorbed.
  The cure spell functions as if you had cast it upon the target.
  If the target is unconscious the spell automatically converts 
  to a cure spell without her choice.
  Receive Spell: The energy can immediately trigger a spell 
  upon the target.
  You designate the spell when you cast the spellmantle, and it 
  must be a spell of 4th level or lower that you have prepared 
  at the time of casting.
  This does not cause you to lose the prepared spell.
  If the level of the incoming spell is lower than that of your 
  designated spell, the target cannot activate this affect.
  Your designated spell functions as if you had cast it upon 
  the target.
  The duration of this triggered spell can outlast the 
  spellmantle itself.
  For example, you can designate lightning bolt as one of the 
  spells the spellmantle absorbs and choose magic circle against 
  evil to be the spell the subject receives, so every time she is 
  in the area of a lightning bolt (or any of the other spells that 
  you designate for this spell), she is immediately protected 
  by magic circle against evil.
  The spellmantle can absorb 1d4 spell levels +1 per four levels 
  (maximum 1d4+5), after which it dissipates.
  If the spellmantle lacks sufficient capacity to absorb a spell, 
  the spellmantle has no effect.
  STORM TOWER
  Abjuration
  Level: Drd 7
  Components: V, S
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Area: 100-ft.-tall, 20-ft.-radius spread
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You form a tower of dark, swirling storm clouds that 
  negates many forms of magic.
  The storm tower absorbs any electricity damage dealt to 
  those within it.
  Magic missiles cannot be cast into, out of, or within the storm 
  tower.
  The storm tower is treated as 60 mph winds (making ranged 
  attacks impossible within the tower), though it has no 
  effect on the movement of creatures within it.
  However, only Gargantuan or Colossal creatures can pass 
  through the outer edge of the storm tower; all creatures of 
  lesser size are checked at the edge.
  Anyone within the storm tower has one-half concealment 
  relative to those outside the tower.
  The howling winds of the storm tower also apply a –10 
  penalty on all Listen checks within 50 feet of it (including 
  all those inside).
  STRATEGIC CHARGE
  Abjuration
  Level: Blk 1, Pal 1 (Red Knight)
  Components: V, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You gain the benefits of the Mobility feat, even if you do 
  not meet the prerequisites.
  You do not have to be charging to gain this benefit.
  SUREFOOT
  Abjuration
  Level: Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  Your steps are sure and true, even on the narrowest ledges.
  You gain a +10 competence bonus on Balance checks.
  TORTOISE SHELL
  Abjuration
  Level: Drd 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Creates a 5-ft.-diameter mystic shell
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  You create a large hemispherical tortoise shell measuring 5 
  feet in diameter.
  It has 100 hit points, hardness 10, and can float if turned on 
  its back.
  You can move it as if it weighed only 10 pounds.
  To anyone else, it weighs 500 pounds.
  It stands vertically on its own, providing up to nine-tenths 
  cover from half the battlefield, or you can pull it down over 
  yourself like a shelter.
  You can change the shell’s orientation as a standard action 
  that doesn’t incur an attack of opportunity.
  Up to four Small creatures, two Medium-size creatures, or 
  one Large creature can fit under (or in) the shell.
  Focus: A whole turtle shell.
  
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  TRANSCRIBE SYMBOL
  Abjuration
  Level: Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Magical symbol touched
  Duration: Until discharged or 10 minutes
  Saving Throw: See text
  Spell Resistance: See text
  You place a protective magic upon your hand that allows 
  you to touch an untriggered magic symbol such as a glyph of 
  warding or a symbol.
  The touched symbol is removed from its location and held as 
  magical potential on your hand, like a touch spell.
  To pick up the spell, you must make a caster level check 
  (DC 20 + spell level).
  Failure indicates the glyph or symbol has been triggered.
  If successfully transferred, you can place the symbol on a 
  surface (not a creature) appropriate to the stored spell as a 
  standard action.
  The transferred symbol works normally thereafter and 
  retains all its original triggering conditions (although its 
  current location may make its triggers difficult or 
  impossible to achieve).
  You can maintain the symbol in its potential state as long as 
  you concentrate.
  If your concentration lapses while the symbol is stored as 
  potential, it immediately triggers upon you (and only you), 
  even if you normally wouldn’t meet the trigger conditions.
  Saving throw and spell resistance rolls are as for the 
  original symbol.
  The only safe way to rid yourself of the stored spell is to 
  place it on a suitable surface.
  Focus: A piece of slate that has been scoured bare and 
  smooth on one side.
  UNDEATH’S ETERNAL FOE
  Abjuration [Good]
  Level: Clr 9 (Lathander)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/5 levels
  Duration: 1 round/level
  Saving Throw: None (harmless)
  Spell Resistance: Yes (harmless)
  You grant one or more creatures special abilities that allow 
  them to effectively destroy undead.
  All subjects receive negative energy protection, except that 
  their roll to resist a negative energy attack has a +10 sacred 
  bonus.
  The subjects are also immune to special attacks by undead 
  that involve ability damage, ability drain, disease or poison.
  Subjects can make melee and ranged attacks against 
  ethereal or incorporeal undead as if they were using ghost 
  touch weapons.
  They also gain a +4 deflection bonus to AC against attacks 
  by undead.
  WALL OF CHAOS
  Abjuration [Chaotic]
  Level: Clr 4, Sor/Wiz 4 As wall of good, except that it is 
  similar to magic circle against law instead of magic circle 
  against evil.
  WALL OF EVIL
  Abjuration [Chaotic]
  Level: Clr 4, Sor/Wiz 4
  As wall of good, except that it is similar to magic circle against 
  good instead of magic circle against evil.
  WALL OF GOOD
  Abjuration [Good]
  Level: Clr 4, Sor/Wiz 4
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall whose area is up to one 10-ft. square/level or 
  a sphere or hemisphere with a radius of up to 5 ft./2 caster 
  levels
  Spell Resistance: Yes (see text)
  As magic circle against evil (see page 223 of the Player’s 
  Handbook), except as noted above and that the barrier is 
  immobile and can be linear or spherical.
  One side of the wall, selected by you, is the “hostile side”.
  The wall only provides protection against evil attacks and 
  blocks the movement of summoned or conjured evil 
  creatures that cross from the hostile side to the nonhostile 
  side.
  Evil creatures that attack you from the nonhostile side of 
  the wall do so without penalties, and evil summoned or 
  conjured creatures can safely cross from the nonhostile side 
  of the wall to the hostile side.
  The wall of good must be continuous and unbroken when 
  formed.
  If it is cast so that an object or creature breaks its surface, 
  the spell fails.
  WALL OF LAW
  Abjuration [Chaotic]
  Level: Clr 4, Sor/Wiz 4
  As wall of good, except that it is similar to magic circle against 
  chaos instead of magic circle against evil.
  WOUNDING WHISPERS
  Abjuration [Sonic]
  Level: Brd 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: None
  You surround yourself with whispers that injure any 
  creature that comes into contact with you.
  Any creature striking you with its body or handheld 
  weapons suffers 1d6 points of sonic damage +1 point per 
  caster level.
  If a creature has spell resistance, it applies to this damage.
  Weapons with exceptional reach, such as longspears, do not 
  endanger their users in this way.
  
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  You cannot use this spell to deal damage to another target 
  (for instance, with an unarmed attack or by forcing the 
  whispers against a target).
  Only if another creature touches you does the spell deal 
  damage.
  CONJURATION
  ACID SPLASH
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One missile of acid
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You fire a small orb of acid at the target.
  You must succeed at a ranged touch attack to hit your 
  target.
  If you miss, there is no splash effect.
  The spell deals 1d3 points of acid damage.
  BLACK BLADEOF DISASTER
  Conjuration (Creation)
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Sword-shaped planar rift
  Duration: Concentration, up to 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You create a black blade-shaped planar rift about 3 feet 
  long.
  The blade strikes at any creature within its range, as you 
  desire, starting on the round you cast the spell.
  The blade makes a melee touch attack against its designated 
  target once each round.
  Its attack bonus is your base attack bonus plus your 
  Intelligence bonus or your Charisma bonus (for wizards 
  and sorcerers, respectively).
  Anything hit by the blade takes 2d12 points of damage 
  (bypassing the hardness of objects).
  The blade threatens a critical hit on an 18–20 and is 
  considered a +5 weapon for the purpose of bypassing 
  damage reduction.
  On a successful critical hit, the target suffers the effects of a 
  disintegrate spell in addition to the normal damage from the 
  blade.
  It can pass through any magical barrier equal to or less than 
  its spell level, but cannot penetrate dead magic areas or an 
  antimagic field.
  It can harm ethereal and incorporeal creatures as if it were a 
  force effect.
  The blade always strikes from your direction.
  It does not get a flanking bonus or help a combatant get 
  one.
  If the blade exceeds its range or goes out of your line of 
  sight, the spell ends.
  You may direct the blade to attack another target as a 
  standard action.
  A gate spell can be used to counterspell a black blade of 
  disaster.
  A dimensional anchor spell cast at the blade dispels it 
  automatically.
  The blade cannot be harmed by physical attacks, but dispel 
  magic, a sphere of annihilation, or a rod of cancellation can affect 
  it.
  Its touch attack AC is 13.
  BOMBARDMENT
  Conjuration (Creation)
  Level: Drd 8
  Components: V, S, F
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 15-ft.-radius burst centered on spot
  Duration: Instantaneous
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  You cause a rain of rocks to fall from the sky, burying your 
  opponents.
  The spell deals 1d8 points of damage per caster level 
  (maximum 10d8) and buries any target who fails his save.
  Buried subjects suffocate (see Suffocation, page 88 of the 
  DUNGEON MASTER’s Guide) until they climb from under 
  the rocks (this is a full-round action).
  A buried creature has nine-tenths cover and concealment.
  Focus: A quartz crystal embedded in rock.
  COCOON
  Conjuration (Creation)
  Level: Drd 8
  Components: V, S, M, XP
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You cause silkworm threads to encase your target in a 
  cocoon.
  While in the cocoon, the subject is paralyzed.
  Gradually, the cocoon leeches energy from the subject until 
  he dies, at which point the cocoon grants powers to its 
  holder.
  Once per day, the subject receives one negative level.
  If these levels become permanent, the cocoon “stores” the 
  lost energy in its silk threads (up to 10 levels).
  The cocoon has 100 hp and hardness 10.
  Hacking it off the subject eventually breaks the subject 
  free.
  If the cocoon is not allowed to complete its draining of the 
  subject, it becomes useless and conveys no benefits.
  However, when the victim is reduced to zero levels, he dies 
  and the cocoon falls off, shrinking to the size of a walnut.
  You may then carry the cocoon and draw energy from it.
  If carried, the shrunken cocoon grants you a +4 
  enhancement bonus to the victim’s highest ability score 
  (for instance, if the victim’s highest ability score was 
  
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  Wisdom, you would gain a +4 enhancement bonus to your 
  Wisdom).
  In the case of a tie, you may select which bonus you get.
  If the victim had any ranks in a Knowledge skill, you gain 
  an enhancement bonus on that skill check equal to the 
  number of ranks possessed by the victim.
  If the victim was a spellcaster, you gain one free spell slot of 
  the highest spell level the victim could cast (even if those 
  spells were of a different class or type than your own).
  The cocoon grants these special powers for one day per 
  level drained from the victim.
  If the victim is restored to life before this duration ends, the 
  cocoon immediately loses all powers.
  Material Component: A silkworm cocoon.
  XP Cost: 1,000 XP.
  CORROSIVE GRASP
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Targets: Creature or creatures touched (up to one/level)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Your hand becomes coated with a thick layer of acid that 
  does not harm you or your equipment.
  A melee touch attack with this hand causes 1d6+1 points of
  acid damage.
  You may use this melee touch attack up to one time/level.
  If you grapple an opponent, you can deal this damage in 
  addition to other damage you deal while grappling.
  CRAWLING DARKNESS
  Conjuration (Creation)
  Level: Clr 5 (Shar)
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Personal
  Target: Creature touched
  Duration: 1 minute/level (D)
  You bring into being a shroud of dark, writhing tentacles 
  around your body.
  The tentacles do not interfere with your movement or 
  spellcasting, but they provide you one-half concealment 
  (20% miss chance) and totally hide your features.
  You get a +4 competence bonus on all grapple checks, 
  Climb checks, and Escape Artist checks.
  The crawling darkness automatically protects you with feather 
  fall if you ever fall more than 3 feet and allows you to water 
  walk at will.
  CREATE CROSSROADS AND BACKROAD
  Conjuration (Creation)
  Level: Drd 7
  Components: V, S, DF, XP
  Casting Time: One day
  Range: Touch
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You form two crossroads and a backroad that links them.
  The crossroads are vertical, rectangular areas of up to 50 
  square feet each.
  You must have personally visited the end crossroads 
  location in order to create the backroad.
  The spell summons a crossroads guardian and establishes a 
  crossroads at each end.
  The crossroads guardians always start with a Helpful 
  attitude toward their creator.
  The procedure requires your complete dedication and 
  attention for a full day, preparing and nurturing the site, 
  typically naturalizing it and removing signs of civilization.
  XP Cost: 3,500 XP.
  DROWN
  Conjuration (Creation)
  Level: Drd 6
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You create water in the lungs of the subject, which begins 
  to drown.
  The subject immediately falls unconscious, dropping to 0 
  hp.
  In the following round, it drops to –1 hit points and is 
  dying.
  In the following round, it dies.
  (For details, see The Drowning Rule, page 85 of the 
  DUNGEON MASTER’s Guide).
  Coughing and other attempts by the victim to physically 
  expel the water are useless.
  However, any time before death it can be stabilized with a 
  Heal check (DC 15).
  Undead, constructs, creatures who do not need to breathe, 
  and creatures who can breathe water are unaffected by this 
  spell.
  FAITH HEALING
  Conjuration (Healing)
  Level: Blk 1, Clr 1, Pal 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half (harmless)
  Spell Resistance: Yes (harmless)
  When laying your hand upon a living creature, you channel 
  positive energy that cures 8 points of damage +1 point per 
  caster level (up to +5).
  The spell only works on a creature with the same patron as 
  you.
  A target with no patron or a different patron than you is 
  unaffected by the spell, even if the target would normally 
  be harmed by positive energy.
  
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  FIRE SPIDERS
  Conjuration (Summoning) [Fire]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 240 fiery spiders that cover a 20-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You call forth a swarm of 240 fire elementals the size of 
  common spiders.
  The fire spiders each have 1/4 d8 HD (1 hp), speed 10 ft., 
  climb 10 ft., and AC 18 (+8 size).
  They distribute themselves evenly within the initial area of 
  the spell (six creatures per 5-foot square), and after the first 
  round they move as a swarm, seeking creatures and objects 
  to attack and ignite.
  The attacks by the fire spiders in a 5-foot-square area can be 
  treated as an area attack by the group, inflicting fire damage 
  equal to the number of spiders in that square (a Reflex 
  saving throw halves the damage).
  Unlike with a creeping doom spell, the fire spiders do not die 
  after inflicting damage, and only disappear if they are slain, 
  the spell duration expires, or they are somehow banished to 
  their home plane.
  Fire spiders can ignite flammable objects if they rest on one 
  for 2 or more rounds.
  As fire elementals, the fire spiders are immune to fire and 
  are thwarted by barriers that block neutral outsiders.
  Water or other nonflammable liquid (including acid) kills 
  them, a flask destroying 2d4 fire spiders in a targeted 5-foot 
  square and causing 1 point of splash damage to adjacent 
  squares (killing one spider in each adjacent square).
  If some of the creatures die, the swarm condenses, growing 
  smaller in area, maintaining the density of six creatures per 
  5-foot area.
  Thousands of years ago, the drow used this spell to set on 
  fire a large portion of what is now the Border Forest, 
  separating it further from the forest of Cormanthor.
  Material Component: A handful of rubies or ruby dust worth
  at least 500 gp.
  FORTUNATE FATE
  Conjuration (Healing)
  Level: Clr 7 (Tymora)
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level or until discharged
  Saving Throw: None (harmless)
  Spell Resistance: Yes (harmless)
  You surround the subject with an aura that immediately 
  heals her if she suffers an attack that would kill her (reduce 
  her hit points to –10 or below).
  When this event occurs, the fortunate fate spell intervenes 
  by immediately triggering a heal spell upon the target.
  If the attack is one that causes harm in a way that a heal 
  spell can repair (disease, hit point damage, temporary 
  ability damage, or poison), the target does not actually die, 
  saved by the heal.
  If the attack is one that heal cannot countermand (such as 
  ability drain, old age, negative levels, disintegration, ability 
  drain, or death effects), the fortunate fate spell cannot 
  prevent her death.
  If this spell is cast upon an undead creature, it uses a harm 
  spell instead of heal.
  IGEDRAZAAR’S MIASMA
  Conjuration (Creation)
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 15-ft.-radius burst
  Duration: 1 round
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You conjure a cloud of foul-looking gray fog.
  The toxic fog deals 1d4 points of subdual damage/level 
  (maximum 5d4).
  Holding one’s breath doesn’t help.
  Focus: Three polished gray stones.
  MESTIL’S ACID BREATH
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You breathe forth a cone of acidic droplets.
  The cone inflicts 1d6 points of acid damage per caster level 
  (maximum 10d6).
  Material Component: A handful of fire ants (alive or dead).
  MESTIL’S ACID SHEATH
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 5
  Components: V, S, M, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You enclose yourself in a fluid sheath of acid that does not 
  harm you.
  You can breathe normally and cast spells while the acid 
  sheath is present.
  Any creature striking you with its body deals normal 
  damage, but at the same time the attacker takes 1d6 points 
  +2 points per caster level of acid damage.
  Weapons with exceptional reach, such as longspears, do not 
  endanger their users in this way.
  The acid sheath does not protect you against other attack 
  forms, such as fire.
  Any creature you are riding automatically takes damage 
  every round as if you were touching it with a corrosive grasp.
  The mount tries to remove the source of pain, requiring a 
  Ride check (DC 30) each round for you to remain mounted.
  
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  You may make melee touch attacks as if you were using a 
  corrosive grasp spell.
  A creature that swallows you does not take damage from 
  this spell if its stomach inflicts acid damage.
  Material Component: A handful of fire ants (alive or dead).
  Focus: A glass sculpture of a humanoid.
  MONSTROUS REGENERATION
  Conjuration (Healing)
  Level: Clr 5
  Components: V, S
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/2 levels
  Saving Throw: Will half (harmless)
  Spell Resistance: Yes (harmless)
  You give the target the regeneration ability that some 
  monsters possess.
  Attacks against the creature except fire and acid inflict 
  subdual damage instead of lethal damage.
  It heals subdual damage at a rate of 4 points per round.
  A regenerating creature that has been rendered 
  unconscious through subdual damage can be killed with a 
  coup de grace.
  The attack has to inflict fire or acid damage.
  Attack forms that don’t inflict hit point damage (for 
  example, most poisons and disintegration) ignore 
  regeneration.
  Regeneration also does not restore hit points lost from 
  starvation, thirst, or suffocation.
  A regenerating creature can regrow lost portions of its body 
  (although the spell duration is usually not long enough to 
  allow this except for very small portions such as fingers) 
  and can reattach severed limbs as a move-equivalent action.
  Severed parts that are not reattached wither and die 
  normally.
  When the spell ends, all the creature’s subdual damage is 
  converted to normal damage.
  POISON VINES
  Conjuration (Creation)
  Level: Drd 7
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes As vine mine, but the vines you 
  create are poisonous (contact, 1d6 Dex/2d6 Dex).
  A successful Fortitude save is required only upon the first 
  entry into the area of effect (and again 1 minute later); 
  creatures don’t have to save each time they enter (or each 
  round they remain within).
  You are immune to the poison of the vines you create, and 
  you can select a number of other targets equal to your level 
  to share this immunity.
  REMEDY MODERATE WOUNDS
  Conjuration (Healing)
  Level: Clr 3, Drd 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 10 rounds +1 round/2 levels
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  When laying your hand upon a living creature, you boost 
  its life energy to grant it the fast healing ability.
  The target heals 2 hit points per round until the duration 
  expires.
  This spell does not restore hit points lost from starvation, 
  thirst, or suffocation, and it does not allow a creature to 
  regrow or attach lost body parts.
  The effect of the spell automatically stabilizes a dying 
  character.
  The effects of multiple remedy spells do not stack; only the 
  highest-level effect applies.
  Applying a second remedy spell of equal level extends the 
  spell’s duration.
  REVENANCE
  Conjuration (Healing)
  Level: Brd 5, Clr 4 (Jergal), Pal 4
  Components: V, S, M, DF
  Casting Time: 1 full round
  Range: Touch
  Target: Dead ally touched
  Duration: 1 minute/level
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  You touch a recently slain ally and temporarily restore the 
  character to life so he may continue to fight.
  The target can have been dead for up to 1 round/caster 
  level.
  He functions as if a raise dead spell had been cast upon him, 
  except that she does not lose a level and has half of his 
  normal hit points.
  He is alive (not undead) for the duration of the spell and 
  can be healed normally, but dies as soon as the spell ends.
  While the subject is under this spell, he is not affected by 
  resurrection or raise dead.
  The target gains a +1 morale bonus on attacks, damage, 
  saves, and checks against the creature that killed him.
  Material Component: 500 gp of diamond dust sprinkled over 
  the body.
  SEEK ETERNAL REST
  Conjuration (Healing)
  Level: Pal 4 (Jergal)
  Components: V, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You improve your ability to turn undead.
  Your paladin level is treated as two levels higher for the 
  purpose of turning or destroying undead.
  SPECTRAL STAG
  Conjuration (Creation)
  Level: Clr 2 (Malar)
  Components: V, S, DF
  Casting Time: 1 action
  Range: 0 ft.
  Effect: One quasi-real staglike creature
  
  731
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
  You conjure a quasi-real, staglike creature.
  The creature can either be directed to attack a target or 
  simply carry you on its back.
  When you cast the spell, you decide if you want the stag to 
  appear next to you or form underneath you so you may ride 
  it immediately.
  The stag has a speed of 60 feet and can act as soon as it 
  appears.
  It moves as you direct.
  Controlling the stag is a free action.
  The stag can ride in the air as if it were firm land, as a 
  phantom steed spell cast by a 12th-level caster.
  It can bear its rider’s weight plus up to 10 pounds per caster 
  level.
  The mount has an Armor Class 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 spectral stag disappears.
  If directed to attack a creature, the stag charges its target 
  and initiates a bull rush.
  The stag is Large and has Strength 18 for this purpose.
  The stag cannot be attacked or damaged, but if you are 
  riding it when it attempts a bull rush, the defender may use 
  her attack of opportunity against you instead of against the 
  stag.
  If the bull rush fails, the stag (and you, if riding it) moves 5 
  feet straight back to where it was before it moved into the 
  target’s space.
  If the bull rush succeeds, the stag moves the defender the 
  maximum distance possible.
  The defender also must make a Fortitude saving throw or 
  be stunned for 1 round.
  When the spell ends, the stag vanishes.
  If you were riding the stag, you land safely on the ground.
  STONEHOLD
  Conjuration (Creation) [Earth]
  Level: Drd 6
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 10-ft. square/level
  Duration: 1 day/level
  Saving Throw: See below
  Spell Resistance: Yes (object)
  This spell conjures thick, stony arms that spring forth from 
  a rock or stone formation whenever anyone passes near it.
  Each 10-foot square in the spell’s area contains one stone
  arm.
  The arms attempt to grapple any creature that enters their 
  area.
  Each arm has a Strength of 20 and a base attack bonus of 
  +1/caster level (plus Strength bonus).
  The arms are Medium-size.
  Once an arm has grappled a target, it automatically inflicts 
  1d6+5 points of damage per round.
  An arm maintains its grapple until the subject escapes, even 
  holding a victim long after death.
  Each arm has 1 hp/caster level, AC 18, and hardness 8, and 
  saves as the caster.
  Before they attack, the arms remain beneath the surface of 
  the stone.
  They may be discovered (but not disarmed) as a magic trap.
  SUMMON UNDEAD I
  Conjuration (Summoning) [see text]
  Level: Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  As summon monster I, except that you summon an undead 
  creature.
  The spell conjures one of the creatures from the 1st-level 
  list on the Summon Undead table below.
  You choose which creature to summon, and you can 
  change that choice each time you cast the spell.
  Summoned undead do not count toward your total Hit 
  Dice of undead you can control with animate dead or clerical 
  negative energy.
  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.
  Focus: A tiny bag, a small (not lit) candle, and a carved bone 
  from any humanoid.
  SUMMON UNDEAD II
  Conjuration (Summoning)
  Level: Sor/Wiz 2
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon undead I, except that you can summon one 
  undead from the 2nd-level list or 1d3 undead of the same 
  type from the 1st-level list.
  SUMMON UNDEAD III
  Conjuration (Summoning)
  Level: Sor/Wiz 3
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon undead I, except that you can summon one 
  undead from the 3rd-level list, 1d3 undead of the same type 
  from the 2nd-level list, or 1d4+1 undead of the same type 
  from the 1st-level list.
  SUMMON UNDEAD IV
  Conjuration (Summoning)
  Level: Sor/Wiz 4
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon undead I, except that you can summon one 
  undead from the 4th-level list, 1d3 undead of the same type 
  from the 3rd-level list, or 1d4+1 undead of the same type 
  from a lower-level list.
  SUMMON UNDEAD V
  Conjuration (Summoning)
  
  732
  Level: Sor/Wiz 5
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon undead I, except that you can summon one 
  undead from the 5th-level list, 1d3 undead of the same type 
  from the 4th-level list, or 1d4+1 undead of the same type 
  from a lower-level list.
  VINE MINE
  Conjuration (Creation)
  Level: Drd 5
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Spread of 10-ft. radius/level
  Duration: 10 minutes/level
  Saving Throw: See text
  Spell Resistance: Yes
  You create and direct the rapid growth of vines, creating a 
  variety of effects.
  When you cast the spell, choose one of the following 
  effects:
  • entangle (as the spell)
  • climbing aid (treat as knotted ropes)
  • bind helpless targets (DC 25 to escape)
  • hamper movement (as heavy undergrowth)
  • camouflage (add +4 competence bonus on Hide checks) 
  As a standard action, you may redirect the vines’ growth 
  (thus changing the effect).
  Material Component: A crown of ivy leaves.
  VIPERGOUT
  Conjuration (Summoning) [see text]
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Effect: 1d4+3 summoned creatures
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  This spell summons 1d4+3 fiendish (CE) or celestial (CG) 
  Medium-size vipers (snakes), which leap forth from your 
  mouth to attack your enemies.
  Starting on the round you complete the spell, you may spit 
  forth vipers until you reach the number summoned by the 
  spell.
  You may spit three vipers as a standard action or one viper 
  as a move-equivalent action.
  Spat vipers land at your feet and act on your turn just as 
  creatures summoned by a summon monster spell.
  Until you have brought forth all the snakes summoned by 
  the spell, you cannot speak, cast spells with verbal 
  components, or activate items that require speech.
  The snakes are not actually present in your mouth, and do 
  not interfere with your breathing.
  At the end of the spell, all the vipers disappear, and any not 
  brought forth are lost.
  When you use a summoning spell to summon an evil or 
  good creature, it is a spell of that type.
  Material Component: A snakeskin.
  
  733
  ZAJIMARN’S AVALANCHE
  Conjuration (Creation) [Cold]
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: One 10-ft. square/level (S)
  Duration: Instantaneous
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  You conjure a sweeping wave of ice, snow, and slush that 
  washes away everything it its path.
  Everything in the initial area of the spell takes 1d4 points of 
  cold damage per caster level (maximum 25d4).
  Creatures on foot and objects in the initial area must make 
  Reflex saves or be carried along by the wave for 5 feet per 
  caster level.
  The forced movement does not harm the targets except to 
  leave them prone.
  Dead-end corridors and similar obstacles prevent the 
  avalanche from moving creatures any farther.
  The avalanche counts as a water attack for the purpose of 
  extinguishing normal fires.
  DIVINATION
  CIRCLE DANCE
  Divination
  Level: Brd 2, Clr 3, Drd 3
  Components: V, S
  Casting Time: 1 minute
  Range: Personal
  Duration: Instantaneous
  You divine the relative direction and condition of another 
  individual.
  During the casting of the spell, you think of your target as 
  you do a spinning dance around the compass.
  You must have firsthand knowledge of your target for the 
  spell to function.
  If the target is alive and on the same plane as you, the spell 
  leaves you facing in the direction of your target.
  You also get an impression of the target’s physical and 
  emotional conditions (unharmed, wounded, unconscious, 
  dying, and so on).
  If the target is on a different plane or dead, you feel 
  nothing.
  DETECT CROSSROADS
  Divination
  Level: Brd 0, Drd 0
  Components: V, S
  Casting Time: 1 action
  Range: 60 ft. or 1 mile (see text)
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration up to 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can see fey crossroads within 60 feet, if your visibility 
  isn’t blocked.
  A crossroads appears to you as a blue-hued, x-shaped 
  shadow upon the ground.
  You recognize the crossroads for what it is, and won’t be 
  fooled by a false or illusory one.
  Detect crossroads gives you no information on where the 
  backroad leads.
  If the nearest crossroads is less than a mile away, but 
  blocked visually from you either by distance or barriers, 
  you can still sense its general direction.
  Each round, you can turn to detect in a new direction.
  See the previous chapter for more on crossroads.
  ECHO SKULL
  Divination
  Level: Drd 5
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Animal skull touched
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: Yes (object)
  You can see, hear, and speak through a specific dried 
  animal skull at any distance.
  As long as you and the skull remain on the same plane, you 
  can see and hear as if you were standing where it is, and 
  during your turn you can switch your perception from its 
  location to your own or back again as a free action.
  If you desire, any spell you cast whose range is greater than 
  touch (and which does not require a material component or 
  focus) can originate from the skull instead of from you.
  If the skull is destroyed, the spell ends.
  Casting a spell through the skull costs 10 XP per spell level.
  Focus: A dried animal skull.
  GHOSTHARP
  Divination
  Level: Brd 0
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: Any object
  Duration: 5 minutes/level (D)
  You prepare an object that records and replays a song 
  previously played or sung in its vicinity.
  When cast, the spell searches a radius of 50 feet for the 
  lingering notes of a tune played there within the last day.
  It records these notes and reverberations.
  If multiple songs have been played at that spot, ghostharp 
  recalls the song most recently played, starting with the 
  beginning of the piece recalled.
  At your verbal command, “Play”, the ghostharp replays the 
  music.
  The tune repeats until you command it to stop, or until the 
  spell’s duration comes to an end.
  The ghostharp does not record conversations.
  Its imperfect replay can’t reproduce bardic music or other 
  magical effects, nor can it cast spells.
  
  734
  KNOW GREATEST ENEMY
  Divination
  Level: Blk 3, Pal 3 (Savras)
  Components: V, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 1 round/level
  Saving Throw: None (see text)
  Spell Resistance: Yes
  This spell evaluates the creatures in the area and 
  determines the relative power level of each.
  Creatures are evaluated as follows:
  Among creatures within the same category, you know 
  which is the most powerful, but not why.
  For example, among a group of ogres (CR 2), you would 
  know one of them (an ogre with 2 levels of barbarian, CR 4) 
  was the most powerful, but not know if it was because the 
  ogre had class levels, because of a template (such as half-
  fiendish), or for other reasons.
  Any spell of 3rd level or higher that prevents scrying 
  attempts on a creature (such as nondetection) or area (such as 
  false vision) thwarts this spell’s ability to evaluate that 
  creature or creatures within that area.
  KNOW PROTECTIONS
  Divination
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You learn many of the unusual defenses the target creature 
  has.
  The spell tells you the creature’s damage reduction, spell 
  resistance, and any resistances or immunity to energy 
  attacks.
  For example, if cast upon a vampire, you learn that it has 
  damage reduction 15/+1, and cold and electricity resistance 
  20; you do not learn about its fast healing or turn resistance.
  If cast upon a pit fiend, you learn that it has damage 
  reduction 25/+2, spell resistance 28, is immune to fire, and 
  has acid and cold resistance 20; it does not tell you any of its 
  other defenses, such as fast healing or immunity to poison.
  KNOW VULNERABILITIES
  Divination
  Level: Brd 4, Clr 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You learn any vulnerabilities and resistances the target 
  creature has.
  Vulnerabilities include anything that causes the creature 
  more than the normal amount of damage (such as a 
  creature with the cold subtype taking double damage from 
  fire or a crystalline creature’s vulnerability to the shatter 
  spell).
  Resistances include any effects that reduce or negate 
  damage the creature takes and immunities to particular 
  attacks.
  The spell identifies resistances and vulnerabilities granted 
  by spell effects.
  For example, if cast upon an iron golem, you learn that it 
  has all the construct defenses, damage reduction 50/+3, is 
  slowed instead of damaged by electricity, is healed instead of 
  damaged by fire, and is vulnerable to rust attacks.
  If cast upon a balor, you learn that it has damage reduction 
  30/+3, spell resistance 28, is immune to poison and 
  electricity, has acid, cold, and fire resistance 20, and does 
  not have any particular vulnerabilities.
  LIVING PRINTS
  Divination
  Level: Hrp 3, Rgr 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  You perceive tracks as if they had just been made.
  You must notice the prints normally with a successful 
  Search or Wilderness Lore check, but this spell eliminates 
  any penalties to your tracking due to the passage of time or 
  any rainfall since the making of the trail.
  This spell has no effect on tracks more than thirty days old.
  SHARE HUSK
  Divination
  Level: Drd 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Animal touched
  Duration: Concentration
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You sense through an animal’s senses, seeing through its 
  eyes, smelling through its nose, and hearing through its 
  ears.
  You use the animal’s Listen and Spot skill modifiers instead 
  of your own.
  
  735
  This spell gives you no special ability to understand what 
  you sense.
  You can switch your perceptions between the animal and 
  your own on your turn as a free action.
  You and the animal must be on the same plane for the spell 
  to function.
  Material Component: An edible treat that would appeal to the 
  animal (vegetable or meat).
  SPEECHLINK
  Divination
  Level: Brd 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Targets: You and one creature touched
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You and a willing target can communicate no matter how 
  much distance you put between yourselves on the same 
  plane.
  Either participant may end the spell at any time.
  Speechlink allows each listener to hear only the other’s 
  vocalizations, though they may be of any volume.
  It does not transfer sounds from the other participant’s 
  location.
  This spell works on any creature, including animals, but 
  does not convey any special language comprehension 
  abilities.
  UNDERSTAND DEVICE
  Divination
  Level: Clr 3 (Gond)
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You
  Duration: 1 minute/level
  You gain an intuitive insight into the weaknesses and flaws 
  of mechanical objects.
  You can make untrained Disable Device checks as if you 
  had a half rank in that skill.
  If you already have the Disable Device skill, this spell gives 
  you a +4 competence bonus on Disable Device checks.
  VISION OF GLORY
  Divination
  Level: Clr 1, Pal 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute or until discharged
  Saving Throw: None
  Spell Resistance: Yes
  You give the subject creature a brief vision of a divine 
  entity giving it support and inspiring it to continue.
  The creature gets a +1 morale bonus on a single saving 
  throw.
  It must choose to use the bonus before making the roll to 
  which it applies.
  WIELDSKILL
  Divination
  Level: Clr 1 (Gond)
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  This spell imbues the subject with a touch of divine 
  guidance.
  The subject gains a +10 competence bonus on a skill check 
  of your choice.
  If the target has no ranks in the skill, she functions as if she 
  had a half rank in the skill, and therefore is considered 
  trained in the skill (although this half rank adds nothing to 
  her rolls with that skill).
  Alternatively, the target gains proficiency with a single 
  weapon (simple, martial, or exotic) or type of armor (light, 
  medium, heavy, or shield) as if she had the appropriate feat.
  ENCHANTMENT
  CELEBRATION
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 15-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You cause any creatures in the area to feel increasingly 
  more intoxicated the longer you perform a drinking song.
  You must perform for at least 1 full round to produce the
  first effects of the celebration spell.
  After that, each full round you perform increases the 
  subject’s intoxication, as described in the table below.
  A subject does not need to remain within the area, but 
  those entering the area after the casting of the spell are not 
  affected.
  Your targets receive only one saving throw at the onset of 
  the spell.
  The effects last for the duration of your performance.
  If you stop performing, the effects do not worsen and fade 
  after 1 round per caster level.
  
  736
  HARMONY
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: Variable (see below)
  When you play your instrument, sing your song, recite 
  your epic poem, or speak your words of encouragement, 
  you fill your allies with greater confidence than normal.
  When under the effect of this spell, you grant a +4 morale 
  bonus on saving throws against charm and fear effects and a 
  +2 morale bonus on attack and damage rolls when you use 
  your inspire courage bardic ability.
  The effect lasts as long as the effect of your inspire courage 
  lasts.
  If you don’t begin to inspire courage within 1 minute of 
  casting this spell, the effects of harmony end.
  HAUNTING TUNE
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 3
  Components: V, S
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Area: 1 target/level
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your song or poem causes a deep depression in intelligent 
  creatures.
  Any creature with Intelligence 10 or higher is shaken (–2 
  morale penalty on attack rolls, damage rolls, and saving 
  throws).
  HERALD’S CALL
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 1, Hrp 1
  Components: V, S
  Casting Time: 1 action
  Range: 30 ft.
  Area: 30-ft.-radius burst centered on you
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You produce a crowd-stopping shout that holds an air of 
  authority others find difficult to ignore.
  The spell affects only those creatures that have 5 HD or 
  less.
  Anyone affected is dazed for 1 round.
  Creatures beyond the radius of the burst may hear the 
  shout, but don’t become dazed.
  NIGHTMARE LULLABY
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 2
  Components: V, S
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Targets: One creature
  Duration: Concentration + 2 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  You put your target into a surreal, sleepwalking state.
  The target must make a Will saving throw or become 
  confused, thinking she has entered a nightmare.
  NYBOR’S GENTLE REMINDER
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 1 (Red Wizard)
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 2 rounds
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell was quite popular with slave overseers and those 
  wishing to make their servants work a little faster.
  The Red Wizards now employ it mainly as a combat spell.
  The subject receives a sharp, agonizing pain, which makes 
  him dazed (no actions, but can defend against attacks 
  normally) for 1 round.
  The subject suffers a –1 penalty on attacks, saving throws, 
  and most checks while the spell lasts; however, the subject 
  also receives a +2 circumstance bonus to Strength.
  Focus: A stick at least 1 foot long.
  NYBOR’S MILD ADMONISHMENT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 3 (Red Wizard)
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This improvement on Nybor’s gentle reminder causes intense 
  pain in the subject.
  The subject is dazed for 1d4 rounds and suffers a –2 penalty 
  on attacks, saving throws, and most checks while the spell 
  lasts; however, the subject also receives a +2 circumstance 
  bonus to Strength.
  
  737
  Focus: A pointed stick at least 1 foot long.
  NYBOR’S STERN REPROOF
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 7 (Red Wizard)
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: Yes
  This spell causes stabbing pains even greater than those of 
  Nybor’s gentle reminder and Nybor’s mild admonishment.
  The target creature must make a Fortitude save or die 
  instantly.
  A surviving creature receives a Will save to avoid further 
  effects.
  Subjects failing the Will save are dazed for 1d4 rounds and 
  suffer a –2 penalty on attacks, saving throws, and most 
  checks while the spell lasts; however, the subject also 
  receives a +2 circumstance bonus to Strength.
  Focus: A pointed metal rod at least 1 foot long.
  NYBOR’S WRATHFUL CASTIGATION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 8 (Red Wizard)
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: Yes
  Nybor’s wrathful castigation is an even more potent version of 
  Nybor’s stern reproof.
  It causes wracking pain and violent convulsions.
  The target creature must make a Fortitude save or die 
  instantly.
  A surviving creature receives a Will save to avoid further 
  effects.
  Subjects failing the Will save are dazed and suffer a –4 
  penalty on saving throws for the duration of the spell.
  Focus: A whip.
  PUPPETEER
  Enchantment (Compulsion)
  Level: Brd 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You force your subject to mimic your actions.
  Your subject matches your motions exactly, though she 
  suffers a –4 penalty to Dexterity and Strength.
  She looks awkward, and her actions aren’t as effective as if 
  she were actually doing them herself.
  You can make the subject commit a suicidal act, but she 
  receives another Will save to break the spell.
  If successful, she collapses, helpless in a comatose state, for 
  1d4 rounds.
  Controlling the subject requires concentration.
  If your concentration is ever interrupted, you may resume 
  control of the subject as a free action on your turn.
  Anyone observing the subject of this spell can determine 
  that the subject’s actions are being controlled with a Sense 
  Motive check (DC 15, or DC 10 if the controlling bard is 
  also visible).
  This spell doesn’t grant the subject extraordinary, 
  supernatural, spell-like abilities, or spellcasting abilities, 
  even if you have and use such abilities during the spell’s 
  duration.
  WAR CRY
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 4
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes (see text)
  You attack with a war cry that bolsters your own courage as 
  well as intimidating your enemies.
  As a result of this spell, you gain a +2 morale bonus on 
  attacks and damage, or a +4 morale bonus on attacks and 
  damage made as part of a charge attack.
  Any opponent you attack in melee must make a Will save 
  or become panicked.
  Once the target makes a successful saving throw against 
  this effect, it cannot be affected by your war cry for one day.
  EVOCATION
  ACID STORM
  Evocation [Acid]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (20-ft. radius, 20 ft. high)
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You cause acid to rain downward.
  The acid deals 1d6 points of acid damage per caster level 
  (maximum 15d6).
  Focus: A flask of acid.
  BALL LIGHTNING
  Evocation [Electricity]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One or more balls of lightning, up to 1/level
  
  738
  Duration: 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create several balls of lightning that shed light as 
  candles and move under your control.
  Your caster level is the total number of dice of damage (d6) 
  that you can deal with this spell (maximum 15d6), divided 
  however you see fit among the ball lightning.
  For example, a 9th-level caster could create nine balls of 
  lightning (each dealing 1d6 points of electrical damage), or 
  three balls of lightning (two dealing 2d6 and one dealing 
  5d6), and so on.
  You may direct any number of lightning balls to strike one 
  target at a time.
  Each affects only one target and is not destroyed when it 
  does so.
  Targets get a Reflex save against each ball that strikes them.
  You must have line of sight and line of effect to direct the 
  balls.
  Directing the balls is a free action on the round the spell is 
  cast and a standard action on any other round.
  The lightning balls can move up to 100 feet per round.
  A ball dissipates if the distance between you and it exceeds 
  the spell’s range.
  Material Component: A handful of copper and iron pellets.
  BATTERING RAM
  Evocation [Force]
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One object or creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You create a ramlike force that can strike with considerable 
  power.
  Similar to a ring of the ram, the force can target a creature or 
  an object.
  The force deals 1d6 hit points of damage to the target.
  If the target is a creature, this attack initiates a bull rush.
  (The force is considered a Large creature with Strength 25 
  for this purpose).
  If the target is a movable object such as a door, the caster 
  can make a Strength check (using the Strength of the 
  battering ram) to attempt to open the door.
  Focus: A piece of carved ram’s horn.
  BINDING WINDS
  Evocation
  Level: Drd 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Concentration
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You create a flurry of air to encircle and hold your target.
  The binding winds do not move.
  They become a physical barrier surrounding the subject.
  The target may act normally, except that she cannot move 
  from her current location.
  The winds carry her voice away, so she can speak but will 
  not be heard, and she cannot hear anything but the roar of 
  the winds.
  Furthermore, no sonic or language-dependent spells or 
  effects may be cast into or out of the binding winds (though 
  spells cast by the caster upon himself function normally).
  Ranged attacks made into or out of the binding winds suffer 
  a –2 penalty.
  Binding winds hold flying creatures in midair.
  CACOPHONIC SHIELD
  Evocation [Sonic]
  Level: Brd 6, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 1 minute/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You create an immobile barrier of sonic energy at a distance 
  of 10 feet from yourself.
  Creatures on either side of the barrier hear it as a loud but 
  harmless buzzing.
  Nonmagical sound (including sound produced by a 
  thunderstone) does not cross the barrier.
  If a sonic effect impinges upon the barrier, you get to make 
  a caster level check (1d20 + caster level) against the DC of 
  the effect to prevent it from affecting anyone inside the 
  barrier.
  A creature that crosses the barrier takes 1d6 points of sonic 
  damage plus 1 point per caster level (maximum +20) and 
  must make a Fortitude save or be deafened for 1 minute.
  The sonic vibrations provide a 20% miss chance for any 
  missiles crossing the barrier in either direction.
  CLOUD OF BEWILDERMENT
  Evocation
  Level: Brd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: 10 ft.
  Area: Cone
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You breathe out an invisible cloud of noxious air.
  Anyone in the area is stunned and blinded for 1d6 rounds.
  A moderate wind (11+ mph) disperses the cloud in 4 
  rounds; a strong wind (21+ mph) disperses the fog in 1 
  round.
  CLOUDBURST
  Evocation (Water)
  Level: Drd 2
  Components: V, S
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Area: 100-ft.-radius emanation
  
  739
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You cause clouds to gather and a heavy rain to fall.
  The rain reduces visibility ranges by half, resulting in a –4 
  penalty on Spot and Search checks.
  It automatically extinguishes unprotected flames, and has a 
  50% chance of extinguishing protected flames.
  Ranged weapon attacks and Listen checks are at a –4 
  penalty.
  This spell does not function indoors, underground, 
  underwater, or in desert climates.
  After the spell ends, the water created evaporates over the 
  next 10 minutes.
  The water created with this spell does not slake thirst or 
  provide any nourishment to plants.
  COMBUST
  Evocation [Fire]
  Level: Sor/Wiz 2 (Red Wizard)
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Touched creature or combustible object that 
  weighs no more than 25 lb./level
  Duration: Instantaneous (see text)
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  This spell makes a combustible object or a creature’s 
  combustible equipment burst into flame, even if damp.
  If the target is a creature, the initial eruption of flame 
  causes 2d6 points of fire damage +1 point per caster level 
  (maximum +10) with no saving throw.
  Further, the creature must make a Reflex save (DC 15) or 
  catch fire.
  (For details, see Catching on Fire, page 86 of the 
  DUNGEON MASTER’s Guide).
  If the target is a combustible, unattended object, the initial 
  eruption of flame inflicts fire damage on the object as noted 
  above.
  The object catches fire and takes 1d6 points of fire damage 
  each round until consumed or someone puts out the fire.
  Anyone touching the object during the initial eruption of 
  flame takes the same fire damage the object does.
  A Reflex save reduces damage by half.
  If a creature touching the object fails the Reflex save, it 
  must make another Reflex save (DC 15) to avoid catching 
  fire.
  Material Component: A drop of oil and a piece of flint.
  DARKFIRE
  Evocation [Fire]
  Level: Clr 3 (drow pantheon)
  Components: V, S
  Casting Time: 1 action
  Range: 0 ft.
  Effect: Flame in your palm
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Dark flames appear in your hand.
  You can hurl them or use them to touch enemies.
  The flames appear in your open hand and harm neither you 
  nor your equipment.
  They emit no light but produce the same amount of heat as 
  an actual fire.
  You can strike opponents with a melee touch attack, 
  dealing fire damage equal to 1d4+1 points per two caster 
  levels (maximum +10).
  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.
  The darkfire is invisible to normal vision but can be seen 
  with darkvision as easily as a normal flame can be seen in 
  darkness (this means that darkfire can be used as a signal or 
  beacon for creatures with darkvision).
  The spell does not function underwater.
  DIRGE
  Evocation [Sonic]
  Level: Brd 6
  Components: V, S
  Casting Time: 1 full round
  Range: 50 ft.
  Area: All enemies within a 50-ft.-radius burst centered on 
  you
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Your song draws the energies of death and destruction 
  down on your enemies.
  Each round, any enemy in the area suffers 2 points of 
  temporary Strength and Dexterity damage.
  A successful saving throw only negates that round’s affect; a 
  new saving throw is required each round to avoid that 
  round’s damage.
  ELECTRIC JOLT
  Evocation [Electricity]
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You release a small stroke of electrical energy.
  You must make a ranged touch attack to deal damage to a 
  target.
  The spell deals 1d3 points of electricity damage.
  EXPLOSIVE CASCADE
  Evocation [Fire]
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  
  740
  Area: One 5-ft.-square/level, all of which must be 
  connected in one continuous path (S)
  Effect: 1-ft.-radius sphere
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You cause a bright ball of flame to bound and skip across 
  the battlefield, damaging targets within its area.
  The area is the path of the flame, and it deals 1d6 hit points 
  of fire damage per caster level (maximum 10d6) to all 
  creatures and objects within its area.
  The flame lights up the area as if it were a torch.
  Small sparks and decaying flames remain in the area for 1 
  round, shedding light as candles but dealing no damage.
  If the damage from the flame destroys an interposing 
  barrier, the flame can move beyond the barrier if it has not 
  reached its maximum area.
  Material Component: Bat guano, sulfur, and copper packed 
  into a metal tube with one closed end.
  FIREBRAND
  Evocation [Fire]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 5-ft.-radius burst/level (S)
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create up to one mass of flame per level to explode 
  upon the battlefield.
  Each mass of flame is treated as a 5-foot-radius burst and 
  deals 1d6 points of fire damage/level (maximum 15d6) to 
  all creatures within the area.
  The bursts do not need to be contiguous, and may be 
  distributed within range as you see fit.
  Burst effects that overlap do not inflict additional damage.
  Material Component: A flask of alchemist’s fire.
  FLAME DAGGER
  Evocation [Fire]
  Level: Hth 2, Sor/Wiz 2 (Red Wizard)
  Components: V, S, M
  Casting Time: 1 action
  Range: 0 ft.
  Effect: A daggerlike beam
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A 1-foot-long, blazing beam of red-hot fire springs forth 
  from your hand.
  You wield this bladelike beam as if it were a dagger.
  Attacks with the flame dagger are melee touch attacks, and 
  the blade deals 1d4 points of fire damage plus 1 point per 
  caster level (to a maximum of +10).
  Because the blade is immaterial, your Strength modifier 
  does not apply to the damage.
  The flame dagger can ignite combustible materials such as 
  parchment, straw, dry sticks, cloth, and so on.
  This spell does not function underwater.
  Material Component: A candle, not necessarily lit.
  FORCE LADDER
  Evocation [Force]
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One ladder of force up to 60 ft. long
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You create a transparent ladder made of force.
  The ladder is two feet wide and anywhere from 10 to 60 feet 
  long, with rungs spaced 1 foot apart.
  The ladder functions as a normal ladder.
  Because it is a force object, it can block or be used as a 
  weapon against incorporeal or ethereal creatures (although 
  they normally can move through the walls or floor to go 
  around the ladder if used as a barricade, and only creatures 
  capable of wielding a 10-foot-long or larger weapon could 
  use the ladder offensively against such a creature).
  The ladder weighs 1 pound and can support 100 pounds of 
  weight per caster level.
  It can be destroyed by anything that destroys a wall of force.
  Focus: A miniature silver ladder.
  FORCEWAVE
  Evocation [Force]
  Level: Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Wave of force affecting one creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You cause a wave of visible force resembling a crashing 
  ocean wave to appear and immediately impact a single 
  target.
  If the target fails its saving throw, it takes 1d4+1 hit points 
  of damage and must make an opposed Strength check to 
  avoid a bull rush.
  The wave of force has Strength 18, is Medium-size, and is 
  considered charging for the purpose of this check, and 
  always moves the target the maximum distance possible.
  If the wave of force fails the opposed Strength check, the 
  target is not moved.
  If the target makes its saving throw, it takes 1 hit point of 
  damage and avoids the bull rush attempt.
  Focus: A small piece of string and a drop of water.
  GEDLEE’S ELECTRIC LOOP
  Evocation [Electricity]
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  
  741
  You create a small stroke of lightning that cycles through 
  all creatures in the area.
  The spell deals 1d6 points of electricity damage per two 
  caster levels (maximum 5d6).
  Those who fail their Reflex saves must succeed at a Will 
  save or be stunned for 1 round.
  Material Component: A loop of copper wire and a magnet.
  GREAT THUNDERCLAP
  Evocation [Sonic]
  Level: Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 5-ft./level-radius spread
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  You create a loud noise equivalent to a peal of thunder and 
  its accompanying shock wave.
  The spell has three effects.
  First, all creatures in the area must make Will saves to avoid 
  being stunned for 1 round.
  Second, the creatures must make Fortitude saves or be 
  deafened for 1 minute.
  Third, they must make Reflex saves or fall prone.
  Focus: An iron bell.
  HAND OF DIVINITY
  Evocation [see text]
  Level: Blk 2, Clr 2, Pal 2
  Components: V, S, DF
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless) (see text)
  Spell Resistance: Yes
  You give the subject a protective aura of divine energy that 
  allows her a bonus on all saving throws.
  If your patron is nonevil, this is a +2 sacred bonus and the 
  spell is a good spell.
  If your patron is evil, this is a +2 profane bonus and the 
  spell is an evil spell.
  This spell only works on a creature with the same patron as 
  you or the same alignment as your patron.
  If cast on a target that does not meet these criteria, there is 
  no effect.
  HANDFIRE
  Evocation [Light]
  Level: Clr 1 (Selûne), Drd 1, Hrp 1, Hth 1, Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You surround your hand with winking motes of light 
  resembling a cluster of constantly renewed sparks.
  The lights are any color you choose, but cannot be changed 
  once the spell is cast.
  The handfire provides illumination equal to a candle but 
  provides no heat, nor can it ignite objects.
  The handfire can be used as a melee touch attack up to one 
  time per level.
  If a living creature is struck, it deals 1d4 points of damage 
  +1 point/level (maximum +5).
  Against undead, the handfire deals 1d6 points of damage +1 
  point/level (maximum +5).
  It has no effect on targets that are neither living nor undead 
  (such as constructs).
  HORIZIKAUL’S BOOM
  Evocation [Sonic]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will partial
  Spell Resistance: Yes
  You blast the target with loud and high-pitched sounds.
  Horizikaul’s boom strikes unerringly, even if the target is in 
  melee or has anything less than total cover or concealment.
  The target takes 1d4 points of sonic damage per two caster 
  levels (minimum 1d4, maximum 5d4) and must make a 
  Will save or be deafened for 1d4 rounds.
  This spell has no effect if cast into the area of a silence spell.
  HORIZIKAUL’S COUGH
  Evocation [Sonic]
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Will partial
  Spell Resistance: Yes
  You create a brief but loud noise adjacent to the target.
  Horizikaul’s cough strikes unerringly, even if the target is in 
  melee or has anything less than total cover or concealment.
  The target takes 1 point of sonic damage and must succeed 
  at a Will saving throw or be deafened for 1 round.
  This spell has no effect if cast into the area of a silence spell.
  HORIZIKAUL’S VERSATILE VIBRATION
  Evocation [Sonic]
  Level: Sor/Wiz 5
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Concentration, up to 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create a cone of powerful sound that can be used to 
  attack or move objects or creatures.
  
  742
  If used to attack, the cone inflicts 1 point of sonic damage 
  per two levels each round a creature is within the area; a 
  successful Reflex save reduces this damage by half.
  If used to move objects or creatures, it functions as the 
  sustained force version of telekinesis, although you can only 
  move objects away from you.
  Targets within the effect of a silence spell cannot be moved.
  The spell’s sound is a sustained hum as loud as a battle.
  Focus: A hollow cone of brass and gold worth 50 gp.
  ICE DAGGER
  Evocation [Cold]
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Dagger of ice
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create a dagger-shaped piece of ice that launches itself 
  at a target within range as a grenadelike weapon.
  The ice dagger deals 1d4 points of cold damage to the target 
  per caster level (maximum 5d4), and the target may make a 
  Reflex save for half damage.
  Creatures within 5 feet of the target take 1 point of cold 
  damage.
  Material Component: A few drops of water made from melted 
  ice.
  MACE OF ODO
  Evocation [Force]
  Level: Clr 3 (Helm)
  Components: V, S, DF
  Casting Time: 1 full round
  Range: 0 ft.
  Effect: Mace of force
  Duration: 1 round/level
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  You create a glowing mace of force that appears in your 
  hand.
  When used against a creature, you must make a melee 
  touch attack against the target.
  If it hits, the mace of Odo deals 1d6 points of force damage 
  per caster level (maximum 10d6).
  Undead creatures take an additional +1 point of damage per 
  caster level (maximum +10).
  A creature struck by the mace must make a Fortitude save 
  or be paralyzed for 1 round.
  While you are holding the mace, if you are targeted with a 
  spell, you may choose to have the mace absorb that spell.
  The mace occupies your hand but (unlike holding the 
  charge for a touch spell) does not disappear if you cast 
  another spell.
  When the mace strikes a creature, is used to absorb a spell, 
  or is removed from your grasp, it vanishes.
  The point in space where it vanished from glows as a light 
  spell for the remainder of the duration.
  MEMORY ROT
  Evocation
  Level: Drd 5
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You create a cloud of spores that infests the brain of the 
  subject creature, gradually destroying the creature’s mind.
  The spores permanently drain 1d6 points of Intelligence 
  immediately.
  Each round thereafter, the spores gradually eat away at the 
  subject’s brain, permanently draining 1 additional point of 
  Intelligence.
  The subject may roll a Fortitude save each round to combat 
  the effects of the spores.
  A successful save ends the spores’ advance and halts any 
  further loss of Intelligence.
  MURDEROUS MIST
  Evocation
  Level: Drd 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Cloud that spreads in 30-ft. radius, 20 ft. high
  Duration: 1 round/level
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  You create a cloud of scalding hot steam that moves in a 
  straight line, away from you, at a speed of 10 feet.
  Anyone within the cloud suffers 2d6 points of damage and 
  is permanently blinded.
  If a creature within the area makes a successful Reflex 
  saving throw, it takes only half damage and is not blinded.
  Creatures remaining within the cloud suffer 1d6 points of 
  damage in each subsequent round of exposure.
  Creatures may attempt saving throws each round they are 
  within the cloud to avoid its effects.
  Any creature within the cloud has one-quarter 
  concealment.
  Winds do not affect the cloud’s direction or speed.
  However, a moderate wind (11+ mph) disperses the cloud 
  in 4 rounds, and a strong wind (21+) disperses it in 1 round.
  MYSTIC LASH
  Evocation [Electricity, Evil]
  Level: Clr 3 (Bane)
  Components: V, S, DF
  Casting Time: 1 action
  Range: 0 ft.
  Effect: Electric whip
  Duration: 1 round/level
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  You create a long whip of ghostly red energy that emanates 
  from your hand and never harms you.
  
  743
  You wield this weapon as if it were an actual whip and you 
  were proficient with it.
  Attacks with the mystic lash are ranged touch attacks.
  The lash deals 1d8 points of electrical damage +1 point per 
  two caster levels (maximum +5).
  Since the lash is immaterial, your Strength modifier does 
  not apply to the damage.
  A creature hit with the lash must make a Fortitude saving 
  throw or be stunned for 1 round.
  If the lash hits its target, you may release it from your hand 
  so that it continues to attack that target automatically, 
  leaving your hand free.
  The lash attacks using your base attack value, although it 
  can only attack once per round on its own.
  If the lash’s target falls unconscious, dies, or is destroyed, 
  the lash returns to you on its next action.
  If you do not grasp the lash on the round it returns, it 
  dissipates, but otherwise you can use the lash on another 
  creature and begin the cycle again.
  PRISMATIC EYE
  Evocation
  Level: Sor/Wiz 6
  Components: V, S, F
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Effect: Magical eye
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
  You create a visible orb that can fire various ray effects.
  The eye can be moved up to your speed as a move-
  equivalent action but cannot go beyond the spell’s range.
  Starting on the round it appears, you can command the eye 
  to fire a ray as a free action once per round.
  The ray is a ranged touch attack with a +6 attack bonus and 
  a range of 50 feet.
  If struck, the target suffers the effect of one of the beams of 
  a prismatic spray spell (roll randomly, rerolling 8s).
  Once a particular color ray has been used, it is no longer 
  available to the eye.
  Once all seven rays are used, the eye remains and can be 
  moved by you but has no other abilities.
  The eye is AC 18 (+8 size) and has 9 hit points.
  It saves as you.
  Focus: A polished rainbow-hued abalone shell.
  SCINTILLATING SPHERE
  Evocation [Electricity]
  Level: Sor/Wiz 3 (Halruaa)
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  As fireball, except as noted above and that the spell deals 
  electricity damage.
  Material Components: A glass marble and a pinch of iron 
  oxide.
  SHATTERFLOOR
  Evocation [Sonic]
  Level: Sor/Wiz 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 15-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  You create a loud, thrumming vibration that builds to a 
  painful crescendo before fading.
  Creatures and objects in the area take 1d4 points of sonic 
  damage per caster level (maximum 10d4), and can make a 
  Will saving throw for half damage.
  If the floor of the area is made of stone, wood, ice, or 
  material any softer than those, the floor is pulverized to a 
  depth of 6 inches, resulting in an area of soft dust, wood 
  fragments, or loose crushed ice, as appropriate.
  Any creature moving across this surface is reduced to half 
  speed.
  Focus: A miniature hammer and bell.
  SHELGARN’S PERSISTENT BLADE
  Evocation [Force]
  Level: Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One small blade
  Duration: 1 round/2 levels
  Saving Throw: None
  Spell Resistance: Yes
  You bring into being a tiny blade of force.
  The blade flies at a speed of 40 feet and attacks any target 
  within its range, as you desire, starting the round that you 
  cast the spell.
  The blade attacks on your turn once each round, striking 
  with an attack bonus equal to half your Charisma or 
  Intelligence modifier (for sorcerers and wizards, 
  respectively) and dealing damage as a dagger (including the 
  threat range and critical multiplier).
  If an ally also attacks the creature, the blade moves on your 
  turn to flank the target.
  As a force effect, it can strike ethereal and incorporeal 
  creatures.
  The blade is AC 14 (+2 size, +2 Dex) and has 1 hit point.
  Each round after the first, you can use a standard action to 
  switch the blade to a new target; otherwise it continues to 
  attack the same target.
  If an attacked creature has spell resistance, the resistance is 
  checked the first time Shelgarn’s persistent blade strikes.
  If the blade is successfully resisted, the spell is dispelled.
  If not, the blade has its normal full effect on that creature 
  for the duration of the spell.
  Focus: A silvered dagger.
  STEELDANCE
  Evocation
  Level: Sor/Wiz 3
  Components: V, S, F
  
  744
  Casting Time: 1 action
  Range: Touch
  Target: Two daggers
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You cause two daggers in your possession to grow to the 
  size and shape of longswords, which then attack creatures 
  you specify.
  The blades have AC 14 (+1 size, +1 Dex, +2 natural), 
  hardness 10, and 5 hit points.
  They fly at speed 30 feet (good maneuverability), deal 1d8 
  points of slashing damage, and score a threat of a critical on 
  a natural 19 or 20.
  They are otherwise treated as Medium-size animated 
  objects (as if animated by an animate objects spell).
  You can cast spells such as magic weapon on the daggers 
  before or after the steeldance spell takes effect.
  Focus: Two daggers.
  STONE SHATTER
  Evocation [Sonic]
  Level: Brd 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./level)
  Area: One stone object or creature
  Duration: Instantaneous
  Saving Throw: Will negates (object) or Fortitude half 
  (see text)
  Spell Resistance: Yes (object) or Yes
  You aim a single note of perfect pitch toward a stone object 
  or creature, causing it to shatter.
  The target object cannot weigh more than 2 pounds per 
  caster level.
  Anyone within 5 feet of an exploding object suffers 1 point 
  of damage per caster level (maximum 15 points).
  No saving throw applies to this effect.
  Targeted against a stone creature (of any weight), stone 
  shatter deals 1d6 points of damage per caster level 
  (maximum 15d6), with a Fortitude save for half damage.
  TIRUMAEL’S ENERGY SPHERES
  Evocation [Acid, Cold, Electricity, Fire, Sonic]
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Five floating spheres
  Duration: 1 round/level
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes (see text)
  You create a circle of five colored spheres that orbit your 
  head at a distance of 1 foot.
  These spheres provide as much light as a dancing lights spell 
  and can be used offensively or defensively.
  Each sphere corresponds to one of the five types of energy 
  (acid, cold, electricity, fire, sonic).
  On your turn you can direct one or more spheres to strike a 
  creature or creatures in range, no two of which may be 
  more than 30 feet apart.
  Each sphere inflicts 1d4 points of energy damage per four 
  caster levels (max 4d4 each) to a single creature, so an 8th-
  level caster’s sphere inflicts 2d4 points of energy damage.
  The target may make a Reflex save for half damage against 
  each sphere.
  If you are attacked with an effect that causes energy 
  damage, and the sphere of that type of energy is still 
  present, you can have that sphere absorb some of that 
  energy damage, destroying the sphere.
  The sphere absorbs damage that round equal to the amount 
  of damage it would deal if used to attack, so an 8th-level 
  caster’s fire sphere absorbs 2d4 points of fire damage.
  This overlaps (does not stack) with the protection granted 
  by endure elements, resist elements, and protection from elements.
  Material Component: Five glass marbles.
  WIND AT BACK
  Evocation
  Level: Drd 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Two creatures/level, no two of which can be 
  more than 50 ft. apart
  Duration: 1 day
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell doubles the overland speed of all targets, 
  assuming they are all traveling together in the same 
  direction, including pack animals and mounts.
  This spell does not affect nonliving material.
  The spell does not affect tactical speed.
  WIND TUNNEL
  Evocation
  Level: Drd 5
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One target/level
  Duration: 1 round/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You call on the wind to assist your allies’ accuracy.
  This wind tunnel improves the accuracy of ranged weapons, 
  granting each target a +10 competence bonus on ranged 
  attacks.
  Further, it doubles the range increment of these weapons.
  ZAJIMARN’S FIELD OF ICY RAZORS
  Evocation [Cold]
  Level: Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 10-ft. square/level
  Duration: 1 minute/level
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  Razor-sharp ice crystals fill the area.
  
  745
  Creatures standing in the area at the time the spell is cast 
  take 2d4 points of damage plus 1d6 points of cold damage 
  +1 point/level.
  Any creature moving on foot into or through the spell’s 
  area takes this damage for each 5 feet of movement through 
  the razored area.
  Any creature that sustains normal damage from this spell 
  must also succeed at a Reflex save or suffer injuries to its 
  feet and legs that slow its speed by one-third.
  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 at a Heal 
  check against the spell’s save DC.
  Each 5-foot square section has effectively 20 hit points.
  Even when all the ice has been destroyed, frigid air remains 
  in the area and deals 1d6 points of cold damage +1 
  point/level to creatures that pass through it.
  Focus: A silver shuriken worth 50 gp that looks like a 
  snowflake.
  ZAJIMARN’S ICE CLAW PRISON
  Evocation [Cold]
  Level: Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 10-ft. ice claw
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Similar to Bigby’s grasping hand, this spell creates a Medium-
  size reptilian claw made of ice.
  The ice claw gets one grappling attack per round.
  Its attack bonus to make contact is your level + your 
  Intelligence or Charisma modifier (for wizards and 
  sorcerers, respectively), +7 for the claw’s Strength score 
  (24).
  Its grapple check is this same figure.
  When the claw succeeds at a grapple, it inflicts normal 
  grapple damage (1d3 points plus its Strength modifier).
  You can direct it to damage or pin its target on your turn as 
  a free action.
  On any round that the claw is grappling a target, it deals 
  1d8 points of cold damage in addition to any other damage 
  it causes.
  The claw can attack on the round it appears.
  Directing it to change targets is a standard action.
  It always attacks from your direction and does not get a 
  flanking bonus or help a combatant get one.
  The claw has as many hit points as you do when 
  undamaged and is AC 20 (+10 natural).
  It takes damage as a normal creature, but most magical 
  effects that do not deal damage do not affect it.
  The claw cannot push through a wall of force or enter an 
  antimagic field.
  It suffers the full effects of a prismatic wall or prismatic sphere.
  The claw makes saving throws as if it were you.
  Disintegrate or a successful dispel magic destroys it.
  It is immune to cold but takes double damage from fire.
  Focus: A white leather glove and a piece of clear rock crystal.
  ILLUSION
  DARK WAY
  Illusion (Shadow)
  Level: Clr 3 (Mask)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One bridge of force 2 ft. wide, 1 in. thick, and up to 
  20 ft./level long
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You create a ribbonlike, weightless, unbreakable bridge.
  The dark way must be anchored at both ends to solid 
  objects, but otherwise can be at any angle.
  Like a wall of force, it must be continuous and unbroken 
  when formed.
  It is typically used to cross a chasm or a hazardous space.
  Creatures can move on the dark way without penalty, since 
  it is no more slippery than a typical dungeon floor.
  You (but not anyone else) gain a +5 competence bonus on 
  all Balance checks while made on the dark way.
  The dark way can support a maximum of 200 pounds per 
  caster level.
  Creatures that cause the total weight on the dark way to 
  exceed this limit sink through it as if it weren’t there.
  You never sink through the dark way unless your own 
  weight exceeds the spell’s maximum capacity.
  DECOY IMAGE
  Illusion (Figment)
  Level: Rgr 3
  Components: V, S
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: Figment that mimics you and all allies within 50 ft. 
  of you
  Duration: 10 minutes/level (D)
  In order to flush ambushes, you project a duplicate image 
  of yourself and your companions.
  This spell creates an illusion complete with visual, sound, 
  smell, texture, and temperature.
  It mimics exactly what you and any of your allies within 50 
  feet of you do.
  If the terrain differs significantly between that of the 
  illusion and that of the characters, or if any character takes 
  an action the illusion can’t duplicate (for instance, climbing 
  a tree if none are present for the illusory duplicate to 
  mimic), onlookers automatically receive a saving throw.
  In addition, anyone who moves out of the spell’s effect 
  disappears from the illusion.
  DISGUISE UNDEAD
  Illusion (Glamer)
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: One corporeal undead
  
  746
  Duration: 10 minutes/level
  Saving Throw: None (harmless)
  You make one undead—including clothing, armor, 
  weapons, and equipment—look different.
  You can make it seem 1 foot shorter or taller, thin, fat, or in 
  between.
  You cannot change the creature’s body type.
  For example, a wight could look human, humanoid, or like 
  any other generally human-shaped bipedal creature.
  Otherwise, the extent of the apparent change is up to you.
  You could add or obscure a minor feature, such as a mole or 
  a beard, or make it look like an entirely different creature.
  The spell does not provide the abilities or mannerisms of 
  the chosen form.
  It does not alter the perceived tactile (touch) or audible 
  (sound) properties of the undead or its equipment.
  A battleaxe made to look like a dagger still functions as a 
  battleaxe.
  Note: Creatures get Will saves to recognize the glamer as an 
  illusion if they interact with it (such as by touching the 
  undead and having that sensory input not match what they 
  see, in the case of this spell).
  Focus: A cocoon of a death’s head moth.
  DOOMTIDE
  Illusion (Pattern)
  Level: Clr 4 (Beshaba)
  Components: V, S, DF
  Casting Time: 1 action
  Range: 80 ft.
  Effect: Eight 10-ft. cubes extending from the caster’s 
  location
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You fill an area with illusory black, creeping mist that 
  vaguely resembles thousands of slender grasping tentacles.
  You and one creature you touch are immune to the effect of 
  this spell and can see through it without difficulty.
  When you cast the spell, you decide if the effect remains 
  stationary or moves away from you at a rate of 10 feet per 
  round.
  The mist obscures all sight, including darkvision, beyond 5 
  feet.
  A creature within 5 feet has one-half concealment (attacks 
  suffer 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 doomtide in 4 
  rounds; a strong wind (21+ mph) disperses the mist in 1 
  round.
  Furthermore, creatures within its area must make Will 
  saves or be dazed for as long as they remain in the cloud.
  The spell does not function underwater.
  KHELBEN’S SUSPENDED SILENCE
  Illusion (Glamer)
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One object
  Duration: Permanent or until discharged; 6 rounds (see 
  text)
  Saving Throw: None (object)
  Spell Resistance: No (object)
  You imbue the touched object with a magical effect.
  When you touch the object and give the command word 
  you designate, the object becomes the target of a silence 
  spell.
  The effect of the silence spell moves with the object and lasts 
  exactly 6 rounds.
  Material Component: A feather and a handful of gem dust 
  worth 50 gp.
  NET OF SHADOWS
  Illusion (Shadow) [Darkness]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to one creature/level, no two of which can be 
  more than 25 ft. apart
  Duration: 3 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  You cause ordinary shadows to fly toward the creatures in 
  the area, forming dark nets that cover and enfold the target 
  or targets.
  The net does not hamper movement, but a creature 
  enfolded in a net cannot see beyond 5 feet, even with 
  darkvision.
  The folds of a net hide the creature within it, giving the 
  creature nine-tenths concealment (attacks suffer a 40% miss 
  chance).
  The net also hampers the enfolded subject’s own attacks, 
  granting nine-tenths concealment to creatures within 5 feet 
  and total concealment to creatures more than 5 feet away.
  SHADOW HAND
  Illusion (Shadow)
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 5-ft. hand
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You create a floating Medium-size hand out of shadow 
  material.
  The shadow hand is an opaque gray color, 5 feet long, and 
  that wide with its fingers outstretched.
  It can give cover as a Bigby’s interposing hand spell (providing 
  only one-half cover), carry materials as Tenser’s floating disk, 
  strike opponents, or point or gesture as a normal hand does.
  The hand is AC 18 (+6 natural, +2 deflection) and has half as 
  many hit points as you have when undamaged.
  It can be damaged just as Bigby’s interposing hand can, and 
  makes all saving throws as if it were you.
  Changing the hand’s task or target is a standard action, and 
  it can move anywhere in range.
  If not given any commands, the hand follows you at your 
  speed, maintaining the same distance from you.
  
  747
  The spell ends if the hand ever exceeds its range.
  If it is carrying items and commanded to do something 
  else, the hand drops whatever it is holding in order to 
  complete its task (you can order the hand to rid itself of 
  items gently as a standard action).
  Unlike Tenser’s floating disk, it does not have to follow you at 
  a fixed distance—you may direct where the hand goes.
  If commanded to attack, the hand makes a slam attack at 
  your base attack bonus (+4 for its 18 Strength), dealing 
  1d6+4 points of damage, attacking from your direction.
  It cannot perform any special combat actions such as bull 
  rush, grapple, or trip.
  SHADOW WELL
  Illusion (Shadow)
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You cause the target’s shadow to become a temporary 
  gateway to a pocket realm within the Plane of Shadow.
  The target must make a Will save or be pulled into the 
  gateway; inside the pocket realm he sees a deserted, gloomy 
  duplicate of the real world, while shadowy phantasms stalk 
  and taunt him without causing actual harm.
  When the duration ends, the victim returns to the real 
  world and suffers a secondary fear effect.
  The victim is frightened for 1d4 rounds and must flee.
  On leaving the pocket realm, the subject reappears in the 
  spot it had been in when the shadow well spell was cast.
  If this spot is filled with a solid object, the subject appears 
  nearby.
  Spells and abilities that move a creature within a plane, 
  such as teleport and dimension door, do not help a creature 
  escape a shadow well spell, although a plane shift spell allows 
  it to exit to whatever plane is designated in that spell as 
  normal (but the target is still frightened upon leaving).
  SILENT PORTAL
  Illusion (Glamer)
  Level: Asn 1, Sor/Wiz 0
  Components: S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Any single portal
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This simple cantrip negates the sound of opening and 
  closing a single portal (door, window, gate, drawer, chest 
  lid, and so on).
  Even the squeakiest door opens without a sound when 
  under the effect of this spell.
  Silent portal covers only normal means of opening and 
  closing the targeted portal.
  Breaking a window or kicking a door in still makes noise, 
  but opening a door that is falling off its hinges does not 
  (since this is the normal way a door would open).
  Portals composed of magical energy are not affected by this 
  spell.
  In the case of magic or even intelligent portals, spell 
  resistance and a Will save (DC 10 + caster’s ability score 
  modifier + other modifiers as appropriate) apply.
  SKULL OF SECRETS
  Illusion (Shadow)
  Level: Clr 4 (Cyric)
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Intangible skull
  Duration: Permanent until discharged
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  You create an intangible image of a floating skull that trails 
  black flames.
  The skull and its flames are obviously an illusion and cause 
  no damage, nor can the skull be damaged by attacks.
  The skull flies at speed 40 feet (Perfect) but cannot move 
  more than 20 feet from its point of origin.
  The skull floats about aimlessly but threateningly within its 
  available range.
  You set two triggering conditions for the skull.
  The first activates a message as if the skull were a magic 
  mouth.
  The second causes the skull to spit a tongue of flame 5 feet 
  wide and 10 feet long that deals 1d8 points of damage per 
  two caster levels (maximum 5d8) to the creature that 
  triggered it.
  Those affected can make Reflex saving throws for half 
  damage.
  The triggering conditions can be the same for both effects, 
  which would cause the skull to spit flame and speak its 
  message at the same time.
  Once both triggering conditions have been met, the skull 
  disappears.
  The skull can only do each effect one time, so if it has 
  already spoken its message, it does not speak it again if the 
  message trigger occurs a second time.
  TOWERING OAK
  Illusion (Glamer)
  Level: Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 3 rounds/level
  You draw on the oak’s strength to improve your ability to 
  intimidate your enemies.
  You gain a competence bonus of +10 on your Intimidate 
  checks.
  NECROMANCY
  DEATH ARMOR
  Necromancy
  Level: Sor/Wiz 2
  
  748
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You are surrounded with a crackling black aura that injures 
  creatures that contact it.
  Any creature striking you with its body or handheld 
  weapons takes 1d4 hit points of damage +1 point per 2 
  caster levels (maximum +5).
  If the creature has spell resistance, it applies to the damage.
  Weapons with exceptional reach, such as longspears, do not 
  endanger their users in this way.
  Material Component: A paste made of exotic herbs, ground 
  bones, and onyx worth 50 gp, which is applied to your body 
  when the spell is cast.
  DEATH DRAGON
  Necromancy [Evil, Fear, Mind-Affecting]
  Level: Clr 7
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Personal
  Effect: Dragon of energy and bones
  Duration: 1 round/level (D)
  You summon unholy power to gird yourself in a dragon-
  shaped cocoon of bones and negative energy.
  The cocoon gives you a +4 natural armor bonus and a +4 
  deflection bonus to Armor Class, plus 1 temporary hit point 
  per caster level (maximum +20).
  You are treated as armed when you make unarmed attacks, 
  and deal damage as if your limbs were short swords.
  You can use your off hand to attack, incurring the standard 
  two-weapon fighting penalties (see Table 8–2, page 125 of 
  the Player’s Handbook).
  The death dragon prevents you from casting spells with 
  somatic, material, or focus (but not divine focus) 
  components, but does not otherwise hinder your actions or 
  movement.
  As a standard action, you may project a cone of fear or make 
  a melee touch attack to use inflict critical wounds on the 
  creature touched.
  DEATH PACT
  Necromancy [Evil]
  Level: Clr 8 (Velsharoon)
  Components: V, S, M, DF, XP
  Casting Time: 10 minutes
  Range: Touch
  Target: Willing living creature touched
  Duration: Permanent until triggered
  Saving Throw: None
  Spell Resistance: No
  This spell allows the target to enter a binding agreement 
  with your deity that brings the target back to life if she is 
  slain.
  When this spell is cast, the target’s Constitution is 
  permanently lowered by 2 points.
  In exchange for this, if she ever dies, several spells are 
  brought into effect.
  First, she is teleported to a safe location designated by you 
  at the time of casting as if with a word of recall spell.
  Second, the target is brought back from the dead with a 
  raise dead spell with the standard loss of a level.
  Finally, the target is healed with a heal spell.
  She does not regain the 2 Constitution points when 
  returned to life.
  If a raise dead spell could not return the target to life (for 
  example, if she was disintegrated or died of old age), the 
  death pact cannot restore her to life.
  If the spell is dispelled before the target dies, she does not 
  regain her 2 lost Constitution points.
  Material Component: A diamond worth at least 500 gp.
  XP Cost: 250 XP.
  FAVOR OF ILMATER
  Necromancy
  Level: Clr 4 (Ilmater), Pal 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Willing creature
  Duration: 1 minute/level or instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell has two possible effects: Divine Fortitude: The 
  target becomes immune to subdual damage, charm effects, 
  compulsions, and attacks that function by causing pain, and 
  is immune to effects that would cause her to be dazed, 
  exhausted, fatigued, nauseated, staggered, or stunned.
  The target remains conscious at –1 to –9 hit points and can 
  take a partial action each round when in that state.
  If any of these effects are present on the target when this 
  spell is cast, they are suspended for the duration (causing 
  the target to wake if unconscious).
  This variant of the spell lasts 1 minute/level.
  When the spell ends, any effects suspended by the spell 
  that would otherwise still be in effect (such as fatigue, 
  which normally requires 8 hours of rest to abate) return.
  Effects with durations that expired during the duration of 
  this spell do not resume when this spell ends.
  Pact of Martyrdom: You and the target exchange hit point 
  totals.
  This variant of the spell only works if you have more hit 
  points than the target when the spell is cast.
  If the target was unconscious and dying, you become 
  unconscious and dying.
  If the target was unconscious but stabilized, you become 
  unconscious but stabilized.
  The spell only transfers actual hit points, not temporary hit 
  points.
  Clerics and paladins who don’t worship Ilmater name this 
  spell after their own deity—favor of Torm, for example.
  GENERAL OF UNDEATH
  Necromancy
  Level: Clr 8 (Velsharoon)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 day/level
  
  749
  You increase the number of Hit Dice of undead that you 
  can control.
  Add 10 times your caster level to your Hit Dice limit for 
  controlling undead.
  When the duration expires, you lose control of the extra 
  undead as if you had voluntarily relinquished control of 
  them.
  HEALING STING
  Necromancy
  Level: Drd 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: You and one living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You inflict 1d6 points of damage +1 point/level damage to a 
  living creature and gain an equal amount of hit points.
  The healing sting cannot give you more hit points than your 
  normal total.
  Excess hit points are lost.
  Material Component: Five dried wasp bodies.
  HEALING TOUCH
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half (see text)
  Spell Resistance: Yes (harmless)
  You transfer some of your life essence to another creature, 
  healing it.
  You may heal up to 1d6 points per two caster levels 
  (maximum 10d6), and must decide how many dice to roll 
  when you cast the spell.
  You take damage equal to the amount your target was 
  healed.
  This spell cannot heal a target of more than your current hit 
  points +10, which is enough to kill you.
  INFESTATION OF MAGGOTS
  Necromancy
  Level: Drd 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/2 levels
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  With a successful melee touch attack, you infest a target 
  with maggotlike creatures.
  They deal 1d4 points of temporary Constitution damage 
  each round.
  The subject makes a new Fortitude save each round.
  The spell ends if the target succeeds at its saving throw.
  The infestation can be removed with a cure disease or heal 
  spell.
  Material Component: A handful of dead, dried flies.
  IRON BONES
  Level: Sor/Wiz 4, Clr 4 As stone bones, except the target 
  creature’s skeleton changes to iron.
  The creature gains a +5 natural armor bonus to AC.
  Focus: A miniature skull made out of iron or steel.
  KISS OF THE VAMPIRE
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S, M
  Range: Personal
  Target: You
  Duration: 1 round/level
  You draw upon the powers of unlife to give yourself 
  abilities similar to those of a vampire.
  You become gaunt and pale with feral red eyes, and you 
  gain the following supernatural abilities:
  • enervation (as a melee touch attack)
  • vampiric touch (as a melee touch attack)
  • charm person
  • gaseous form (self only)
  • damage reduction 10/+1 When using this spell, inflict 
  spells heal you and cure spells hurt you.
  You are treated as if you were undead for the purpose of all 
  spells and effects.
  A successful turn (or rebuke) attempt against an undead of 
  your Hit Dice requires you to make a Will saving throw 
  (DC 10 + cleric’s Charisma modifier) or be panicked (or 
  cowering) for 10 rounds.
  A turn attempt that would destroy (or command) undead of 
  your Hit Dice requires you to make a Will save (DC 15 + 
  cleric’s Charisma modifier) or be stunned (or charmed as 
  with charm monster) for 10 rounds.
  Any charm effect you create with this spell ends when the 
  spell ends, but all other effects remain until their normal 
  duration expires.
  Material Component: A black onyx worth at least 50 gp that 
  has been carved with the image of a fang-mouthed face.
  LIFE BOLT
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One ray/2 levels
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You draw forth some of your own life force to create a beam 
  of positive energy that harms undead.
  You must make a ranged touch attack to hit, and if it hits an 
  undead creature, it deals 2d4 points of damage to it.
  Creating the beam deals you 1 hit point of damage.
  For every two levels of experience past 1st, you can create 
  an additional ray, up to a maximum of five rays at 9th level.
  If you shoot multiple rays, you can have them strike a 
  single creature or several creatures.
  
  750
  You must designate targets before you roll spell resistance 
  or damage.
  All rays must be aimed at enemies that are all within 30 feet 
  of each other.
  NATUREWATCH
  Necromancy
  Level: Drd 0, Hth 0, Rgr 1
  Components: S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Quarter circle emanating from you to the extreme
  of the range
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  This is identical with deathwatch, but only functions on 
  animals and plants.
  In addition, it also allows you to determine a variety of 
  other mundane information about the animals and plants 
  (are the plants underwatered, are the animals 
  malnourished, and so forth).
  REVEILLE
  Necromancy [Language-Dependent, Sonic]
  Level: Brd 3
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Target: One recently dead creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You cause a recently dead creature (within three days of its 
  death) to reveal information about events that led up to its 
  death.
  The corpse speaks tersely in its native language, using no 
  more than a dozen words or so in a round.
  In the first round, it describes the last thing it saw.
  In the second, it describes its dying wish.
  In the third, it describes the wounding that killed it.
  In the fourth, it tells who killed it.
  In the fifth, it tells why it believes it was killed.
  In the sixth and all rounds following, it answers one 
  question to the best of its ability (as speak with dead).
  The corpse has no more knowledge than it had when alive, 
  nor does it retain any memory of events that occurred after 
  its death.
  All restrictions placed on the use of speak with dead 
  (differing alignments allow a saving throw, no repeat uses 
  of this spell or speak with dead within seven days, intact 
  body required, and undead creatures are immune) apply to 
  this spell as well.
  SHROUD OF UNDEATH
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You shroud yourself with invisible negative energy so that 
  nonintelligent undead perceive you as a fellow undead 
  creature, ignoring you.
  Your appearance does not change, and while intelligent 
  undead do not immediately recognize you as alive, they are 
  likely to question whether you are actually undead.
  If used in conjunction with a disguise or an illusion to 
  appear undead, this spell gives you a +5 bonus on your 
  Disguise check.
  If you attack an undead creature while this spell is in effect, 
  the spell immediately ends.
  When using this spell, inflict spells heal you and cure spells 
  hurt you.
  You are treated as if you were undead for the purpose of all 
  spells and effects.
  A successful turn (or rebuke) attempt against an undead of 
  your Hit Dice requires you to make a Will saving throw 
  (DC 10 + cleric’s Charisma modifier) or be panicked (or 
  cowering) for 10 rounds.
  A turn attempt that would destroy (or command) undead of 
  your Hit Dice requires you to make a Will save (DC 15 + 
  cleric’s Charisma modifier) or be stunned (or charmed as 
  with charm monster) for 10 rounds.
  Material Component: Dust or bone fragments from any 
  destroyed undead creature.
  SKELETAL GUARD
  Necromancy
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One or more finger bones
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a number of loyal skeletons from finger bones.
  All skeletons are Medium-size with the normal Monster 
  Manual statistics for their kind, except their effective Hit 
  Dice as far as turning is concerned is equal to your class 
  level.
  These skeletons count toward the number of Hit Dice of 
  undead you can have in your control.
  You can create one skeleton per caster level.
  Unlike the animate dead spell, these skeletons try to remain 
  within 60 feet of you.
  If you exceed this range, they become inert until you 
  return.
  Material Components: One finger bone and one onyx gem 
  worth 50 gp per skeleton to be created.
  If the finger bones come from a Medium-size creature, the 
  skeleton that forms from that finger bone is that type of 
  creature.
  SPIDER POISON
  Necromancy
  Level: Asn 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  
  751
  Duration: Instantaneous (see text)
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  Similar to the divine spell poison, you inflict a paralyzing 
  poison upon the subject by making a successful melee 
  touch attack.
  The poison deals 1d6 points of temporary Strength damage 
  immediately and another 1d6 points of temporary Strength 
  damage 1 minute later.
  Each instance of damage can be negated by a Fortitude save 
  (DC 10 + one-half caster level + caster’s Intelligence or 
  Charisma modifier, for wizards and sorcerers, respectively).
  Material Component: A poisonous spider, alive or dead.
  SPIRIT WORM
  Necromancy
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level (see text)
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You create a lingering decay in the spirit and body of the 
  target.
  If the target fails its saving throw, it takes 1 point of 
  temporary Constitution damage each round while the spell 
  lasts (maximum 5 points of Constitution).
  If it makes its save, it does not lose any Constitution but 
  takes 1d2 points of damage each round while the spell lasts 
  (maximum 5d2).
  The damage remains after the spell ends.
  Material Component: A piece of fire-blackened ivory or bone 
  carved in the shape of a segmented worm.
  UNDEAD LIEUTENANT
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One undead
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You empower the subject undead with the authority of 
  command over other undead in your control.
  The targeted undead must have an Intelligence of 5 or 
  higher.
  Other undead under your control obey the subject undead 
  as if it were you.
  You may give orders to the undead normally, superseding 
  the orders of the subject of this spell.
  UNDEAD TORCH
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One corporeal undead
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You cause a corporeal undead to give off cold blue energy 
  that disrupts the life force of living creatures but has no 
  effect on objects or undead.
  The target creature does an additional 2d4 points of damage 
  with its melee attacks.
  If an attacked creature has spell resistance, the resistance is 
  checked the first time the creature attacks it.
  If it succeeds, the creature is unaffected by that casting of 
  the undead torch.
  If the undead creature is destroyed, the undead torch 
  continues to burn at the location of its destruction until the 
  duration ends, and creatures that come in contact with the 
  remains take damage.
  If the undead creature assumes an incorporeal state (such as 
  a vampire assuming gaseous form), the spell disperses 
  harmlessly.
  Material Component: A living or dead firefly or glowworm.
  UNDEATH AFTER DEATH
  Necromancy [Evil]
  Level: Clr 7 (Bane)
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: Willing living creature touched
  Duration: Permanent until discharged
  Saving Throw: None (see text)
  Spell Resistance: No
  You tear off a piece of a creature’s life force, corrupt it with 
  negative energy and the power of undeath, then bind it to 
  its body to allow a blasphemous transformation should the 
  creature later die.
  The subject of this spell loses 2 points of Constitution.
  When the subject dies, the corrupted life force begins a 
  slow change in its body, causing it to animate as a crypt 
  spawn at the next sunset (see the crypt spawn template in 
  Chapter 7).
  If its remains are destroyed, the undeath after death spell 
  cannot bring it back as an undead.
  If the spell is dispelled before the subject dies, it does not 
  regain its 2 lost Constitution points.
  Material Components: A piece of obsidian shaped like a heart, 
  which is placed on the subject’s chest, and a black onyx 
  gem worth at least 50 gp per HD of the subject creature at 
  the time the spell is cast, which is placed in the subject’s 
  mouth.
  UNDEATH TO DEATH
  Necromancy
  Level: Sor/Wiz 6, Clr 6
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several undead creatures within a 50-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  
  752
  Undeath to death snuffs out the animating forces of undead 
  creatures, killing them instantly.
  The spell slays 1d4 HD worth of undead creatures per 
  caster level (maximum 20d4).
  Creatures with the fewest HD are affected first; among 
  creatures with equal HD, those closest to the point of origin 
  of the burst are affected first.
  Material Component: The powder of a crushed diamond 
  worth at least 500 gp.
  TRANSMUTATION
  ALAMANTHER’S RETURN
  Transmutation [see text]
  Level: Sor/Wiz 9
  Components: V, S, M, XP
  Casting Time: 1 full round (see text)
  Range: See text
  Effect: One spell or spell-like ability
  Duration: See text
  Saving Throw: See text
  Spell Resistance: See text
  You duplicate the effect of any one spell or spell-like ability 
  you have seen.
  This spell can only duplicate spells and spell-like abilities of 
  8th level or lower.
  This duplication functions like the ability of a wish spell to 
  duplicate another spell, except that it is not limited by type 
  of spell (divine or arcane) or by what school the effect is 
  from.
  A duplicated spell or spell-like ability functions as if you 
  had the appropriate spell prepared and were casting it 
  yourself.
  If the casting time of the spell is greater than 1 full round, 
  add 1 full round to the casting time of Alamanther’s return.
  If the spell or ability has an XP cost, you must pay that XP 
  cost in addition to the XP cost of this spell.
  If the spell has a costly material component, you must 
  provide that component or pay an additional XP cost equal 
  to the gp value of that component divided by 5.
  Alamanther of Aglarond, a former consort of the Simbul, 
  created this spell.
  He was eventually destroyed in one of his frequent battles 
  against the Red Wizards of Thay.
  Material Component: A silver mirror worth 50 gp.
  XP Cost: 1,000 XP or more.
  AMANUENSIS
  Transmutation
  Level: Clr 3 (Deneir), Sor/Wiz 3
  Components: V, S, M (see text)
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Object or objects with writing
  Duration: 10 minutes/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You cause writing from one source (such as a book) to be 
  copied into a book, paper, or parchment.
  This spell copies 250 words per minute and creates a perfect 
  duplicate of the original.
  The spell only copies nonmagical text, not illustrations or 
  magical writings (such as spell scrolls or a sepia snake sigil).
  If the target contains normal and magical writing (such as a 
  letter with explosive runes), only the normal text is copied, 
  leaving blank space in the copied text where the magical 
  writing would be expected.
  Likewise, if the target contains text and illustration, only 
  the text is copied.
  The spell triggers (but does not copy) writing-based magic 
  traps in the material being copied.
  Blank paper, parchment, or a book must be provided for the 
  spell to write upon.
  If the target has multiple pages, the spell automatically 
  turns to the next blank page whenever necessary.
  If more pages in the target exist than blank pages are 
  available, the spell copies the original until it runs out of 
  blank pages.
  At any time during the spell’s duration you may redirect 
  the magic to copy from another target, copy onto a different 
  blank source, or resume a duplication that was interrupted 
  by a shortfall of blank pages.
  If this spell is used to copy a spell from a spellbook, you 
  must provide the necessary costly materials as if you were 
  copying it by hand (see Arcane Magical Writings, page 155 
  of the Player’s Handbook).
  The spell does not translate the copied writing.
  If you do not understand the original, you have no 
  additional ability to understand the copy.
  Material Component: Materials necessary for copying spells 
  from a spellbook (if appropriate).
  AMPLIFY
  Transmutation [Sonic]
  Level: Brd 1
  Components: V, S
  Casting Time: 1 minute/level
  Range: Long (400 ft. + 40 ft./level)
  Area: 15-ft.-radius emanation centered on a creature, 
  object, or point in space
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes or No (object)
  You cause an amplification of all sounds within the spell’s 
  area.
  This decreases the DC to hear those sounds by 20.
  Those creatures within the spell’s area do not notice the 
  increased amplification.
  Thus, anyone whose voice is amplified remains unaware of 
  the increase in volume.
  AURA OF GLORY
  Transmutation
  Level: Pal 2
  Components: V, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (see text)
  You channel divine power into yourself, enhancing your 
  physical presence and augmenting your magical abilities.
  
  753
  For the duration of the spell, you gain a +2 sacred bonus on 
  all Bluff, Diplomacy, Handle Animal, Intimidate, and 
  Charisma checks to alter an NPC’s attitude or turn undead.
  Your aura of glory provides an additional +2 sacred bonus on 
  allied saves against fear.
  When the spell is cast, a number of allies equal to your 
  paladin level are healed 1 hit point as if by a cure minor 
  wounds spell.
  These allies must be within 10 feet of you at the time.
  Your mount counts as an ally.
  AURA OF VITALITY
  Transmutation
  Level: Drd 7
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature per 3 levels, no two of which can 
  be more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  All targets receive a +4 enhancement bonus to Strength, 
  Dexterity, and Constitution scores.
  AZUTH’S EXALTED TRIAD
  Transmutation
  Level: Clr 6
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You alter one of your prepared spells so that you can cast it 
  multiple times before it is expended.
  The prepared spell must be of 3rd level or lower, and once 
  the exalted triad is cast, you may cast the altered spell two 
  additional times (a total of three times) before it is 
  expended.
  The altered spell functions normally and requires 
  components or XP for each use as if you were casting three 
  separate spells.
  If you later choose to prepare a different spell in that spell 
  slot, any extra castings provided by the exalted triad are lost.
  You cannot cast exalted triad more than once upon a 
  prepared spell.
  This spell was created by the clerics of Azuth.
  BACKLASH
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Permanent or until discharged
  Saving Throw: Will negates
  Spell Resistance: Yes
  You bestow upon the target an unusual curse: The first spell 
  the target casts that meets the triggering conditions 
  rebounds on the cursed creature exactly as if affected by 
  spell turning.
  The backlash is triggered by three situations:
  • The target casts an attack spell on another creature, which 
  makes its saving throw.
  • The target casts an attack spell upon a creature that is 
  immune to that spell.
  • The target casts an attack spell that is interrupted or 
  ruined (including a failed attempt to cast defensively).
  In all three cases, the triggering spell must be a spell that 
  could be affected by spell turning.
  If the backlash is triggered, the curse immediately takes its 
  full effect upon the target of the backlash.
  The target does not get a saving throw against the spell, nor 
  does spell turning apply, but does get spell resistance.
  Once triggered, the backlash spell ends.
  A creature can be under the effects of multiple backlash 
  spells at once, but only one can be triggered at a time.
  The backlash has no effect on magic items or spell-like or 
  supernatural abilities used by the target.
  A backlash can be removed by any spell that negates a 
  bestow curse spell.
  For purposes of this spell, an “attack spell” includes any 
  spell targeting a foe or whose area or effect includes a foe.
  (Exactly who is a foe depends on the caster’s perceptions).
  A spell directed at an unattended object does not constitute 
  an attack spell.
  BALAGARN’S IRON HORN
  Transmutation [Sonic]
  Level: Brd 1, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes
  You create a deep, resonant vibration that can shake 
  creatures off their feet as if they were being tripped.
  Make a single Strength check as if your Strength were 20.
  Creatures in the area make individual opposed Dexterity or 
  Strength checks against your roll.
  Those who fail are tripped and fall prone.
  Those who succeed are unaffected, but cannot make a trip 
  attack against you in response to this spell.
  Unlike a regular trip attack, you may trip any creature 
  touching the ground, regardless of size.
  You cannot use the Improved Trip feat to immediately 
  make a melee attack against a creature you have tripped 
  with this spell.
  BATTLETIDE
  Transmutation
  Level: Clr 5 (Xvim/Bane)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: You and up to one creature/level, no two of 
  which can be more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: No and Will negates
  
  754
  Spell Resistance: Yes
  You steal energy from others.
  Targets other than you suffer a –2 circumstance penalty on 
  saves, attack rolls, and damage rolls.
  As long as at least one enemy is affected by the spell, you 
  get one extra partial action each round.
  If all the affected enemies free themselves from the spell 
  (by death, entering an antimagic field, receiving a successful 
  dispel magic, and so on), the spell ends.
  BLACKSTAFF
  Transmutation
  Level: Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Staff or quarterstaff touched
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: Yes
  Created by the renowned archmage Khelben Arunsun and 
  shared only with those whom he trusts implicitly, blackstaff 
  has three principal effects:
  First, the spell gives the affected staff or quarterstaff a +4 
  enhancement bonus on attack and damage rolls.
  Second, any creature or object struck by a successful melee 
  attack or melee touch attack with the blackstaff is subject to 
  a dispel magic effect.
  This effect works exactly like a targeted dispel magic cast by 
  the creator of the blackstaff.
  Third, any spellcaster struck by a successful melee or melee 
  touch attack with the blackstaff loses one prepared spell (or 
  one unused spell slot, for spellcasters who do not prepare 
  spells) of the highest spell level available.
  A successful Will save negates the spell loss, but not any 
  damage or dispel effects caused by a strike of the blackstaff.
  Blackstaff may be cast upon any nonmagical quarterstaff or 
  on a magic staff in the caster’s possession.
  If cast on a magic staff, the wielder of the staff must decide 
  as a free action on his turn each round whether he will use 
  the staff’s normal abilities or the effects of the blackstaff 
  spell.
  Nothing prevents the caster from giving a staff or 
  quarterstaff under the effect of blackstaff to another 
  character to wield after casting the spell.
  Focus: A nonmagical quarterstaff or a magic staff.
  BLADE THIRST
  Transmutation
  Level: Rgr 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One slashing weapon
  Duration: 1 round/level
  Saving Throw: None (object)
  Spell Resistance: Yes (object)
  You grant a slashing weapon a +3 enhancement bonus.
  The weapon takes on a blue, fiery glow, shedding 
  illumination as if it were a torch.
  BLINDING SPITTLE
  Transmutation
  Level: Drd 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One missile of spit
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Using a ranged touch attack (with a –4 penalty), you spit 
  caustic saliva into your target’s eyes.
  The spittle blinds your target until he can wash his eyes 
  with water or other rinsing fluid.
  This spell has no effect on creatures without eyes or that 
  don’t depend on eyes for vision.
  BLINDSIGHT
  Transmutation
  Level: Clr 4, Drd 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell grants the Blindsight feat.
  The target creature gains sensitivity to vibrations, so that it 
  maneuvers and fights as well as a sighted creature.
  The target creature’s senses extend to a 30-foot radius, and 
  the creature need not make Spot or Listen checks to notice 
  creatures within this range.
  Invisibility and darkness are irrelevant, though the creature 
  can’t discern ethereal beings.
  (For details, see Blindsight, page 73 of the DUNGEON 
  MASTER’s Guide).
  BLOOD FRENZY
  Transmutation
  Level: Drd 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You enter a rage similar to, but less effective than, that of a 
  barbarian.
  Your rage gives you a +2 bonus to Strength and 
  Constitution and a +1 morale bonus on Will saves.
  You suffer a –1 penalty to AC.
  The additional Constitution increases your hit points by 1 
  point/level, but these hit points go away when the spell 
  ends.
  Otherwise, the effect is identical with barbarian rage (see 
  page 25 of the Player’s Handbook).
  You cannot use skills that require concentration or 
  patience, and once the spell ends, you’re fatigued for the 
  duration of that encounter.
  
  755
  BODY BLADES
  Transmutation
  Level: Clr 2 (Loviatar)
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  You sprout daggerlike spikes from all surfaces of your body 
  and clothing.
  The spikes appear metallic but are not actually metal, and 
  never harm you or interfere with your movement or 
  actions.
  They allow you to deal 1d6 points of piercing damage (crit 
  ×2) with a successful grapple attack.
  The spikes count as a martial weapon, and the spell grants 
  proficiency with them.
  You can also make a regular melee attack (or off-hand 
  attack) with the spikes, and they count as a light weapon in 
  this case.
  You inflict lethal damage when grappling.
  If a creature grapples you, the spikes deal 2 points of 
  damage to your attacker.
  You get a +4 bonus on Escape Artist checks to escape from a 
  net, rope, grappler, or spell that entangles.
  BRANCH TO BRANCH
  Transmutation
  Level: Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  You gain a +10 competence bonus on Climb checks made 
  in trees.
  You can brachiate (swing via branches and vines) at your 
  normal speed.
  BRILLIANT AURA
  Transmutation
  Level: Drd 7
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One person per 2 levels, all of whom must be 
  within 30 ft. of each other
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You limn your allies in a glowing nimbus, transforming 
  their attacks into brilliant energy.
  All persons affected by this aura give off light as a torch (20-
  foot radius).
  Their weapon attacks (melee or ranged) function as if their 
  weapons were brilliant energy weapons: They ignore 
  nonliving matter and armor, and enhancement AC bonuses 
  do not count against them.
  The attacks cannot harm undead, constructs, or objects.
  In addition, all attacks gain an enhancement bonus on 
  damage equal to one-half the caster’s level (maximum +10).
  CAMOUFLAGE
  Transmutation
  Level: Drd 1, Hrp 1, Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You change your coloring to match the environment 
  surrounding you.
  The spell grants you a +10 competence bonus on your Hide 
  checks.
  CAST IN STONE
  Transmutation
  Level: Drd 9
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Personal
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Anyone meeting your gaze is permanently turned into a 
  mindless, inert statue (as flesh to stone).
  You may free the victim of your own cast in stone at any time 
  by speaking a command word you establish during the 
  casting.
  Note: Each round, a gaze attack automatically works against 
  one creature within range that is looking at (attacking or 
  interacting with) the gazing creature.
  Creatures can avert their eyes, which grants them a 50% 
  chance to avoid the gaze but in turn grants the gazer one-
  half concealment (20% miss chance) relative to them.
  Creatures can close their eyes or turn away entirely; doing 
  so prevents the gaze from affecting them but grants the 
  gazer total concealment (50% miss chance) relative to them.
  CLAWS OF THE BEAST
  Transmutation
  Level: Drd 1, Rgr 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Your fingers sprout claws.
  Your hands become weapons that do 1d6 points of damage.
  If your normal unarmed damage is greater than 1d6, the 
  damage does not change.
  You are considered armed while this spell is in effect.
  CRUMBLE
  Transmutation
  Level: Drd 6
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One structure or construct
  Duration: Instantaneous
  
  756
  Saving Throw: Fortitude partial (object)
  Spell Resistance: Yes (object)
  You bring the forces of erosion to bear on a fabricated 
  structure such as a stone bridge, a wooden building, an iron 
  wall, a construct, or any other object not formed by nature 
  itself.
  This inflicts 1d6 points of damage per caster level to the 
  object (hardness does not apply), to a maximum of 15d6.
  This spell does not affect living creatures.
  It does, however, affect constructs.
  The maximum size of the object affected depends on your 
  level.
  If you cast this spell on an object of greater size than you 
  can affect, the spell fails.
  CURSEOF ILL FORTUNE
  Transmutation
  Level: Clr 2 (Beshaba)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You place a temporary curse upon the target, giving her a –
  3 enhancement penalty on attack rolls, saving throws, 
  ability checks, and skill checks.
  Curse of ill fortune is removed by any spell that removes a 
  bestow curse spell.
  DARSSON’S POTION
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Target: Flask of water touched
  Duration: 1 hour/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You transform the water in a flask so that it is capable of 
  storing a spell in the manner of a potion.
  On your next turn, you or another spellcaster can cast a
  spell into the water, transforming the water into a potion of 
  the appropriate type.
  Only spells suitable for making potions can be used this 
  way.
  The person casting the spell to be stored must spend XP as 
  if a potion were being created with the Brew Potion feat.
  DEAFENING CLANG
  Transmutation [Sonic]
  Level: Pal 1 (Gaerdal Ironhand)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You empower the touched weapon with magic that causes 
  it to emit a loud clang when it is struck against a hard 
  surface, such as a floor, wall, or creature.
  The item can create this noise once per round.
  The clang has the effect of a thunderstone (see page 114 of 
  the Player’s Handbook) except that the caster and the weapon 
  user are unaffected by the sound and the deafness lasts 1 
  minute.
  If an attack with the weapon misses the target but was 
  enough to make a touch attack, the weapon strikes the 
  creature with sufficient force to activate the deafening clang.
  DHULARK’S GLASSTRIKE
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Range: 60 ft.
  Target: One creature or 4 cubic ft. of material
  Duration: 1 hour/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You transform the target into glass.
  You can cast either of these two versions: Glass Creature: As 
  flesh to stone, but the target becomes glass.
  Glass Object: An object of up to 4 cubic feet in volume is 
  affected.
  Part of a larger object (such as a floor or wall) can be 
  transformed by this spell.
  Neither version of the spell affects magic items (magic 
  items carried by a transformed creature remain intact).
  When the duration ends, the target returns to its original 
  materials.
  If the target was broken or damaged while in glass form, its 
  normal form has similar damage.
  Focus: A piece of glass from a mirror.
  DISTORT SPEECH
  Transmutation
  Level: Brd 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You distort a creature’s vocalizations.
  The voice of the affected target becomes warped and 
  incomprehensible.
  
  757
  The subject loses the ability to cast spells with verbal 
  components for the duration of the spell.
  EARTHFAST
  Transmutation
  Level: Drd 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One stone structure or rock formation, up to 25 cu. 
  ft./level
  Duration: 10 minutes/level (D)
  Saving Throw: Fortitude negates (harmless, object)
  Spell Resistance: Yes (object)
  You reinforce a rock formation or stone structure.
  The earthfast spell doubles the structure’s hit points and 
  hardness.
  The spell collapses if you move beyond the range of the 
  spell.
  This does not function on constructs.
  EASY CLIMB
  Transmutation
  Level: Rgr 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Vertical path 10 ft. wide and 20 ft. tall/level
  Duration: 10 minutes/level (D)
  Saving Throw: None (object)
  Spell Resistance: Yes (object)
  You create a path of handholds and footholds up the surface 
  of a cliff-face, tree trunk, wall, or other vertical obstacle.
  This changes the surface to the equivalent of a very rough 
  wall (DC 10 to climb).
  ENERGY TRANSFORMATION FIELD
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, M, XP
  Casting Time: 4 rounds
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 40-ft.-radius spread
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes
  You create a lingering zone of transformative magic that 
  absorbs magic energy from magic items or spellcasting in 
  order to power another spell tied to that location.
  For example, you could have an energy transformation field 
  tied to a summon monster V spell that would summon a 
  monster when the field had absorbed enough magic.
  The field absorbs the magic of spells cast, spell-like or 
  supernatural abilities activated, and magic items used 
  within its dimensions.
  Each source of magic provides spell levels of energy to the 
  field equal to the spell level of the effect used.
  Supernatural abilities that emulate spells provide energy 
  equal to the spell level of the effect.
  Supernatural abilities that do not emulate spells provide 
  energy equal to the HD of the creature using the ability.
  For example, a cast fireball spell or a charge from a wand of 
  fireballs would add three spell levels to the field’s store, a 
  potion of cure light wounds would add one, and a wish from a 
  ring of three wishes would add nine.
  Effects that don’t have a clearly defined spell level (such as 
  the effects of most rods) use the prerequisite caster level 
  needed to create that item (so an immovable rod would 
  provide 2 spell levels every time it was activated because of
  its levitate prerequisite).
  Effects that are absorbed give no indication as to where the 
  magic went; they simply vanish.
  The field only absorbs magic actually used within its area.
  Ongoing magical effects that enter the area, including 
  spells cast from outside the area into the field or 
  continually functioning items such as a +1 mace, are often 
  visibly reduced, but do not have their actual effects 
  hindered.
  For example, a continual flame would dim slightly, but its 
  overall magic would not be affected.
  An energy transformation field has a single spell linked to it.
  When the field has absorbed spell levels equal to the spell 
  level of its linked spell, it automatically casts that spell at a 
  point within the field as designated by you at the time of 
  the casting of the field.
  This expends those absorbed spell levels (although unused 
  levels remain until they are used or expire).
  The cast spell functions as if cast by you in terms of 
  duration and all level-based spell effects.
  Absorbed spell levels fade at a rate of one per day if not 
  used.
  The field automatically triggers its linked spell if it has 
  enough stored spell levels and the duration of its previous 
  casting has expired.
  If a linked spell requires concentration to maintain, the 
  field expends one spell level for every hour of 
  concentration (the field’s concentration is only interrupted 
  by its complete destruction).
  Spells that require a target will target the living creature 
  nearest to the energy transformation field.
  Typical spells linked to an energy transformation field are 
  blindness/deafness, fireball, suggestion, summon monster, and 
  wall of force.
  Spells that have a costly material component or an XP cost 
  cannot be linked to a field, but those with a costly focus can 
  be if the focus object is present within the field (typically 
  sealed into a wall or in a secret compartment).
  Halaster of Undermountain reputedly links false vision 
  spells to thwart those who would spy on his master 
  dungeon.
  Only Mordenkainen’s disjunction, limited wish, wish, or similar 
  spells can destroy the energy transformation field.
  Spells of lower level such as dispel magic and greater dispelling 
  are absorbed by it, and an antimagic field prevents it from 
  absorbing magical energy within the field but does not 
  otherwise hamper this spell.
  If two or more field spells share an overlapping area, each 
  field has an equal chance of absorbing a spell effect in that 
  area.
  Material Component: Three drops of your blood, an eye from 
  any humanoid, and 5,000 gp worth of powdered diamond.
  XP Cost: 250 XP.
  
  758
  FIENDFORM
  Transmutation [Evil]
  Level: Sor/Wiz 6 (Red Wizard)
  Components: V, M
  Duration: 1 minute/level
  As polymorph self (see polymorph self, page 239 of the Player’s 
  Handbook), except as noted above and as follows.
  You may take the form of any fiendish creature, demon, or 
  devil that can be summoned by summon monster I–VI.
  You cannot assume multiple forms with each use of the 
  spell, but you gain all the creature’s extraordinary, spell-
  like, and supernatural abilities.
  Your type changes to outsider, and spells and effects that 
  harm or ward evil outsiders affect you.
  A spell that would banish you to your home plane ends this 
  spell and leaves you staggered for 1 round per caster level, 
  but does not send you to another plane.
  Material Component: A bone from any fiendish creature, 
  half-fiendish creature, demon, or devil.
  G’ELSEWHERE CHANT
  Transmutation [Sonic, Teleportation]
  Level: Brd 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You teleport a target to a random, safe location up to 100 
  feet distant and visible to you.
  To randomly determine the subject’s destination, roll 1d8 
  to determine the direction, then roll 1d10 times 10 to 
  determine the distance from the subject’s previous location.
  Roll direction and distance again if this new destination is 
  outside your line of sight, within a solid object, or more 
  than 5 feet above ground.
  If your target is being held (whether an object held by a 
  character or a character being grappled by a creature), the 
  holding or grappling creature also receives a Will saving 
  throw to resist.
  GEMJUMP
  Transmutation [Teleportation]
  Level: Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 full round
  Range: Unlimited (see text)
  Target: You and objects and willing creatures totaling up 
  to 50 lb./level (see text)
  Duration: Until triggered
  Saving Throw: None/Will negates (harmless, object)
  Spell Resistance: No/Yes (harmless, object)
  This spell teleports you to the location of a specially 
  prepared gem.
  You initially cast gemjump upon a rogue stone (see the next 
  chapter), which you must touch.
  At any time after you prepare the stone you can utter a 
  command word, and instantly teleport to the location of the 
  gem, provided you and the stone are on the same plane.
  The teleport is always on target (as though you are using a 
  teleport without error spell).
  If the area containing the gem is too small for you, you 
  appear in the nearest sufficiently large space.
  You can transport, in addition to yourself, objects and 
  creatures weighing up to 50 pounds per caster level.
  Thus, a 15th-level wizard could transport his person and 
  objects or creatures weighing an additional 750 pounds.
  Exceeding this limit causes the spell to fail.
  An unwilling creature can’t be teleported by gemjump.
  Likewise, a creature’s Will save (or spell resistance) 
  prevents items in its possession from being teleported.
  Unattended, nonmagical objects receive no saving throw.
  You can only have one gemjump spell cast on a particular 
  rogue stone at a time, but any number of other wizards can 
  use the same stone you’re using.
  Focus: A rogue stone.
  GHORUS TOTH’S METAL MELT
  Transmutation [Fire]
  Level: Sor/Wiz 4
  Components: V, S, M
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Metal object weighing up to 5 lb./level
  Duration: 1 round
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You alter the physical properties of a metal object so that it 
  runs like water.
  The melted metal does not change temperature but flows as 
  a liquid for 1 round and then returns to its normal solid 
  state, usually in a form resembling a puddle.
  If the object is a magic item, this renders it broken and 
  nonfunctional, although a character with the appropriate 
  item creation feat can repair it.
  Material Component: A drop of mercury in a vial.
  GREATER MAGE HAND
  Transmutation
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One object or creature weighing up to 10 pounds 
  per caster level
  Duration: Concentration
  Saving Throw: Will negates
  Spell Resistance: Yes
  You point your finger at a target and can lift it and move it 
  at will from a distance.
  As a move-equivalent action, you can move the target up to 
  20 feet in any direction, though the spell ends if the 
  distance between you and the object ever exceeds the 
  spell’s range.
  A creature can negate the effect against itself or against an 
  object it possesses with a successful Will save or with spell 
  resistance.
  The target can be moved vertically, horizontally, or both.
  It cannot be moved beyond your range.
  An object can be telekinetically manipulated as if with one 
  hand.
  
  759
  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 
  (DC set by the DM).
  GUTSNAKE
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Effect: One magical snakelike tentacle
  Duration: 1 round/level (D)
  You sprout a 15-foot-long tentacle from your stomach that 
  can attack enemies.
  The tentacle has no eyes but ends in a pair of snapping 
  reptilian jaws.
  The tentacle is equivalent to a giant constrictor snake 
  except that it is completely obedient to you and moves as 
  you command it.
  Attacks against the tentacle cause you no discomfort and do 
  not disrupt your spellcasting.
  If “killed”, the tentacle disappears without causing harm to 
  you.
  The tentacle does not interfere with spellcasting in any 
  way.
  As a free action on your turn, you may have the tentacle 
  attack (as a giant constrictor), and if it successfully hits, it 
  can constrict.
  Each round the gutsnake is constricting a target, you may 
  not move more than 5 feet away from the target, unless you 
  are strong enough to drag it with you.
  This is the only way in which the tentacle restricts 
  movement.
  While the snake is present, you may use its Balance and 
  Climb skill modifiers instead of your own.
  Focus: A fang from any reptile.
  HARDENING
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One item of a volume no greater than 10 cu. 
  ft./level (see text)
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes (object)
  This spell increases the hardness of materials (see Table 8–
  12: Substance Hardness and Hit Points, page 136 of the 
  Player’s Handbook).
  Paper becomes harder to tear, glass becomes harder to 
  break, wood becomes more resilient, and so on.
  For every two caster levels, add 1 point of hardness to the 
  material targeted by the spell.
  This hardness increase improves only the material’s 
  resistance to damage.
  Nothing else is modified by the improvement.
  For example, a longsword (treat steel as iron, base hardness 
  10) affected by a hardening spell cast by a 12th-level caster 
  would have a new hardness of 16 for purposes of ignoring 
  damage caused by someone using the Sunder feat.
  The sword’s hit points, attack and damage modifiers, and 
  other factors are not affected.
  The hardening spell does not in any way affect resistance to 
  other forms of transformation.
  Ice still melts, paper and wood still burn, rock still becomes 
  transmutable to mud with the proper spell, and so on.
  This spell affects up to 10 cubic feet/level of the spellcaster.
  If cast upon a metal or mineral, the spell’s volume is 
  reduced to 1 cubic foot/level.
  HUNTER’S MERCY
  Transmutation
  Level: Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: See text
  This transmutation makes a bow strike true.
  Your next attack with the bow (if it is made before the end 
  of the next round) hits and automatically threatens a 
  critical hit.
  If you don’t hit in the round following the casting of this 
  spell, the effect is wasted.
  INFERNO
  Transmutation [Fire]
  Level: Drd 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You cause one creature to burst into flames.
  The subject’s clothing, items, hair and flesh burn with 
  ferocity.
  The fire deals 2d6 points of damage per round until the 
  spell ends or the subject manages to extinguish the flames.
  Flammable, nonmagical items carried by the target 
  automatically fail their saves to resist this damage.
  Against creatures lacking flammable flesh, hair, clothing, 
  and items, the spell has no effect.
  After the first round, the target can take a full-round action 
  to attempt to extinguish the flames before taking additional 
  damage.
  It takes a successful Reflex saving throw (DC 15) to 
  extinguish the flames.
  Rolling on the ground allows the character a +2 bonus.
  Leaping into a lake or magically extinguishing the flames 
  automatically smothers the flames.
  Material Component: A gob of beeswax.
  JAWS OF THE WOLF
  Transmutation
  Level: Drd 4
  
  760
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One or more created wolves
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You turn small wooden carvings into wolves (one for every 
  two caster levels) that appear between you and your 
  opponents.
  The wolves act on their own but obey your mental 
  commands.
  The wolves are normal in all respects except that they have 
  spell resistance 13 and the special ability of frightful 
  presence (see the Monster Manual).
  At the end of the spell, the wolves become carvings again.
  Focus: One carving of a wolf for each that you create.
  KAUPAER’S SKITTISH NERVES
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: None (harmless)
  Spell Resistance: Yes
  You enhance the target’s reactions in combat, granting him 
  a +5 bonus on initiative checks.
  LAERAL’S CUTTING HAND
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: Your hand
  Duration: 1 round/level (D)
  You alter the structure of your hand so that it becomes as 
  hard and sharp as a blade.
  Your hand gains a +2 enhancement bonus on attack and 
  damage when making unarmed attacks, and you inflict 
  normal damage instead of subdual damage.
  You are considered armed with this hand.
  You cannot use that hand to cast spells, but can otherwise 
  use the hand normally.
  Your hand’s enhancement bonus does not apply to melee 
  touch attacks.
  LAUNCH BOLT
  Transmutation
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One crossbow bolt in your possession
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You cast this spell on a crossbow bolt, causing it to fly at a 
  target of your choice as if you had fired it from a light 
  crossbow.
  Any properties of the bolt (such as magical abilities, 
  masterwork quality, and so on) or feats you possess (such as 
  Point Blank Shot, Weapon Focus [light crossbow], and so 
  on) apply.
  LAUNCH ITEM
  Transmutation
  Level: Sor/Wiz 1
  Components: S
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Target: One Fine item in your possession, weighing up to 
  10 lb.
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You cause a Fine item in your possession to fly at great 
  speed to a target or location you specify.
  The spell protects the item from any damage caused by this 
  launching (for example, an egg would not crack from being 
  hurled by the spell, a flask of alchemist’s fire would not 
  break from the sudden acceleration) but does not protect it 
  from damage caused by striking the target.
  This spell is normally used to launch dangerous items 
  (flasks of acid, thunderstones, and so on) farther than you 
  could normally throw them.
  Even strange magical effects (such as the glowing bead 
  from a delayed blast fireball spell) can be safely launched by 
  this spell.
  LOW-LIGHT VISION
  Transmutation
  Level: Asn 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You give the subject creature low-light vision, the ability to 
  see twice as far as a human in starlight, moonlight, 
  torchlight, and similar conditions of poor illumination.
  The subject retains the ability to distinguish color and 
  detail under these conditions.
  Arcane Material Component: A small candle.
  LUTZAEN’S FREQUENT JAUNT
  Transmutation [Teleportation]
  Level: Sor/Wiz 5
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: 1 round/2 levels
  As dimension door, except as noted above and that you can 
  transfer yourself once per round as a move-equivalent 
  action that does not provoke an attack of opportunity.
  
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  MASS CAMOUFLAGE
  Transmutation
  Level: Drd 4, Hrp 4, Rgr 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Any number of creatures, no two of which can be 
  more than 60 ft. apart
  Duration: 10 minutes/level
  As camouflage, except the effect is mobile with the group.
  The spell is broken for any individual who moves more 
  than 60 feet from the nearest other member of the group.
  If only two individuals are affected, the one moving away 
  from the other one loses its camouflage.
  If both are moving away from each other, they both 
  become visible when the distance between them exceeds 
  60 feet.
  MASS TELEPORT
  Transmutation [Teleportation]
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 full round
  Target: Touched objects or touched willing creatures 
  weighing up to 100 lb./level
  As teleport (see page 264 of the Player’s Handbook), except as 
  noted above.
  You do not have to teleport yourself when you cast a mass 
  teleport spell.
  MASTER AIR
  Transmutation
  Level: Drd 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You sprout a pair of insubstantial feathery or batlike (your 
  choice) wings.
  You can fly at a speed of 90 feet (60 feet if you’re wearing 
  medium or heavy armor).
  You can ascend at half speed and descend at double speed.
  You have a maneuverability of Good.
  Using master air requires as much concentration as walking, 
  so you can attack or cast spells normally.
  You can charge but not run, and you cannot carry aloft 
  more weight than your maximum load (see Carrying 
  Capacity, page 141 of the Player’s Handbook), plus any armor 
  you wear.
  Should the spell duration expire while you are still aloft, 
  the magic fails slowly.
  You drop 60 feet per round for 1d6 rounds.
  If you reach the ground in that amount of time, you land 
  safely.
  If not, you fall the rest of the distance, taking falling 
  damage of 1d6 per 10 feet of fall.
  Since dispelling a spell effectively ends it, you also fall in 
  this way if the master air spell is dispelled.
  Focus: A wing feather from any bird or the wing bone of any 
  bat.
  MASTER EARTH
  Transmutation
  Level: Drd 7
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You travel straight through the earth itself to a destination 
  you choose.
  The movement is instantaneous and has no distance 
  limitations (though the location must be on the same 
  world).
  You need only think of where you want to go.
  If you don’t think of an exact location, the earth carries you 
  to the periphery of the general area you imagine.
  For example, if you want to go to the Shining Plains but 
  you can’t remember any specific landmarks, the earth 
  brings you back on the surface at the nearest edge of the 
  Shining Plains.
  The earth never leaves you stranded inside it.
  It always puts you back on the surface even if it cannot 
  deliver you to your chosen destination.
  It takes you as far as it can.
  Underground, creature-built structures don’t hinder you as 
  long as you can move around them.
  This spell only functions on the Material Plane.
  Focus: The fossil of any animal.
  MINOR DISGUISE
  Transmutation
  Level: Brd 0
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Duration: 1 hour
  You use magic to make minor, cosmetic changes in your 
  appearance.
  The spell does not change the actual structure of either 
  your features or body.
  It can add color to hair, paint wrinkles on your face, give 
  you a scar, or darken your teeth.
  This spell gives you a +2 competence bonus on a single 
  Disguise check made during its duration, and the bonus 
  ends at the end of the spell’s duration if not already used.
  This bonus does not stack with the bonus from either alter 
  self or change self.
  NATURE’S BALANCE
  Transmutation
  Level: Drd 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You lend some of your ability score points to your target.
  
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  You suffer a penalty of 1d4+1 points to any single ability 
  score of your choice, and your target gains an equal 
  enhancement bonus to the same ability score.
  (You don’t get a saving throw to avoid the loss).
  If you cast this spell a second time within 1 hour, you suffer 
  2d10 points of damage.
  ONE WITH THE LAND
  Transmutation
  Level: Drd 2, Hth 2, Rgr 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  You forge a strong link with nature that gives you greater 
  insight into your environment.
  You gain a +2 competence bonus on Animal Empathy, 
  Move Silently, Search, Hide, Intuit Direction, Wilderness 
  Lore, and Handle Animal checks.
  OWL’S INSIGHT
  Transmutation
  Level: Drd 5
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You invest your target with a taste of the ancient wisdom 
  inherent in nature.
  The target gains an enhancement bonus to his Wisdom 
  score equal to half your level.
  QUILLFIRE
  Transmutation
  Level: Drd 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round
  Your hand sprouts poisonous quills that you can use in 
  melee or as a ranged attack.
  The quills inflict 1d8 points of damage +1 point/2 levels 
  (maximum +5).
  They may be thrown as a group using a single ranged attack 
  roll (range increment 10 feet).
  The quills are poisonous (injury DC 18, 1d6 Str/1d6 Str).
  RAM’S MIGHT
  Transmutation
  Level: Drd 0, Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  You add extra power to your unarmed attacks.
  Your hands harden until they are similar to a ram’s horn in 
  texture and hardness.
  Your unarmed attacks inflict normal (not subdual) damage.
  You are considered armed.
  The hardness has no other effect; you can cast spells and 
  manipulate objects normally.
  RIGHTEOUS FURY
  Transmutation
  Level: Pal 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Summoning the power of your deity, you charge yourself 
  with positive energy.
  This gives you 1d4 temporary hit points per caster level 
  (maximum 10d4), a +2 natural armor bonus, a +2 
  enhancement bonus to Strength, a +2 enhancement bonus 
  to Dexterity, and a +2 sacred bonus on Fortitude saves.
  Any undead creature striking you with its body deals you 
  normal damage, but at the same time the attacker takes 1 
  point of damage from the positive energy, as if from a cure 
  minor wounds spell.
  SCENT
  Transmutation
  Level: Drd 2, Rgr 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You give the target an enhanced sense of smell, equivalent 
  to the scent ability of some monsters.
  This ability allows the creature to detect approaching 
  enemies, sniff out hidden foes, and track by sense of smell.
  Creatures with the scent ability can identify familiar odors 
  just as humans do familiar sights.
  The creature can detect opponents within 30 feet by sense 
  of smell.
  If the opponent is upwind, the range increases to 60 feet; if 
  downwind, it drops to 15 feet.
  Strong scents, such as smoke or rotting garbage, can be 
  detected at twice the ranges noted above.
  Overpowering scents, such as skunk musk or troglodyte 
  stench, can be detected at triple normal range.
  When a creature detects a scent, the exact location is not 
  revealed—only its presence somewhere within range.
  The creature can take a partial action to note the direction 
  of the scent.
  If it moves within 5 feet of the source, the creature can 
  pinpoint that source.
  A creature with the scent ability can follow tracks by smell, 
  making a Wisdom check to find or follow a track.
  The typical DC for a fresh trail is 10 (no matter what kind of 
  surface holds the scent).
  
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  This DC increases or decreases depending on the strength 
  of the quarry’s odor, the number of creatures, and the age of 
  the trail.
  For each hour that the trail is cold, the DC increases by 2.
  The ability otherwise follows the rules for the Track feat.
  Creatures tracking by scent ignore the effects of surface 
  conditions and poor visibility.
  Arcane Material Components: A sprinkle of mustard and 
  pepper, and a drop of sweat.
  SILVERBEARD
  Transmutation
  Level: Pal 1 (Clangeddin Silverbeard)
  Components: V, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  Your beard grows and turns to pure and magically 
  hardened silver, increasing the armor bonus of your armor 
  by +2.
  An outfit of regular clothing counts as armor that grants an 
  AC bonus for the purpose of this spell.
  If you do not have a beard, you grow one for the duration of 
  this spell (even if you are a creature that cannot normally 
  grow a beard, such as an elf or a female human).
  You get a +2 circumstance bonus on Diplomacy checks 
  against dwarves.
  Repeated uses of this spell eventually result in your beard 
  turning a natural silver color (if you cannot normally grow 
  a beard, this secondary effect does not occur).
  SIMBUL’S SKELETAL DELIQUESCENCE
  Transmutation
  Level: Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 day/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You turn the bones and hard tissue of the subject to mush, 
  making him a strange sort of oozelike creature.
  He immediately collapses into a heap, lacking the ability to 
  maintain his previous shape.
  His Dexterity becomes 1, his speed becomes Swim 10 ft., 
  and he loses the ability to attack, speak, carry objects, or cast 
  spells with somatic components.
  He can still use spell-like and supernatural abilities.
  He cannot be flanked and is immune to critical hits.
  His equipment is not affected.
  This spell is normally used as a punishment or to disable 
  opponents without killing them.
  SIMBUL’S SPELL MATRIX
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: Up to four of your spells
  Duration: 10 minutes/level (D)
  You prepare a magical matrix that allows you to store up to 
  four spells of up to 3rd level that you can cast individually 
  as free actions.
  You cast Simbul’s spell matrix, and each round thereafter cast 
  one of the spells to be stored in the matrix (the matrix 
  closes after the fourth round and no more spells can be 
  added, even if it is not full).
  Only spells that can be altered by the Quicken Spell feat 
  can be placed in the matrix.
  Each spell placed in the matrix deals 1d6 points of damage 
  to you, and this damage cannot be healed by any means 
  while the matrix exists.
  While the matrix spell is active, you can cast any of the 
  spells stored in it once as a free action.
  This counts as casting a quickened spell, so you cannot 
  activate a matrix spell and cast a nonmatrix quickened spell 
  in the same round.
  Once a spell is cast from the matrix, it is gone.
  Any spell in the matrix is treated as a prepared spell for 
  dealing with effects that affect prepared spells.
  A dispel magic spell that successfully dispels the matrix 
  dispels all the spells in the matrix.
  An antimagic field suspends the matrix but does not cause 
  the first spell to fire (the matrix becomes active again when 
  you are out of the antimagic field).
  If you die, all spells in the matrix dissipate harmlessly.
  Focus: A piece of amber with a minimum value of 500 gp.
  SIMBUL’S SPELL SEQUENCER
  Transmutation
  Level: Sor/Wiz 7
  As Simbul’s spell matrix, except that spells of up to 5th level 
  may be placed in the matrix.
  In addition, you may decide to link two or more of the 
  matrixed spells into a spell sequence.
  Spells to be linked into a sequence must be of 2nd level or 
  lower.
  You may discharge all the spells linked into a single 
  sequence with a free action, just as if you were casting one 
  spell out of the Simbul’s spell matrix.
  Focus: A sapphire with a minimum value of 1,000 gp.
  SIMBUL’S SPELL TRIGGER
  Transmutation
  Level: Sor/Wiz 9
  As Simbul’s spell sequencer, except that the spells to be held in 
  the matrix may be as high as 7th level, and you may create a 
  spell sequence of spells of 4th level or less.
  In addition, you may designate one spell or one spell 
  sequence held in the matrix to come into effect under a 
  condition you dictate when casting Simbul’s spell trigger.
  This function works much like a contingency spell.
  The spell (or sequence of spells) to be brought into effect by 
  the triggering condition must be of a type that affect your 
  person, such as feather fall or levitate.
  The conditions needed to bring the matrix spells into effect 
  must be clear, although they can be general.
  In all cases, Simbul’s spell trigger immediately brings into 
  effect the designated spell (or sequence of spells), which are 
  
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  “cast” instantaneously when the prescribed circumstances 
  occur.
  You cannot choose to have the spell or spells not come into 
  effect when the triggering event occurs.
  Focus: A diamond with a minimum value of 1,500 gp.
  SIMBUL’S SYNOSTODWEOMER
  Transmutation
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 full round
  Range: Personal
  Target: One of your spells
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: Yes
  You channel the spell energy from a spell you know into 
  healing magic.
  After you cast this spell, on your next turn you cast another 
  spell, which is converted to positive energy.
  On the round you cast the second spell, you may touch 
  yourself or another creature, curing 1d6 hit points of 
  damage for every spell level of the spell you cast.
  If the spell you cast was prepared with a metamagic feat, 
  you use the level of the spell slot the spell occupied.
  SMELL OF FEAR
  Transmutation
  Level: Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You bestow your target with an aroma that attracts 
  predators.
  The smell triples the chance of encountering wandering 
  monsters in the area.
  Attracted creatures won’t necessarily attack the target to the 
  exclusion of others; they’re just attracted to the area.
  SNAKEBITE
  Transmutation
  Level: Drd 3, Rgr 4
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Area: You
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  One of your arms turns into a venomous snake with a 
  fanged, biting mouth.
  The bite does 1d3 points of damage and carries a toxic 
  venom (1d6 Con/1d6 Con).
  Each instance of damage can be negated by a Fortitude save 
  (DC 10 + one-half caster level + caster’s Wisdom modifier).
  If the victim fails either save, he must also make a Will save 
  (DC as normal for spell) or be paralyzed for 1d4 rounds.
  You can’t hold a weapon with your transformed hand, but 
  your other hand can be used to wield weapons or cast spells 
  with somatic components.
  Attacking with the transformed hand and a weapon incurs 
  the standard two-weapon fighting penalties (see Table 8–2: 
  Two-Weapon Fighting Penalties, page 125 of the Player’s 
  Handbook).
  You can only be under the effect of one snakebite spell at 
  any given time.
  SONGBIRD
  Transmutation
  Level: Brd 0
  Components: V, S
  Casting Time: 1 full round
  Range: Personal
  Duration: Performance +1 hour or until discharged (see 
  text)
  You acquire an even greater Charisma when you perform.
  Anyone who hears or views your performance becomes 
  favorably inclined toward you.
  This spell grants you a +1 competence bonus on your next 
  Charisma check to influence an NPC’s attitude (for details, 
  see NPC Attitudes, page 149 of the DUNGEON MASTER’s 
  Guide) or Charisma-based skill check against any one 
  person who saw the performance.
  This effect lasts for the duration of the performance and up 
  to 1 hour immediately following.
  You must begin the performance within 1 hour of casting 
  the spell for it to have any effect.
  SPEED SWIM
  Transmutation
  Level: Drd 1, Rgr 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 minute/level (D)
  Saving Throw: Yes (harmless)
  Spell Resistance: Yes (harmless)
  You give the subject creature the ability to swim at speed 30 
  feet (ignoring the effects of armor and encumbrance)
  without having to make Swim checks.
  He gets a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard.
  He can always choose to take 10, even if rushed or 
  threatened when swimming.
  He can use the run action while swimming, provided he 
  swims in a straight line.
  Focus: A miniature wooden paddle.
  SPELL ENHANCER
  Transmutation
  Level: Sor/Wiz 4
  Components: V
  Casting Time: See text
  Range: Personal
  Effect: One of your spells
  Duration: 1 round
  
  765
  This spell enhances the next spell you cast, making it more 
  difficult for targets to resist.
  Casting spell enhancer is a free action, allowing you to cast 
  the spell to be enhanced in the same round as this spell.
  The saving throw DC of the enhanced spell is increased by 
  +2.
  SPELL PHYLACTERY
  Transmutation
  Level: Clr 5 (Mystra)
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Touch
  Target: Scroll touched
  Duration: Permanent until triggered
  Saving Throw: None (object)
  Spell Resistance: Yes (object)
  You create a set of triggering conditions for the targeted 
  scroll so that if these conditions are met, the spell on the 
  scroll is cast upon you as if you were spending a standard 
  action to cast the scroll yourself.
  If the scroll contains a spell that is not on your spell list, it is 
  not cast when the triggering condition occurs and the 
  magic of the spell phylactery dissipates.
  Any limitations involved in your reading the scroll 
  normally (such as a minimum ability score or requiring a 
  caster level check) still apply, and if they are not met, the 
  spell phylactery magic dissipates.
  The conditions needed to bring the spell into effect must 
  be clear, although they can be general.
  For example, a spell phylactery with a scroll of water breathing 
  might prescribe that any time you are plunged into or 
  otherwise engulfed in water or similar liquid, the water 
  breathing scroll instantly comes into effect.
  If complicated or convoluted conditions are prescribed, the 
  spell phylactery may fail when called on.
  The scroll is activated based solely on the stated conditions, 
  regardless of whether you want it to.
  The scroll prepared with this spell must be bound to your 
  arm or forehead (usually rolled tightly or placed in a small 
  box for this purpose) and counts as a bracer or headband in 
  terms of space limitations for magic items.
  The spell on the scroll must be of a spell level no higher 
  than one-third your caster level (rounded down, maximum 
  5th level).
  The spell on the scroll must be one that affects your person, 
  and the triggering conditions must be clear as defined in 
  the contingency spell.
  If another person wears the spell phylactery, the magic of this 
  spell ends.
  You may remove and rewear the spell phylactery without 
  penalty, but if 24 hours pass without your wearing it, the 
  magic of the spell phylactery ends.
  The termination of this spell does not harm the spell on the 
  scroll.
  STALKING BRAND
  Transmutation
  Level: Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: Yes
  Your touch marks your target with a tiny symbol visible 
  only to you and to detect magic.
  The brand appears as you envision it, approximately an inch 
  in diameter.
  You can still see the brand, even if the subject uses magical 
  means to change or hide her appearance.
  Even spells such as change self, polymorph self, and invisibility 
  do not hide the brand.
  To your eyes, the mark glows a light green.
  STONE BONES
  Transmutation
  Level: Sor/Wiz 2, Clr 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Corporeal undead creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You cause the skeleton of the target corporeal undead to 
  become thicker and as strong as stone.
  This gives the target a +3 natural armor bonus to AC.
  It has no effect if the creature has no skeleton (such as an 
  undead plant or octopus) but works normally on creatures 
  that have exoskeletons (such as insects).
  Another version of this spell is rumored to exist that works 
  on living creatures, but causes wracking pains because of 
  the radical alteration of its skeleton.
  The other version has fallen out of use because few 
  creatures willingly subject themselves to it (except perhaps 
  worshipers of Loviatar).
  Arcane Focus: A miniature skull carved of granite.
  STONE WALK
  Transmutation [Teleportation]
  Level: Clr 6 (Bane)
  Components: V, S, M (see text)
  Casting Time: 10 minutes
  Range: Touch
  Target: Stone touched
  Duration: Permanent until discharged
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You magically link one location to another so that you or 
  another may speak a command word at one end and be 
  teleported to the other end.
  Before you cast the spell, you must prepare the ends of the 
  link, both of which must be areas of stone 5 feet square.
  This preparation takes 1 hour, and functions for repeated 
  castings of the spell as long as the stones are not damaged.
  When the spell is cast, the stones become attuned to a 
  command word you designate.
  Any creature that speaks the command word while 
  standing upon one of the stones is teleported without error 
  to the other end instantaneously.
  The stones function once for every four caster levels, and 
  can carry 50 pounds per caster level each time.
  
  766
  Creatures that exceed the weight limitation are not 
  transported and count as one of the uses of the spell.
  Material Component: The preparation of each of the ends of 
  the link requires a paste made from rubies and amber worth 
  2,500 gp.
  Casting the spell requires a 2,500 gp diamond.
  Activating one of the linked stones once the spell is cast 
  does not require any material components.
  STORMRAGE
  Transmutation [Electricity]
  Level: Clr 8 (Talos)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You harness the powers of wind and storm to move, protect 
  yourself, and attack.
  You gain the benefits of a fly spell and are protected from 
  each direction as if surrounded by a wind wall spell.
  You are completely unaffected by natural or magical wind 
  (such as a hurricane or a gust of wind spell), easily able to 
  hold your position and completely unaffected by other 
  adverse effects of extreme wind (such as having to make 
  Concentration checks because of strong winds).
  Finally, you can discharge bolts of electricity from your 
  eyes.
  Your caster level is the total number of d6 worth of bolts 
  that you can create with this spell (maximum 20d6).
  You may use them all at once or divide the dice over several 
  rounds.
  For example, a 16th-level caster can fire an 8d6 bolt on one 
  round and another 8d6 bolt on the next, fire sixteen bolts 
  over 16 or more rounds (each doing 1d6 electricity 
  damage), or make one large bolt that deals 16d6.
  Each bolt affects only one creature.
  Any bolt, regardless of its damage, has a range of 100 feet.
  Launching a bolt is a standard action that does not provoke 
  an attack of opportunity and requires a ranged touch attack 
  (you gain a +3 attack bonus if the opponent is wearing 
  metal armor, made out of metal, or carrying a lot of metal).
  STRENGTH OF STONE
  Transmutation
  Level: Pal 2 (Moradin)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level You become stronger.
  The spell grants an enhancement bonus to Strength of 
  1d4+1 points, adding the usual benefits to melee attack 
  rolls, melee damage rolls, and other uses of the Strength 
  modifier.
  The spell ends instantly if you ever lose contact with the 
  ground.
  This means you cannot jump, tumble, charge, run, or move 
  more than your speed in a round (because these acts cause 
  both of your feet to leave the ground) without breaking the 
  spell.
  A natural stone wall or ceiling counts as the ground for the 
  purpose of this spell (so you could climb a cavern wall and 
  not lose the spell).
  SUPPRESS GLYPH
  Transmutation
  Level: Clr 6 (Deneir)
  Components: V, S
  Casting Time: 1 action
  Range: 100 ft.
  Area: 100-ft.-radius emanation centered on you.
  Duration: 1 minute/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You gain an enhanced awareness of magical writing within 
  range.
  Magical writing such as a glyph of warding, explosive runes, 
  sepia snake sigil, or symbol is covered by a blue nimbus of 
  light (which sheds light equal to a candle).
  This reveals the location of the writing but prevents it from 
  being triggered.
  You and other creatures could read a book warded by 
  explosive runes, or open a drawer guarded by a glyph of 
  warding, or pass through a doorway protected by a symbol 
  without effect.
  This spell covers and negates any active or triggered 
  magical writing (such as a quickly scribed symbol of fear or a 
  triggered symbol of death), although creatures that have 
  already succumbed to the effects of the writing are 
  unaffected.
  Once this spell ends, all magical writing in the area can be 
  triggered normally, and active or triggered writings resume 
  their function if they have any duration left.
  TRANSLOCATION TRICK
  Transmutation
  Level: Sor/Wiz 6
  Components: V
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: You and one other creature
  Duration: 10 minutes/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  You and the other creature switch locations (as if 
  simultaneously using dimension door spells) and exchange 
  appearances (as if using alter self spells to appear as each 
  other).
  Your target may resist this spell with a saving throw (the 
  spell automatically affects you).
  If you or your subject exceeds the capacity of the dimension 
  door spell or if you and your subject have bodies that are so 
  different that the alter self spell could not disguise you as 
  your subject, this spell fails.
  Magic that penetrates disguises (such as true seeing) reveals 
  the identities of you and your subject.
  Otherwise, you are considered to be disguised as the other 
  creature and vice versa for the duration of the spell.
  Actions by you or your subject (such as speaking 
  inappropriately or attacking “allies”) can force Disguise 
  checks or alert people nearby that something is wrong.
  
  767
  You get a +10 bonus on Disguise checks to impersonate the 
  subject.
  When the spell ends, you and the creature revert to your 
  true appearances in your current locations.
  You do not switch locations again.
  UNDEAD BANE WEAPON
  Transmutation
  Level: Pal 3 (Kelemvor)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You give a weapon the undead bane property in addition to 
  any other properties it has.
  Against undead, your weapon’s enhancement bonus (if any) 
  is +2 higher than normal and it deals +2d6 points of bonus 
  damage against undead.
  The spell has no effect if cast upon a weapon that already 
  has the undead bane property.
  At caster level 9 (paladin level 18) and above, the weapon 
  gains a +1 enhancement bonus if it is not already a magic 
  weapon.
  Alternatively, you can affect up to fifty arrows, bolts, or 
  bullets.
  The projectiles must be of the same type, and they have to 
  be together, such as in the same quiver.
  Projectiles (but not thrown weapons) lose their 
  transmutation after they have been fired.
  The weapon is considered blessed, which means it has 
  special effects on certain creatures.
  Any weapon affected by this spell glows with a serene gray 
  radiance that sheds as much light as a candle.
  WARNING SHOUT
  Transmutation [Sonic]
  Level: Pal 1 (Arvoreen)
  Components: V
  Casting Time: 1 action
  Range: See text
  Area: See text
  Duration: 1 round (see text)
  Saving Throw: None
  Spell Resistance: No
  You speak up to five words, which are magically amplified 
  to be heard by all hearing creatures within half a mile.
  All within the area hear the words as loud as you spoke 
  them.
  The spell does not harm people who hear it and cannot 
  transmit magical effects (such as a harpy’s song, sonic 
  spells, or charm effects), although a creature already 
  affected by a magical effect (such as a suggestion) could 
  respond to a nonmagical trigger word deployed by a 
  warning shout.
  Anyone sleeping naturally (as opposed to magically 
  induced sleep, such as from a sleep spell) within the area is 
  woken by the warning shout.
  WEAPON OF IMPACT
  Transmutation
  Level: Brd 3, Clr 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon or fifty blunt projectiles, all of which 
  must be in contact with one another at the time of casting
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  This spell makes a blunt weapon have greater impact, 
  improving its ability to deal telling blows.
  This transmutation doubles the threat range of the blunt 
  weapon.
  A normal threat range of 20 becomes 19–20.
  A threat range of 19–20 becomes 17–20.
  The spell has no effect on piercing or slashing weapons, 
  and it does not stack with itself.
  If cast on sling bullets or other blunt projectiles, the weapon 
  of impact effect on a particular projectile ends after one use, 
  whether or not the missile strikes its intended target.
  WEAPON OF THE DEITY
  Transmutation
  Level: Blk 4, Clr 4, Pal 4
  Components: V, DF
  Casting Time: 1 action
  Range: Personal
  Target: Your weapon
  Duration: 1 round/level
  You must be using your deity’s favored weapon to cast this 
  spell.
  You may use the weapon as if you had proficiency with it 
  even if you normally do not.
  The weapon gains a +1 enhancement bonus on attack and 
  damage rolls, and an additional special ability (see the list 
  below).
  A double weapon gains this enhancement bonus and 
  special ability for only one of its two heads, as chosen by 
  the caster.
  If your deity’s weapon is “unarmed strike”, your hand is 
  treated as if under the effects of a magic fang (or greater magic 
  fang, as appropriate) spell, that hand is considered armed, 
  the special ability functions normally, and you can touch 
  creatures without invoking the special ability if you desire.
  When your caster level reaches 9th, the enhancement 
  bonus of the weapon increases to +2.
  At 12th level, the bonus rises to +3, at 15th level it is +4, and 
  at 18th level it is +5.
  
  768
  
  769
  UNIVERSAL
  SYMBOL
  Universal [see text]
  Level: Clr 8, Sor/Wiz 8
  Components: V, S, M/DF (or V, S, M for carefully 
  engraved)
  This spell allows you to scribe any one of several potent 
  runes.
  Two new symbols are described below; the others appear in 
  the symbol spell description in the Player’s Handbook.
  Death Symbol of Bane: This type of symbol was created by 
  the worshipers of Bane and lost until that dark deity was 
  reborn in 1372 DR.
  A death symbol of Bane is always carefully engraved and 
  never quickly scribed.
  It is triggered as you designate, within the guidelines of the 
  symbol spell.
  However, a person wearing a holy symbol of Bane never 
  triggers the spell.
  A death symbol of Bane functions exactly like a symbol of death,
  except that any creatures within 60 feet of the death symbol 
  of Bane that survive must make two more Fortitude saves, 
  the first to avoid taking 1d12 points of cold damage and the 
  second to avoid the effects of a doom spell.
  This version of the symbol spell has the death and evil 
  descriptors.
  Material Component: A paste made from the symbol spell’s 
  material components and the blood of intelligent sacrificed 
  creatures (minimum 3 Intelligence) whose Hit Dice total at 
  least 30 that have been killed within the past year.
  Once a creature’s blood is used for this spell, that same 
  creature’s blood cannot be used in the material component 
  for another death symbol of Bane.
  Symbol of Spell Loss: This is another variant of the symbol 
  spell.
  When triggered, the symbol of spell loss begins to attack the 
  minds of spellcasters within 60 feet.
  Each caster must attempt a Will saving throw every round 
  he or she is in this area.
  Failure means that the highest-level spell prepared by the 
  spellcaster (or highest-level spell slot, if the character casts 
  spells like a sorcerer or bard) is lost.
  The symbol remains until it has erased 30 levels of spells.
  The symbol attacks creatures with spell-like abilities as if 
  they had spells.
  It has no effect on creatures without spells or spell-like 
  abilities.
  This version of the symbol spell is a mind-affecting spell.
  
  770
  MAGIC OF INCARNUM 
  (3.5)
  ABJURATION
  ESSENTIA LOCK
  Abjuration
  Level: Cleric 4, Incarnum 4, sorcerer/wizard 4
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  When you cast essentia lock, you freeze the subject’s current 
  allocation of essentia in place.
  The target is unable to shift essentia to or from any 
  soulmelds, feats, or other essentia receptacles he might 
  possess, and must maintain his current allocation of 
  essentia for the duration of the spell.
  Creatures without essentia are unaffected by this spell.
  Arcane Focus: A tiny padlock made of silver (10 gp).
  PROTECTION FROM INCARNUM
  Abjuration
  Level: Blackguard 1, cleric 1, paladin 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  You ward a creature from attacks by soulmelds and 
  incarnum creatures.
  The spell forms a barrier at a distance of 1 foot around the 
  warded creature.
  The barrier is normally invisible, but it flashes electric blue 
  when struck by an incarnum creature’s natural weapon 
  attack or an effect generated by a soulmeld.
  While protected, the subject gains a +2 deflection bonus to 
  Armor Class and a +2 resistance bonus on saves.
  Both of these bonuses apply only against natural weapon 
  attacks made by incarnum creatures or effects created by 
  soulmelds.
  A side effect of this spell is that it prevents the subject from 
  gaining essentia, even if such an effect would be considered 
  beneficial.
  Such effects automatically fail if targeted on the protected 
  subject.
  SOULBANNED ZONE
  Abjuration
  Level: Sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Area: 40-ft. radius emanating from the touched point
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create an immobile area within which no incarnum 
  can be used.
  All soulmelds are suppressed within the soulbanned zone.
  Essentia cannot be invested or reallocated by any creature 
  within the area; currently invested essentia has no effect 
  inside the zone.
  Incarnum creatures are not otherwise affected by the 
  soulbanned zone (they can enter normally).
  Only creatures entirely within the soulbanned zone are 
  affected.
  Should a creature be larger than the area enclosed by the 
  soulbanned zone (or only partially within it), it can use its 
  essentia incarnum-based abilities normally.
  SOULMELD DISJUNCTION
  Abjuration
  Level: Incarnum 9, sorcerer/wizard 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: All soulmelds shaped on one creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell rips apart the soulmelds shaped on a particular 
  creature, unshaping them in a burst of scattered incarnum.
  Make a caster level check (1d20 + caster level, maximum 
  +25) against each of the soulmelds shaped on the chosen 
  creature (against a DC of 11 + meldshaper level), starting 
  with the soulmeld with the highest essentia investment 
  (break ties randomly).
  Add +4 to the DC if the soulmeld is bound to a chakra.
  Essentia invested in unshaped soulmelds returns to its 
  owner’s essentia pool.
  SUPPRESS MAGIC
  Abjuration
  Level: Cleric 2, hexblade 2, sorcerer/wizard 2
  Components: V, S (E)
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One object or soulmeld
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  You attempt to suppress the functioning of a single magic 
  item or soulmeld.
  If you succeed on a caster level check against the item or 
  soulmeld (against a DC of 11 + meldshaper level), the item 
  or soulmeld loses all magical properties for the duration of 
  the spell.
  This is identical to the effect of a dispel magic spell targeted 
  on an object, except for duration and your ability to invest 
  essentia to improve your caster level check.
  This spell has no effect on ongoing spell effects, even if 
  those effects are on items (such as greater magic weapon).
  
  771
  Essentia: Every point of essentia invested in this spell 
  grants you a +2 insight bonus on your caster level check to 
  suppress the item.
  If the spell fails to affect the item, the invested essentia 
  immediately returns to your pool.
  UNSHAPE SOULMELD
  Abjuration
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You unshape (destroy) one soulmeld currently shaped on 
  the target creature.
  You can choose a specific soulmeld if you wish; otherwise, 
  the soulmeld affected is chosen randomly from all those 
  currently shaped on the target.
  To succeed in unshaping the soulmeld, you must make a 
  caster level check (1d20 + your caster level, maximum +15) 
  against a DC of 11 + the meldshaper level of the soulmeld 
  (add +4 to the DC if the soulmeld is bound to a chakra).
  If the unshaped soulmeld was bound to one of the target’s 
  chakras, the target takes damage equal to 3d6 points plus 1 
  additional point per caster level (maximum 3d6+15).
  Essentia invested in an unshaped soulmeld returns to the 
  target’s essentia pool.
  If the target creature has no soulmelds shaped, this spell 
  has no effect.
  CONJURATION
  CONJURE GREATER MIDNIGHT CONSTRUCT
  Conjuration (Creation) [Incarnum]
  Level: Sorcerer/wizard 8
  As conjure lesser midnight construct, except as noted above and 
  as follows.
  You conjure a greater midnight construct instead of a lesser 
  midnight construct.
  Essentia: In addition to the options listed for conjure lesser 
  midnight construct and conjure midnight construct, you gain 
  two new options for modifying your midnight construct by 
  investing essentia:
  • Teleportation: Bestow the ability to teleport as a move 
  action, with a range of 20 feet per point of essentia invested 
  (40 feet for 2 points of essentia, 60 feet for 3 points, and so 
  on).
  • Soulburning Aura: Bestow a damaging aura of dark soul-
  energy.
  The aura deals 1 point of Strength damage per point of 
  essentia invested (Will negates, DC 10 + 1/2 construct’s HD 
  + essentia invested) to all creatures adjacent to the 
  construct at the end of the construct’s turn.
  CONJURE LESSER MIDNIGHT CONSTRUCT
  Conjuration (Creation) [Incarnum]
  Level: Sorcerer/wizard 4
  Components: V, S, M (E)
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One conjured midnight construct
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create a single lesser midnight construct (see page 
  184).
  The creature appears where you designate and acts 
  immediately, on your turn.
  It attacks your opponents to the best of its ability.
  As a free action, you can mentally direct it not to attack, to 
  attack particular enemies, or to perform other actions.
  The midnight construct acts normally on the last round of 
  the spell’s duration and dissipates at the end of its turn.
  Midnight constructs are not summoned; they are created 
  on the plane you inhabit, using incarnum you coalesce.
  Thus, they are not subject to effects that hedge out or 
  otherwise affect outsiders or summoned creatures.
  Essentia: You can invest essentia in a midnight construct 
  when you create it to gain one or more of the following 
  modifications to the construct.
  Every point of essentia can be invested in any one 
  modification.
  • Combat Power: +1 enhancement bonus on attack rolls and 
  damage rolls per point of essentia invested.
  • Damage Reduction: Increase the construct’s DR by 2 
  points per point of essentia invested.
  • Land Speed Increase: Increase the construct’s land speed 
  by 10 feet per point of essentia invested.
  Material Component: A bead of dark glass.
  CONJURE MIDNIGHT CONSTRUCT
  Conjuration (Creation) [Incarnum]
  Level: Sorcerer/wizard 6
  As conjure lesser midnight construct, except as noted above and 
  as follows.
  You conjure a midnight construct instead of a lesser 
  midnight construct.
  Essentia: In addition to the options listed for conjure lesser 
  midnight construct, you gain two new options for modifying 
  your midnight construct by investing essentia:
  • Fly Speed: Bestow a fly speed of 20 feet per point of 
  essentia invested (40 feet for 2 points of essentia, 60 feet for 
  3 points, and so on).
  • Deadly Aura: Bestow a damaging aura.
  The aura deals 1d6 points of damage per point of essentia 
  invested (Fort half, DC 10 + 1/2 construct’s HD + essentia 
  invested) to all creatures adjacent to the construct at the 
  end of the construct’s turn.
  INCARNUM BLADESTORM
  Conjuration (Creation) [Incarnum]
  Level: Incarnum 7, sorcerer/wizard 7
  Components: V, S, M (E)
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (20 ft. radius, 40 ft. high)
  Duration: 1 round/level
  Saving Throw: Will half
  Spell Resistance: No
  
  772
  This spell creates a whirling storm of jagged incarnum 
  blades that inflict psychic damage on all within their area.
  This storm of incarnum blades deals 1d6 points of Wisdom 
  damage to all living creatures within the area (Will half).
  This damage is dealt each round at the end of your turn (as 
  well as to any creature who enters the storm).
  You can move the incarnum bladestorm up to 10 feet as a 
  move action.
  Essentia: For every point of essentia you invest, the 
  incarnum blades deal 1 additional point of Wisdom 
  damage.
  Material Component: A handful of needles.
  INCARNUM WEAPON
  Conjuration (Creation) [Incarnum]
  Level: Cleric 5, Incarnum 5
  Components: V, S (E)
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Large weapon of incarnum
  Duration: 1 round/level (D)
  Saving Throw: Will partial
  Spell Resistance: No
  An oversized weapon made of pure incarnum springs into 
  existence and attacks opponents at a distance, as you direct 
  it, dealing 2d6 points of damage per hit.
  In addition, any living creature struck by the incarnum 
  weapon takes 1 point of Wisdom drain (a successful Will 
  save negates the Wisdom drain).
  The weapon takes a form based on your alignment: 
  battleaxe (chaotic), flail (evil), warhammer (good), or 
  longsword (law).
  Casters can choose any weapon whose alignment is not 
  opposed to theirs (neutral casters can choose any of the four 
  weapons).
  Regardless of the weapon’s form, it threatens a critical only 
  on a 20 and deals double damage on a critical hit.
  The incarnum weapon 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; for example, it can 
  damage creatures that have damage reduction.
  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, it 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.
  An incarnum weapon cannot be harmed by physical attacks, 
  but it can be affected by any effect that would affect a spell 
  or a soulmeld.
  An incarnum weapon’s Armor Class against touch attacks is 
  11 (10 + size bonus for Small object).
  Essentia: Every point of essentia you invest in the 
  incarnum weapon adds a +1 insight bonus on the weapon’s 
  attack rolls and damage rolls and expands the weapon’s 
  critical threat range by 1.
  For example, an incarnum weapon spell with 2 points of 
  essentia invested would have a +2 insight bonus on attack 
  rolls and damage rolls and would have a critical threat 
  range of 18–20.
  WALL OF INCARNUM
  Conjuration (Creation) [Incarnum]
  Level: Incarnum 3, sorcerer/wizard 3
  Components: V, S, M (E)
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Incarnum wall whose area is up to one 5-ft. 
  square/level
  Duration: 1 minute/level (D)
  Saving Throw: Will partial; see text
  Spell Resistance: No
  You cause a flat, vertical, opaque barrier of incarnum to 
  spring into being.
  The wall cannot be conjured so that it occupies the same 
  space as a creature or another object, but it can be adjacent 
  to such.
  It must always be a flat plane, although you can shape its 
  edges to fit the available space.
  The wall of incarnum must be anchored to a surface, but this 
  can be a floor, a ceiling, or even a wall.
  The wall of incarnum can’t be moved once it is created.
  A wall of incarnum is 1 inch thick.
  It can be dispelled, but it cannot be damaged or broken, and 
  spells cannot pass through it.
  Ethereal creatures can pass through it, but any other 
  creature (including the caster) attempting to pass through a 
  wall must succeed on a Will save or be blocked by the 
  barrier.
  Regardless of the save’s result, the wall of incarnum deals 
  1d4 points of essentia damage (or Wisdom damage if the 
  creature has no essentia) to the creature.
  Essentia: Every point of essentia invested in the wall of
  incarnum increases the damage dealt on a failed Will save 
  by 1 point.
  Material Component: A tiny, shield-shaped piece of blue 
  quartz.
  DIVINATION
  ADEPT SPIRIT
  Divination [Incarnum]
  Level: Cleric 2, sorcerer/wizard 3
  Components: V, S, DF (E)
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level or until discharged
  
  773
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You bestow the soul of a great ancient spellcaster on the 
  creature touched, giving him great skill with magic.
  As an immediate action, the target creature can activate the 
  adept spirit.
  While active, the spirit’s wisdom and learning provide the 
  recipient of the spell with a +1 insight bonus to caster level 
  and a +2 insight bonus on Will saves, Concentration 
  checks, Intelligence checks, and Intelligence-based skill 
  checks.
  The adept spirit remains active for 1 minute, and then its 
  power is expended and the spell ends.
  No creature can be the target of more than one adept spirit 
  spell simultaneously.
  If a second is cast before the first has been discharged, the 
  second spell dissipates to no effect.
  Essentia: For every point of essentia you invest in this 
  spell, the bonus on Will saves, Concentration checks, 
  Intelligence checks, and Intelligence-based skill checks 
  provided by the spirit improves by 1.
  (The bonus to caster level is not improved by essentia 
  investment).
  ADEPT SPIRIT, MASS
  Divination [Incarnum]
  Level: Cleric 6, sorcerer/wizard 7
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to one creature/level
  As adept spirit, except as noted above.
  Each target must activate his own adept spirit separately.
  ANIMAL SPIRIT
  Divination [Incarnum]
  Level: Druid 2, ranger 2
  Components: V, S (E)
  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)
  You bestow a small portion of the soul-energy of the animal 
  kingdom on the creature touched, granting him some of an 
  animal’s sensory capabilities.
  As an immediate action, the target creature can activate the 
  animal spirit.
  While active, the spirit’s keen senses provide the recipient 
  of the spell with low-light vision and scent, as well as a +2 
  insight bonus on Wisdom checks and Wisdom-based skill 
  checks.
  The animal spirit remains active for 1 minute, and then its 
  power is expended and the spell ends.
  No creature can be the target of more than one animal spirit 
  spell simultaneously.
  If a second is cast before the first has been discharged, the 
  second spell dissipates to no effect.
  Essentia: For every point of essentia you invest in this 
  spell, the bonus on Wisdom checks and Wisdom-based 
  skill checks provided by the spirit improves by 2.
  ANIMAL SPIRIT, MASS
  Divination [Incarnum]
  Level: Druid 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to one creature/level
  As animal spirit, except as noted above.
  Each target must activate his own animal spirit separately.
  DETECT INCARNUM
  Divination
  Level: Bard 1, blackguard 1, cleric 1, Incarnum 1, paladin 
  1, sorcerer/wizard 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 10 min./level
  Saving Throw: None
  Spell Resistance: No
  You can sense the presence of incarnum.
  The amount of information revealed depends on how long 
  you study a particular area or subject.
  1st Round: Presence or absence of incarnum (including 
  creatures with the incarnum subtype, soulmelds, or magic 
  items invested with essentia).
  2nd Round: Number of incarnum auras (soulmelds, 
  creatures with the incarnum subtype, and so on) in the area 
  and the power of the most potent aura present (see the 
  table).
  3rd Round: The power and location of each aura.
  If an aura is outside your line of sight, you can discern its
  direction but not its exact location.
  The power of an incarnum aura depends on the type of 
  creature or object that you’re detecting and its Hit Dice or 
  caster level, as shown on the table.
  If an aura falls into more than one strength category, the 
  spell indicates the stronger of the two.
  GUARDIAN SPIRIT
  Divination [Incarnum]
  Level: Cleric 3, ranger 3, sorcerer/wizard 4
  Components: V, S, DF (E)
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  
  774
  Duration: 1 hour/level or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You bestow a prescient unborn soul on the creature 
  touched, giving him an uncanny ability to anticipate 
  danger.
  As an immediate action, the target creature can activate the 
  guardian spirit.
  While active, the spirit’s prescience provides the recipient 
  of the spell with a +2 insight bonus on Armor Class, Reflex 
  saving throws, Dexterity checks (including initiative 
  checks), and Dexterity-based skill checks.
  The guardian spirit remains active for 1 minute, and then its 
  power is expended and the spell ends.
  No creature can be the target of more than one guardian 
  spirit spell simultaneously.
  If a second is cast before the first has been discharged, the 
  second spell dissipates to no effect.
  Essentia: For every point of essentia you invest in this 
  spell, the bonus provided by the spirit improves by 1.
  GUARDIAN SPIRIT, MASS
  Divination [Incarnum]
  Level: Cleric 7, sorcerer/wizard 8
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to one creature/level
  As guardian spirit, except as noted above.
  Each target must activate his own guardian spirit separately.
  VALIANT SPIRIT
  Divination [Incarnum]
  Level: Bard 4, cleric 4, paladin 4
  Components: V, S, DF (E)
  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)
  You bestow the soul of a great ancient hero on the creature 
  touched, giving him great skill in battle.
  As an immediate action, he can activate the valiant spirit.
  While active, the spirit’s courage provides the recipient of 
  the spell with a +2 morale bonus on attack rolls, damage 
  rolls, Fortitude saves, Strength checks, and Strength-based 
  skill checks.
  The valiant spirit remains active for 1 minute, and then its 
  power is expended and the spell ends.
  No creature can be the target of more than one valiant spirit 
  spell simultaneously.
  If a second is cast before the first has been discharged, the 
  second spell dissipates to no effect.
  Essentia: For every point of essentia you invest in this 
  spell, the bonus provided by the spirit improves by 1.
  VALIANT SPIRIT, MASS
  Divination [Incarnum]
  Level: Cleric 8
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to one creature/level
  As valiant spirit, except as noted above.
  Each target must activate his own valiant spirit separately.
  EVOCATION
  INCARNUM ARC
  Evocation [Incarnum]
  Level: Sorcerer/wizard 2
  Components: V, S, M (E)
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Line from you to a point you designate within range
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  When you cast this spell, you create a drifting “lightning 
  rod” of incarnum that appears at the point you designate 
  within range.
  Instantly, an arc of soul energy forms between you and the 
  incarnum rod, creating a line.
  At the end of your turn, any living creature in that line 
  takes 1d6 points of damage (Reflex negates).
  In subsequent rounds, incarnum arcs again between you 
  and the rod at the end of your turn.
  You can move the rod up to 20 feet by an act of will as a 
  move action, or you can leave it in place and move yourself 
  if you wish to change the path of the arc.
  If the distance between you and the rod at the end of your 
  turn is beyond the spell’s range, no arc occurs but the spell 
  remains active.
  Essentia: Every point of essentia invested in this spell 
  increases the damage dealt by 1d6 points (2d6 points for 1 
  point of essentia, 3d6 points for 2 points of essentia, and so 
  on).
  Material Component: A small brass rod.
  SOULMELD BLESSING
  Evocation [Incarnum]
  Level: Cleric 2
  Components: V, DF
  Casting Time: 1 swift action
  Range: 20 ft.
  Targets: Up to one creature/level in a 20-ft. radius burst 
  centered on you
  Duration: Instantaneous
  Saving Throw: None (harmless)
  Spell Resistance: Yes (harmless)
  When you cast soulmeld blessing, you provide each affected 
  creature with a surfeit of essentia.
  Affected creatures can immediately reallocate their essentia 
  pool as if they had taken a swift action to do so (even 
  though it isn’t their turn and no action is required).
  Essentia that cannot be reallocated with a swift action (for 
  example, essentia invested in an incarnum feat) cannot be 
  redistributed.
  NECROMANCY
  CHANNEL THE MISHTAI
  Necromancy [Incarnum]
  
  775
  Level: Sorcerer/wizard 2
  Components: V, S (E)
  Casting Time: 1 round
  Range: Touch
  Target: One living creature
  Duration: 1 minute
  Saving Throw: Will negates
  Spell Resistance: Yes
  You invite the soul-energy of a long-departed mishtai (see 
  the rilkan and skarn race descriptions in Chapter 1) to 
  share a living body.
  The would-be host must have an Intelligence, Wisdom, and 
  Charisma of at least 5.
  The mishtai that you channel is drawn from one particular 
  era of the millennia of ancient mishtai history, and it 
  possesses a particular station in the highly ordered mishtai 
  society.
  The mishtai helps or hinders but does not control the 
  subject.
  Roll 1d6 and consult the table below to determine the 
  nature of the mishtai that shares the subject’s body and its 
  effects upon him (if the subject is a skarn or rilkan, roll 
  1d10 instead).
  Essentia: Every point of essentia invested in this spell 
  extends the duration by 1 minute.
  CHANNEL THE MISHTAI, GREATER
  Necromancy [Incarnum]
  Level: Sorcerer/wizard 6
  Duration: 1 hour
  Range: Touch
  As channel the mishtai, except as noted above and as follows.
  Instead of rolling randomly, you can choose which mishtai 
  spirit to channel with this spell.
  If the subject is a rilkan or skarn, you can choose any of the 
  ten spirits; otherwise, you can choose only one of the first 
  six listed.
  You cannot attempt to channel the same spirit more than 
  once per week.
  Essentia: Every point of essentia invested in this spell 
  extends the duration by 1 hour.
  DIVEST ESSENTIA
  Necromancy
  Level: Assassin 2, hexblade 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  By delivering a jolt of magical energy to your target, you 
  scramble his personal essence, causing all essentia he has 
  currently invested (with some exceptions; see below) to 
  return to his essentia pool as if the target had set his 
  essentia investment to 0.
  This doesn’t prevent the target from reinvesting essentia 
  normally on his next turn, but it might make him 
  vulnerable in the meantime.
  Essentia invested in an incarnum feat or other receptacle 
  that can’t be reallocated by the target as a swift action can’t 
  be affected by this spell.
  REND ESSENTIA
  Necromancy [Evil, Incarnum]
  Level: Assassin 3, hexblade 3, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  When you cast this spell, you consume a small portion of 
  your enemy’s soul to strengthen your own personal essence 
  and become stronger.
  You deal 1d4 points of Charisma damage plus 1 additional 
  point for every three caster levels, to a maximum of 1d4+5 
  points at caster level 15th.
  
  776
  If the target has an essentia pool, he instead loses essentia 
  equal to the Charisma damage that would be dealt (if the 
  damage is larger than the target’s essentia pool, any leftover 
  points of damage are dealt as Charisma damage).
  This spell can’t reduce a target’s Charisma below 1.
  You gain 1 point of temporary essentia for every point of 
  essentia or Charisma damage you deal to the subject.
  This temporary essentia remains in your pool for 1 minute, 
  after which it dissipates.
  While you have it, you can use your temporary essentia just 
  like normal essentia.
  Material Component: A black pearl worth at least 100 gp.
  SOUL BLIGHT
  Necromancy
  Level: Assassin 2, hexblade 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  You rip away some of the target’s personal essence, 
  temporarily damaging the target’s essentia pool.
  You deal 1d4 points of essentia damage plus 1 additional 
  point for every three caster levels, to a maximum of 1d4+3 
  points at caster level 9th.
  Creatures that do not have essentia pools suffer no ill 
  effects from this spell.
  Material Component: A tiny crystal vial.
  SOUL BOON
  Necromancy [Incarnum]
  Level: Cleric 3, Incarnum 2, sorcerer/wizard 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: 1 minute
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  When you cast this spell, you invoke the power of souls 
  unborn to reinforce the recipient’s essentia pool.
  The creature touched gains 1 point of temporary essentia 
  for every three caster levels, to a maximum of 5 points of 
  essentia at caster level 15th.
  These temporary essentia points can be used just like 
  normal essentia points for as long as soul boon lasts.
  Material Component: An empty insect cocoon.
  SOULBLEED
  Necromancy [Evil, Incarnum]
  Level: Assassin 4, blackguard 4
  Components: V
  Casting Time: 1 swift action
  Range: Touch
  Target: One melee weapon
  Duration: 1 round/3 levels
  Saving Throw: None (object) or Fortitude negates; see 
  text
  Spell Resistance: No (object) or yes; see text
  You invest your weapon with the power to bleed away part 
  of the victim’s essentia.
  Each time you hit a living creature with a weapon affected 
  by soulbleed wounding, that creature loses 1 point of essentia 
  unless it succeeds on a Fortitude save.
  You don’t gain the essentia; it is simply lost.
  Spell resistance applies against this effect.
  If any round of the spell’s duration goes by in which no 
  living creature is affected by the spell (either because you 
  didn’t hit a living creature or because no saving throw was 
  failed), you take 1d6 points of damage from the spell.
  No save or spell resistance is allowed to resist this effect.
  This spell works only as long as you wield the weapon 
  affected.
  Any other wielder gains no benefit from the effect.
  UNBIND CHAKRA
  Necromancy
  Level: Assassin 3, hexblade 3, sorcerer/wizard 4
  Components: V, S (E)
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You temporarily sever one or more chakra binds between 
  the target and his soulmelds and/or magic items.
  This affects one chakra bind for every four caster levels, to a 
  maximum of three binds at 12th level.
  For the spell’s duration, the target creature loses all benefits 
  of the severed chakra binds.
  The target also takes 1d6 points of damage per chakra bind 
  severed.
  At the time of casting, you can choose particular chakra 
  binds to sever (such as arms or soul).
  If you do not choose specific chakra binds, the DM 
  randomly determines which chakra binds are affected.
  Essentia: Every point of essentia you invest in this spell 
  adds +1d6 to the damage dealt per chakra bind severed.
  WRATHFUL DOOM
  Necromancy [Evil, Incarnum]
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Will partial
  Spell Resistance: No
  You turn your opponent’s essentia against him by 
  beckoning to dark powers that prey on soulstuff.
  Each round on your turn, beginning on the round in which 
  you cast this spell, your opponent takes damage equal to the 
  amount of essentia in his essentia pool (up to a maximum 
  value equal to your caster level) and is dazed for 1 round.
  A successful Will save halves the damage dealt and negates 
  the daze effect; this save must be repeated each round that 
  the spell lasts.
  
  777
  TRANSMUTATION
  INCARNUM APOTHEOSIS
  Transmutation [Incarnum]
  Level: Incarnum 8
  Components: V, S (E)
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/3 levels
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Your touch suffuses the target with incarnum.
  For the duration of this spell, all soulmelds, incarnum feats, 
  and other incarnum receptacles of the target are treated as 
  if the maximum allowable quantity of essentia had been 
  invested in them.
  The subject is also immune to any effect that would reduce 
  his essentia pool or unshape his soulmelds.
  Essentia: Every point of essentia invested in this spell 
  extends its duration by 1 round.
  INCARNUM VIGOR
  Transmutation [Incarnum]
  Level: Cleric 6, druid 7, Incarnum 6
  Components: V, S (E)
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You infuse the target with incarnum laced with positive 
  energy.
  He gains fast healing 1.
  In addition, any spell he casts that heals hit point damage 
  heals an additional amount to each creature affected by that 
  spell equal to your caster level or twice the healing spell’s 
  level, whichever is lower.
  For example, a cleric casting mass cure serious wounds would 
  add either +14 (twice the level of the mass cure serious wounds 
  spell) or the incarnum vigor’s caster level, whichever is 
  lower, to the healing provided to each target of the spell.
  Essentia: Every point of essentia you invest in this spell 
  increases the fast healing granted by 1 point.
  OPEN GREATER CHAKRA
  Transmutation
  Level: Cleric 9, sorcerer/wizard 9
  As open least chakra, except this allows you to open the 
  subject’s arms, brow, crown, feet, hands, shoulders, throat, 
  or waist chakra.
  OPEN LEAST CHAKRA
  Transmutation
  Level: Cleric 4, sorcerer/wizard 4
  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)
  You use magical energies to pry open one chakra, allowing 
  a creature to form a chakra bind that it otherwise could not.
  (The spell has no effect on chakras to which soulmelds or 
  magic items are already bound; in other words, it does not 
  allow you to double bind to a chakra).
  You can open a creature’s crown, feet, or hands chakra with 
  this spell.
  A creature benefiting from this spell can bind a soulmeld or 
  magic item to his opened chakra just as if he had gained the 
  ability to form a chakra bind from a feat or class feature.
  OPEN LESSER CHAKRA
  Transmutation
  Level: Cleric 7, sorcerer/wizard 7
  As open least chakra, except this allows you to open the 
  subject’s arms, brow, crown, feet, hands, or shoulders 
  chakra.
  MANUAL OF THE PLANES
  (3.0)
  ABJURATION
  AVOID PLANAR EFFECTS
  Abjuration
  Level: Clr 2, Drd 2, Sor/Wiz 3
  Components: V
  Casting Time: 1 action
  Range: 20 ft.
  Targets: One creature/level in a 20-ft.-radius burst 
  centered on you
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You gain a temporary respite from the natural effects of a 
  specific plane.
  These effects include extremes in temperature, lack of air, 
  poisonous fumes, emanations of positive or negative 
  energy, or other attributes of the plane itself.
  Avoid planar effects provides protection from the 3d10 points 
  of fire damage on a plane with the fire-dominant trait.
  Avoid planar effects lets a character breathe water on a water-
  dominant plane and be immune to suffocation on an earth-
  dominant plane.
  A character protected by avoid planar effects can’t be blinded 
  by the energy of a major positive-dominant plane and 
  automatically stops gaining temporary hit points when they 
  equal the character’s normal hit point total.
  Negative-dominant planes don’t deal damage or bestow 
  negative levels to characters protected by avoid planar effects.
  In addition, some effects specific to a plane are negated by 
  avoid planar effects.
  In the D&D cosmology, avoid planar effects negates the 
  deafening effect of Pandemonium and the cold damage on 
  the Cania layer of the Nine Hells.
  
  778
  You can add additional protections for a cosmology you 
  create.
  If you have an Elemental Plane of Cold, for example, avoid 
  planar effects protects against the base cold damage suffered 
  by everyone on the plane.
  The effects of gravity traits, alignment traits, and magic 
  traits aren’t negated by avoid planar effects, nor is the special 
  entrapping trait that some planes have (Elysium and Hades 
  in the D&D cosmology).
  The spell does not provide protection against creatures, 
  native or otherwise, nor does it protect against spells, 
  special abilities, or extreme and nonnatural formations 
  within the plane.
  This spell allows you to survive on the Elemental Plane of 
  Earth, but it won’t protect you if you walk into a pool of 
  magma on that same plane.
  ETHER BLAST
  Abjuration
  Level: Clr 4
  Components: V, S, M
  Casting Time: 1 action
  Range: 25 ft. + 5 ft./2 levels
  Area: 25 ft. + 5 ft./2 levels spherical emanation centered on 
  you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Upon casting this spell, you detonate a small ether cyclone 
  on the Ethereal Plane centered on you.
  Those on the Material Plane are unaffected by the blast 
  (including you if you cast it from there).
  However, all those on the Ethereal Plane within the spell’s 
  area are affected as if caught by an ether cyclone.
  The cyclone lasts for the duration of the spell, and any who 
  enter the area on the Ethereal Plane are caught by its force-
  winds and potentially swept away.
  If you cast ether blast while on the Ethereal Plane, you are 
  affected by the spell as well.
  Undead are not affected by this spell, nor are big ethereal 
  objects.
  Unattended objects weighing 50 pounds or less are swept 
  away by the Ethereal Plane.
  Material Component: The tooth of a creature that uses the 
  Ethereal Plane, such a blink dog or an ethereal marauder, or 
  the claw of a phase spider.
  IMPROVED ALARM
  Abjuration
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 25-ft.-radius emanation centered on a point in space
  Duration: 8 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  As the alarm spell, and in addition the spell works on 
  creatures traveling through the area on coterminous or 
  coexistent planes, such as the Astral Plane, the Ethereal 
  Plane, and the Plane of Shadow.
  Focus: A bell made of carved crystal, worth at least 100 gp.
  IMPROVED PORTAL ALARM
  Abjuration
  Level: Brd 4, Sor/Wiz 4
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One interplanar gate
  Duration: 8 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  As the portal alarm spell, with the following additions:
  • You may designate the alarm set off by the improved portal 
  alarm to be mental, audible, or both.
  • If a mental alarm is chosen, you receive a mental picture 
  of all creatures that passed through the portal and which 
  direction they passed through.
  The mental image provides information as if you were 
  standing 10 feet away from the portal.
  • You may enable another creature to receive the mental 
  alarm instead of yourself.
  You must touch the creature, which receives a Will saving 
  throw to negate the effect, if applicable.
  Focus: A small leather pouch containing three brass bells.
  PORTAL ALARM
  Abjuration
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One interplanar portal
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  Portal alarm sounds a mental or audible alarm each time a 
  creature of Tiny or larger size passes through the magic 
  portal the spell is cast upon.
  You decide at the time of casting whether the portal alarm 
  will be mental or audible.
  Mental Alarm: A mental alarm alerts you (and only you) as 
  long as you remain within one mile of the warded area and 
  on the same plane.
  You notice a mental tremor that would awaken you from a 
  normal sleep but does not otherwise disturb concentration 
  (it would not interfere with spellcasting).
  A silence spell has no effect on a mental alarm.
  Audible Alarm: An audible portal alarm produces the sound 
  of a hand bell, buzzer, or other similar repeating sound that 
  can be heard quite clearly up to 60 feet away, and it pierces 
  closed doors and extends onto other planes.
  The ringing may be heard faintly up to 180 feet away and 
  lasts for 1 round.
  Creatures within the area of a silence spell cannot hear the 
  ringing, and if the portal itself is within the area of a silence 
  spell, no alarm is sounded.
  Ethereal and astral creatures trigger the portal alarm if they 
  pass through the portal.
  You may set the portal alarm with a password, determined at 
  the time of the casting, and this password may be discerned 
  with the analyze portal spell.
  Those speaking the password before passing through the 
  portal do not set off the alarm.
  
  779
  Material Component: A tiny bell.
  POSITIVE ENERGY PROTECTION
  Abjuration
  Level: Clr 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The creature warded by this spell gains partial protection 
  from the effects of positive energy, including magical 
  healing and regeneration.
  It may be cast upon undead to offer additional protection 
  against the turning abilities of clerics.
  The positive energy protection spell uses negative energy to 
  offset the effects of positive energy.
  Each time the warded creature is struck by a positive 
  energy effect, it rolls 1d20 + caster level against a DC of 11 + 
  the HD of the originator of the effect.
  For example, the DC for the level check would be 19 if an 
  8th-level cleric were trying to turn someone with positive 
  energy protection.
  If the warded creature succeeds, the positive and negative 
  energies cancel each other with a roiling ball of darkness 
  and a thunderclap.
  The spell or effect does not function, and if the source of 
  the positive energy effect was touching the warded 
  creature, the source takes 2d6 points of damage.
  If the warded creature fails the level check, then the 
  positive energy effect occurs normally.
  This spell may be placed on undead creatures, effectively 
  allowing them an better chance to avoid the effects of a 
  good cleric’s turning ability.
  First, determine how many creatures would be turned
  normally.
  Those who are potentially turned get level checks to avoid 
  the effect.
  This spell offers protection from the blinding effect of the 
  Positive Energy Plane, and warded creatures gain no 
  temporary hit points while there.
  SAFETY
  Abjuration
  Level: Clr 3
  Components: V, S
  Casting Time: 1 action
  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)
  The recipient of this spell can find the shortest, most direct 
  direction to a place of safety, with safety being defined as a 
  location where the individual is not taking immediate 
  damage from the environment, and immediate damage is 
  not imminent.
  It does not provide the means for the subject to move in 
  that direction.
  The safety spell points out the shortest distance out of a 
  poisonous cloud, or the direction one should dig to reach 
  the surface if entombed in earth.
  It does not function against the maze spell, for that spell 
  does no physical damage.
  Nor does it have knowledge of or provide protection 
  against the creatures that inhabit those safe places.
  In the D&D cosmology, safety has the following effects on 
  specific planes: Plane of Shadow: Shortest route out of 
  darklands.
  Elemental Plane of Air: Nearest windproof shelter, shortest 
  route out of smoke bank.
  Elemental Plane of Earth: Nearest air pocket or open cavern.
  Elemental Plane of Fire: Shortest route out of magma pools or 
  other unusually hot places.
  Elemental Plane of Water: Nearest pocket of breathable air; 
  shortest route out of hot spot, ice pocket, or red tide.
  Negative Energy Plane: Nearest doldrum area with the minor 
  negative-dominant trait.
  Positive Energy Plane: Nearest edge zone with the minor 
  positive-dominant trait.
  Limbo: Nearest area of stabilized Limbo.
  Pandemonium: Nearest shelter from a windstorm.
  Carceri: Shortest route out of a Minethys sandstorm.
  Gehenna: Nearest flat ledge, nearest shelter from Mungoth’s 
  acidic snow.
  Nine Hells: Nearest shelter from fireballs on Avernus, 
  rockslides on Malbolge, or cold on Cania.
  Acheron: Nearest shelter from Ocanthus bladestorms.
  On planes you create yourself, safety may provide other 
  information.
  This spell is mostly used in hostile environments such as 
  the Inner Planes to locate the nearest pocket of habitable 
  space.
  If safety is cast and then followed by a plane shift spell, the 
  plane shift sends the caster to a place of relative safety on 
  that plane.
  The caster is transported to a pocket of air on the Elemental 
  Plane of Water, for example, or a cool spot on the 
  Elemental Plane of Fire.
  SEAL PORTAL
  Abjuration
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One interplanar gate or portal
  Duration: Permanent (D)
  Saving Throw: None
  Spell Resistance: No
  You may permanently seal an interplanar portal or gate.
  If cast on a portal, the spell prevents any activation of it, 
  although seal portal may be dispelled by a dispel magic spell.
  A knock spell does not function on the sealed portal, but a 
  chime of opening dispels seal portal if seal portal was cast by a 
  spellcaster of lower than 15th level.
  In addition, the ability of the gatecrasher prestige class to 
  open portals may be able to break through a sealed portal, 
  but if the first attempt fails, the gatecrasher can’t try again.
  Once the portal is opened, seal portal does not return and 
  must be cast again.
  Material Component: A silver bar worth 50 gp.
  
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  ZONE OF RESPITE
  Abjuration
  Level: Clr 3, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 2 rounds
  Range: Medium (100 ft. + 10 ft./level)
  Area: 30 ft. cube/level
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  You create a region that is temporarily proof against 
  interplanar intrusion.
  This includes spells and abilities that use other planes, 
  including dimension door, teleport, plane shift, and travel 
  through such planes as the Astral Plane, the Ethereal Plane, 
  and the Plane of Shadow.
  Summoning and calling spells does not function within the 
  zone of respite, but summoned and called creatures outside 
  the zone of respite may be sent inside it.
  Gate spells and other portals may not be created within the 
  zone of respite, but existing portals are unaffected by the 
  spell.
  Creatures within coterminous or coexistent planes must 
  retreat to the edges of the zone of respite and cannot enter the 
  corresponding area on the coterminous or coexistent plane.
  Material Component: A small amount of blood from a 
  gorgon.
  CONJURATION
  ETHEREAL MOUNT
  Conjuration (Creation)
  Level: Brd 4, Sor/Wiz 4
  Components: V, S
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: One quasi-real mount, plus one additional 
  mount/2 levels Duration 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  On the Ethereal Plane, you may call into being one or more 
  quasi-real mounts made of the protomatter of the plane.
  These mounts only accept you and those that you designate 
  as riders.
  The mounts may appear as horses or any other commonly 
  ridden mounts, but have a foggy, almost translucent nature, 
  and their colors shift across the spectrum over time.
  These mounts have AC 18 (–1 size, +4 natural armor, +5 
  Dex), and 10 hit points +1 hp per caster level.
  They do not fight and have no attacks.
  If reduced to 0 hit points, an ethereal mount melts into the 
  ethereal fog from which it came.
  An ethereal mount has a speed of 240 feet on the Ethereal 
  Plane and can carry its rider’s weight plus 10 pounds per 
  level.
  You can only cast this spell in the Ethereal Plane, and the 
  ethereal mount never leaves the plane.
  (If the Deep Ethereal is used in your cosmology, then the 
  amount of time to reach destinations is halved while on an 
  ethereal mount).
  REVIVE OUTSIDER
  Conjuration (Healing)
  Level: Clr 6
  Components: V, S, M, DF
  Casting Time: 1 minute
  Range: Touch
  Targets: Dead outsider touched
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  You restore life to a dead outsider as with the raise dead 
  spell.
  You may restore to life any creature of the outsider type of 
  up to your level in Hit Dice, and the creature may have 
  been dead for any length of time.
  Material Components: A bit of soil, water, or other unworked, 
  natural material from the outsider’s native plane, and a 
  diamond worth at least 500 gp.
  DIVINATION
  ANALYZE PORTAL
  Divination
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 minute
  Range: 60 ft.
  Area: A quarter circle emanating from you to the extreme 
  of the range
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  You can tell whether an area contains a magic portal.
  If you study an area for 1 round, you know the sizes and 
  locations of any portals in the area.
  Once you find a portal, you can study it.
  (If you find more than one portal, you can only study one at 
  a time).
  Each round you study a portal, you can discover one 
  property of the portal, in this order:
  • Any key or command word needed to activate the portal.
  • Any special circumstances governing the portal’s use 
  (such as specific times when it can be activated).
  • Whether the portal is one-way or two-way.
  • Any of the usual properties described in the Magic Portals 
  section of Chapter 2.
  • Finally, a glimpse of the area where the portal leads.
  You can look at the area where the portal leads for 1 round; 
  the range of the caster’s vision is the spell’s range.
  Analyze portal does not allow other divination spells or spell-
  like abilities to extend through the portal.
  For example, you cannot also use detect magic or detect evil to 
  study the area where the portal leads while viewing the area 
  with analyze portal.
  For each property, you make a caster level check (1d20 + 
  caster level) against DC 17.
  If fail, you can try again the next round.
  Analyze portal has only a limited ability to reveal unusual 
  properties, as follows:
  • Random Portals: The spell reveals only that the portal is 
  random and whether it can be activated now.
  
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  It does not reveal when the portal starts or stops 
  functioning.
  • Variable Portals: The spell reveals only that the portal is 
  variable.
  If the caster studies the portal’s destination, the spell 
  reveals only the destination to which the portal is currently 
  set.
  • Creature-Only Portals: The spell reveals this property.
  If the caster studies the portal’s destination, the spell 
  reveals where the portal sends creatures.
  If it is the kind of portal that sends creatures one place and 
  their equipment another place, the spell does not reveal 
  where the equipment goes.
  • Malfunctioning Portals: The spell reveals only that the 
  portal is malfunctioning, not what sort of malfunction the 
  portal produces.
  Material Components: A crystal lens and a small mirror.
  ZONE OF REVELATION
  Divination
  Level: Clr 3, Sor/Wiz 4
  Components: V, S, DF/M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-radius/level emanation
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  All creatures and objects within zone of revelation’s area are 
  made visible.
  This includes invisible creatures as well as those in 
  coexistent planes such as the Ethereal Plane and the Plane 
  of Shadow.
  Natives of these planes do not lose any abilities but are 
  made simply made visible.
  Zone of revelation suppresses but does not dispel invisibility, 
  etherealness, or other spells.
  Once a formerly invisible object or creature leaves the area, 
  it becomes invisible again.
  Arcane Material Component: A handful of dust from the grave 
  clothes of an undead creature.
  EVOCATION
  CHAMBER
  Evocation [Force]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One ethereal creature
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You may create a translucent prison of pure crystalline 
  force around a target on the Ethereal Plane.
  You must be able to see or otherwise target the creature you 
  wish to affect.
  The target affected by the chamber cannot move on either 
  the Ethereal Plane or its coterminous planes for the 
  duration of the spell but is otherwise unaffected.
  The target cannot move onto another plane while inside 
  the chamber, including returning to the Material Plane.
  The target within the crystalline prison cannot physically 
  attack or be attacked is and unaffected by most spells and 
  supernatural abilities.
  Gaze attacks and sonic spells may function through the 
  walls of the crystalline prison, but the target of those 
  attacks gains a +2 bonus on saving throws.
  The target of the chamber may attempt to break the 
  crystalline prison by making a Strength check (DC 10 + 
  caster level).
  A disintegrate spell brings down the chamber.
  This spell only affects the Ethereal Plane, so it has no effect 
  on planes not coexistent with the Ethereal Plane.
  It has no effect on creatures on the Material Plane.
  Material Component: A piece of translucent glass.
  INTERPLANAR MESSAGE
  Evocation [Language-Dependent]
  Level: Clr 3
  Components: V, S
  Casting Time: 1 action
  Range: See text
  Target: One creature
  Duration: 1 round (see text)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell allows you to send a limited message of 25 words 
  or less to the targeted creature, who may be on another 
  plane when the message is received.
  The spell is usually used as a safety device to warn a friend 
  that you have fallen into some trap or plane you cannot 
  escape without help.
  It can also be used for other purposes, such as signaling that 
  the coast is clear for others to join your planar journey.
  Casting the spell takes one action, during which you touch 
  the creature you intend to communicate with.
  That creature should be able to understand your language 
  (otherwise, when the magic is activated, the creature knows 
  that you sent the message, but has no idea what the 
  message is).
  At any time afterward, you may send a short interplanar 
  message to that creature.
  The interplanar message pops into the target’s mind, awake or 
  asleep, and the target is aware that the message has been 
  delivered.
  If the message arrives when the target is asleep, it may 
  appear as a vivid dream that the target remembers upon 
  awakening.
  This spell does not obligate nor force the creature you 
  communicate with to act.
  The target cannot reply to tell you its plans or intentions.
  The message reaches its target through the Astral Plane, so 
  the spell cannot reach planes separate from (not 
  coterminous to or coexistent with) the Astral Plane.
  The creature set to receive the interplanar message radiates a 
  dim magical aura.
  The spell may be cast on an unwilling creature, and in this 
  case a successful Will saving throw negates it.
  REALITY MAELSTROM
  Evocation
  
  782
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 5-ft.-radius/level emanation, centered on a point in 
  space, and 10-ft.-radius/level burst centered on the same 
  point
  Duration: 1 round/level
  Saving Throw: Will negates, Reflex negates
  Spell Resistance: Yes
  You tear a temporary hole in reality itself that sucks all 
  loose material and living creatures into it, sending them to 
  a random plane (see sidebar).
  Everything sucked into the reality maelstrom goes to the 
  same plane.
  Reality maelstrom has a primary and secondary area of effect.
  The primary area is the hole itself: a sphere with a 5-foot 
  radius per level of the caster.
  Within that area, all unattended objects weighing 100 
  pounds or less are sucked into the reality maelstrom, as are 
  all individuals who fail a Will saving throw.
  The rip also creates a windstorm of air rushing into the tear.
  All unattended objects weighing 50 pounds or less within a 
  10-foot radius per level of the caster are drawn into the 
  primary area of effect of the reality maelstrom.
  Individuals within the secondary area of effect must make a 
  Reflex saving throw.
  Those who fail are sucked into the primary area of effect 
  and must make a Will saving throw to avoid being drawn 
  into the maelstrom.
  Individuals who make either saving throw may move and 
  attack as normal but must make additional saving throws 
  every round they remain within the primary or secondary 
  areas of effect.
  A reality maelstrom is a one-way portal, so nothing ever 
  emerges from the hole the spell makes.
  Material Component: A golden hoop no less than 1 inch 
  across.
  SHADOWBLAST
  Evocation
  Level: Clr 4, Drd 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell is particularly effective against creatures native to 
  the Plane of Shadow and those that use shadow in spells or 
  spell-like abilities.
  It clears the spell’s area of any portals or weak spots 
  between the Plane of Shadow and other planes, and it 
  prevents access with shadow-based spells.
  It appears as a flash of light in the area of effect.
  Natives of the Plane of Shadow caught in a shadowblast are 
  stunned for 3d6 minutes if they fail a Fortitude saving 
  throw.
  
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  Shadow natives that are also undead or vulnerable to light 
  take an additional 2d10 points of damage if they fail a 
  second Fortitude save.
  Creatures that fail either Fortitude save cannot use spell-
  like or supernatural abilities to open any portal to the Plane 
  of Shadow for 3d6 minutes.
  Shadowblast closes all portals, gates, and other openings to 
  the Plane of Shadow, and any weak spots are strengthened.
  Creatures on the other side of a portal are unaffected by 
  shadowblast.
  Material Component: A handful of grave dirt, squeezed 
  tightly and flung.
  ILLUSION
  SHADOW CACHE
  Illusion (Shadow)
  Level: Brd 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Area: 1 ft.-diameter circle
  Duration: 1 minute/level (D)
  Saving Throw: No
  Spell Resistance: No
  You can temporarily stash small items on the Plane of 
  Shadow or permanently dispose of them there.
  This spell opens a small portal to the Plane of Shadow that 
  is invisible on the Material Plane and a small disk on the 
  Plane of Shadow.
  You can reach into the Plane of Shadow through the portal 
  created by shadow cache, but only small, nonliving objects 
  may pass entirely through the hole.
  You can recover objects placed in the portal throughout the 
  duration of the spell, or by casting another shadow cache 
  later.
  The shadow cache remains stationary at the point where 
  you create it.
  Items placed in the shadow cache can possibly be picked up 
  by natives of the Plane of Shadow, and in any event are 
  slowly moved by the morphic trait of the plane.
  There is a 10% chance per day that objects placed on the 
  Plane of Shadow with shadow cache are gone (either moved 
  or taken).
  After ten days, the objects are definitely gone.
  The spell cannot be cast on the Plane of Shadow itself, but 
  only on planes coexistent with the Plane of Shadow.
  SHADOWFADE
  Illusion (Shadow)
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Personal and touch
  Targets: You and up to one touched creature/level
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You open a portal onto the Plane of Shadow, allowing 
  yourself and creatures you touch to pass into that area.
  Unlike the shadow walk spell, this does not grant you the 
  ability to open another such portal automatically, so the 
  spell is often used as a temporary hiding place or a method 
  of gaining access to the Plane of Shadow.
  The portal remains for the duration of the spell, and other 
  creatures may pass through it in either direction if they 
  make a Will save.
  The portal is invisible from the Material Plane and looks 
  like a white hole on the Plane of Shadow.
  As with the shadow walk spell, you must be in a region of 
  heavy shadows to cast shadowfade.
  The spell may only be cast on a plane coexistent with the 
  Plane of Shadow, and it cannot be cast on the Plane of 
  Shadow itself.
  TRANSMUTATION
  ATTUNE FORM
  Transmutation
  Level: Clr 3, Drd 3, Sor/Wiz 4
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: One or more living creatures touched
  Duration: 2 hours/level (see text)
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to attune the affected creatures to the 
  plane you are currently on, negating harmful and negative 
  natural effects of that plane.
  Affected creatures gain the protections listed in the avoid 
  planar effects spell.
  Arcane Material Component: A bit of stone or earth from your 
  home plane.
  DREAM TRAVEL
  Transmutation
  Level: Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Targets: You plus one additional creature touched per 
  level
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You and any creature you touch are drawn along a crystal 
  arc of reverie to the edge of conscious thought and into the 
  Region of Dreams.
  You can take more than one creature along with you 
  (subject to your level limit), but all must be touching each 
  other when you cast the spell.
  You physically enter the plane of Dream, leaving nothing 
  behind.
  In Dream, you move through a menagerie of thoughts, 
  desires, and phantoms created by the minds of dreamers 
  everywhere.
  For every minute you move through Dream (which is only 
  a single round on the Material Plane), you can “wake” to 
  find yourself five miles displaced in the waking world.
  
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  Thus, a character can use this spell to travel rapidly by 
  physically entering where only dreams prowl, moving the 
  desired distance, and stepping back into the waking world.
  You know where you will come out in the waking world.
  Dream travel can also be used to travel to other planes that 
  contain creatures who dream, but this requires crossing 
  into the Dreamheart, where you are subject to the vagaries 
  of violent dream realities.
  Transferring to another plane of existence requires 1d4 
  hours on Dream (which corresponds to 1d4×6 minutes as 
  time is measured on most other planes).
  Any creatures touched by you when dream travel is cast also 
  makes the transition to the borders of unconscious 
  thought.
  They may opt to follow you, wander into other 
  dreamscapes, or stumble back into the waking world (50% 
  chance for either of the latter results if they are lost or 
  abandoned by you).
  Creatures unwilling to accompany you into the Region of 
  Dreams receive a Will saving throw, negating the effect if 
  successful.
  Note: Unlike the normal rules for dreaming, items you use, 
  spells you cast, and other consumables are still gone when 
  you return to the waking world after being under the effect 
  of this spell.
  Likewise, items you gain and experience you accumulate 
  while under the effect of this spell stay with you.
  ELEMENTAL BODY
  Transmutation [see text]
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You can transform your body into a particular type of 
  elemental substance.
  You and your possessions appear to be made of that 
  element, though in the same general shape and size as your 
  normal appearance.
  You gain the following abilities when you use elemental 
  body:
  • You have the benefits of the attune form spell with respect 
  to the appropriate element.
  If you choose a water body, for example, you can breathe 
  normally on water-dominant planes.
  • You are immune to poison, sleep, paralysis, and stunning, 
  and are not subject to critical hits or flanking.
  You gain darkvision with a range of 60 feet.
  • Your creature type remains unchanged, so you are 
  unaffected by spells that target elementals.
  In addition, you gain the following exceptional abilities 
  according to the type of elemental body chosen: Air: Fly at 
  your normal speed (perfect maneuverability), air mastery 
  (airborne creatures suffer a –1 penalty on attack and 
  damage rolls against you).
  Earth: Earth mastery (you gain a +1 attack and damage 
  bonus if both you and your foe touch the ground), push 
  (you may start a bull rush maneuver without provoking an 
  attack of opportunity), +3 natural armor bonus to AC.
  Fire: Fire immunity, burn (those you hit in melee and those 
  who attack you with natural weapons must make a Reflex 
  save or catch fire, with a save DC equal to that of a fire 
  elemental of the same size).
  Water: Swim at your normal speed, water mastery (you gain 
  a +1 attack and damage bonus if both you and your 
  opponent touch water), drench (you may use your 
  elemental form to put out nonmagical open flames and 
  dispel magical fire you touch as if casting dispel magic at 
  your caster level).
  The elemental body spell has the descriptor of the element 
  you choose.
  So, if you choose a body of fire, elemental body is a fire spell.
  Material Component: A bit of the element in question from a 
  plane other than the one where the spell is being cast.
  MAKE MANIFEST
  Transmutation
  Level: Clr 4, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can cause one creature on a coterminous or coexistent 
  plane, along with its personal belongings, to suddenly 
  appear on your plane of existence.
  For example, the make manifest spell allows you to cause a 
  target on the Ethereal Plane to suddenly appear on the 
  Material Plane, and vice versa.
  You do not gain the ability to detect creatures on these 
  coterminous planes with this spell.
  For the duration of the spell, the target creature retains all 
  its abilities except for those that allow it to enter other 
  planes.
  For example, a ghost brought in from the Ethereal Plane 
  would retain its incorporeal nature, but a wizard using 
  ethereal jaunt could be attacked normally.
  At the end of the spell’s duration, the target creature 
  returns to whatever plane it was on before it was targeted 
  by the spell, even if it has moved beyond the range of make 
  manifest.
  MASS MANIFEST
  Transmutation
  Level: Clr 6, Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 25-ft.-radius emanation centered on a point in space
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  All creatures and unattended objects on coterminous and 
  coexistent planes within the area of mass manifest are 
  instantly brought onto your plane.
  For the duration of the spell, the target creature retains all 
  its abilities except for those that allow it to enter other 
  planes.
  At the end of mass manifest’s duration, objects and creatures 
  return to their plane of origin, even if they have left the 
  spell’s area.
  
  785
  Material Component: A handful of copper dust, cast in the 
  air.
  MIRROR WALKING
  Transmutation
  Level: Clr 5, Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 full round
  Range: Touch
  Targets: Creature touched, and see text
  Duration: Special
  Spell Resistance: Yes
  You or the one you touch may pass through any mirror or 
  reflecting surface of sufficient size onto the Plane of 
  Mirrors.
  The mirror must be large enough for the creature touched 
  to fit through, as if it were a window or other opening.
  The spell lasts until the subject passes through a mirror 
  again, either the same mirror or a related one.
  On the Plane of Mirrors, you will find other windows that 
  represent similar mirrors tied together by some strong 
  bond.
  Frequently they were all made by the same artisan, but 
  mirrors with particularly strong-willed owners or mirrors 
  made at a particular historic moment may also be tied 
  together.
  When on the Plane of Mirrors, you can see through these 
  other mirrors without being seen, allowing you to spy on 
  others.
  You can reach through the mirror to grab items that are 
  within easy reach, or even grapple with someone within 
  arm’s reach of the mirror.
  A grappled individual will be drawn onto the Plane of 
  Mirrors and becomes a new subject of the mirror walk spell.
  For each subject, the mirror walk spell ends when a second 
  mirror is passed through.
  Other mirrorwalkers aren’t affected.
  Using the mirror walk spell is not without danger.
  When you travel to a Plane of Mirrors, you create a mirror-
  self that will try to slay you and escape through the mirror 
  to take over your life.
  Focus: A mirror or other reflective surface of sufficient size 
  to step through.
  PORTAL BEACON
  Transmutation
  Level: Clr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One interplanar portal
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You may alter a magic portal so it sends out a mental beacon 
  for up to six creatures, including yourself if you choose.
  These individuals must be known to you but need not be 
  present at the time of casting.
  Once you cast portal beacon, these creatures always knows 
  the direction and distance to the targeted portal.
  Moving to a plane other than the two connected by the 
  portal ends portal beacon for that creature but leaves it intact 
  for others.
  You may have any number of portal beacons tuned to you 
  without impairing other abilities or actions.
  SCRAMBLE PORTAL
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One interplanar portal
  Duration: 1 round/level
  Saving Throw: None (for portal); Will negates (for users)
  Spell Resistance: No
  You may randomize the destination of one interplanar 
  portal for the duration of the spell.
  Anyone who passes through the portal from either side is 
  sent to a random plane instead of the portal’s intended 
  destination unless they make a Will save.
  All those who fail the save go to the same location on the 
  same plane.
  Material Component: A cracked mirror.
  XORN MOVEMENT
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level or see below
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The target of this spell may move through natural, solid 
  material such as earth and stone such as a xorn, burrowing 
  through the earth but leaving behind no tunnel or sign of 
  passage.
  The target cannot move through worked stone, brick, or 
  metal.
  A move earth spell cast on an area containing a creature 
  using xorn movement will fling the target back 30 feet and 
  stun it for 1 round (a successful Fortitude save negates the 
  stunning).
  The target of xorn movement is able to breathe normally 
  while entombed in earth and natural rock.
  The xorn movement spell lasts a minimum of 1 round/level.
  If the target has not emerged into a significant volume of 
  open air (a space large enough to contain the target 
  comfortably) for the entire duration of the spell, xorn 
  movement remains in effect until the target does move into 
  such as area.
  In this fashion, characters who find themselves deep in the 
  Elemental Plane of Earth can find their way to safety.
  Focus: A scale from a xorn’s hide.
  
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  MASTERS OF THE WILD 
  (3.0)
  ABJURATION
  COUNTERMOON
  Abjuration
  Level: Drd 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + S ft./2 levels)
  Target: One lycanthrope
  Duration: 12 hours
  Saving Throw: Will negates (D)
  Spell Resistance: Yes
  This spell stops a lycanthrope from changing form, 
  preventing both voluntary shapechanging via the alternate 
  form ability and involuntary shapechanging because of 
  lycanthropy.
  The subject retains whatever form he or she had when the 
  spell was cast for the duration; even death does not cause 
  reversion to normal form until the spell ends.
  Natural lycanthropes gain a +4 competence bonus on the 
  saving throw against this spell.
  Material Component: Hair, scale, or other castoff from the 
  creature to be affected.
  DAWN
  Abjuration
  Level: Drd 0, Rgr 1
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: All creatures within a 15-ft.-radius burst centered 
  on you
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes
  All sleeping creatures in the area awaken.
  Those who are unconscious because of subdual damage 
  wake up and become staggered (see Subdual Damage in 
  Chapter 8 of the Player’s Handbook).
  This spell does not affect dying creatures.
  INVULNERABILITY TO ELEMENTS
  Abjuration
  Level: Drd 9
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes
  As protection from all elements, but the target creature 
  becomes immune to damage from acid, cold, electricity, 
  fire, and sonic damage while the spell is in effect.
  PROTECTION FROM ALL ELEMENTS
  Abjuration
  Level: Drd 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level or until discharged
  Saving Throw: None
  Spell Resistance: Yes
  The subject becomes invulnerable to acid, cold, electricity, 
  fire, and sonic damage.
  The spell absorbs damage the subject would otherwise take 
  from all the above energy types, regardless of whether the 
  source of damage is natural or magical.
  This protection also extends to the subject’s equipment.
  When the spell has absorbed a total of 12 points of damage 
  per caster level dealt by any combination of the above 
  energy types, it is discharged.
  Protection from all elements absorbs only damage.
  The subject could still suffer unfortunate side effects, such 
  as drowning in acid (since drowning damage comes from 
  lack of oxygen) or becoming encased in ice.
  The effects of this spell do not stack with those of protection 
  from elements, endure elements, or resist elements.
  It a creature is warded by protection from all elements and any 
  of these other spells, protection from all elements absorbs 
  damage until it is discharged.
  CONJURATION
  BEGET BOGUN
  Conjuration (Creation)
  Level: Drd 1
  Components: V, S, M, XP
  Casting Time: 1 action
  Range: Touch
  Effect: Tiny construct
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Beget bogun allows you to infuse living magic into a small 
  mannequin that you have created from vegetable matter.
  This is the final spell in the process of creating a bogun.
  See the bogun’s description for further details.
  Material Component: The mannequin from which the bogun 
  is created.
  XP Cost: 25 XP.
  €BOGUN
  Tiny Construct
  Hit Dice: 2d10(11 hp)
  Initiative: +3
  Speed: 20 ft., fly 50 ft. (good) AC: 15 (+3 Dex, +2 size)
  Attacks: Nettles +1 melee
  Damage: Nettles 1d4–2 and poison
  Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
  Special Attacks: Poison
  Special Qualities: Construct traits
  Saves: Fort +0, Ref +3, Will +1
  Abilities: Str 7, Dex 16, Con —, Int 8, Wis 13, Cha 10
  Climate/Terrain: Any (typically forest)
  
  787
  Organization: Solitary
  Challenge Rating: 1
  Treasure: None
  Alignment: Any neutral (always the same as the creator)
  Advancement: 3–6 HD (Tiny)
  A begun is a small nature servant created by a druid.
  Like a homunculus, it is an extension of its creator, sharing 
  the same alignment and link to nature.
  A bogun does not fight particularly well, but it can perform 
  any simple action, such as attacking, carrying a message, or 
  opening a door or window.
  For the most part, a bogun simply carries out its creator’s 
  instructions.
  Because it is self-aware and somewhat willful, however, its 
  behavior is not entirely predictable.
  On rare occasions (5% of the time), the bogun may refuse to 
  perform a particular task.
  In that case, the creator must make a Diplomacy check (DC 
  11) to convince the creature to cooperate.
  Success means the bogun performs the task as requested; 
  failure indicates that it either does exactly the opposite or 
  refuses to do anything at all for one day (DM’s option as to 
  which).
  A bogun cannot speak, but the process of creating one links 
  it telepathically with its creator.
  It knows what its creator knows and can convey to him or 
  her everything it sees and hears, up to a range of 500 yards.
  A bogun never travels beyond this range willingly, though 
  it can be removed forcibly.
  In that case, it does everything in its power to regain 
  contact with its creator.
  An attack that destroys a bogun also deals its creator 2d10 
  points of damage.
  If the creator is slain, the bogun also dies, and its body 
  collapses into a heap of rotting vegetation.
  A bogun looks like a vaguely humanoid mound of compost.
  The creator determines its precise features, but the typical 
  bogun stands about 18 inches tall and has a wingspan of 
  about 2 feet.
  Its skin is covered with nettles and branches.
  COMBAT
  A bogun attacks by brushing against opponents with harsh 
  nettles that deliver an irritating poison.
  Poison (Ex): Nettles, Fort save (DC 11); initial and 
  secondary damage 1d6 temporary Dex.
  The creator of a bogun is immune to its poison.
  Construct Traits: Immune to mind-influencing effects, 
  poison, disease, and similar effects.
  Not subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage.
  Although it is made of vegetable matter, a bogun is not a 
  plant and is therefore is not subject to spells that affect only 
  plants.
  CONSTRUCTION
  Unlike a homunculus, a bogun is created from natural 
  materials available in any forest.
  Thus, there is no gold piece cost for its creation.
  All materials used become permanent parts of the bogun.
  The creator must be at least 7th level and possess the Craft 
  Wondrous Item feat to make a bogun.
  Before casting any spells, a physical form must be woven 
  out of living (or once-living) vegetable matter to hold the 
  magical energy.
  A bit of the creator’s own body, such as a few strands of hair 
  or a drop of blood, must also be incorporated into this crude 
  mannequin.
  The creator may assemble the body personally or hire 
  someone else to do it.
  Creating the mannequin requires a Craft (basketweaving or 
  weaving) check (DC 12).
  Once the body is finished, the creator must animate it 
  through an extended magical ritual that requires a week to 
  complete.
  The creator must labor for at least 8 hours each day in 
  complete solitude in a forest grove; any interruption from 
  another sentient creature undoes the magic.
  If the creator is personally weaving the creature’s body, that 
  process and the ritual can be performed together.
  When not actively working on the ritual, the creator must 
  rest and can perform no other activities except eating, 
  sleeping, or talking.
  Missing even one day causes the process to fail.
  At that point, the ritual must be started anew, though the 
  previously crafted body and the grove can be reused.
  On the final day of the ritual, the creator must personally 
  cast control plants, wood shape, and beget bogun.
  These spells can come from outside sources, such as scrolls, 
  rather than being prepared, if the creator prefers.
  BOTTLE OF SMOKE
  Conjuration (Creation)
  Level: Drd 4, Rgr 3
  Components: V, S, F
  Casting Time: 10 minutes
  Range: Touch
  Effect: One smoky, horselike creature
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You use a tire source to create a plume of smoke, which you 
  capture in a special bottle you’re holding.
  It the bottle is thereafter opened before the spell duration 
  expires, the smoke emerges to form a vaguely horselike 
  creature made of wisps of smoke.
  It makes no sound, and anything that touches it simply 
  passes through it.
  To mount this smoke horse, the would-be rider must make 
  a successful Ride check (DC 10) while holding the bottle in 
  one hand.
  Anyone attempting to mount without the bottle simply 
  passes through the horse’s form Letting go of the bottle 
  after mounting causes the rider to fall through the horses 
  smoky form; he or she cannot thereafter remount without 
  the intact bottle in hand.
  It the bottle is broken, the spell ends immediately and the 
  rider (if mounted).
  falls to the ground.
  The smoke horse has a speed of 20 feet per caster level, to a 
  maximum of 240 feet.
  It can send smoke billowing out behind it at the rider’s 
  behest, leaving behind a bank of smoke 5 feet wide and 20 
  feet high as it moves.
  A wind that is at least severe (31+ mph, or magical wind of 
  any kind, disperses the horse (and any smoke it has 
  produced; instantly.
  
  788
  Otherwise, the bank of smoke lasts 10 minutes, starting on 
  the turn it was laid down.
  Starting or stopping the smoke trail is a free action.
  The mount and the smoke trail it produces give one-half 
  concealment (.
  20% miss chance) to anyone behind them.
  The mount is immune to all damage and other attacks 
  because material objects and spells simply pass through it.
  It cannot attack.
  The rider can return the smoke horse to the bottle, and thus 
  pause the spell, at any time by simply uncorking it (a move-
  equivalent action) and stoppering it again (another move-
  equivalent action) in the next round after the horse is 
  inside.
  If the bottle is reopened later, the spell reactivates with its 
  remaining duration intact.
  Regardless of how much duration remains unused, the 
  spell ceases functioning one day after it is cast.
  If dispelled at any time while the bottle is corked, the spell 
  ends.
  Focus: An ornate, corked bottle worth at Least 50 gp.
  GREEN BLOCKADE
  Conjuration (Creation)
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 20-ft.-long, 1-ft.-thick wall of vegetation
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You raise a barrier of plant life before you.
  Any creature trying to pass through this blockade must 
  succeed at a Strength check (DC 15) to do so; success ends 
  its movement on the other side of the wall.
  Fire burns away the blockade in 1 round, or creatures with 
  appropriate implements can chop through it in 1 minute.
  REGENERATE CIRCLE
  Conjuration (Healing)
  Level: Drd 6
  This spell is the same as regenerate ring, except that it grants 
  fast healing at the rate of 3 hit points per round.
  REGENERATE CRITICAL WOUNDS
  Conjuration (Healing)
  Level: Clr 6, Drd 5
  This spell is the same as regenerate light wounds, except that 
  it grants fast healing at the rate of 4 hit points per round.
  REGENERATE LIGHT WOUNDS
  Conjuration (Healing)
  Level: Clr 1, Drd 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 10 rounds + 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a touch of your hand, you boost the subject’s life 
  energy, granting him or her the fast healing ability for the 
  duration of the spell.
  This healing applies only to damage sustained during the 
  spell’s duration, not to that from previous injuries.
  The subject heals 1 hit point per round of such damage 
  until the spell ends and is automatically stabilized it he or 
  she begins dying from hit point loss during that time.
  Regenerate light wounds does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature 
  to regrow or attach lost body parts.
  The effects of multiple regenerate spells do not stack, only 
  the highest-level effect applies.
  Applying a second regenerate spell of equal level extends the 
  first spells duration by the full duration of the second spell.
  REGENERATE MODERATE WOUNDS
  Conjuration (Healing)
  Level: Clr 3, Drd 2
  This spell is the same as regenerate light wounds, except that 
  it grants fast healing at the rate of 2 hit points per round.
  REGENERATE RING
  Conjuration (Healing)
  Level: Drd 3
  Components: V, S
  Casting Time: 1 action
  Range: 20 ft.
  Target: One creature/two levels, no two of which can be 
  more than 30 ft. apart
  Duration: 10 rounds + 1 round/two levels
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You invoke healing energy over a group of creatures, 
  granting each the fast healing ability for the duration of the 
  spell.
  This healing applies only to damage sustained during the 
  spells duration, not to that from previous injuries.
  Each subject heals 1 hit point per round of such damage 
  until the spell ends and is automatically stabilized if he or 
  she begins dying from hit point loss during that time.
  Regenerate ring does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature 
  to regrow or attach lost body parts.
  The effects of multiple regenerate spells do not stack; only 
  the highest-level effect applies.
  Applying a second regenerate spell of equal level extends the 
  first spell’s duration by the full duration of the second spell.
  REGENERATE SERIOUS WOUNDS
  Conjuration (Healing)
  Level: Clr 5, Drd 4
  This spell is the same as regenerate light wounds, except that 
  it grants fast healing at the rate of 3 hit points per round.
  SLIME WAVE
  Conjuration (Summoning)
  Level: Clr 7, Drd 7
  Components: V, S, M
  
  789
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 15-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  You create a wave of green slime that begins at the range
  you choose and violently spreads to the limit of the area.
  The wave splashes and splatters as it passes; some slime 
  clings to any wall or ceiling.
  Each creature in the area that fails its Reflex save is covered 
  with one patch of green slime for every 5 feet of its face.
  Green slime devours flesh and organic materials on contact, 
  and even dissolves metal.
  A patch of green slime deals 1d6 points of temporary 
  Constitution damage per round while it devours flesh.
  Against wood or metal, green slime deals 2d6 points of 
  damage per round, ignoring the hardness of metal but not 
  that of wood.
  It does not harm stone.
  On the first round of contact, the slime can be scraped off a 
  creature (most likely destroying the scraping device), but 
  after that it must be frozen, burned, or cut away (applying 
  damage to the victim as well).
  Extreme cold or heat, sunlight, or a remove disease spell 
  destroys the green slime.
  Unlike normal green slime, the slime created by this spell 
  gradually evaporates, disappearing by the end of the 
  duration.
  Material Component: A few drops of stagnant pond water.
  WOOD WOSE
  Conjuration (Creation)
  Level: Drd 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One nature servant
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  A wood wose is a translucent, green nature spirit that you can 
  command to perform simple natural tasks.
  It can build a campfire, gather herbs, feed an animal 
  companion, catch a fish, or perform any other simple task 
  that doesn’t involve knowledge of technology.
  It cannot, for example, open a latched chest, since it doesn’t 
  know how a latch works.
  The wose can perform only one activity at a time, but it 
  repeats the same activity if told to do so.
  Thus, if you commanded it to gather leaves, it would 
  continue to do so while you turned your attention 
  elsewhere, as long as you remained within range.
  The wose has an effective Strength score of 2, so it can lift 
  20 pounds or drag 100 pounds.
  It can trigger traps, but the 20 pounds of force it can exert is 
  not enough to activate most pressure plates.
  Its speed is 15 feet in any direction, even up.
  A wood wose cannot attack in any way; it is never allowed an 
  attack roll or a saving throw.
  It cannot be killed, but it dissipates if it takes 6 points of 
  damage from area attacks.
  If you attempt to send the wose beyond the spell’s range 
  (measured from your current position), it ceases to exist.
  DIVINATION
  BLOODHOUND
  Divination
  Level: Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  If you fail a Wilderness Lore check to track a creature while 
  this spell functions, you can immediately attempt another 
  roll against the same DC to establish the trail.
  It the reroll fails, you must search for the trail for 30 
  minutes (if outdoors) or 5 minutes (if indoors) before trying 
  again.
  DETECT FAVORED ENEMY
  Divination
  Level: Rgr 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can sense the presence of a favored enemy.
  The amount of information revealed depends on how long 
  you study a particular area.
  1st Round: Presence or absence of a favored enemy in the 
  area.
  2nd Round: Types of favored enemies in the area and the 
  number of each type.
  3rd Round: The location and HD of each individual present, 
  as though revealed by a power sight effect.
  Note: Each round you can turn to detect things 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.
  POWER SIGHT
  Divination
  Level:.
  Drd 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Area: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You determine the number of Hit Dice (including those 
  from class levels) a creature currently has.
  
  790
  if the creature has both monster Hit Dice and class levels, 
  power sight reveals only the total.
  You cannot determine what class levels a creature has, and 
  negative levels do not count against its HD.
  For example, both a 10-HD creature and a 10th-level 
  character with 4 negative levels appear as 10-HD creatures.
  SPEAK WITH ANYTHING
  Divination
  Level: Drd 8
  Components: V, S
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: 1 minute/level
  This spell grants you the effects of speak with animals, speak 
  with plants, and tongues, enabling you to communicate with 
  any living creature, including unintelligent ones such as 
  normal plants.
  You can ask questions of and receive answers from any 
  creatures, although the spell doesn’t make them any more 
  friendly or cooperative than normal.
  You can make yourself understood as far as your voice 
  carries.
  You also gain the ability to speak with stone, metal, earth, 
  water, or any other solid or semisolid object or terrain 
  feature as though under the influence of stone tell.
  Any such object or terrain feature can relate to you who or 
  what has touched it, as well as what is covered or concealed 
  behind or under it, providing complete descriptions as 
  requested.
  However, an object’s perspective, perception, and 
  knowledge may prevent it from providing the details you 
  are looking for (DM’s discretion).
  This spell does not include a speak with dead effect, so you 
  cannot access the past memories of dead creatures.
  Though you understand every creature and object, you may 
  speak only one language (or rough equivalent) at a time.
  ENCHANTMENT
  BIG SKY
  Enchantment (Compulsion) [Fear, Mind-Affecting]
  Level: Drd 5
  Components: V, S, DF
  Casting Time: 1 action
  Range: 30 ft.
  Area: You and all allies and enemies within a 30-ft.-radius 
  emanation centered on you
  Duration: 1 round/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  This spell creates the sensation that the sky is filled with 
  invisible nature spirits and sussurating voices.
  This effect is a boon to you and your allies and a bane to 
  your enemies.
  You gain a +2 morale bonus on attack rolls and a +4 morale 
  bonus on saving throws against fear effects for the duration 
  of the spell, as does each of your allies within the area.
  Each of your enemies within the area who fails a Will save 
  behaves as if affected by a fear spell.
  Each round, every affected enemy gets a new Will save to 
  shake off the effects of this spell.
  An enemy who makes a successful save need not make any 
  more saving throws for the duration of the spell.
  Creatures immune to fear are immune to both aspects of 
  this spell.
  DAZE ANIMAL
  Enchantment [Compulsion, Mind-Affecting]
  Level: Drd 0
  Components: V, S, DF
  Casting Time: 1 action
  Components: V, S
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One Medium-size or smaller animal with less than 
  5 HD
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  This enchantment clouds the target animal’s mind.
  The subject is not stunned, so attackers get no special 
  advantage against it, but it cannot move or attack.
  FALSE BRAVADO
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Drd 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid
  Duration: 3 rounds + the subject’s Constitution modifier
  Saving Throw: Will negates
  Spell Resistance: Yes
  False bravado causes the subject to grow overconfident, 
  believing that he or she has gained the full effects of a 
  barbarian’s rage (Constitution and Strength bonuses as well 
  as improved Will saves).
  In fact, however, the affected creature incurs all the 
  penalties of a barbarian’s rage but gains none of its 
  advantages.
  The subject suffers a –2 penalty to AC and cannot use skills 
  or abilities that require patience and concentration, such as 
  moving silently or casting spells.
  At the end of the spell’s duration, the creature is fatigued (–
  2 penalties to Strength and Dexterity, unable to charge or 
  run) for the rest of that encounter.
  Focus: A small mirror with a sigil of bravery painted upon it, 
  worth at least 25 gp.
  MANDRAGORA
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Drd 6
  Components: V, S, M
  Casting Time: 1 action
  Range: 15 ft.
  Effect: All creatures in a 15-ft. radius
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  With this spell, you can trigger the insightful and baleful 
  magic of a mandrake root.
  
  791
  When you pull it from its dark container, you and all other 
  creatures within 15 feet must make a Will save against its 
  scream.
  Those who succeed gain a true seeing effect; those who fail 
  behave as though affected by confusion.
  Both effects last until the spell ends.
  Material Component: A mandrake root worth at least 100 gp 
  in a secure container with the same value.
  MASS CALM
  Enchantment [Compulsion, Mind-Affecting]
  Level: Drd 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Any number of animals, beasts, and magical beasts 
  with Intelligence 1 or 2, no two of which can be more than 
  30 ft. apart
  Duration: 1 minute/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  This spell soothes and quiets the subjects, rendering them 
  docile and harmless.
  Animals trained to attack or guard, dire animals, legendary 
  animals, beasts, and magical beasts are entitled to saving 
  throws against this effect; normal animals are not.
  (A druid could calm a normal bear or wolf with little 
  trouble, but it’s more difficult to affect a winter wolf, a 
  bulette, or a trained guard dog).
  The subjects remain where they are and do not attack or 
  flee.
  They are not helpless, so they defend themselves normally 
  if attacked.
  Any threat (fire, a hungry predator, or an imminent attack, 
  for example) breaks the spell on the threatened creatures.
  MASS TRANCE
  Enchantment [Compulsion, Mind-Affecting]
  Level: Drd 5
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Any number of animals, beasts, and magical beasts 
  with Intelligence 1 or 2, no two of which may be more than 
  30 ft. apart
  Duration: Concentration
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  Your swaying motions and music (or singing, or chanting) 
  compel the subjects to do nothing but watch you.
  Animals trained to attack or guard, dire animals, legendary 
  animals, beasts, and magical beasts are entitled to saving 
  throws; normal animals are not.
  An affected creature can be struck (with a +2 bonus on the 
  attack roll, as if it were stunned), but such an action breaks 
  the spell on that creature.
  EVOCATION
  GREATER CALL LIGHTNING
  Evocation [Electricity]
  Level: Drd 6
  Components: V, S
  Casting Time: 10 minutes, +1 action per bolt called
  Range: Long (400 ft. + 40 ft./level)
  Effect: See text
  Duration: 10 minutes/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  This spell is similar to call lightning, except that you may call 
  down bolts every 5 minutes.
  To cast greater call lightning, you must be in a stormy area—a 
  rain shower, a tornado (including a whirlwind formed by a 
  djinn or air elemental of 7 HD or more), clouds and wind, 
  or even hot and cloudy conditions will do.
  While you are in such an area, you can call down one bolt 
  of lightning every 5 minutes.
  You need not do so immediately upon casting—other 
  actions, even spellcasting, can be performed at any time 
  during the spell’s duration.
  However, you must use a standard action to concentrate on 
  the spell when you call each bolt.
  Each bolt of lightning flashes down in a vertical stroke, 
  striking any target point you designate that is within range 
  (measured from your position at the time).
  It takes the shortest possible unobstructed path between a 
  nearby cloud and the target point.
  Any creature within a 10-foot radius of the bolt’s path or the 
  point where it strikes is affected.
  Each bolt deals 1d10 points of electrical damage per caster 
  level (maximum 15d10).
  Greater call lightning is usable only outdoors; it does not 
  function indoors, underground, or underwater.
  The spell ends if you leave the stormy area.
  MIASMA
  Evocation
  Level: Drd 4
  Components: V; S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 5 rounds/level
  Saving Throw: See text
  Spell Resistance: Yes
  By filling the subject’s mouth and throat with unbreathable 
  gas, you prevent him or her from doing much more than 
  coughing and spitting.
  The subject can hold his or her breath for 2 rounds per 
  point of Constitution but must make a Constitution check 
  (DC 10 +1 per previous success) each round thereafter to 
  continue doing so.
  Failure on any such check (or voluntary resumption of 
  breathing) causes the subject to fall unconscious (0 hp).
  On the next round, the subject drops to –1 hit points and is 
  dying; on the third round, he or she suffocates (see 
  Suffocation in Chapter 3 of the DUNGEON MASTER’S 
  Guide).
  
  792
  NATURE’S AVATAR
  Evocation
  Level: Drd 9
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Animal touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You infuse the subject with the spirit of nature.
  The affected creature gains a +10 morale bonus on attack 
  and damage rolls and 1d8 temporary hit points per caster 
  level, plus the effects of haste.
  NATURE’S FAVOR
  Evocation
  Level: Drd 3, Rgr 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Animal touched
  Duration: 5 rounds/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  By calling on the power of nature, you grant the target 
  animal a +1 luck bonus on attack and damage rolls for every 
  two caster levels you possess.
  SANDBLAST
  Evocation
  Level: Drd 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: 10 ft.
  Area: Semicircular burst of sand 10 ft. long, centered on 
  your hands
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You fire a hail of hot sand from your fingers, dealing 1d6 
  points of subdual damage to creatures in the arc.
  (See the illustration in the burning hands spell description 
  in the Player’s Handbook for details of the arc).
  Any creature that fails its Reflex save is also stunned for 1 
  round.
  THUNDERSWARM
  Evocation [Electricity]
  Level: Drd 9
  Components: V, S
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: Pattern of lightning spreads similar to a fireball (see 
  text)
  Duration: Instantaneous
  Saving Throw: None or Reflex half (see text)
  Spell Resistance: Yes
  Like the arcane spell meteor swarm, thunderswarm evokes 
  blasts similar to those of the spell fireball, except that this 
  spell creates balls of lightning.
  When you cast it, either four large (2-foot-diameter) 
  spheres or eight small (1-foot-diameter) spheres spring 
  from your outstretched hand and streak in a straight line to 
  the spot you designate.
  Each sphere leaves a trail of sparks behind it.
  Any creature in the straight-line path of these spheres is 
  struck by each one and takes a total of 16d6 points of 
  electricity damage (no save).
  The spheres dissipate after dealing this damage.
  If the spheres reach their destination, each bursts like an 
  electrical fireball in a spread.
  The patterns of their detonation and damage dealt to 
  creatures in the area depend on the size of the spheres, as 
  follows.
  (See the meteor swarm spell description in the Player’s 
  Handbook for details on the patterns).
  Large Spheres: Each large sphere has a 15-foot-radius spread 
  and deals 4d8 points of electricity damage.
  The four spheres explode with their points of origin 
  forming either a large diamond or a large box pattern (your 
  choice) around the spell’s central point of origin.
  The blasts are 20 feet apart along the sides of the pattern, 
  creating overlapping areas of the spell’s effect and exposing 
  the center to all four blasts.
  Small Spheres: Each small sphere has a 7 1/2-footradius
  spread and deals 2d6 points of electricity damage.
  These spheres explode with their points of origin forming 
  either a box-within-a-diamond pattern or a diamond-
  within-a-box pattern around the spell’s central point of 
  origin.
  Each of the pattern’s outer sides measures 20 feet long.
  All four areas overlap in the center of the pattern, and two 
  or three areas overlap in various peripheral sections.
  A creature caught in one of the blasts may attempt a Reflex 
  save for half damage.
  Creatures struck by multiple blasts must save against each 
  blast separately.
  Any creature that fails a save is stunned for 1d4 rounds in 
  addition to taking full damage.
  WATERBALL
  Evocation
  Level: Drd 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A waterball is a spherical burst of water that looks like a blue 
  fireball.
  As with a fireball, you point your finger and determine the 
  range (distance and height) at which the waterball is to 
  burst.
  A blue, 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 
  waterball at that point.
  (An early impact results in an early detonation).
  
  793
  If you attempt to send the bead through a narrow passage, 
  such as an arrow slit, you must “hit” the opening with a 
  ranged touch attack, or else the bead strikes the barrier and 
  detonates prematurely.
  (See the fireball spell description in the Player’s Handbook for 
  details of the blast pattern).
  When it detonates, the waterball deals 1d6 points of subdual 
  damage per caster level (maximum 10d6).
  An affected creature can make a Reflex save for half 
  damage.
  Since the damage is subdual rather than energy, it is subject 
  to damage resistance.
  Objects take no damage unless they have a hardness of 0, in 
  which case they take full damage.
  If the damage caused to an interposing barrier shatters or 
  breaks through it, the waterball may continue beyond it if 
  the area permits; otherwise it stops at the barrier just as any 
  other spell effect does.
  Material Component: A full waterskin that you burst when 
  casting the spell.
  NECROMANCY
  BLIGHT
  Necromancy
  Level: Clr 5, Drd 4
  Components: V S, DF
  Casting Time: 1 action
  Range: See text
  Area or Target: See text
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  This spell has two versions.
  To cast either version, you must touch a plant and breathe 
  on it.
  Blight Area: When you center this spell on a single normal 
  plant, all normal plants within a 100-foot spread (including 
  the one on which the spell was centered) immediately die.
  Flowers wilt, leaves fall to the ground, and foliage withers.
  This spell has no effect on the soil, so new growth can 
  replace the dead plants.
  This effect allows no saving throw.
  Blight Plant Creature: When targeted on a single mobile or 
  intelligent plant, such as a shambling mound or a treant, 
  this spell deals 1d6 points of damage per caster level, to a 
  maximum of 15d6.
  The plant receives a Fortitude save for halt damage.
  CONTAGIOUS TOUCH
  Necromancy
  Level: Drd 6
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Upon casting this spell, you must choose one disease from 
  this list: blinding sickness, cackle fever, filth fever, 
  mindfire, red ache, the shakes, or slimy doom (see Disease 
  in Chapter 3 of the DUNGEON MASTER’S Guide for 
  descriptions).
  Any living creature you hit with a melee touch attack 
  during the spell’s duration is affected as though by the 
  contagion spell, immediately contracting the disease you 
  have selected unless it makes a successful Fortitude save.
  You cannot infect more than one creature per round.
  DECOMPOSITION
  Necromancy
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: 50 ft.
  Area: All enemies within a 50-ft.-radius emanation 
  centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  Whenever an enemy within the area suffers normal (not 
  subdual) damage, that wound festers for an additional 1 
  point of damage per round thereafter for the duration of 
  the spell.
  A successful Heal check (DC 15) or the application of any 
  cure spell or other healing magic (heal, healing circle, and so 
  on) stops the festering.
  Only one wound festers at a time; additional wounds 
  suffered while the first is still festering are not subject to 
  this effect.
  Once festering has been stopped, however, any new wound 
  suffered while the subject is within the area (before the 
  spell expires) begins the process anew.
  For example, a subject who takes 6 points of damage from 
  an attack while within the area of a decomposition spell 
  suffers 1 point of damage from festering the next round, 
  and another 1 point on the round after that.
  On the following round, that subject receives 4 points of 
  healing from a cure light wounds spell, so the festering stops 
  and the subject takes no festering damage that round.
  The next round, the subject remains within the emanation 
  and takes another 3 points of damage in battle.
  The festering begins again, inflicting 1 point of festering 
  damage on the next round.
  EPIDEMIC
  Necromancy
  Level: Drd 9
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Upon casting this spell, you must choose one disease from 
  this list: blinding sickness, cackle fever, filth fever, 
  mindfire, red ache, the shakes, or slimy doom (see Disease 
  in Chapter 3 of the DUNGEON MASTER’S Guide for 
  descriptions).
  
  794
  The touched creature contracts the disease you have 
  selected immediately (no incubation period) unless it 
  makes a successful Fortitude save.
  Unlike a creature affected by contagion, the subject of an 
  epidemic spell becomes a powerful vector for spreading the 
  disease.
  As long as the subject is afflicted with the disease, any 
  living creature (except the caster) within 30 feet of him or 
  her must make a Fortitude save or immediately contract the 
  disease, regardless of its usual incubation period or method 
  of transmission.
  Anyone infected in this manner also becomes a vector for 
  the disease and can spread it in the same manner.
  The save DC drops by 1 each day after the spell is cast, 
  regardless of when any particular creature contracted it.
  A creature that makes a successful Fortitude save against 
  this particular epidemic cannot contract that disease by any 
  means for one day.
  Thereafter, coming within 30 feet of an infected creature 
  requires another save, with the same consequences for 
  failure or success.
  You are immune to any infection that originates from your 
  own casting.
  KISS OF DEATH
  Necromancy
  Level: Drd 5
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes (see text)
  Your teeth and tongue become coated with a fast-acting, 
  virulent poison.
  Each round, you may make a melee touch attack to deliver 
  the poison via a kiss.
  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 + one-half caster level + caster’s Wisdom modifier).
  If you fail to overcome a creature’s spell resistance, both 
  primary and secondary damage are negated, but only for 
  that attack, if you use this attack against that creature again 
  while the spell is in effect, you can try again to overcome its 
  spell resistance.
  LAST BREATH
  Necromancy
  Level: Drd 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  With this spell, you can return a dead creature to 0 hit 
  points, provided it died within the last round.
  You suffer 1d4 points of damage per Hit Die of the creature 
  affected, and your spell resistance cannot overcome this 
  damage.
  The subject’s soul must be free and willing to return (see 
  Bringing Back the Dead in Chapter 10 of the Player’s 
  Handbook), if the subject’s soul is not willing to return, the 
  spell does not work; therefore, a subject who wants to 
  return receives no saving throw.
  Last breath cures enough damage to bring the subject’s 
  current hit points to 0.
  Any ability scores damaged to 0 or below are raised to 1.
  Normal poison and normal disease are cured, but magical 
  diseases and curses are not undone.
  The spell closes mortal wounds and repairs lethal damage 
  of most kinds, but missing body parts are still missing 
  when the creature returns to life.
  None of the dead creature’s equipment or possessions are 
  affected in any way by this spell.
  Coming back from the dead is an ordeal.
  The subject loses one level when it returns to life, just as if 
  it had lost a level to an energy-draining creature.
  This level loss cannot be repaired by any spell.
  A subject who was previously 1st level loses 1 point of 
  Constitution instead.
  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.
  Last breath has no effect on a creature that has been dead for 
  more than 1 round.
  A creature that died from a death effect can’t be raised by 
  this spell, nor can constructs, elementals, outsiders, and 
  undead creatures, last breath cannot bring back a creature 
  who has died of old age.
  SCARECROW
  Necromancy [Fear, Mind-Affecting]
  Level: Drd 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One animal
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The subject becomes shaken, suffering a –2 morale penalty 
  on attack rolls, saves, and checks for the duration of the 
  spell.
  TRANSMUTATION
  ADRENALINE SURGE
  Transmutation
  Level: Drd 2, Sor/Wiz 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  
  795
  Area: Your summoned creatures within a spherical 
  emanation with a radius equal to the range, centered on you
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Each of your summoned creatures within the area receives 
  a +4 enhancement bonus to Strength.
  This effect lasts until the spell ends or the creature leaves 
  the area.
  ANIMAL REDUCTION
  Transmutation
  Level: Drd 2, Rgr 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One willing animal of size Small, Medium-size, 
  Large, or Huge
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You reduce the target animal’s size by one category.
  For example, a Large tiger affected by this spell becomes a 
  Medium-size tiger.
  This decrease in size allows the animal to fit better into 
  tight spaces, such as the typical dungeon room or 
  subterranean passage.
  The size change also has a number of other effects, as given 
  in the Monster Manual and summarized below.
  If this spell would cause any ability score to drop to 0 or 
  below, that score instead becomes 1 while all other effects 
  apply normally.
  Huge to Large: The subject loses 8 points of Strength, 4 
  points of Constitution, and 3 points of natural armor, while 
  gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 
  bonus on attack rolls.
  Overall, this change results in a –3 penalty on melee attack 
  rolls, a +2 bonus on ranged attack rolls, a –4 penalty on 
  melee damage rolls, a –1 penalty to AC, and –2 hit points 
  per Hit Die.
  The subject’s lace/reach becomes 5 feet by 10 feet/5 feet.
  Large to Medium-Size: The subject loses 8 points of 
  Strength, 4 points of Constitution, and 2 points of natural 
  armor, while gaining 2 points of Dexterity, a +1 bonus to 
  AC, and a +1 bonus on attack rolls.
  Overall, this change results in a –3 penalty on melee attack 
  rolls, a +2 bonus on ranged attack rolls, a –4 penalty on 
  melee damage rolls, no change to AC, and –2 hit points per 
  Hit Die.
  The subject’s reach becomes 5 feet by 5 feet/5 feet.
  Medium-Size to Small: The subject loses 4 points of 
  Strength and 2 points of Constitution, while gaining 2 
  points of Dexterity, a +1 bonus to AC, and a +1 bonus on 
  attack rolls.
  Overall, this change results in a –1 penalty on melee attack 
  rolls, a +2 bonus on ranged attack rolls, a –2 penalty on 
  melee damage rolls, a +2 bonus to AC, and –1 hit point per 
  Hit Die.
  The subject’s face/reach becomes 5 feet by 5 feet/5 feet.
  Small to Tiny: The subject loses 4 points of Strength while 
  gaining 2 points of Dexterity, a +1 bonus to AC, and a +1 
  bonus on attack rolls.
  Overall, this change results in a –1 penalty on melee attack 
  rolls, a +2 bonus on ranged attack rolls, a –2 penalty on 
  melee damage rolls, a +2 bonus to AC, and no change to hit 
  points.
  The subject’s face/reach becomes 2 1/2 feet by 2 1/2 feet/0 
  feet.
  ANIMAL TRICK
  Transmutation
  Level: Drd 0, Rgr 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One animal companion bonded to you by an 
  animal friendship effect
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your animal companion performs a trick of your choosing 
  that it does not already know.
  This trick can be any of those listed in the Animal 
  Companions sidebar in Chapter 2 of the DUNGEON 
  MASTER’S Guide or in Chapter 2 of this book.
  The animal retains no knowledge of the trick after 
  performing it.
  BODY OF THE SUN
  Transmutation [Fire]
  Level: Drd 2, Sor/Wiz 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: 5 ft.
  Area: 5-ft.-radius emanation centered on you
  Duration: 1 round/level
  By drawing on the power of the sun, you cause your body to 
  emanate fire.
  This fire extends 5 feet in all directions from your body, 
  illuminating the area and doing 1d4+1 points of fire 
  damage (Reflex save for half) to any creature it touches 
  except you.
  BRIAR WEB
  Transmutation
  Level: Drd 2, Rgr 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Plants in a 40-ft.-radius spread
  Duration: 1 minute/level
  Saving Throw: See text
  Spell Resistance: No
  This spell causes grasses, weeds, bushes, and even trees to 
  grow thorns and then wrap, twist, and entwine about 
  creatures in the area, holding them fast.
  Creatures that stand still are entangled but experience no 
  other effects and take no damage.
  A creature attempting an action (attack, cast a spell with a 
  somatic component, move, or the like) takes thorn damage 
  of 1d4 points +1 additional point per caster level and must 
  make a successful Reflex save or be entangled (–2 penalty 
  
  796
  on attack rolls, –4 penalty to effective Dexterity, and unable 
  to move).
  Anyone trying to cast a spell within the area must also 
  make a Concentration check (DC 15 + spell level + damage 
  taken) or lose the spell.
  An entangled creature can try to break free and move at 
  half normal speed by using a full-round action to make a 
  Strength check or Escape Artist check (DC 20).
  A nonentangled creature can move through the area at half 
  speed, taking damage as described above.
  Each round nonentangled creatures remain in the area, the 
  plants attempt to entangle them.
  The plants provide one-quarter cover for every 5 feet of 
  substance between a creature in the area and an 
  opponent—one-half for 10 feet of briar web, three-quarters 
  for 15 feet, and total cover for 20 feet or more.
  The DM may alter the effects of the spell somewhat, based 
  on the nature of the available plants.
  CAMOUFLAGE
  Transmutation
  Level: Drd 1, Rgr 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You change your coloring to match your environment, 
  gaining a +10 competence bonus on Hide checks.
  Material Component: Mud painted on your face.
  CLOAK OF THE SEA
  Transmutation
  Level: Drd 5, Sor/Wiz 5
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched that is in contact with water
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject retains his or her form, but appears to be 
  composed of water.
  While underwater, the subject functions as if affected by 
  blur, freedom of movement, and water breathing and doesn’t 
  suffer subdual damage from water pressure or hypothermia 
  for the duration of the spell.
  Outside (or even partially outside) of water, the subject 
  gains none of these advantages except water breathing.
  He or she may leave and reenter water without ending the 
  spell.
  CLOUDWALKERS
  Transmutation
  Level: Drd 7
  Components: V, S, DF
  Casting Time: 1 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 hour/level (D)
  Saving Throw: Reflex negates (harmless)
  Spell Resistance: Yes (harmless)
  You create gaseous pads of cloudstuff on the subjects’ feet, 
  allowing them to walk on the clouds.
  These pads allow each subject to move straight up or down 
  at a speed of up to 30 feet or laterally with a fly speed of 60 
  feet (perfect), as desired.
  (Lateral movement is possible only for a subject who is 
  already at least 90 feet off the ground).
  To touch the earth again, a subject must use a standard 
  action to shake off the cloudstuff, which ends the spell for 
  that creature.
  You may dismiss the spell, but only for all subjects at 
  once—an act that can have significant consequences for 
  subjects already in the air.
  CREEPING COLD
  Transmutation [Cold]
  Level: Drd 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 3 rounds
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You turn the subject’s sweat to ice, creating blisters as the 
  ice forms on and inside the skin.
  The spell deals 1d6 cumulative points of cold damage per 
  round it is in effect (that is, 1d6 on the 1st round, 2d6 on 
  the second, and 3d6 on the third).
  Only one save is allowed against the spell; if successful, it 
  halves the damage each round.
  Focus: A small glass or pottery vessel worth at least 25 gp 
  filled with ice, snow, or water.
  DARKSEED
  Transmutation
  Level: Drd 0
  Components: V, DF
  Casting Time: 1 action
  Range: Close (25 ft.+ 5 ft./2 levels)
  Target: One normal plant or plant creature
  Duration: 1 day
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  If the target fails its Reflex save, it takes 1 point of damage 
  when the spell is cast and another every hour while it is in 
  effect.
  Hardness is ignored for damage from darkseed.
  It would take weeks to kill a large tree with successive 
  applications of this spell, but a small plant would die in a 
  matter of hours.
  Darkseed does not affect plant creatures with Wisdom and 
  Charisma scores.
  DRUID GROVE
  Transmutation
  Level: Drd 5
  Components: V, S
  Casting Time: At least 10 minutes (see text)
  
  797
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One or more trees
  Duration: 1 day/level or until discharged
  Saving Throw: None
  Spell Resistance: No
  By casting druid grove, you reshape a living tree so that it can 
  contain a spell.
  Thereafter, you can access this stored spell at any rime, as if 
  the tree were a very large, immobile scroll.
  In conjunction with druid grove, you can cast druid spells 
  totaling no more than one-third of your caster level 
  (rounded down, maximum 6th).
  Instead of taking effect, these companion spells are stored 
  in trees within the area.
  Each tree can hold only one spell.
  Druid grove and the companion spells must all be cast 
  during the same uninterrupted ritual.
  The 10-minute casting time noted above is the minimum 
  for the entire ritual, if any of the companion spells take 
  longer than 10 minutes to cast, use the actual total casting 
  time instead.
  By touching the tree that contains a companion spell (a 
  standard action), you can activate that spell instantaneously.
  You must make any decisions about its effect (such as 
  targeting and direction) upon touching the tree.
  You may have only one druid grove in effect at a time.
  If you cast a second druid grove before the first expires or is 
  fully discharged, the first is dispelled.
  A tree affected by druid grove detects as magical, but the 
  detection process does not harm the tree in any way.
  EMBRACE THE WILD
  Transmutation
  Level: Drd 3, Rgr 3
  Components: V, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  This spell allows you to adopt the nature and some abilities 
  of a wild animal.
  You retain your own form, but you gain the natural and 
  extraordinary senses of the creature you choose, as well as 
  its skill ranks (though these do not stack with any ranks 
  you already have in the same skills), for the duration of the 
  spell.
  Thus, depending on your choice of animal, you could gain 
  blindsight, scent, and ranks in Listen, Spot, or other skills.
  Embrace the wild does not grant you the animal’s natural 
  attacks, methods of locomotion, feats, or nonsensory 
  extraordinary abilities, such as trample or improved grab.
  Focus: Hide, skin, or feathers of the selected animal, or an 
  item or component of its lair.
  You must have obtained the focus from the animal yourself.
  FEATHERS
  Transmutation
  Level: Drd 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One willing creatures/level
  Duration: 1 hour/level (D)
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  This spell functions like polymorph other, except that you 
  polymorph each subject into a feathered animal of Small size 
  or smaller (your choice of species, but all subjects take the 
  same form).
  Any subject may choose to resume his or her normal form 
  (as a full-round action); doing so ends the spell for that 
  individual alone.
  Otherwise, all subjects remain in the bird form until the 
  spell expires or you dismiss it, restoring all affected 
  creatures to normal form.
  FIRE EYES
  Transmutation
  Level: Drd 0
  Components: V, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Fire eyes grants the subject the ability to see through normal 
  smoke, fire, and fog as if they weren’t there.
  While the spell functions, other creatures do not gain 
  concealment from these effects with respect to the subject.
  This spell does not enable a subject to see through magical 
  fog, such as obscuring mist and fog cloud.
  FORESTFOLD
  Transmutation
  Level: Drd 4, Rgr 3
  This spell grants you a +20 competence bonus on Hide and 
  Move Silently checks.
  It is otherwise the same as camouflage.
  GREATER CREEPING COLD
  Transmutation [Cold]
  Level: Drd 7
  Duration: See text
  This spell is the same as creeping cold, but it adds a fourth 
  round to the duration, during which it deals 4d6 points of 
  damage, if the caster is at least 15th level, it adds a fifth 
  round at 5d6 points of damage.
  If the caster is at least 20th level, it adds a sixth round at 6d6 
  points of damage.
  HAWKEYE
  Transmutation
  Level: Drd 1, Rgr 1
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  This spell gives you the ability to see accurately at long 
  distances.
  
  798
  Your range increment for projectile weapons increases by 
  50%, and you gain a +5 competence bonus on all Spot 
  checks.
  LANGUOR
  Transmutation
  Level: Drd 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes creatures it hits to become weak and slow.
  A subject who fails a Will save is slowed as the spell and 
  suffers a cumulative enhancement penalty to Strength 
  equal to 1d6–1 per two caster levels (minimum additional 
  penalty of 0, maximum of –10) each round.
  If the subject’s Strength drops below 1, it is helpless.
  This spell does not counter haste nor it is countered by it, 
  but a hasted creature can be brought to normal speed by 
  languor, and a creature affected by languor can be brought 
  to normal speed by haste.
  LOOKINGGLASS
  Transmutation
  Level: Drd 9
  Components: V, S, DF
  Casting Time: 1 hour
  Range: Medium (100 ft. + 10 ft./level)
  Target: A reflective surface at least as big as a Medium-size 
  creature
  Duration: 1 day/level
  Saving Throw: See text
  Spell Resistance: Yes
  When you cast this spell, you create one end of a path 
  between two natural mirrored surfaces, such as pools of 
  water or clear lakes.
  If you cast a second lookingglass spell on a similar surface 
  before the duration of the first expires, you can look 
  through it as if you were using clairvoyance.
  Within 1 minute/level of casting the second lookingglass,
  you and up to one other creature/level may step through as 
  if affected by teleport without error.
  This spell doesn’t provide any ability to survive in the 
  location of either lookingglass, so if you cast it the first spell 
  on a lake, your allies had better be able to swim.
  If the spell duration of the first lookingglass spell elapses 
  before you can complete the path with a second casting, the 
  first spell is useless.
  MASS AWAKEN
  Transmutation
  Level: Drd 8
  Components: V, S, F, XP
  Casting Time: One day
  Range: Medium (100 ft. + 10 ft./level)
  Target: One animal or tree/three levels, no two of which 
  may be more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  You awaken one or more trees or animals to humanlike 
  sentience.
  All awakened creatures must be of the same kind.
  To succeed, you must make a successful Will save (DC 10 + 
  the HD of the highest-HD target, or the HD the highest 
  target tree has once awakened, whichever is greater).
  Failure indicates that the spell fails for all targets.
  The awakened animal or tree is friendly toward you.
  You have no special empathy or connection with it, but 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 (see the Monster Manual), except that its 
  Intelligence, Wisdom, and Charisma scores are all 3d6.
  Awakened plants gain the ability to move their limbs, roots, 
  vines, creepers, and so forth, and they have senses similar to 
  a human’s.
  An awakened animal has 3d6 Intelligence, a +1d3 bonus to 
  Charisma, and +2 HD.
  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 per creature awakened.
  MIGHT OF THE OAK
  Transmutation
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell grants the quiet strength of a massive oak tree.
  The subject gains a +4 enhancement bonus to Strength and 
  suffers a –2 enhancement penalty to Dexterity.
  PERSISTENCE OF THE WAVES
  Transmutation
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell bestows the smooth indomitability of waves 
  crashing on a shore.
  The subject gains a +4 enhancement bonus to Constitution 
  and suffers a –2 enhancement penalty to Strength.
  SPEED OF THE WIND
  Transmutation
  Level: Drd 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  
  799
  Target: Living creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  With this spell, you can grant the ephemeral quickness of a 
  sudden breeze.
  The subject gains a +4 enhancement bonus to Dexterity and
  a –2 enhancement penalty to Constitution.
  STANDING WAVE
  Transmutation
  Level: Drd 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Waves under a creature or object within range
  Duration: 10 minutes/level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You command the waters to lift a creature or object and 
  propel it forward.
  An object so lifted may contain creatures or other objects.
  What the wave can lift depends on your caster level.
  Standing wave moves the lifted creature or object in a 
  straight line at a speed of 60 feet over water.
  The spell dissipates when the wave contacts land, lowering 
  its burden harmlessly to shore.
  TRUE REINCARNATE
  Transmutation
  Level: Drd 9
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  This spell is the same as reincarnate, except that the druid 
  can reincarnate a creature that has been dead up to 10 years 
  per caster level.
  True reincarnate can even bring back a subject whose body 
  has been wholly destroyed, provided that you 
  unambiguously identify that creature in some fashion 
  (reciting the deceased’s time and place of birth or death is 
  the most common method).
  Upon completion of this spell, the subject has a new body, 
  and all physical ills and afflictions are repaired.
  Refer to the description and the table for the reincarnate 
  spell (in the Player’s Handbook) to determine the subject’s 
  new incarnation.
  When rolling to determine the new form, roll twice; the 
  returning creature can select from either of the two forms 
  indicated.
  The subject suffers neither loss of level (or Constitution 
  point) nor loss of any prepared spells or spell slots.
  You can reincarnate someone killed by a death effect or 
  someone who has been turned into an undead creature and 
  then destroyed, as well as someone killed by hit point loss.
  XP Cost: 1,000 XP.
  MINIATURES HANDBOOK 
  (3.5)
  ABJURATION
  ANGELSKIN
  Abjuration [Good]
  Level: Pal 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Lawful good creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains damage reduction 10/evil and silver.
  CONVICTION
  Abjuration
  Level: Clr 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell bolsters the mental, physical, and spiritual 
  strength of the creature touched.
  The spell grants the subject a +2 morale bonus on all saving 
  throws, with an additional +1 to the bonus for every six 
  caster levels you have (maximum +5 morale bonus at 18th 
  level).
  Material Component: A small parchment with a bit of holy 
  text written upon it.
  CONVICTION, LEGION’S
  Abjuration
  Level: Clr 3
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Allies in a 20-ft.-radius burst
  This spell functions like conviction, except that it affects 
  multiple allies at a distance.
  DEMONHIDE
  Abjuration [Evil]
  Level: Blk 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  
  800
  Target: Evil creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains damage reduction 10/cold iron and good.
  FAVORABLE SACRIFICE
  Abjuration
  Level: Clr 1
  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 receives the protection of a divine power 
  commensurate with the value of the expended material 
  component.
  Only one of the benefits listed below applies per casting of 
  this spell; they do not stack.
  Material Component: Gems worth a total of 1,000 gp, 5,000 
  gp, or 25,000 gp.
  LIONHEART
  Abjuration [Mind-Affecting]
  Level: Pal 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains immunity to fear effects.
  RIGHTEOUS AURA
  Abjuration [Good, Light]
  Level: Pal 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  You are bathed in an unearthly glow for the duration of the 
  spell (as if a daylight spell had been cast on you).
  You get a +4 sacred bonus to your Charisma score.
  If you die, your body is converted into an explosive blast of 
  energy in a 20-footradius burst centered where you fell, 
  dealing 2d6 points of damage per caster level (maximum 
  20d6) to all nongood creatures in the burst’s area.
  Good creatures in the area are healed by the same amount, 
  and undead take double this damage.
  Spell resistance cannot prevent this damage, but a 
  successful Reflex save reduces it to half.
  Your body is disintegrated, so you cannot be raised with a 
  raise dead spell.
  Spells that do not require an intact body, such as true 
  resurrection, can be used to bring you back to life as normal.
  SHIELD OF FAITH, LEGION’S
  Abjuration
  Level: Clr 4
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Allied creatures in a 20-ft.-radius burst
  This spell functions like shield of faith (see page 278 of the 
  Player’s Handbook), except that it affects multiple allies at a 
  distance.
  CONJURATION
  ACID ORB, LESSER
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 1, Wmg 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One orb of acid
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  An orb of acid about 2 inches across shoots from your palm 
  at its target, dealing 1d8 points of acid damage.
  You must succeed on a ranged touch attack to hit your 
  target.
  For every two caster levels beyond 1st, your orb deals an 
  additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th 
  level, 4d8 at 7th level, and the maximum of 5d8 at 9th level 
  or higher.
  ARC OF LIGHTNING
  Conjuration (Creation) [Electricity]
  Level: Drd 4, Sor/Wiz 5, Wmg 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: A line between two creatures
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  
  801
  You create natural conductivity between two creatures, and 
  a bolt of electricity arcs between them.
  This bolt deals 1d6 points of electricity damage per caster 
  level (maximum 15d6) to both creatures and to anything in 
  the line between them.
  Both creatures must be in range, and you must be able to 
  target them (as if this spell had them as its targets).
  Draw the line from any corner in one creature’s space to 
  any corner in the other’s space.
  Arcane Material Component: Two small iron rods.
  BALEFUL TRANSPOSITION
  Conjuration (Teleportation)
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Two creatures of up to Large size
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Two target creatures, of which you may be one, instantly 
  swap positions.
  The creatures must be connected by a solid object, such as 
  the ground, a bridge, or a rope.
  Both targets must be within range.
  Objects carried by the subject creatures (up to the creatures’
  maximum loads) go with them, but other creatures do not, 
  even if they are carried.
  The movement is instantaneous and does not provoke 
  attacks of opportunity.
  If either creature succeeds on its Will save, the spell is 
  negated.
  BENIGN TRANSPOSITION
  Conjuration (Teleportation)
  Level: Sor/Wiz 1
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Two willing creatures of up to Large size
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Two target creatures, of which you may be one, instantly 
  swap positions.
  Both targets must be within range.
  Objects carried by the target creatures (up to the creatures’
  maximum loads) go with them, but other creatures do not, 
  even if they are carried.
  The movement is instantaneous and does not provoke 
  attacks of opportunity.
  BLADES OF FIRE
  Conjuration [Fire]
  Level: Rgr 2, Sor/Wiz 2, Wmg 2
  Components: V
  Casting Time: 1 swift action
  Range: Touch
  Targets: Up to two melee weapons you are wielding
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  Flames sheathe your melee weapons, harming neither you 
  nor the weapons but possibly burning your opponents.
  Your melee weapons each deal 1d6 points of extra fire 
  damage.
  This damage stacks with any energy damage your weapon 
  already deals.
  BLAST OF FLAME
  Conjuration (Creation) [Fire]
  Level: Sor/Wiz 4, Wmg 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  Flames fill the area, dealing 1d6 points of fire damage per 
  caster level (maximum 10d6) to any creature in the area 
  that fails its saving throw.
  Material Component: A bit of wick soaked in oil.
  CLOSE WOUNDS
  Conjuration (Healing)
  Level: Clr 3, Hlr 3
  Components: V
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless)
  This spell cures 2d4 points of damage.
  You can cast this spell with an instant utterance.
  You may even cast this spell when it isn’t your turn.
  If you cast this spell immediately after the subject takes 
  damage, it effectively prevents the damage.
  It would keep alive someone who had just dropped to –10 
  hit points, for example, leaving the character at negative hit 
  points but stable.
  Used against an undead creature, close wounds deals damage
  instead of curing the creature (which takes half damage if it 
  makes a Will saving throw).
  COLD ORB, LESSER
  Conjuration (Creation) [Cold]
  Level: Sor/Wiz 1, Wmg 1
  Effect: One orb of cold
  This spell functions like lesser acid orb, except that it deals 
  cold damage.
  ELECTRIC ORB, LESSER
  Conjuration (Creation) [Electricity]
  Level: Sor/Wiz 1, Wmg 1
  Effect: One orb of electricity
  This spell functions like lesser acid orb, except that it deals 
  electricity damage.
  
  802
  FIRE ORB, LESSER
  Conjuration (Creation) [Fire]
  Level: Sor/Wiz 1, Wmg 1
  Effect: One orb of fire
  This spell functions like lesser acid orb, except that it deals 
  fire damage.
  MORDENKAINEN’S BUZZING BEE
  Conjuration (Creation)
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: A phantom bee
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell causes a small but extremely loud bee to appear.
  It buzzes around the head of a creature you designate.
  (The creature must be within range, and you must be 
  touching or be able to see the creature.
  Once you designate a creature, the bee stays with it; you 
  cannot designate another creature).
  The bee creates an unnerving noise that disrupts the 
  subject’s concentration.
  The subject takes a –10 penalty on all Move Silently and 
  Concentration checks.
  (Creatures that can’t hear don’t take the penalty on 
  Concentration checks).
  If the subject attempts to cast or maintain a spell, it must 
  make a DC 10 Concentration check even if there are no 
  other distractions.
  The bee has a fly speed of 180 feet (perfect).
  It remains near the subject in spite of darkness, invisibility, 
  polymorphing, cover, concealment, or any other attempt at 
  disguising or hiding.
  The bee remains until the spell’s duration expires or the 
  subject moves out of range.
  The bee can’t be attacked, but it can be dispelled.
  Material Component: A dab of honey.
  PANACEA
  Conjuration (Healing)
  Level: Clr 4, Drd 5, Hlr 4
  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)
  This spell channels positive energy into a creature to wipe 
  away afflictions.
  It immediately ends any of the following conditions 
  affecting the target: blinded, confused, dazed, dazzled, 
  deafened, diseased, exhausted, fatigued, frightened, 
  nauseated, panicked, paralyzed, shaken, sickened, and 
  stunned.
  It negates sleep effects and the effect of the feeblemind spell, 
  and ends any additional effects from poison, as the 
  neutralize poison spell.
  It also cures 1d8 points of damage + 1 point per caster level 
  (up to +20).
  Panacea does not remove ability damage, negative levels, or 
  permanently drained levels.
  It does not remove conditions caused by spells of 7th level 
  or higher, or by spells or effects that cannot be dispelled.
  Used against an undead creature, panacea deals damage 
  instead of curing the creature (which takes half damage if it 
  makes a Will saving throw), but it has no other effect.
  REVIVIFY
  Conjuration (Healing)
  Level: Clr 5, Hlr 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: Yes (harmless)
  Revivify miraculously restores life to a recently deceased 
  creature.
  However, the spell must be cast within 1 round of the 
  victim’s death.
  Before the soul of the deceased has completely left the 
  body, this spell halts its journey while repairing somewhat 
  the damage to the body.
  This spell functions like raise dead, except that the raised 
  creature receives no level loss, no Constitution loss, and no 
  loss of spells.
  The creature is only restored to –1 hit points (but is stable).
  Material Component: Diamonds worth at least 1,000 gp.
  RING OF BLADES
  Conjuration
  Level: Clr 3, Wmg 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  This spell conjures a ring of swirling metal blades around 
  you.
  The ring extends 5 feet from you, into all squares adjacent 
  to your space.
  Each round on your turn, starting when you cast the spell, 
  the blades deal 1d6 points of damage + 1 point per caster 
  level (up to a maximum of +10) to all creatures in the 
  affected area.
  The blades conjured by a lawful-aligned cleric are cold iron, 
  those conjured by a chaotic-aligned cleric are silver, and 
  those conjured by cleric who is neither lawful nor chaotic 
  are steel.
  Material Component: A small dagger.
  SONIC ORB, LESSER
  Conjuration (Creation) [Fire]
  Level: Sor/Wiz 1, Wmg 1
  Effect: One orb of sonic energy
  
  803
  This spell functions like lesser acid orb, except that it deals 
  from 1d6 to 5d6 points of sonic damage instead of 1d8 to 
  5d8 points of acid damage.
  DIVINATION
  GUIDED ARROW
  Divination
  Level: Rgr 1
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Targets of your ranged attacks do not get bonuses to Armor 
  Class because of cover.
  You still can’t hit creatures with total cover.
  ENCHANTMENT
  AID, LEGION’S
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 4
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Allies in a 20-ft.-radius burst
  This spell functions like aid (see page 196 of the Player’s 
  Handbook), except that it affects multiple allies at a distance 
  and each ally gains temporary hit points equal to 1d8 + 
  caster level (to a maximum of 1d8+20 temporary hit points 
  at caster level 20th).
  DIVINE PROTECTION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 2, Pal 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Allies in a 20-ft.-radius burst
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Allies gain a +1 morale bonus to their Armor Class and on 
  saving throws.
  INCITE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1, Clr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell incites the subject into acting.
  The subject is not allowed to delay or to ready an action.
  If the subject is currently delaying, it acts as soon as the 
  spell is cast.
  If the subject currently has an action readied, it may act as 
  normal but can’t later ready another action while the spell 
  remains in effect.
  INHIBIT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1, Clr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster inhibits his foe from acting.
  The subject is forced to delay until the following round, 
  acting immediately before the caster on the caster’s 
  initiative count.
  SIGN
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  You are granted a vision that shows you how your foes will 
  act each round and allows you to respond quickly to them.
  When you cast this spell, you may set your initiative check 
  result at 20 + your initiative modifier (but only if doing so 
  increases the result).
  You know the initiative check results of all your foes while 
  the spell is in effect, and you know which opponent will act 
  first in case of ties.
  This spell applies to all foes in your line of sight.
  Material Component: A small piece of dried goat intestine or 
  some tea leaves.
  EVOCATION
  BIGBY’S SLAPPING HAND
  Evocation [Force]
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One Tiny hand
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: Yes
  Bigby’s slapping hand causes a magical hand to appear, deliver 
  a slap to one creature, then disappear.
  The slap distracts the subject, causing it to immediately 
  provoke attacks of opportunity from creatures threatening 
  its square.
  The spell allows no saving throw, but the slapped creature 
  can negate the effect with a successful DC 20 
  Concentration check.
  Focus: A leather glove.
  
  804
  FIRE SHIELD, LEGION’S
  Evocation [Fire or Cold]
  Level: Sor/Wiz 5, Wmg 5
  Components: V, S, M
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Allied creatures in a 20-ft.-radius burst
  This spell functions like fire shield (see page 230 of the 
  Player’s Handbook), except as noted above.
  FIREBURST
  Evocation [Fire]
  Level: Sor/Wiz 2, Wmg 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 5 ft.
  Effect: Burst of fire extending 5 ft. from you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Fireburst causes a powerful explosion of flame to burst from 
  you, damaging anyone within 5 feet of you.
  All creatures within that area, except for you, take 1d8 
  points of fire damage per caster level (maximum 5d8).
  The burst does not affect you or any creatures or objects in 
  your space.
  Material Component: A bit of sulfur.
  FIREBURST, GREATER
  Evocation [Fire]
  Level: Sor/Wiz 5, Wmg 5
  Effect: Burst of fire extending 10 ft. from you
  This spell functions like fireburst, except that it affects 
  creatures within 10 feet of you and deals a maximum of 
  15d8 points of damage to each one.
  GUIDING LIGHT
  Evocation [Light]
  Level: Clr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Targets: Creatures in a 5-ft.-radius burst
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Light shines over the affected area, illuminating all targets 
  within it.
  The light grants a +1 circumstance bonus on ranged attack 
  rolls against any target in the area.
  Spellcasters in battle sometimes use this spell to designate 
  targets for archers.
  RIGHTEOUS FURY
  Evocation [Good]
  Level: Pal 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject’s charge attacks deal double damage.
  (The subject does not have to be mounted or wielding a 
  lance).
  If the subject makes more than one attack on a charge, the 
  double damage applies only to the first attack.
  SLASHING DARKNESS
  Evocation
  Level: Clr 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
  A hissing, hurtling ribbon of pure darkness flies from your 
  hand.
  A creature struck by this ray of darkness takes 1d8 points of 
  damage per two caster levels (maximum 5d8).
  An undead creature instead heals 1d8 points of damage per 
  two caster levels (maximum 5d8).
  VEIL OF SHADOW
  Evocation [Darkness]
  Level: Asn 2, Blk 2, Clr 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Swirling wisps of darkness obscure your form, granting you 
  concealment.
  The 20% miss chance is active even if the attacker has 
  darkvision.
  This spell effect is suppressed in daylight or in the area of a 
  light spell of 3rd level or higher.
  See invisibility does not counter the veil of shadow’s 
  concealment effect, but a true seeing spell does.
  ILLUSION
  INVISIBILITY, SWIFT
  Illusion (Glamer)
  Level: Asn 2, Brd 2
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  
  805
  Target: You
  Duration: 1 round
  This spell functions like invisibility (see page 245 of the 
  Player’s Handbook), except as noted above.
  NECROMANCY
  CURSE OF IMPENDING BLADES
  Necromancy
  Level: Brd 2, Rgr 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  The subject of the spell has a hard time avoiding attacks, 
  sometimes even seeming to stumble into harm’s way.
  The subject takes a –2 penalty to AC.
  The curse cannot be dispelled, but it can be removed with a 
  break enchantment, limited wish, miracle, remove curse, or wish 
  spell.
  Arcane Material Component: A nail through a piece of leather.
  CURSE OF IMPENDING BLADES, LEGION’S
  Necromancy
  Level: Brd 3, Rgr 3, Sor/Wiz 3
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Enemies in a 20-ft.-radius burst
  This spell functions like curse of impending blades, except that 
  it affects multiple enemies.
  CURSE OF PETTY FAILING
  Necromancy
  Level: Clr 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  The subject takes a –2 penalty on attack rolls and saving 
  throws.
  The curse cannot be dispelled, but it can be removed with a 
  break enchantment, limited wish, miracle, remove curse, or wish 
  spell.
  CURSE OF PETTY FAILING, LEGION’S
  Necromancy
  Level: Clr 5
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Enemy creatures in a 20-ft.-radius burst
  This spell functions like curse of petty failing, except that it 
  affects multiple enemies out to medium range.
  DELAY DEATH
  Necromancy
  Level: Clr 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject of this powerful spell is unable to die from hit 
  point damage.
  While under the protection of this spell, the normal limit 
  of –9 hit points before a character dies is extended without 
  limit.
  A condition or spell that destroys enough of the subject’s 
  body so as to not allow raise dead to work, such as a 
  disintegrate effect, still kills the creature, as does death 
  brought about by ability score damage, level drain, or a 
  death effect.
  The spell does not prevent the subject from entering the 
  dying state by dropping to –1 hit points.
  It merely prevents death as a result of hit point loss.
  If the subject has fewer than –9 hit points when the spell’s 
  duration expires, he or she dies instantly.
  LIVING UNDEATH
  Necromancy
  Level: Clr 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell imparts a physical transformation upon the 
  subject, not unlike the process that produces a zombie.
  While the subject does not actually become undead, its vital 
  processes are temporarily bypassed with no seeming ill 
  effect.
  The subject becomes not subject to sneak attacks and 
  critical hits, just as undead are.
  While the spell is in effect, the subject takes a –4 penalty to 
  its Charisma score (to a minimum of 1).
  TRANSMUTATION
  ALIGN FANG
  Transmutation
  Level: Drd 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Align fang makes a creature’s natural weapons good-, evil-, 
  lawful-, or chaotic-aligned, as you choose.
  A natural weapon that is aligned can overcome the damage 
  reduction of certain creatures, usually outsiders of the 
  opposite alignment.
  
  806
  This spell has no effect on a natural weapon that is already 
  treated as being aligned, such as the claw or bite attack of 
  most demons.
  You can’t cast this spell on a manufactured weapon, such as 
  a sword.
  When you cast this spell to make a natural weapon good-, 
  evil-, lawful-, or chaotic-aligned, align weapon is a good, evil, 
  lawful, or chaotic spell, respectively.
  ALIGN FANG, LEGION’S
  Transmutation
  Level: Drd 5
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Allies in a 20-ft.-radius burst
  This spell functions like align fang, except that it affects 
  multiple allies at a distance.
  ALIGN WEAPON, LEGION’S
  Transmutation [see text for align weapon]
  Level: Clr 4
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Allies’ weapons in a 20-ft.-radius burst
  This spell functions like align weapon (see page 197 of the 
  Player’s Handbook), except that it affects multiple weapons or 
  projectiles at a distance.
  BLESS WEAPON, SWIFT
  Transmutation
  Level: Pal 1
  Components: V
  Casting Time: 1 swift action
  Duration: 1 round
  This spell functions like bless weapon (see page 205 of the 
  Player’s Handbook) except as noted above.
  EXPEDITIOUS RETREAT, SWIFT
  Transmutation
  Level: Brd 1
  Components: V
  Casting Time: 1 swift action
  Duration: 1 round
  This spell functions like expeditious retreat (see page 228 of 
  the Player’s Handbook), except as noted above.
  FLY, SWIFT
  Transmutation
  Level: Brd 2, Drd 3
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  This spell functions like fly (see page 232 of the Player’s 
  Handbook), except as noted above.
  HASTE, SWIFT
  Transmutation
  Level: Rgr 2
  Components: V
  Casting Time: 1 swift action
  Target: You
  Duration: 1 round
  This spell functions as haste (see page 239 of the Player’s 
  Handbook), except as noted above.
  HOLY SPURS
  Transmutation
  Level: Pal 2
  Components: V
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Your special mount
  Duration: 1 round
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell increases your special mount’s base land speed by 
  40 feet.
  This adjustment is treated as an enhancement bonus.
  LIGHTFOOT
  Transmutation
  Level: Asn 1, Rgr 1
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You move with unearthly agility.
  You provoke no attacks of opportunity when moving.
  LION’S CHARGE
  Transmutation
  Level: Drd 3, Rgr 4
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  This spell grants you the pounce special ability (see page 
  313 of the Monster Manual).
  QUICK MARCH
  Transmutation
  Level: Clr 2, Pal 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Allies in a 20-ft.-radius burst
  Duration: 1 round
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Quick march increases your allies’ base land speed by 30 feet.
  (This adjustment is considered 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 a creature’s speed, this 
  spell affects maximum jumping distance.
  
  807
  REPAIR CRITICAL DAMAGE
  Transmutation
  Level: Sor/Wiz 4
  As repair light damage, except repair critical damage repairs 
  4d8 points of damage +1 point per caster level (up to +20).
  REPAIR LIGHT DAMAGE
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Construct touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  When laying your hands upon a construct that has at least 1 
  hit point remaining, you transmute its structure to repair 
  damage it has taken.
  The spell repairs 1d8 points of damage + 1 point per caster 
  level (up to +5).
  REPAIR MINOR DAMAGE
  Transmutation
  Level: Sor/Wiz 0
  As repair light damage, except repair minor damage repairs 
  only 1 point of damage.
  REPAIR MODERATE DAMAGE
  Transmutation
  Level: Sor/Wiz 2
  As repair light damage, except repair moderate damage repairs 
  2d8 points of damage + 1 point per caster level (up to +10).
  REPAIR SERIOUS DAMAGE
  Transmutation
  Level: Sor/Wiz 3
  As repair light damage, except repair serious damage repairs 
  3d8 points of damage + 1 point per caster level (up to +15).
  SLIDE
  Transmutation
  Level: Sor/Wiz 1
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You slide the subject creature along the ground a distance 
  of 5 feet in any direction.
  (If the creature is flying or otherwise not on the ground, it 
  moves parallel to the ground).
  You can’t slide the subject into a space that is occupied by 
  an ally, an enemy, or a solid object.
  (If you attempt to slide the subject into such a space, the 
  spell automatically ends).
  You can slide the subject fast enough to clear small gaps in 
  the ground, such as narrow pits.
  You cannot slide the subject up or down, but you can slide 
  it over the edge of a cliff or the like.
  This movement does not provoke attacks of opportunity.
  SLIDE, GREATER
  Transmutation
  Level: Sor/Wiz 2
  Range: Medium (100 ft. + 10 ft./level)
  This spell functions like slide, except that you can slide the 
  subject creature 20 feet in a straight line.
  SNAKE’S SWIFTNESS
  Transmutation
  Level: Drd 1, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject may immediately make one melee or ranged 
  attack, even if it has already taken its action for the round.
  Taking this action doesn’t affect the subject’s normal place 
  in the initiative order.
  This is a single attack and follows the standard rules for 
  attacking.
  This spell does not allow the subject to make more than one 
  additional attack in a round.
  If the subject has already made an additional attack, due to a 
  prior casting of this spell, from the haste spell, or from any 
  other source, this spell fails.
  Arcane Material Component: A few scales from a snake.
  SNAKE’S SWIFTNESS, LEGION’S
  Transmutation
  Level: Drd 2, Sor/Wiz 3
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Allied creatures in a 20-ft.-radius burst
  This spell functions like snake’s swiftness, except that it 
  affects multiple allies out to medium range.
  TIGER’S TOOTH
  Transmutation
  Level: Drd 2
  Components: V
  Casting Time: 1 swift action
  Range: Living creature touched
  Target: You
  Duration: 1 round
  This spell functions like greater magic fang (see page 250 of 
  the Player’s Handbook), except as noted above.
  UNDENIABLE GRAVITY
  Transmutation
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  
  808
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target: One flying creature
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  A flying creature, which can be a creature that can fly by 
  means of the fly spell or some similar magical effect, is 
  grounded.
  If this spell is cast on a creature currently flying, that 
  creature descends at a speed of 60 feet per round but does 
  not fall (and thus is not subject to falling damage).
  The creature can still use its fly speed to move horizontally 
  or down, but not up.
  Once it is on the ground, the subject can no longer use its 
  fly speed.
  This spell does not affect incorporeal creatures.
  Material Component: A wing torn from a fly.
  UNDENIABLE GRAVITY, LEGION’S
  Transmutation
  Level: Brd 4, Sor/Wiz 4
  Range: Long (400 ft. + 40 ft./level)
  Targets: Creatures in a 20-ft.-radius burst
  This spell functions like undeniable gravity, except that it 
  affects multiple creatures.
  MONSTER MANUAL 2 (3.0)
  CONJURATION
  BEGET BOGUN
  Conjuration (Creation)
  Level: Drd 1
  Components: V, S, M, XP
  Casting Time: 1 action
  Range: Touch
  Effect: Tiny construct
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Beget bogun allows you to infuse living magic into a small 
  mannequin that you have created from vegetable matter.
  This is the final spell in the process of creating a bogun.
  See the bogun’s description, above, for further details.
  Material Component: The mannequin from which the bogun 
  is created.
  XP Cost: 25 XP.
  MONSTER MANUAL 4 (3.5)
  CONJURATION
  SUMMON CLOCKWORK MENDER SWARM
  Conjuration (Summoning) [Lawful]
  Level: Cleric 4, sorcerer/wizard 4
  Effect: One swarm of clockwork menders
  This spell functions like summon monster I, except that you 
  summon a single clockwork mender swarm.
  The swarm can be directed to attack opponents, to use its 
  swarm repair ability, and even to use its swarm sacrifice 
  ability.
  Arcane Focus: A broken metal gear.
  MONSTER MANUAL 5 (3.5)
  TRANSMUTATION
  EARTHBIND
  Transmutation
  Level: Druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 minute/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You intone words of binding and point at your foe.
  Yellow strings of magical energy loop about its wings, dragging it 
  to ground.
  You hinder the subject’s ability to fly (whether through 
  natural or magical means) for the duration of the spell.
  If the target fails its saving throw, its fly speed (if any) 
  becomes 0 feet.
  An airborne creature subjected to this spell falls to the 
  ground as if under the effect of a feather fall spell.
  Even if a new effect would grant the creature the ability to 
  fly, that effect is suppressed for the duration of the earthbind 
  spell.
  Earthbind has no effect on other forms of movement, or 
  even on effects that might grant airborne movement 
  without granting a fly speed (such as jumping or levitate or
  air walk spells).
  MONSTERS OF FAERÛN 
  (3.0)
  TRANSMUTATION
  CREATE CHOSEN ONE
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 hour
  Range: Touch
  Target: One human
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Only evil wizards can cast this spell, and the Red Wizards 
  of Thay do not teach it to outsiders.
  
  809
  Casting the spell involves a series of magical rituals 
  intended to turn a normal human (of up to 3rd level) into a 
  maddened, murderous creature.
  The victim must be bound and helpless for the spell to 
  work.
  After the casting time is completed, the victim must make a 
  Will save or be transformed into a chosen one under the 
  control of its creator.
  CREATE CRAWLING CLAW
  Transmutation [Evil]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Severed left hands within a 5-foot-radius circle
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You may create a number of crawling claws up to twice 
  your caster level.
  The hands to be transformed must all be within a 5-
  footradius circle.
  To begin the spell, you must cast magic circle against good 
  around yourself and the claws.
  The magic circle need not endure throughout the create 
  crawling claw spell’s 1-hour casting time; simply initiating 
  the spell inside the circle is good enough.
  Once created, the crawling claws will be under your direct 
  telepathic command, so long as your instructions are very 
  simple and you are within 100 feet.
  If you leave that area, you must give the crawling claws 
  simple standing orders beforehand.
  Creating a crawling claw out of someone’s hand does not 
  preclude the use of a resurrection spell to bring that person 
  back to life.
  Stories are told of adventurers who were resurrected and 
  later attacked by their own left hands.
  Material Components: Clippings from a ghoul’s fingernails, 
  and a ring that someone else lost.
  CREATE DARKENBEAST
  Transmutation [Evil]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One animal of no more than 2 HD
  Duration: Instantaneous
  Saving Throw: None or Will negates
  Spell Resistance: Yes
  The spellcaster may transform one Small or Medium-size 
  animal with no more than 2 HD into a darkenbeast.
  A target with an Intelligence score of 5 or more gets a Will 
  save to negate the effect; targets with Intelligence of 4 or 
  less are automatically affected.
  The spell can only be cast in darkness: at night, indoors, or 
  underground.
  Its effects last until the darkenbeast is slain or until 
  exposure to sunlight (see above) dispels the transmutation.
  The transmutation can also be dispelled by a dispel magic 
  spell, although such an attempt would have to overcome 
  the darkenbeast’s spell resistance.
  A sunbeam spell automatically dispels the transmutation 
  without needing to overcome spell resistance.
  If you are going to imprint another spell on the 
  darkenbeast, you must cast that spell immediately after the 
  create darkenbeast spell is over and pass a Spellcraft check 
  (DC 12 + level of the spell being imprinted).
  The imprinted spell has no effect; it merely goes “into” the 
  darkenbeast.
  Another spellcaster using detect magic for 1 round can 
  determine whether a darkenbeast has a spell imprinted.
  After 3 rounds, detect magic and a successful Spellcraft check 
  (DC 15+ level of imprinted spell) can identify what spell a 
  darkenbeast has imprinted on it.
  A created darkenbeast is under the caster’s direct telepathic 
  command.
  There is no limit to the number of darkenbeasts a sorcerer 
  or wizard can command, but a spellcaster can only have a 
  number of darkenbeasts with imprinted spells equal to her 
  caster level.
  Material Components: Dried wyvern’s blood smeared upon 
  the spell’s target, and a black pearl worth at least 200 gp.
  ORIENTAL ADVENTURES 
  (3.0)
  ABJURATION
  AIMING AT THE TARGET
  Abjuration
  Level: Wuj 5
  Components: S
  Casting Time: See text
  Range: Personal
  Target: You
  Duration: Concentration, up to 20 minutes (D)
  When you cast this spell, you increase your ability to 
  concentrate on a spell you have already cast.
  This spell is one of only two spells that you can cast while 
  maintaining concentration on another spell (the other 
  being finding the center).
  This spell gives you a +10 circumstance bonus on 
  Concentration checks you make to maintain concentration 
  on another spell, and lasts as long as your concentration on 
  the other spell.
  Casting aiming at the target is a free action, like casting a 
  quickened spell, and it counts toward the normal limit of 
  one quickened spell per round.
  BACKBITER
  Abjuration
  Level: Wuj 1 (Wood)
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One Large or larger wooden-hafted weapon
  Duration: 1 round/level or until discharged
  
  810
  Saving Throw: Will negates
  Spell Resistance: Yes (object)
  When you cast this spell, you place an enchantment on a 
  Large or larger wooden-hafted weapon (such as a bo, 
  naginata, nunchaku, three-section staff, or similar weapon).
  The next time that weapon is used to make a melee attack, 
  its shaft twists around so that the weapon strikes the 
  wielder instead.
  The weapon’s wielder makes a normal attack roll upon 
  himself and deals normal damage if he hits.
  He cannot choose to deal subdual damage or otherwise 
  reduce the damage he deals, although any damage 
  reduction he has still applies.
  Once the attacker damages himself with the affected 
  weapon, the spell is discharged.
  Unattended magic weapons targeted by this spell receive a 
  Will save; if successful, the spell has no effect.
  See Attack an Object in the Player’s Handbook for 
  information concerning object saving throws.
  Focus: A dagger.
  DANCE OF THE UNICORN
  Abjuration
  Level: Shu 5 (Water)—Iuchi School
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You surround yourself with a purifying swirling mist with a 
  radius of 5 feet per caster level that washes the air clean of 
  smoke, dust, and poisons.
  Nonmagical contaminants, including inhaled poisons, are 
  automatically negated within the cloud.
  Magical effects, including acid fog, cloudkill, and green 
  dragon breath, are negated only if your level is greater than 
  the offending spell’s caster level (or the dragon’s HD).
  If your level is lower than the caster level, the dance of the 
  unicorn grants everyone within the mist a +4 bonus on their 
  saving throws against the effect.
  The cloud of mist leaves everything within its area damp.
  DISPEL TAINT
  Abjuration [Good]
  Level: Shu 5 (Earth)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  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:
  1. You gain a +4 deflection bonus to AC against attacks by 
  Shadowlands creatures and creatures with a Taint score.
  2. On making a successful melee touch attack against an oni 
  or another outsider or elemental with the Shadowlands 
  subtype, you can choose to drive that creature back to its 
  home plane.
  The creature negates the effects with a Will save (SR 
  applies).
  This use discharges and ends the spell.
  3. With a touch, you can automatically dispel any one spell 
  cast by a Tainted creature or any one maho spell.
  Exception: Spells that can’t be dispelled by dispel magic also 
  can’t be dispelled by dispel Taint.
  Saving throws and spell resistance do not apply to this 
  effect.
  This use discharges and ends the spell.
  ELEMENTAL WARD
  Abjuration
  Level: Nature 4, Wuj 4 (All)
  Components: V, S, M
  Casting Time: 1 action
  Range: 60 ft.
  Area: 60-ft. emanation, centered on you
  Duration: 1 minute
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell allows you to drive off elementals of a specific 
  type by uttering a fearsome cry.
  When you cast the spell, all elementals within the spell’s 
  area flee the area unless they make successful Will saving 
  throws.
  The spell ends if you try to force the barrier against an 
  elemental that has failed its saving throw.
  Material Component: A small quantity of the element 
  opposed to the type being warded against—fire for water 
  elementals, earth for air elementals, air for earth 
  elementals, or water for fire elementals.
  FINDING THE CENTER
  Abjuration
  Level: Wuj 8
  Duration: 10 minutes (D)
  As aiming at the target, except that you no longer need to 
  maintain conscious concentration on the spell you cast 
  before this one.
  Your unconscious mind maintains the concentration 
  required for the spell.
  You can take other actions, including movement, attacks, 
  and even spellcasting, as normal.
  The only way to disrupt your concentration on the other 
  spell while finding the center is still in effect is to kill you or 
  hamper your mind in some way (as through feeblemind, 
  confusion, insanity, or dominate person).
  FORCE SHAPECHANGE
  Abjuration
  Level: Sha 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature/level
  Duration: 1 round/level
  Saving Throw: Will partial
  Spell Resistance: Yes
  
  811
  With this spell, you force any shapechanger to revert into 
  its true form.
  When you cast the spell, you specify the targets you know 
  or believe to be shapechangers.
  Any shapechangers targeted by the spell must attempt Will 
  saving throws.
  If they fail their saves, they revert to their true form amid 
  wracking pain, which causes them 3d10 points of damage.
  If the saving throw is successful, they retain their current 
  form, but still suffer extreme pain, taking half damage.
  The shapechanger is locked into its true form for 1 round 
  per caster level, but the spell deals the 3d10 points of 
  damage only when the change first occurs.
  For purposes of this spell, a shapechanger is any creature 
  with the shapechanger type or a supernatural or 
  extraordinary ability that allows it to assume an alternate 
  form.
  A wu jen who knows polymorph self is not a shapechanger 
  (since a spell is not a supernatural or extraordinary ability), 
  but a spirit centipede is (since it has the exceptional ability 
  to assume alternate forms, though its type is outsider).
  This spell has no effect on creatures under the effect of alter 
  self, polymorph self, or other spell effects.
  INVISIBILITY TO ENEMIES
  Abjuration
  Level: Sha 3
  Components: V, S, F
  Casting Time: 1 round
  Target: Creature touched
  Duration: 3 rounds/level
  As invisibility to spirits, but the warded creature is invisible to 
  all creatures who may have hostile intentions against it.
  Mindless creatures are not affected by the spell and can see 
  the warded creature normally, since they are incapable of 
  forming hostile intentions.
  Animals and other creatures with Intelligence scores lower 
  than 5 are also not affected, since their motivations are 
  based on survival, not on hostile intent.
  Focus: A white robe covered with handwritten symbols and 
  verses.
  INVISIBILITY TO SPIRITS
  Abjuration
  Level: Sha 2
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: One touched creature/level
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes (harmless)
  If a spirit fails its saving throw, it can’t perceive the warded 
  creatures and acts as though the warded creatures are not 
  there.
  The warded creatures can move freely among spirits 
  without being noticed, although they are perfectly visible 
  to all other types of creatures.
  If a warded creature touches or attacks a spirit (even with a 
  spell), the spell ends for all recipients.
  Note: A spirit gets one saving throw against the spell.
  It either sees all the warded creatures or none of them.
  Material Component: Red ink, with which you write prayers 
  and scriptures on each warded creature.
  JADE AURA
  Abjuration [Good]
  Level: Shu 9 (Earth)—Yogo school
  Components: V, S, F
  Casting Time: 1 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 radiance of shimmering jade color surrounds the 
  subjects, protecting them from attacks, granting them 
  resistance to maho and other evil magic, and blinding 
  Tainted and Shadowlands creatures when they strike the 
  subjects.
  This abjuration has four effects.
  First, the warded creatures gain a +4 deflection bonus to AC 
  and a +4 resistance bonus on saves.
  Unlike protection from Taint, this benefit applies against all 
  attacks, not just against attacks by Tainted creatures.
  Second, the warded creatures gain SR 25 against evil spells 
  and spells cast by maho-tsukai, oni, or other Tainted or 
  Shadowlands creatures.
  Third, the abjuration blocks possession and mental 
  influence, just as protection from Taint does.
  Finally, if a creature with a Taint score or the Shadowlands 
  subtype succeeds at a melee attack against a warded 
  creature, the offending attacker is blinded (Fortitude save 
  negates, as blindness/deafness, but against jade aura’s save 
  DC).
  Focus: A tiny statue carved from jade, representing one of 
  the Seven Fortunes.
  The statue costs at least 500 gp.
  MAGIC CIRCLE AGAINST TAINT
  Abjuration [Good]
  Level: Shu 3 (Earth)
  Area: Emanates 10 ft. from touched creature
  Duration: 10 minutes/level
  Spell Resistance: No (see text)
  As protection from Taint, except that it encompasses a much 
  larger area and its duration is longer.
  Unlike protection from Taint, this spell has a special function 
  that you may choose when casting the spell.
  A magic circle can be focused inward rather than outward.
  In this case, it serves as an immobile, temporary magical 
  prison for a called creature.
  The creature cannot cross the circle’s boundaries.
  (See Calling in the Player’s Handbook for more information 
  on using this spell in conjunction with calling spells).
  You must beat 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.
  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 Taint 
  spell for that creature only.
  
  812
  This spell is not cumulative with protection from Taint and 
  vice versa.
  PROTECTION FROM CHARM
  Abjuration
  Level: Wuj 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The recipient of this spell gains a +1 resistance bonus for 
  every three caster levels (maximum +5) on any Will saving 
  throw against charm or compulsion effects.
  Material Component: A piece or hair or other item from the 
  body of a creature with an innate charm or dominate person 
  ability, such as a succubus or vampire.
  PROTECTION FROM SPIRITS
  Abjuration
  Level: Sha 2
  Components: V, S, F
  Casting Time: 1 round
  Range: Touch
  Area: Emanates 5 ft. from touched creature
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No (see text)
  This spell creates a magical barrier around the subject at a 
  distance of 5 feet.
  The barrier moves with the subject and has two major 
  effects.
  First, the subject gets a +2 deflection bonus to AC and a +2 
  resistance bonus on saves against attacks made by spirits.
  Second, the barrier prevents spirits from entering the area.
  This protection ends if the warded creature makes an attack 
  against or tries to force the barrier against a blocked spirit.
  Spell resistance can allow a spirit to overcome this 
  protection and enter the circle.
  Focus: A gingko wand with paper prayer strips attached.
  PROTECTION FROM TAINT
  Abjuration [Good]
  Level: Shu 1 (Earth)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No (see text)
  This spell wards a creature from attacks by Shadowlands 
  creatures and creatures with the Shadowlands Taint, from 
  mental control, and from summoned or conjured 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 gets a +2 deflection bonus to AC and a +2 
  resistance bonus on saves.
  Both these bonuses apply against attacks made by creatures 
  with the Shadowlands subtype and creatures with a Taint 
  score.
  Second, the barrier blocks any attempt to possess the 
  warded creature (as by a magic jar attack) or to exercise 
  mental control over the creature (as by a vampire’s 
  supernatural domination ability, which works similar to 
  dominate person).
  The protection does not prevent a vampire’s domination 
  itself, but it prevents the vampire from mentally 
  commanding the protected creature.
  If the protection from Taint effect ends before the 
  domination effect does, the vampire 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 or 
  conjured creatures (see the Monster Manual).
  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 elementals and outsiders are immune to this effect.
  The protection against contact by summoned or conjured 
  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.
  SNAKE BARRIER
  Abjuration
  Level: Guardian 4, Sha 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Invisible barrier whose area is up to one 5-ft. 
  square/level (S)
  Duration: 3 rounds/level
  Saving Throw: Will negates or Fortitude half (see text)
  Spell Resistance: Yes
  This spell creates an invisible barrier that prevents reptiles, 
  reptilian creatures, and dragons from crossing it.
  Affected creatures are aware of the barrier’s presence and 
  purpose, and reptiles that are not overtly hostile avoid the 
  barrier and those protected by it.
  Reptilian creatures with hostile intent may try to penetrate 
  the barrier.
  Affected creatures with 4 or fewer Hit Dice must make a 
  successful Will saving throw to cross at all.
  Any affected creature that crosses the barrier takes 1d4 
  points of damage per caster level (maximum 10d4), with a 
  successful Fortitude saving throw reducing the damage by 
  half.
  Intelligent reptilian creatures that encounter the barrier 
  usually find it infuriating, and are much less likely to 
  befriend and aid the caster.
  Material Component: A shed snakeskin.
  
  813
  SUBSTITUTION
  Abjuration
  Level: Celestial 3, Fortune 3, Guardian 3, Sha 3
  Components: V, S, M, F
  Casting Time: 30 minutes
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged (D)
  This spell creates a mystic connection between you and a 
  specially prepared figure representing your deity or a spirit 
  you revere.
  For the duration of the spell, you take only half damage 
  from all wounds and attacks (including those inflicted by 
  special abilities) that deal you hit point damage.
  The amount of damage not taken by you is taken by the 
  figure instead.
  Forms of harm that do not involve hit points, such as charm 
  effects, temporary ability damage, level draining, and 
  disintegration, are not affected.
  If you suffer a reduction of hit points from a lowered 
  Constitution score, the reduction is not split with the 
  figure because it is not hit point damage.
  The spell is discharged when the figure runs out of hit 
  points (i.e. when they reach 0).
  When the spell ends, subsequent damage is no longer 
  divided between you and the figure, but damage already 
  split is not reassigned to you.
  Material Component: Offerings to a spirit you revere worth 
  10 gp.
  Focus: A figure of a spirit you revere, made of glass, wood, 
  stone, or iron.
  The statue’s hit points and cost depend on the substance of 
  which it is made.
  A glass figure has 10 hit points and costs 25 gp, a wood 
  figure has 25 hit points and costs 250 gp, a stone figure has 
  50 hit points and costs 375 gp, and an iron figure has 100 
  hit points and costs 750 gp.
  You may use this figure for multiple castings of this spell, 
  but you cannot repair it or restore its lost hit points.
  SURELIFE
  Abjuration
  Level: Fortune 8, Guardian 8, Wuj 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute/2 levels
  This spell allows you to protect yourself against some 
  condition—such as being immersed in boiling oil or being 
  buried under an avalanche—that would ordinarily cause 
  certain death.
  You can only protect yourself against a natural occurrence 
  or condition, not against a spell or the action of a creature 
  (such as the breath of a dragon or the swords of a group of 
  bandits).
  You must specify the condition against which you wish to 
  protect yourself, and the spell is effective only against that 
  condition.
  Should you be subjected to that condition during the 
  duration of the spell, you feel no discomfort and take no 
  damage from the condition.
  However, the spell does not protect any items carried on 
  your person.
  At the end of the spell’s duration, the condition has full 
  normal effects on you if you are still subjected to it.
  Material Component: An ointment of peach syrup and 
  cinnabar.
  TAINTED AURA
  Abjuration [Evil]
  Level: Maho 9
  Components: V, S, F
  Casting Time: 1 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 untainted creatures, and infecting such creatures with 
  the Shadowlands Taint when they strike the subjects.
  This abjuration has four effects:
  First, the warded creatures gain 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, the warded creatures gain SR 25 against good spells 
  and spells cast by creatures with neither a Taint score nor 
  the Shadowlands subtype.
  Third, the abjuration blocks possession and mental 
  influence, just as protection from good does.
  Finally, if an untainted creature succeeds at a melee attack 
  against a warded creature, the offending attacker gains a 
  Taint score of 1d3 (Fortitude save negates).
  Focus: A fragment of an oni’s body, such as a claw, tooth, or 
  bone.
  CONJURATION
  ANCESTRAL VENGEANCE
  Conjuration (Summoning)
  Level: Ancestor 2, Sha 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  When you cast this spell, you call out to an ancestral spirit, 
  listing the crimes of your target and urging your ancestor to 
  punish the miscreant.
  (The target’s alignment is irrelevant to the success of the 
  spell).
  The ancestral spirit imposes this punishment in the form of 
  a sharp blow to the target.
  This attack hits automatically and deals 1d6 points of 
  damage per two caster levels (maximum 5d6), or 1d6 points 
  per caster level (maximum 10d6) if the target is undead.
  
  814
  A successful Fortitude saving throw reduces the damage by 
  half.
  BODY OUTSIDE BODY
  Conjuration (Creation)
  Level: Wuj 7
  Components: V, S, M
  Casting Time: 1 action
  Range: 10 ft.
  Effect: 1 duplicate/5 levels
  Duration: 1 round/2 levels
  Saving Throw: None
  Spell Resistance: No
  This spell creates one or more duplicates of you.
  These duplicates share all your ability scores, personality, 
  class levels, skills, feats, and memories.
  They carry the same arms, armor, and equipment as you do 
  (but only have mundane versions of your magical gear), and 
  they cannot cast spells.
  The duplicates you create have one-quarter of your hit 
  point total at the time of casting.
  They are obedient to you and friendly toward one another 
  and your companions.
  You may order them to take any actions, even ones that you 
  would normally not take (such as charging the dragon or 
  jumping off a cliff ).
  They can do anything you can, except cast spells or use 
  spell-completion or spell-trigger items.
  They take damage as normal, but if one is slain, it 
  disappears and you instantly take 10 points of damage.
  At the end of the spell duration, all the duplicates (and any 
  equipment created with them) disappear without causing 
  damage to you.
  The duplicates are completely indistinguishable from you.
  Material Component: A few hairs from your head or beard.
  GREATER SPIRIT ALLY
  Conjuration (Calling) [see text]
  Level: Celestial 8, Sha 8
  Target: Up to 24 HD worth of spirits, no two of which can 
  be more than 30 ft. apart when they appear
  As lesser spirit ally, except you may call a single spirit of up to 
  24 HD or a number of spirits of the same type whose HD 
  total no more than 24.
  The spirits agree to help you and request your return favor 
  together.
  GREATER SPIRIT BINDING
  Conjuration (Calling) [see text]
  Level: Wuj 8
  Components: V, S
  Target: Up to 24 HD worth of spirits, no two of which can 
  be more than 30 ft. apart when they appear
  As lesser spirit binding, except you may call a single spirit of 
  up to 24 HD or a number of spirits of the same type whose 
  HD total no more than 24.
  Each spirit gets a saving throw, makes independent 
  attempts to escape, and must be persuaded to aid you 
  individually.
  HAIL OF STONE
  Conjuration (Creation)
  Level: Stone 2, Wuj 1 (Earth)
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (5-ft. radius, 40 ft. high)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You create a rain of stones, causing damage to creatures and 
  objects within the area.
  Make a ranged attack roll (not a touch attack roll) on every 
  creature and relevant object in the area.
  A successful hit deals 1d3 points of damage per level 
  (maximum 5d3).
  Material Component: A piece of jade worth at least 5 gp.
  ICE KNIFE
  Conjuration (Creation) [Cold]
  Level: Wuj 2 (Water)
  Components: V, S, M
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Effect: One icy missile
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  A magical shard of ice springs from your hand and speeds 
  to its target.
  You must succeed at a normal ranged attack to hit.
  For every two caster levels, you gain a +2 bonus on the 
  ranged attack roll.
  The shard deals 1d8 points of piercing damage, plus 1d8 
  points of cold damage and 2 points of Dexterity damage.
  (Creatures that are immune to cold damage take no 
  Dexterity damage).
  A successful Fortitude save reduces the cold damage by half 
  and negates the Dexterity damage.
  A miss creates a shower of ice crystals in a 10-foot-radius 
  burst centered where the shard lands (see Grenadelike 
  Weapon Attacks in the Player’s Handbook).
  The icy burst deals 1d8 points of splash damage.
  A creature within the burst area can make a Reflex save to 
  take half damage.
  Material Component: A drop of water or piece of ice.
  LESSER SPIRIT ALLY
  Conjuration (Calling) [see text]
  Level: Celestial 4, Sha 4
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One summoned spirit of up to 8 HD
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you request the services of a spirit (of 
  up to 8 HD) that shares your philosophical alignment.
  If you know an individual spirit’s name, you may request 
  that individual by speaking the name during the casting of 
  
  815
  the spell (though you might get a different creature 
  anyway).
  You may ask the spirit to perform one task for you, and the 
  spirit may request some service in return.
  The more demanding your request, the greater return favor 
  the spirit asks for.
  This bargaining takes at least 1 round, so any actions by the 
  spirit begin in the round after it arrives.
  If you agree to the service, the spirit performs the task you 
  requested, reports back to you afterward (if possible), and 
  returns to its home.
  You are honor bound to perform the return favor.
  A spirit may accept some form of payment, such as a magic 
  item, in return for its service.
  The spirit may keep it or may deliver the item to another 
  shaman somewhere else, where it can help the spirit’s 
  cause.
  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.
  For example, lesser spirit ally is a fire spell when it calls a fire 
  elemental.
  LESSER SPIRIT BINDING
  Conjuration (Calling) [see text]
  Level: Wuj 4
  Components: V, S
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels) (see text)
  Target: One spirit of up to 8 HD
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Casting this spell attempts a dangerous act: to lure a spirit 
  to a specifically prepared trap, which must lie within the 
  spell’s range.
  The called spirit 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 type of spirit to be bound must be known and stated.
  If it has a specific, proper, or given name, this must be used 
  in casting the spell.
  The target spirit must attempt a Will saving throw.
  If the saving throw succeeds, the creature resists the spell.
  If the saving throw fails, the spirit is immediately drawn to 
  the trap (spell resistance does not keep the creature from 
  being called).
  The spirit can escape from the trap with a successful SR 
  roll, dimensional travel, or a successful Charisma check 
  (DC 15 + 1/2 the caster’s level + the caster’s Charisma 
  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 spirit prevents its escape 
  via dimensional travel.
  You can also employ a calling diagram (see Calling in the 
  Player’s Handbook) to make the trap more secure.
  If the spirit does not break free of the trap, you can keep it 
  bound for as long as you dare.
  You can attempt to compel the spirit to perform a service by 
  describing the service and perhaps offering some sort of 
  reward.
  You make a Charisma check opposed by the spirit’s 
  Charisma check.
  The DM then assigns a bonus based on the service and 
  reward, from +0 to +6.
  This bonus applies to your Charisma check.
  If the spirit wins the opposed check, it refuses service.
  You can make new offers, bribes, and the like or offer again 
  the old ones every 24 hours.
  You can repeat this until the spirit 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 spirit breaks free 
  of the binding and can escape or attack you.
  Once the requested service is completed, the spirit need 
  only so inform you to be instantly sent back whence it 
  came.
  The spirit might later seek revenge.
  If you assign some open-ended task that the spirit cannot 
  complete though its own actions (such as “Wait here” or 
  “Defend this area against attack”), the spell remains in effect 
  for a maximum of one day per caster level, and the spirit 
  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.
  For example, lesser spirit binding is a water spell when you 
  cast it to call a water elemental.
  REANIMATION
  Conjuration (Healing)
  Level: Sha 4, Wuj 7
  Components: V, S, M, F/DF
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 1 day/level
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  You restore a semblance of life to a deceased creature.
  You can reanimate creatures that have been dead up to one 
  day per caster level.
  In addition, the subject’s soul must be free and willing to 
  return (see Bringing Back the Dead in the Player’s 
  Handbook).
  If the subject’s soul is not willing to return, the spell does 
  not work.
  This spell cannot fully bind the soul back into the body, 
  and the reanimated subject is in a state of half-life—neither 
  dead nor fully alive.
  The reanimated creature has 1 hit point and can take only a 
  single move-equivalent action each round.
  It cannot attack, use spells, or activate magic items.
  It can speak (if it could while fully alive), but its speech is 
  slow and slurred.
  The creature’s memory is cloudy and confused, and it has 
  trouble remembering even the basic details of its past life 
  and friends.
  If left unwatched, the creature is prone to wander off 
  randomly with no conception of where it is going or where 
  it has been.
  
  816
  If wounded again, the creature can be healed, but cannot 
  rise above 1 hit point.
  It can gain temporary hit points, but cannot increase its hit 
  point total through Constitution increase or any other 
  means.
  The creature can be killed again (and reanimated again), 
  and it can be restored to full life through any spell that 
  would restore a fully dead creature to life (such as raise 
  dead).
  As with gentle repose, time spent reanimated does not count 
  against the time limit on raising the creature from the dead.
  The body does not decay while it is reanimated.
  A reanimated creature is not undead, and cannot be turned, 
  harmed by positive energy or holy water, or healed by 
  negative energy.
  A greater restoration spell fully restores the creature’s 
  memory but does not improve its physical state.
  Arcane Material Component: A white shawl and incense.
  Divine Material Component: A strip of white cloth inscribed 
  with prayers and a stick of incense.
  Arcane Focus: A golden amulet shaped like a phoenix.
  REBUKE
  Conjuration (Creation) [Sonic]
  Level: Sha 2
  Components: V, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1d4+1 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a thunderous rebuke, you stun one creature of your 
  choice within range.
  If the target creature fails a Will saving throw, it is stunned 
  for 1d4+1 rounds.
  A stunned creature can’t act and loses any Dexterity bonus 
  to AC.
  Attackers gain a +2 bonus to attack it.
  SERVANT HORDE
  Conjuration (Creation)
  Level: Wuj 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 2d6 invisible, mindless, shapeless servants, +1 
  servant/level (maximum +15)
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  This spell creates a number of invisible, mindless, shapeless 
  forces that perform simple tasks at your command.
  They can run and fetch things, open unstuck doors, and 
  hold chairs, as well as clean and mend.
  They can also be used for common laboring tasks, provided 
  that you carefully direct them.
  They could serve at a banquet, help dig earthworks, row a 
  ship, act as porters, or assist in a farmer’s fields.
  Each servant can perform only one activity at a time, but it 
  repeats the same activity over and over again if told to do so, 
  thus allowing you to command one servant to clean the 
  floor and then turn your attention elsewhere as long as you 
  remain within range.
  Servants can open only normal doors, drawers, lids, and so 
  forth.
  They have an effective Strength score of 2 (so they can lift 
  20 pounds or drag 100 pounds).
  They can trigger traps and such, but they can exert only 20 
  pounds of force, and that is not enough to activate certain 
  pressure plates and other devices.
  Their speed is 15 feet.
  The servants cannot attack in any way; they are never 
  allowed an attack roll.
  They cannot be killed, but they dissipate if they take 6 
  points of damage from area attacks.
  (They get no saves against attacks).
  If you attempt to send a servant beyond the spell’s range 
  (measured from your current position), that servant ceases 
  to exist.
  Material Component: A small stick crossbar to which many 
  lengths of knotted thread are attached.
  SPIRIT ALLY
  Conjuration (Calling) [see text]
  Level: Celestial 6, Sha 6
  Targets: Up to 16 HD worth of summoned spirits, no two 
  of which can be more than 30 ft. apart when they appear
  As lesser spirit ally, except you may call a single spirit of up to 
  16 HD or a number of spirits of the same type whose HD 
  total no more than 16.
  The spirits, as a group, agree to perform one task for you 
  and request one favor in return.
  SPIRIT BINDING
  Conjuration (Calling) [see text]
  Level: Wuj 6
  Components: V, S
  Targets: Up to 16 HD worth of spirits, no two of which 
  can be more than 30 ft. apart when they appear
  As lesser spirit binding, except you may call a single spirit of 
  up to 16 HD or a number of spirits of the same type whose 
  HD total no more than 16.
  Each spirit gets a save, makes an independent attempt to 
  escape, and must be individually persuaded to aid you.
  WALL OF BONES
  Conjuration (Creation)
  Level: Grave 4, Maho 4, Wuj 4
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Wall of bones whose area is up to one 10-ft. 
  square/level (S)
  Duration: 10 minutes
  Saving Throw: None
  Spell Resistance: No
  This spell causes a wall of bones to erupt from the earth in 
  whatever shape you desire, as long as it is solidly based on 
  the ground.
  You cannot conjure the wall so that it occupies the same 
  space as a creature or another object.
  The wall is not solid, having many small openings and gaps.
  
  817
  Creatures behind the wall have three-quarters cover against 
  attacks from the other side of the wall.
  Creatures of Small size or smaller can slip and wriggle 
  through the wall at a rate of 10 feet per round.
  Medium-size creatures can move through it with the 
  Escape Artist skill—a successful check (DC 20) allows the 
  creature to move 10 feet.
  A creature of any size that moves through the wall in this 
  fashion takes 1d8 points of damage for every 10 feet 
  traveled because of the sharp spikes and edges within the 
  wall.
  The wall is 6 inches thick per caster level.
  Each 5-foot square has 10 hit points per 6 inches of 
  thickness.
  The wall takes only half damage from slashing and piercing 
  weapons.
  If a creature tries to break through the wall with a single 
  attack, the DC for the Strength check is 15 +2 per caster 
  level.
  The wall is composed of bones of many different types of 
  creatures, fused in bizarre angles.
  It cannot be animated by an animate dead spell, nor 
  communicated with via speak with dead.
  Material Component: A withered peach branch taken from a 
  cemetery.
  DIVINATION
  COMMUNE WITH GREATER SPIRIT
  Divination
  Level: Celestial 5, Divination 5, Nature 5, Sha 5, Shu 5 
  (Water)—Kitsu School, Wuj 7
  Components: V, S, M, XP
  Target: One spirit
  As commune with lesser spirit, but this spell can contact any 
  spirit creature, whatever its Hit Dice.
  You can ask one question per level, but you must ask 
  questions that can be answered by a simple yes or no.
  The answers given are correct within the limits of the 
  spirit’s knowledge.
  “Unclear” is a legitimate answer, because even the greatest 
  spirits are not necessarily omniscient.
  In cases where a one-word answer would be misleading or 
  contrary to the spirit’s interests, the DM should give a short 
  phrase (five words or less) as an answer instead.
  Material Component: Incense and a small offering worth 25 
  gp.
  XP Cost: 100 XP.
  COMMUNE WITH LESSER SPIRIT
  Divination
  Level: Celestial 2, Nature 2, Sha 2, Shu 2 (Water)—Kitsu 
  School, Wuj 3
  Components: V, S, M
  Casting Time: 10 minutes
  Range: 10 ft.
  Target: One lesser spirit
  Duration: 1 minute/level
  Saving Throw: Will negates (see text)
  Spell Resistance: No
  You contact a local spirit—any spirit creature with 4 or 
  fewer HD.
  You must know the identity of the spirit (which you can 
  learn through the trance spell), and you must be within 10 
  feet of the spirit’s location.
  You may ask up to one question per 2 caster levels.
  Unasked questions are wasted if the duration expires.
  The spirit’s knowledge is limited to matters within its 
  immediate area, so the spirit of a great tree in the village 
  could not answer questions about events outside the 
  village.
  Spirits usually answer questions literally and do not 
  volunteer any information.
  If the spirit’s alignment is different from yours, the spirit 
  gets a Will save to resist the spell.
  If the spirit has been subject to commune with lesser spirit 
  within the past week, the new spell fails.
  Good spirits generally try to be helpful in answering 
  questions, while evil spirits always try to distort the 
  information they give (though they generally give literally 
  truthful answers).
  Material Component: Incense and a small offering worth 10 
  gp.
  DETECT CURSE
  Divination
  Level: Sha 3
  Components: V, S, M
  Casting Time: 1 round
  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 
  cursed or carries a curse.
  You can determine the general nature of the curse with a 
  successful Spellcraft check (DC 20).
  In scanning a cursed scroll, you could learn that the curse 
  causes misfortune to the reader, but you could not tell the 
  specific effects.
  If you succeed at the Spellcraft check, you receive a +4 
  bonus to your effective level when casting remove curse on 
  the item or person analyzed with this spell.
  Note: 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.
  Material Component: A small gem worth at least 10 gp.
  DETECT DISEASE
  Divination
  Level: Sha 0
  Components: V, S
  Casting Time: 1 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 is 
  infected with disease or carries disease.
  
  818
  You can determine the exact type of disease with a 
  successful Wisdom check (DC 20).
  A character with the Heal skill may try a Heal check (DC 
  20) if the Wisdom check fails, or may try the Heal check 
  prior to the Wisdom check.
  Note: 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 TAINT
  Divination
  Level: Shu 1 (Water)
  Components: V, S, DF
  Casting Time: 1 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can sense the presence of the Shadowlands Taint.
  The amount of information revealed depends on how long 
  you study a particular area or subject: 1st Round: Presence or 
  absence of the Taint within the area.
  2nd Round: Number of Tainted creatures in the area and the 
  strength of the strongest Tainted aura present.
  If you are free of Taint, the strongest Tainted aura is 
  “overwhelming” (see below), and the strength of the 
  Tainted aura is at least twice your character level, you are 
  stunned for 1 round and the spell-like ability ends.
  While stunned, you can’t act, you lose any Dexterity bonus 
  to AC, and attackers gain a +2 bonus on attacks against you.
  3rd Round: The strength and location of each Tainted aura.
  If a Tainted aura is outside your line of sight, you discern its 
  direction but not its exact location.
  Aura Strength: The strength of a Tainted aura depends on 
  the Taint score of the creature you are detecting.
  (A Shadowlands creature has a Taint score equal to half its 
  Charisma score, +1 for undead and +2 for outsiders, such as 
  Shadowlands oni).
  If an aura falls into more than one strength category, you 
  learn the stronger of the two.
  Length Aura Lingers: How long the aura lingers depends 
  on its original strength:
  Each round, you can turn to detect things 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.
  DISCERN SHAPECHANGER
  Divination
  Level: Sha 4, Soh 4, Wuj 3
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 round/level
  With a standard action spent in concentration, you can see 
  the true form of polymorphed, disguised, or transmuted 
  creatures within 60 feet.
  Each round, you can examine one creature you can see and 
  determine whether it is polymorphed, disguised, or 
  transmuted, and what its true form is.
  If you look at a shapechanger in its true form, you know 
  that it is a shapechanger, but cannot determine what other 
  forms it might be capable of assuming.
  For purposes of this spell, a shapechanger is any creature 
  with the shapechanger type or a supernatural or 
  extraordinary ability that allows it to assume an alternate 
  form.
  A wu jen who knows polymorph self is not a shapechanger 
  (since a spell is not a supernatural or extraordinary ability), 
  but a spirit centipede is (since it has the exceptional ability 
  to assume alternate forms, though its type is outsider).
  Material Component: A balm of honey and lotus flower, 
  smeared on your eyelids.
  DREAM SIGHT
  Divination
  Level: Sha 4
  Components: S, M
  Casting Time: 1 round
  Range: See text
  Target: You
  Duration: 1 minute/level (D)
  You fall into a deep sleep while your spirit leaves your body 
  in incorporeal form and travels to distant locations.
  Your spirit can move 100 feet per round, and can see and 
  hear anything you could if you were in the same location.
  The spirit can be blocked by any spell that wards 
  incorporeal creatures, and it can be detected and attacked 
  in the same way as incorporeal creatures can.
  A shaman can use commune with lesser spirit or commune with 
  greater spirit (if you are over 4th level) to contact you, you 
  cannot see creatures protected by invisibility to spirits, and 
  you are warded by a protection from spirits spell.
  Your spirit can do nothing but move and observe—it 
  cannot speak, attack, cast spells, or perform any other 
  action.
  At the end of the spell, your spirit instantaneously returns 
  to your body and you wake up.
  If your body is disturbed while your spirit is wandering, the 
  spell ends immediately.
  Material Component: A stick of incense worth at least 5 gp.
  KNOW MOTIVATION
  Divination [Mind-Affecting]
  Level: Sha 2
  Components: V, S, F
  Casting Time: 1 action
  
  819
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: Will negates (see text)
  Spell Resistance: No
  You can sense the basic needs, drives, and emotions of 
  creatures within the spell area.
  Each round, you can focus your attention on one creature 
  within the area and learn what is currently motivating its 
  actions—for example, hunger, thirst, fear, fatigue, pain, 
  uncertainty, rage, hatred, curiosity, hostility, friendliness, 
  love, and so on.
  Focus: A prayer written on a strip of cloth and tied around 
  your forehead.
  THAT ART THOU
  Divination
  Level: Brahmin 3
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You extend your senses to become one with all beings and 
  objects within a 30-foot-radius sphere centered on you.
  You see and feel everything sensed by every person, 
  creature, and object in that area.
  The onrush of sensory information gives you a +20 bonus 
  on your Search, Spot, and Listen checks for the duration of 
  the spell.
  In addition, you are never considered flat-footed while the 
  spell duration lasts, and you cannot be flanked unless every 
  other creature within 30 feet of you is also flanked.
  TRANCE
  Divination
  Level: Nature 1, Sha 1
  Components: V, S
  Casting Time: 1 round
  Range: 120 ft.
  Area: 120 ft. spread, centered on you
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You place yourself in a deep trance, during which you 
  cannot move, speak, or take any action.
  In the trance, you are highly attuned to the powers and 
  forces in the immediate area.
  You can sense certain magical creatures and effects within 
  the spell’s area.
  Each round you remain in the trance, you feel the presence 
  of any one lesser spirit, greater spirit, curse, permanent 
  magical effect, or haunting within the spell’s area.
  You can determine the general type of thing contacted 
  (such as natural spirit, evil haunting), but cannot 
  communicate with it in any way or gain any other 
  information about it.
  Using this spell does give you enough information to 
  subsequently cast commune with lesser spirit or a similar spell 
  to communicate with the spirit you desire to contact.
  WARNING
  Divination
  Level: Guardian 2, Sha 2, Soh 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell heightens the subject’s senses and awareness of 
  danger.
  The subject gains a +4 insight bonus on Listen and Spot 
  checks and retains his Dexterity bonus to AC (if any) 
  regardless of being caught flat-footed or struck by an 
  invisible attacker.
  (He still loses his Dexterity bonus to AC if immobilized).
  ENCHANTMENT
  ADVICE
  Enchantment (Compulsion) [Mind-Affecting, Language-
  Dependent]
  Level: Sha 5
  Components: V
  Casting Time: 1 round
  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 targeted creature by 
  offering profound and thoughtful advice grounded in your 
  wisdom and experience.
  You must word your advice in such a manner as to make it 
  sound reasonable, even if it is not, but you are not limited to 
  a few sentences.
  If the target creature fails its saving throw, it does its best to 
  follow your advice, carrying out the suggested course of 
  action to the best of its ability.
  If the action would place the creature in great peril or cause 
  its death, the victim can attempt a second saving throw—
  this time with a +4 circumstance bonus—just before taking 
  the final plunge to its doom.
  COMPEL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Ancestor 8, Sha 8
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes 
  You force the subject of the spell to change alignment, 
  specifying the creature’s new alignment.
  Creatures whose alignments are listed as “always” a specific 
  alignment, and characters who would lose class abilities if 
  
  820
  they changed to the alignment you specify, gain a +4 bonus 
  on their saving throws against the spell.
  Outsiders with an alignment-based type modifier (Chaotic, 
  Evil, Good, or Lawful) are immune to the effects of this 
  spell.
  Alteration in alignment is mental as well as moral, and the 
  individual changed by the spell thoroughly enjoys his new 
  outlook.
  If the subject’s comrades have an alignment outlook that 
  differs significantly from his, he may abandon them or 
  even take actions against them.
  This is up to the discretion of the DM; the spell has no 
  effect on determining this, as it is more a matter of 
  conscience.
  Another compel spell, a wish, or a miracle is required to 
  reverse the effects of the spell; the subject makes no 
  attempt to return to the former alignment.
  In fact, he views the prospect with horror and avoids it in 
  any way possible.
  Thus, if a spellcaster were to cast compel upon him again, 
  causing him to revert to his former alignment or following 
  a new one, he would again receive a saving throw as 
  outlined above.
  MENTAL STRENGTH
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sha 3, Soh 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You imbue the recipient with magical energy that fortifies 
  her will, granting her a +8 resistance bonus on all Will 
  saves.
  Focus: The tail of a white fox.
  MENTAL WEAKNESS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Maho 3, Sha 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell weakens the subject’s mental resistance, giving 
  him a –4 penalty on all Will saves.
  Focus: The tail of a red fox.
  SECRET SIGNS
  Enchantment [Mind-Affecting]
  Level: Wuj 1
  Components: F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One intelligent creature
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell allows you to communicate a simple message to 
  one other intelligent creature within range, using 
  nonverbal means.
  You can wave a hand, place a scroll on a table, raise an 
  eyebrow, or make any other sign, and the spell allows the 
  target to understand your message.
  You can communicate a complete thought of twenty-five 
  words or less by means of this spell, and the target 
  understands your message despite any barrier of language.
  You can use this spell even if you are bound and gagged, so 
  long as the focus item is on your person.
  Focus: A small glass cone.
  TRANSFIX
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Wuj 6
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft. burst
  Duration: See text
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes humanoids of Medium-size or smaller 
  within the area to freeze in place, standing helpless as if 
  affected by the hold person spell.
  When casting the spell, you must specify some condition 
  that must be met to release the victims—”Wait here until I 
  return”, or “Stay here for all eternity!” for example.
  You may specify any condition, however implausible, but 
  the spell ends as soon as that condition is met.
  For every hour the creatures are transfixed, they can 
  attempt another saving throw.
  The spell affects an area, not (directly) the creatures in it, so 
  creatures that are removed from the area are freed from the 
  spell’s effects, and humanoids of Medium-size or smaller 
  that enter the area must make a successful saving throw or 
  become transfixed.
  If all affected creatures are freed from the spell, the spell 
  ends and additional creatures entering the area are not 
  affected.
  Material Component: A drop of pine resin.
  EVOCATION
  BO OF WATER
  Evocation [Water]
  Level: Shu 2 (Water)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Effect: Bolike beam
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A 6-foot-long staff formed of water, which you can use with 
  proficiency, springs forth from your hands.
  You wield this staff as if it were a quarterstaff.
  Attacks with the bo of water are regular melee attacks.
  
  821
  The bo deals 1d8 points of damage +1 point per two caster 
  levels (maximum +10).
  The bo is considered a +1 weapon for purposes of 
  overcoming damage reduction.
  CASTIGATE
  Evocation [Sonic]
  Level: Fury 3, Sha 3, Soh 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: 20 ft.
  Area: Creatures in a 20-ft. spread centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  By means of this spell, you deliver a blasting rebuke upon 
  your foes.
  Creatures within the area are affected based on their 
  alignment in relation to yours.
  Creatures whose alignment differs from yours in one 
  component (lawful-neutral-chaotic or good-neutral-evil) 
  take 2d6 points of damage.
  Those whose alignment differs from yours in both 
  components (both lawful-neutral-chaotic and good-neutral-
  evil) take 5d6 points of damage.
  Thus, if you are lawful good, you deal 2d6 points of damage 
  to those of lawful neutral, lawful evil, neutral good, or 
  chaotic good alignment, and 5d6 points of damage to those 
  of neutral, chaotic neutral, neutral evil, and chaotic evil 
  alignment.
  A successful Fortitude save reduces damage in either case 
  by half.
  Creatures of any alignment different from the caster’s who 
  fail their saving throws are deafened for 1d4 rounds.
  A deafened character, in addition to the obvious effects, 
  automatically fails Listen checks, suffers a –4 penalty on 
  initiative, and has a 20% chance to miscast and lose any 
  spell with a verbal (V) component that he tries to cast.
  CIRCLE OF FLAME
  Evocation [Fire]
  Level: Shu 5 (Fire)
  Components: V, S
  Casting Time: 1 action
  Range: 20 ft.
  Area: All creatures within a 20-ft.-radius burst centered on 
  you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Fire bursts in all directions from the point of origin, dealing 
  1d8 points of damage +1 point per caster level (maximum 
  +20) to nearby creatures.
  CLOUD OF TAINT
  Evocation [Evil]
  Level: Maho 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You call up raw Tainted power to smite your enemies.
  The Taint takes the form of a cold, cloying cloud of greasy 
  darkness.
  Nezumi, Shinomen nagas, and creatures with the 
  Shadowlands subtype are not harmed by the spell, and 
  creatures with a Taint score are not fully affected.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to untainted creatures and sickens them 
  for 1d4 rounds.
  A sickened creature suffers a –2 penalty on attack rolls, 
  weapon damage rolls, saves, skill checks, and ability checks.
  A successful Fortitude save reduces damage to half and 
  negates the sickening effect.
  Sickened creatures must make an additional successful 
  Fortitude save or gain a Taint score of 1d3.
  The spell deals only half damage to creatures with Taint 
  scores, and they are not sickened.
  They can reduce the damage in half again (down to one-
  quarter of the roll) with a successful Fortitude save.
  Such Tainted creatures automatically increase their Taint 
  score by 1, regardless of their saving throw results.
  CREEPING DARKNESS
  Evocation [Darkness]
  Level: Maho 4, Wuj 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cloud spreads 30 ft. wide and 20 ft. high (S)
  Duration: 3 rounds/level
  Saving Throw: None
  Spell Resistance: No
  This spell creates an amorphous cloud of inky blackness.
  You can shape and move the cloud as you desire during the 
  duration of the spell if you maintain concentration on it 
  and it remains within the range of the spell.
  You can move it up to 20 feet per round.
  It can seep through the smallest cracks and float through 
  the air, as you desire.
  Creatures whose visual organs are within the cloud cannot 
  see by normal vision or darkvision.
  The cloud also engulfs all sound within it, preventing 
  creatures whose vocal organs are within the cloud from 
  speaking or casting spells, and those whose auditory organs 
  are within the cloud from hearing.
  A moderate wind (11+ mph) disperses the cloud in 5 
  rounds; a strong wind (21+ mph) disperses it in 2 rounds.
  Material Component: A whisker from an old black cat and a 
  tiny bottle of smoke captured on a moonless night.
  EARTHBOLT
  Evocation
  Level: Wuj 3 (Earth)
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 5-ft. wide path to close range (25 ft. + 5 ft./2 levels)
  Duration: Instantaneous
  Saving Throw: Reflex half
  
  822
  Spell Resistance: Yes
  With a shout, you strike the ground at your feet and create 
  a bolt of geomantic force.
  This bolt travels through the earth, causing the earth, rock, 
  or sand to fly into the air, striking creatures along its path.
  A creature caught in the area takes 1d6 points of damage 
  per caster level (maximum 10d6).
  This spell functions only if you are standing on dirt, clay, 
  stone, or sand.
  It does not function if you are on a wooden floor or other 
  surface.
  ELEMENTAL BURST
  Evocation
  Level: Wuj 1 (All)
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 10-ft. burst
  Duration: Instantaneous
  Saving Throw: Reflex half or negates (see text)
  Spell Resistance: Yes
  When you cast this spell, you designate a target point—an 
  item composed of one of the five elements (wood, fire, 
  water, stone, or air).
  The item then releases the magical energy within it in a 
  sudden, explosive burst.
  The effects of the burst depend on the element that makes 
  up the target item: Wood, Metal, or Stone: The item throws 
  off sharp slivers.
  Creatures within the burst take 1d8 points of damage (half 
  with a successful Reflex save).
  Fire: The fire shoots out glowing sparks, causing 1d4 points 
  of damage (no damage with a successful Reflex save).
  This is a fire effect.
  Water: Water pushes out in a sharp wave, knocking 
  creatures within the burst prone.
  A successful Reflex save allows an affected creature to 
  remain standing.
  Creatures add a +4 bonus on their saving throws for each 
  size category they are larger than Medium-size, or a –4 
  penalty for each size category they are smaller than 
  Medium-size.
  Creatures with more than two legs, or otherwise 
  exceptionally stable creatures, get a +4 stability bonus.
  The spell does not noticeably affect the structure of the 
  target item.
  FIERY EYES
  Evocation [Fire]
  Level: Wuj 1 (Fire)
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 3 rounds/level
  This spell causes your eyes to glow with an unnatural fire.
  You can determine the color of the light, from a reddish 
  glow to brilliant yellow.
  Your eyes project beams of bright light to a range of 3 feet, 
  clearly illuminating the area.
  By fixing your sight on one spot within 3 feet of your eyes 
  for 3 rounds, you can cause combustible materials, but not 
  other creatures, to burst into flames.
  If other creatures carry or wear the affected items, however, 
  these flames cause 1d6 points of damage to the creature 
  immediately and may cause further damage (see Catching 
  on Fire in Chapter 3 of the DUNGEON MASTER’s Guide).
  FIRE BREATH
  Evocation [Fire]
  Level: Flame 5, Shu 5 (Fire), Wuj 5 (Fire)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You gain the ability to breathe a gout of flame as a standard 
  action, once per round for the duration of the spell.
  The flame targets one creature within 15 feet of you, and 
  you must succeed at a ranged touch attack to affect the 
  target.
  If you succeed, the target takes 1d8 points of fire damage 
  per two caster levels (maximum 10d8).
  Combustible objects may be ignited—attended or magic 
  items must make saving throws or burst into flames.
  FIRE SHURIKEN
  Evocation [Fire]
  Level: Wuj 2 (Fire)
  Components: V, S, M
  Casting Time: 1 action
  Range: 50 ft.
  Effect: Up to 9 fire shuriken
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell creates shuriken formed of magical fire that you 
  can throw like normal shuriken (they do not burn your 
  hands).
  You are automatically considered proficient with the fire 
  shuriken.
  You create three fire shuriken if you are 1st to 6th level, six 
  if you are 7th to 12th level, and nine if you are 13th level or 
  higher.
  You can throw three fire shuriken as a standard action, but all 
  three must target the same creature.
  If you create more than three shuriken, you can throw the 
  remaining shuriken on subsequent rounds.
  They have a range increment of 10 feet.
  A single fire shuriken deals 1 point of normal damage and an 
  additional 1d4 points of fire damage.
  If you score a critical hit, the shuriken damage is doubled 
  and the fire damage increases to 1d8.
  Do not apply your Strength modifier to the shuriken 
  damage.
  If you are making a sneak attack, add the extra damage only 
  to the damage of the first shuriken you throw in a round.
  Material Component: A shuriken coated with pine sap and 
  sulfur.
  
  823
  FIRES OF PURITY
  Evocation [Fire]
  Level: Shu 6 (Fire)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The creature you touch bursts into magical flames that do 
  not harm the target, but are quite capable of harming 
  anyone else who comes into contact with them.
  The target deals an additional 1d6 points of fire damage 
  with a successful melee attack.
  Creatures hitting the target with natural weapons or 
  unarmed attacks take 1d6 points of fire damage, and must 
  succeed at a Reflex save (the same DC as the spell) or catch 
  fire.
  The flame burns for 1d4 rounds (see Catching on Fire in 
  Chapter 3 of the DUNGEON MASTER’s Guide).
  A burning creature can take a move-equivalent action to 
  put out the flame.
  The target gains fire immunity for the duration of the spell, 
  but takes double damage from cold except on a successful 
  save.
  ICE BLAST
  Evocation [Cold]
  Level: Wuj 2 (Water)
  Components: S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  When you cast this spell, you spit forth a cone of icy 
  crystals, engulfing creatures within a cone area.
  Affected creatures are covered with a thin layer of ice, 
  taking 1d6 points of subdual damage per two caster levels 
  (maximum of 10d6).
  In addition, creatures suffer from a temporary frostbite 
  condition, making them fatigued.
  Fatigued creatures cannot run or charge and suffer a –2 
  effective penalty to Strength and Dexterity.
  The frostbite effect lasts 3 rounds.
  A successful Fortitude save negates both the subdual 
  damage and the frostbite effect.
  Material Component: A mouthful of water.
  INTERNAL FIRE
  Evocation (Fire)
  Level: Flame 9, Wuj 9 (Fire)
  Components: V, S, F
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Creatures with total HD not exceeding your 
  level, no two of which may be more than 20 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This spell creates a deadly raging heat in the internal organs 
  of the targets, causing them to burst into flame from the 
  inside.
  Death occurs instantly.
  A successful Fortitude save instead deals 6d6 points of 
  damage, +1 point per caster level.
  Focus: An iron brazier filled with red-hot charcoal.
  JADE STRIKE
  Evocation [Good]
  Level: Shu 4 (Earth)
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You call up holy jade power to smite your enemies.
  Only Tainted creatures, undead, and creatures with the 
  Shadowlands subtype are harmed by the spell; other 
  creatures are unaffected.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to undead and creatures with the 
  Shadowlands subtype, and blinds them for 1 round.
  A successful Reflex save reduces damage to half and 
  negates the blinding effect.
  The spell deals only half damage against creatures with a 
  Taint score (and without the Shadowlands subtype), and 
  they are not blinded.
  They can reduce the damage in half again (down to one-
  quarter of the roll) with a successful Reflex save.
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus on attackers’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  most Strength- and Dexterity-based skills.
  LIGHTNING BLADE
  Evocation [Electricity]
  Level: Wuj 2
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Effect: Swordlike blade
  Duration: 1 minute or until discharged
  Saving Throw: None
  Spell Resistance: Yes
  When you cast this spell, a sword blade of crackling 
  electrical energy appears in the hand of the creature you 
  touch (who must be a willing recipient).
  It is the size of a normal longsword, but is virtually 
  weightless.
  It is treated as a martial weapon for purposes of 
  determining who is proficient with its use.
  The wielder can use the blade in two ways—to make a 
  melee touch attack to deliver electrical damage, or to fire a 
  bolt of lightning as a ranged touch attack with an absolute 
  range of 30 feet.
  
  824
  Over the entire duration of the spell, the blade can deliver 
  damage up to 1d6 per caster level (maximum 10d6).
  For any given attack, the blade’s wielder decides (before 
  making an attack roll) how many dice the blade deals with a 
  successful hit, up to the maximum damage potential 
  remaining in the spell.
  If the attack roll is successful, the blade deals the specified 
  damage to the target.
  If the attack roll misses, those dice of damage are lost.
  Since the blade is immaterial, the wielder’s Strength 
  modifier does not apply to the damage, which is all 
  electricity damage.
  It can harm any creature that is harmed by electricity.
  The spell does not function underwater.
  MASTER OF THE ROLLING RIVER
  Evocation [Water]
  Level: River 6, Shu 6 (Water)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One or more creatures in a 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  When you cast this spell, you create a huge wave of water 
  that slams into one or more targets within range.
  If there is no large, natural source of water (a river, lake, or 
  ocean) within the spell range, you can affect only one 
  target.
  If such a source of water exists within the range of the spell, 
  the spell creates a burst centered on a location you 
  designate.
  In either case, the water deals 1d8 points of damage per two 
  caster levels (maximum 7d8) to the target or to creatures 
  within the area.
  In addition, all affected creatures suffer a bull rush attack, 
  forcing them to make opposed Strength checks against the 
  wave of water.
  The water has an effective Strength of 16 and is considered 
  Medium-size (or 20 and Large if cast near water).
  You designate the direction the wave pushes when you cast 
  the spell; creatures who lose the opposed Strength check 
  are pushed 5 feet, plus 1 foot for every point by which the 
  wave beats their Strength checks, in that direction.
  It is possible for a wave arising from a body of water to push 
  characters into the water.
  The wave puts out torches, campfires, exposed lanterns, and 
  other open flames if they are carried by the target or located 
  within the area and they are of Large size or smaller.
  Magical fires are targeted by a dispel magic effect as if you 
  had cast that spell.
  MELT
  Evocation
  Level: Wuj 1 (Fire)
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: A 5-ft. cube of ice or a 10-ft. cube of snow/level, or 
  one cold creature/level
  Duration: 1 minute/level or instantaneous (see text)
  Saving Throw: None or Fortitude half (see text)
  Spell Resistance: No or yes (see text)
  This spell allows you to melt ice and snow or deal damage 
  to cold creatures.
  You can melt ice or snow as specified above, with no saving 
  throw or spell resistance applicable.
  Targeted cold creatures take 2 points of damage per caster 
  level (maximum 10 points), half with a successful saving 
  throw.
  A creature’s spell resistance applies.
  Material Component: A few crystals of rock salt and a pinch 
  of soot.
  STEAM BREATH
  Evocation
  Level: Wuj 3 (Water)
  Components: V, S, M
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  This spell allows you to expel a powerful breath of 
  superheated steam, which billows forth from your mouth 
  and fills a cone with scalding clouds of mist.
  Creatures within the cone take 1d6 points of fire damage 
  per caster level (maximum 10d6).
  The steam clouds dissipate instantly after their damage is 
  done.
  Material Component: A glowing piece of charcoal doused 
  with water.
  SWORD OF DECEPTION
  Evocation
  Level: Wuj 5
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Pale green blade of force
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A blade made of pale green force appears and attacks 
  opponents at a distance, as you direct it.
  It strikes the opponent you designate, starting with one 
  attack in the round when the spell is cast and continuing 
  each round thereafter.
  It strikes as a spell, not a weapon, so, for example, it can 
  strike incorporeal creatures.
  The blade attacks with the base attack bonus of a fighter 
  whose level is equal to your caster level, and it deals 1d4 
  points of damage per hit.
  It threatens a critical hit on a 19–20 and deals double 
  damage with a critical hit.
  In addition, each hit on a single creature inflicts a –1 luck 
  penalty on that creature’s next saving throw roll (–2 with a 
  critical hit).
  Successive hits increase this penalty, to a maximum of –5 
  on a single creature.
  This saving throw penalty lasts until the creature is forced 
  to make a saving throw in a dangerous situation.
  
  825
  Remove curse and similar spells can cancel the penalty.
  The weapon always strikes from your direction.
  It does not get a flanking bonus or help a combatant get 
  one.
  Your feats (such as Weapon Focus) or combat actions (such 
  as charge) 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 standard action to 
  switch 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 (as it does in the round when the spell is cast).
  Subsequent rounds of attacking the same target allow the 
  weapon to make multiple attacks if its base attack bonus 
  would allow it to.
  The sword of deception cannot be attacked or damaged.
  If an attacked creature has spell resistance, the resistance is 
  checked the first time the sword of deception 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.
  Focus: A miniature replica of a sword and a set of loaded 
  dice.
  TETSUBO OF EARTH
  Evocation [Earth]
  Level: Shu 2 (Earth)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Effect: Tetsubolike beam
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A 6-foot-long tetsubo formed of earth springs forth from 
  your hands.
  You wield this weapon with proficiency as if it were a 
  greatclub.
  Attacks with the tetsubo of earth are regular melee attacks.
  The tetsubo deals 1d10 points of damage +1 point per two 
  caster levels (maximum +10).
  The tetsubo is considered a +1 weapon for purposes of 
  overcoming damage reduction.
  WHIP
  Evocation
  Level: Wuj 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Effect: A whip of force
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: No
  This spell creates a whip formed of magical force; the spell 
  also grants you the ability to wield this whip with 
  proficiency.
  Simply cracking the whip creates a sonic, mindaffecting 
  effect that keeps normal animals (not beasts, magical beasts, 
  or vermin) at bay unless they succeed at a Will saving 
  throw.
  Affected animals stay at least 30 feet away from you for the 
  duration of the spell.
  If you succeed at a normal ranged attack with the whip 
  against any normal animal, the target animal must succeed 
  at a Will saving throw or become frightened.
  Frightened creatures suffer a –2 morale penalty on attack 
  rolls, weapon damage rolls, and saving throws, and flee 
  from you as well as they can.
  If unable to flee, creatures may fight.
  You can use the whip in combat against other opponents as 
  if it were a normal whip.
  Material Component: A small silk whip.
  WORDS OF THE KAMI
  Evocation [Sonic]
  Level: Shu 7 (Water)
  Components: V
  Casting Time: 1 action
  Range: 30 ft.
  Area: Creatures in a 30-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  To utter the holy words of the kami is to bring forth magic 
  of awesome power.
  Creatures with the Shadowlands subtype or with a Taint 
  score suffer the following ill effects:
  The effects are cumulative.
  Deafened: The creature is deafened for 1d4 rounds.
  A deafened creature, in addition to the obvious effects, 
  automatically fails Listen checks, suffers a –4 penalty on 
  initiative, and has a 20% chance to miscast and lose any 
  spell with a verbal (V) component that it tries to cast.
  Blinded: The creature is blinded for 2d4 rounds.
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus on attackers’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  most Strength- and Dexterity-based skill checks.
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes, unable to move or act in any way.
  Killed: Living creatures die.
  Undead creatures are destroyed.
  Creatures free of Taint and without the Shadowlands 
  subtype, including the spellcaster, are deafened for 1d4 
  rounds, regardless of their Hit Dice.
  YAKAMO’S ANGER
  Evocation [Light]
  Level: Shu 6 (Fire)
  Components: V, S, DF
  Casting Time: 1 action
  
  826
  Range: 10 feet
  Area: All sighted creatures within a 10-ft.-radius burst 
  centered on you
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Spell Resistance: No
  This spell unleashes the anger of the sun deity in a blinding 
  flash originating with you and expanding outward.
  Any creature within the area of the spell that can see you 
  must make a saving throw or be temporarily blinded.
  The blindness lasts for 1 minute per caster level.
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus on attackers’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  Search checks and most Strength- and Dexterity-based skill 
  checks.
  Sightless creatures are not affected by Yakamo’s anger.
  YARI OF AIR
  Evocation [Air]
  Level: Shu 2 (Air)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Effect: Yarilike beam
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A 6-foot-long shaft formed of air springs forth from your 
  hands.
  You wield this shaft as if it were a yari (shortspear).
  Attacks with the yari of air are regular melee attacks.
  The yari deals 1d8 points of damage +1 point per two caster 
  levels (maximum +10).
  The yari is considered a +1 weapon for purposes of 
  overcoming damage reduction.
  ILLUSION
  APPARITION
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Maho 2, Wuj 2
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes the subject’s face to appear horrible and 
  terrifying.
  You can create nearly any combination of hideous 
  features—blue skin, parrot face, elephantine nose, rotting 
  tusks, or anything else you can imagine.
  You can not duplicate the appearance of any known 
  creature, however.
  Creatures—excluding you and your allies—who view the 
  recipient must make successful Will saving throws or 
  become shaken.
  Shaken creatures suffer a –2 morale penalty on attack rolls, 
  weapon damage rolls, and saving throws.
  Material Component: A miniature palette dotted with paints 
  of assorted colors.
  CHAMELEON
  Illusion (Glamer)
  Level: Wuj 2
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell alters the coloration of the recipient to match 
  that of the surrounding background.
  The creature gains a +10 circumstance bonus on its Hide 
  check.
  When moving through areas where the background 
  changes gradually (such as stepping from the edge of a 
  forest into a green field), the coloration changes 
  immediately.
  When the background changes abruptly (from forest to 
  gray stone wall), 1 round is required to effect the change in 
  coloration.
  Material Component: The shed skin of a small lizard.
  KNOW THE SHADOWS
  Illusion (Glamer)
  Level: Shu 2 (Air)
  Components: S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You bend surrounding shadows and blend them to 
  yourself, making yourself one with the darkness.
  As long as you remain within 10 feet of some kind of 
  shadow (except your own shadow) or within at least 
  moderate darkness, your ability to hide is greatly enhanced.
  You can hide yourself from view in the open without 
  anything to hide behind, even while being observed, and 
  you gain a +20 circumstance bonus on Hide checks.
  Unlike invisibility, this spell’s effects do not end when you 
  attack, though you cannot hide and attack at the same time.
  You are clearly visible while attacking (and thus do not gain 
  a +2 bonus on your attack for being invisible, nor is your 
  target denied its Dexterity bonus to AC), but you can use a 
  move-equivalent action to hide again after attacking (or 
  hide as part of a move action), and you still gain the +20 
  circumstance bonus on your Hide check.
  Your opponent can ready an action to attack you when you 
  come into view to attack.
  NECROMANCY
  BLOOD OF FIRE
  Necromancy
  Level: Maho 5, Sha 5
  
  827
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to four creatures
  Duration: Instantaneous
  Saving Throw: Reflex negates (see text)
  Spell Resistance: Yes
  When you cast this spell, you cut a mystic pattern into one 
  palm with a knife and enchant your own blood.
  The spell creates one missile of blood per three caster levels 
  (maximum of five missiles).
  You can then send these missiles of blood streaking from 
  the upturned palm, which explode on impact.
  You can choose a separate target for each missile, but you 
  must make a ranged touch attack for each missile.
  A direct hit deals 2d8 points of damage with no saving 
  throw allowed.
  Creatures within 5 feet of a creature struck by a missile 
  must make successful Reflex saves or take the same 
  damage.
  (Missiles that miss their target do not cause damage to any 
  creature).
  Material Component: Your blood.
  Cutting the pattern in your palm deals 2 points of damage 
  to you.
  GHOST LIGHT
  Necromancy [Fear, Mind-Affecting]
  Level: Grave 1, Maho 1, Wuj 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One Medium-size or smaller ghostly light
  Duration: Concentration
  Saving Throw: Will negates
  Spell Resistance: Yes
  With this spell, you create a ghostly green radiance 
  anywhere within range that shines with the brightness of a 
  torch.
  You can use the light to illuminate some object, or you can 
  shape it in any form of Medium-size or smaller.
  You can control the movement of the light as long as you 
  maintain concentration on the spell.
  Thus, you can shape the light into a human form and make 
  it seem to walk or fly, for example.
  You can also change the shape of the light at any time 
  during the spell’s duration.
  The light is imbued with unearthly power, and causes fear 
  in creatures within 30 feet of its location.
  Creatures in this area must make successful Will saving 
  throws or become shaken, suffering a –2 morale penalty on
  attack rolls, weapon damage rolls, and saving throws.
  Material Component: A bit of phosphorus.
  HEART RIPPER
  Necromancy
  Level: Maho 4, Wuj 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: 1d4 +1/level living creatures in a 20-ft. cube
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  With the sweep of a hand, you send invisible bolts of force 
  surging toward the targets.
  If a target has fewer than 5 Hit Dice and it fails its saving 
  throw, the unleashed power caves in the creature’s chest 
  and drives its heart from the body, instantly killing the 
  creature.
  This spell affects creatures with the fewest Hit Dice first 
  and then affects those with the next lowest Hit Dice, and so 
  on, until reaching the maximum given above or until it has 
  targeted all creatures within the 20-foot cube.
  Undead, constructs, oozes, and other creatures with no 
  anatomy or no heart are unaffected by the spell, as are all 
  creatures with more than 5 Hit Dice.
  KISS OF THE TOAD
  Necromancy
  Level: Maho 2, Wuj 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous (see text)
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  Your touch becomes poisonous, inflicting poison upon a 
  creature you touch with a successful melee touch attack.
  The poison deals 1d6 points of temporary Constitution 
  damage immediately and another 1d6 points of temporary 
  Constitution damage 1 minute later.
  Each instance of damage can be negated by a Fortitude save 
  (DC 10 + 1/2 caster’s level + caster’s Intelligence modifier).
  Focus: A tattoo of a toad on your skin.
  PAIN
  Necromancy
  Level: Maho 4, Wuj 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Creatures with total HD not exceeding your 
  level, no two of which may be more than 20 ft. apart
  Duration: 1 round/2 levels
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The target creatures are struck by wracking pains and 
  agony.
  While the spell lasts, affected creatures suffer a –4 penalty 
  on attack rolls, skill checks, and ability checks.
  A successful Fortitude save reduces this penalty to –2.
  Material Component: A live leech.
  POSSESS ANIMAL
  Necromancy
  Level: Nature 3, Sha 3
  Components: V, S, M
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One animal
  Duration: 1 round/level (D)
  
  828
  Saving Throw: Will negates
  Spell Resistance: Yes
  By casting this spell, you project your spirit into the body of 
  an animal, forcing the animal to behave as you direct it.
  Your own body lies lifeless for the duration of the spell.
  The animal must be a normal animal (not a beast, magical 
  beast, vermin, or other monster type) and must have fewer 
  Hit Dice than your level.
  The animal’s soul remains in its body, but it has no control 
  over that body while your spirit is there.
  While in the animal’s body, 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.
  You can’t choose to activate the body’s extraordinary or 
  supernatural abilities.
  For every 2 points of damage taken by the animal body 
  while you are possessing it, you take 1 point of damage as 
  well.
  If the animal body is killed while you are possessing it, you 
  must make a Fortitude save (DC 10) or die as well.
  If your body is destroyed while your spirit is in the animal’s 
  body, you die at the end of the spell’s duration.
  Material Component: A bowl of incense and a morsel of food 
  appealing to the animal.
  POSSESS
  Necromancy
  Level: Sha 5
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  As possess animal, but you can take over the body of any 
  creature.
  The possessed creature retains no memory of actions 
  performed during the possession or knowledge of who 
  possessed it.
  Material Component: A bowl of incense.
  SPIRIT SELF
  Necromancy
  Level: Wuj 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/2 levels (D)
  This spell allows you to send your spirit outside your body 
  in an incorporeal form, while maintaining some semblance 
  of life in your physical body.
  Your spirit has a speed of 90 feet, but it cannot move more 
  than 200 feet from your body.
  Your spirit can be blocked by any spell that wards 
  incorporeal creatures, and it can be detected and attacked 
  in the same way as incorporeal creatures can.
  A shaman can use commune with lesser spirit or commune with 
  greater spirit (if you are higher than 4th level) to contact you, 
  you cannot see creatures protected by invisibility to spirits, 
  and you are warded by a protection from spirits spell.
  Your spirit can cast spells that have only verbal 
  components, but it cannot otherwise attack or affect the 
  physical world.
  Your body, meanwhile, assumes a half-awake state.
  In your spirit form, you can issue commands to your body 
  as long as you are within 5 feet of it.
  It can take only simple actions—walking, talking (in a 
  slow, slurred fashion), or eating.
  It is not helpless, but it can only take partial actions.
  It loses its Dexterity bonus to AC (if any), and foes gain a +2 
  bonus on attack rolls against it.
  Damage taken by either your spirit or your body is 
  subtracted from your hit point total.
  If either your spirit or your body is destroyed, you die.
  If your body moves more than 200 feet from you, and your 
  spirit is unable to follow (because of a protection from spirits 
  spell or some other reason), you die.
  If you are otherwise prevented from returning to your body 
  at the expiration of the spell, you die.
  Material Component: A small prayer wheel.
  SWORD OF DARKNESS
  Necromancy [Evil]
  Level: Maho 7, Wuj 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Blade of negative energy
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A blade made of pure negative energy appears and attacks 
  opponents at a distance, as you direct it.
  It strikes the opponent you designate, starting with one 
  attack in the round when the spell is cast and continuing 
  each round thereafter.
  It strikes as a spell, not a weapon, so, for example, it can 
  strike incorporeal creatures.
  The blade attacks with your base attack bonus and bestows 
  one negative level per hit.
  It threatens a critical hit on a 19–20 and bestows two 
  negative levels with a critical hit.
  If the subject has at least as many negative levels as HD, he 
  dies.
  Each negative level gives a creature the following penalties: 
  –1 competence 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 
  her highest available level.
  Negative levels stack.
  Assuming the subject survives, he regains lost levels after a 
  number of hours equal to your caster level.
  Usually, negative levels have a chance of permanently 
  draining the subject’s levels, but the negative levels from 
  the sword of darkness don’t last long enough to do so.
  If the sword strikes an undead creature, it gives that 
  creature 5 temporary hit points per two caster levels 
  (maximum 25 temporary hit points) for 1 hour.
  The weapon always strikes from your direction.
  It does not get a flanking bonus or help a combatant get 
  one.
  
  829
  Your feats (such as Weapon Focus) or combat actions (such 
  as charge) do not affect the weapon, but your lack of 
  proficiency does not hinder it either.
  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 standard action to 
  switch 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 (as it does in the round when the spell is cast).
  Subsequent rounds of attacking the same target allow the 
  weapon to make multiple attacks if its base attack bonus 
  would allow it to.
  The sword of darkness cannot be attacked or damaged.
  If an attacked creature has spell resistance, the resistance is 
  checked the first time the sword of darkness 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.
  Material Component: A katana or long sword worth at least 
  100 gp, which is shattered against a stone while casting the 
  spell.
  WHEN TWO BECOME ONE
  Necromancy
  Level: Shu 3 (Water)—Iuchi School
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  When you cast this spell, your spirit enters the body of your 
  horse (which you must be riding when you cast the spell) 
  and merges with the horse’s own.
  Your own body hunkers low on the horse’s back and holds 
  on tight for the duration of the spell; it is a part of the body 
  you and your steed share, but not a particularly useful part.
  As a joint creature, you and your mount share all your 
  skills, feats, and abilities.
  You make all checks, saves, and attack rolls using the better 
  base number (yours or your horse’s) and the better ability 
  score modifier.
  You retain your own Intelligence, Wisdom, Charisma, 
  memory, personality, level and class, alignment, and 
  extraordinary and supernatural abilities.
  You gain your horse’s Strength, Dexterity, Constitution, 
  speed, natural armor and weapons, and extraordinary 
  abilities.
  Opponents can attack either your body or your mount’s.
  Your body uses the mount’s Dexterity bonus to AC, not 
  subject to the maximum Dexterity bonus for your armor 
  type, with your own size modifier, armor bonus, and 
  magical bonuses.
  Your mount’s body uses its own Dexterity bonus, size 
  modifier, armor bonus, natural armor bonus, and any 
  magical bonuses derived from items on your body other 
  than armor (such as an amulet of natural armor or ring of 
  protection).
  You and your mount share a pool of hit points equal to your 
  combined total hit points.
  When an opponent hits either your body or your mount’s,
  the damage is subtracted from this combined pool.
  Neither you nor your mount becomes disabled or dying 
  until all these combined hit points are exhausted.
  When the spell ends, you divide the hit points remaining 
  in the pool as you choose between you and your mount.
  WITHERING PALM
  Necromancy
  Level: Maho 7, Wuj 7
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A touch from your hand can cause the target’s body to 
  weaken and wither.
  With a successful melee touch attack, you deal 1 point of 
  temporary Strength damage and 1 point of temporary 
  Constitution damage per two caster levels to the target.
  If you score a critical hit, the damage from the hit is 
  actually permanent ability drain.
  TRANSMUTATION
  ACCURACY
  Transmutation
  Level: Wuj 1
  Components: V, S, M
  Casting Time: 1 round + 1 round/level
  Range: Touch
  Target: One thrown weapon/level, all of which much be 
  in contact with one another at the time of casting; or a 
  single projectile weapon
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  When you cast this spell, you enchant one or more thrown 
  weapons or one projectile weapon (bow, crossbow, sling, or 
  the like) to improve the chance of hitting distant targets.
  For the duration of the spell, the range increment for the 
  affected thrown weapons or single projectile weapon is 
  doubled.
  Material Component: Ink, written in a mystical character on 
  each weapon affected by the spell.
  ANIMATE FIRE
  Transmutation
  Level: Flame 3, Wuj 3 (Fire)
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to a 3-ft. cube of fire
  Duration: Concentration, up to 1 round/level (D)
  As animate wood, but you can only animate a Small or 
  smaller quantity of fire.
  Animated fire deals fire damage equal to its slam damage 
  (with no Strength penalty), has the burn special attack of a 
  fire elemental (save DC 11), and the fire subtype.
  
  830
  Material Component: A handful of charcoal, sulfur, and soda 
  ash.
  ANIMATE WATER
  Transmutation
  Level: River 2, Wuj 2 (Water)
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to a 5-ft. cube of water
  Duration: Concentration, up to 1 round/level (D)
  As animate wood, but you can only animate a Small or 
  smaller quantity of water.
  Material Component: A small vial of pure spring water mixed 
  with cinnabar oil.
  ANIMATE WOOD
  Transmutation
  Level: Wood 1, Wuj 1 (Wood)
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: One Small or smaller wooden object
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You imbue a Small or smaller object made of wood with 
  mobility and a semblance of life.
  The animated wood then attacks whomever or whatever 
  you initially designate.
  Statistics for animated objects are found in the Monster 
  Manual.
  The spell cannot animate objects carried or worn by a 
  creature.
  Material Component: A mixture of powdered cinnabar and 
  ground peach pit.
  ATTRACTION
  Transmutation
  Level: Sha 1, Soh 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 2 rounds/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  When you cast this spell, a mystical aura surrounds the 
  subject creature, drawing attacks to the creature and 
  making successful attacks more effective.
  The subject takes an additional +1 point of damage per 
  caster level (max +5) from each melee or ranged attack that 
  deals damage to it.
  This spell does not increase damage from spells.
  CLOUD CHARIOT
  Transmutation
  Level: Wuj 8 (Water)
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal and touch
  Target: You and one other Medium-size or smaller willing 
  creatures/four levels
  Duration: 10 minutes (D)
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to soar on a magic chariot formed of 
  cloud.
  When you cast the spell, you and any willing allies you are 
  touching lift into the air on a small cloud and then fly away 
  in whatever direction you desire.
  You fly at the incredible speed of 10 miles per minute, so 
  that over the spell’s duration you can cover a distance of 100 
  miles.
  You and your passengers feel none of the effects of this 
  swift movement, and the ride is perfectly steady and 
  calm—even in the worst weather.
  At the end of the spell, the cloud settles gently to the 
  ground and disappears.
  Material Component: A small ball of cotton.
  COBRA’S BREATH
  Transmutation
  Level: Maho 1, Wuj 1 (Water)
  Components: S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Your saliva changes into a virulent poison that you then 
  spit forth in a 10-foot cone.
  Creatures within the cone must make a successful 
  Fortitude saving throw or take 1d3 points of temporary 
  Constitution damage.
  (There is no secondary damage).
  The poison does not affect you.
  Material Component: A cobra’s fang.
  CREATE SPRING
  Transmutation
  Level: Sha 2
  Components: V, S, F
  Casting Time: 1 round
  Range: Touch
  Effect: A spring of water
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  A spring of water bubbles forth from the natural rock or 
  earth you touch.
  The spring cannot arise from creatures, plants, or artificial 
  constructions such as buildings.
  The spring puts forth six gallons of water per hour.
  The water is fresh, clear (at the source), and cool.
  No more than one spring may be created every 100 yards.
  Focus: A bamboo cane.
  DANCING BLADE
  Transmutation
  Level: Wuj 4 (Metal)
  Components: V, S, M
  Casting Time: 1 round
  
  831
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One sword
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, you cause the target sword to 
  hover and fight in the air, defending the character you 
  designate.
  The sword must be either unattended or in the possession 
  of the willing ally who will benefit from the spell.
  The sword fights using that character’s base attack bonus 
  and its base damage, with no adjustment for Strength or 
  other ability scores.
  If the character is not proficient with the sword, the sword 
  suffers a –4 penalty on its attack rolls.
  The sword stays within 5 feet of the character you 
  designate, and drops to the ground if that character is dying 
  or dead.
  Controlling the sword requires no concentration, and the 
  character can fight with another weapon at the same time.
  The dancing blade prevents two opponents from receiving a 
  flanking bonus against the character, though additional 
  opponents can still gain a flanking bonus.
  Material Component: A tiny stick puppet.
  DECAPITATING SCARF
  Transmutation
  Level: Wuj 7 (Metal)
  Saving Throw: Fortitude partial
  As iron scarf, but if you succeed with your ranged attack roll, 
  the scarf wraps around the target’s neck.
  The target may then attempt a Fortitude saving throw; 
  failure indicates that you are able to yank the scarf and 
  decapitate the victim.
  This spell works only against creatures with heads, and 
  decapitation is only effective against living creatures 
  (except vampires).
  Oozes and many aberrations have no heads and are thus 
  immune to this spell.
  Constructs and most undead are not harmed by the 
  removal of their heads, so the spell is ineffective against 
  them.
  Living creatures that make successful Fortitude saves take 
  1d4 points of damage per caster level (maximum 20d4) 
  before freeing themselves from the decapitating scarf.
  ENTANGLING SCARF
  Transmutation
  Level: Wuj 2 (Metal)
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: One creature
  Duration: 2 rounds/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  This spell is similar to iron scarf, but you use the scarf to 
  entangle a foe instead of dealing damage.
  As with iron scarf, you seize a silk scarf and lash it toward 
  one creature within range, and the scarf magically extends 
  to reach the target and wrap around it.
  You must have a line of sight to the target.
  You make a ranged attack roll on the target.
  If you hit, the target must make a successful saving throw 
  or become entangled.
  An entangled creature suffers a –2 penalty on attack rolls 
  and a –4 penalty to effective Dexterity.
  The entangled creature cannot move.
  A creature capable of spellcasting that is bound by this spell 
  must make a Concentration check (DC 15) to cast a spell.
  An entangled creature can slip free with an Escape Artist 
  check (DC 20), or the scarf can be burst with a Strength 
  check (DC 26).
  Focus: A silk scarf.
  FATIGUE
  Transmutation
  Level: Maho 4, Sha 4, Soh 4
  Components: S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: See text
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject becomes fatigued, suffering an effective 
  penalty of –2 to Strength and Dexterity.
  A fatigued character cannot run or charge and becomes 
  exhausted by doing something that would normally cause 
  fatigue.
  If the subject is already fatigued when you cast the spell, it 
  becomes exhausted, moving at half normal speed and 
  suffering an effective penalty of –6 to Strength and 
  Dexterity.
  The subject can negate the effects of the spell through 
  normal rest.
  The creature must rest for 8 hours to remove the fatigue.
  FIRE WINGS
  Transmutation [Fire]
  Level: Shu 3 (Fire), Wuj 3 (Fire)
  Components: V, S, M, F
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  This spell transforms your arms into wings of brilliant fire, 
  resembling those of a phoenix.
  The flame does not damage you or any items you carry.
  Since your arms are transformed, you cannot hold items in 
  your hands or cast spells while using the fire wings, but 
  rings, bracers, and other items worn on your arms when 
  you cast the spell still function normally.
  The wings allow you to fly at a speed of 60 feet, with good 
  maneuverability.
  You can charge but not run while flying, and you cannot 
  carry more than a light load aloft.
  If the spell duration expires while you are aloft, you fall 
  normally.
  You can make unarmed attacks with the fire wings, but you 
  are not considered proficient with them and thus suffer a –
  4 penalty on your attack rolls.
  A successful unarmed strike deals 2d6 points of fire damage 
  in addition to your normal unarmed attack damage.
  
  832
  The wings can be extinguished (and the spell canceled) by a 
  quench spell, immersion in water, or a wind of hurricane or 
  greater force.
  Material Component: The feather of a bird, which you must 
  burn when you cast the spell.
  Focus: A golden amulet shaped like a phoenix.
  GIANT SIZE
  Transmutation
  Level: Hero 8, Wuj 7
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute
  When you cast this spell, your body assumes truly gigantic 
  proportions.
  The spell causes you to grow to Huge or larger size, 
  depending on your caster level.
  Your Strength, Dexterity, Constitution, natural armor, and 
  size modifier to AC and attacks all change based on your 
  new size, as shown on the table below.
  The only equipment that changes size with you is ordinary, 
  mundane clothing, so you may not be able to use weapons 
  or magic items effectively in your giant form.
  Material Component: The scale of a dragon or hairs from the 
  head of a giant.
  HORSE’S NOSE
  Transmutation
  Level: Shu 2 (Water)—Iuchi School
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  You gain the Scent special ability (fully described in 
  Chapter 3 of the Dungeon Master’s Guide).
  You can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  You can detect opponents by sense of smell within 30 feet.
  If the opponent is upwind, the range is 60 feet; if it is 
  downwind, the range is only 15 feet.
  Strong and overpowering scents increase the range (as 
  noted in the DMG).
  You can note a creature’s presence; determining the 
  direction of the scent requires a move-equivalent action, 
  and you can pinpoint the creature’s location if you move to 
  within 5 feet of it.
  You can make a Wisdom check to find or follow a track by 
  scent.
  The typical DC for a fresh trail is 10.
  Modifiers to the DC are listed in the DMG.
  Water ruins the trail.
  You can identify familiar odors just like you identify 
  familiar sights.
  However, an odor is not necessarily familiar to you if your 
  only previous exposure to it was while you were not under 
  the influence of horse’s nose.
  You only recognize odors that you could detect normally 
  (without the aid of this spell).
  IRON SCARF
  Transmutation
  Level: Metal 1, Wuj 1 (Metal)
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, you seize a silk scarf and lash it 
  toward one creature within range.
  You must have a line of sight to the target.
  You make a ranged attack roll on the target as the scarf 
  magically extends and becomes as hard as iron on impact.
  If you hit, the target takes 1d8 points of damage +1 per 
  caster level (maximum +5).
  Focus: A silk scarf.
  MAGNETISM
  Transmutation
  Level: Metal 3, Wuj 3 (Metal)
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: No
  This spell allows you to draw iron or steel objects to 
  yourself by projecting a magnetic ray at any object within 
  range.
  The magnetic ray draws objects toward you with an 
  effective Strength score of 30.
  Each round the spell lasts, you can target one item with a 
  ranged touch attack.
  If you hit an item that another creature is holding (such as a 
  weapon), you and the creature holding the item must make 
  opposed rolls, as if you were making a normal disarm 
  attempt.
  You add your base attack bonus and the ray’s Strength 
  bonus (+10) to your roll.
  Your opponent uses a melee attack roll, modified by +4 if 
  she is using a weapon in two hands.
  If the weapon is larger or smaller than your size, your 
  opponent gets an additional +/–4 per size category 
  difference.
  If you win the opposed roll, the weapon flies from your 
  opponent’s hand to your own.
  If you hit an attended item, such as a weapon at someone’s 
  belt, the creature wearing the item can make a Reflex save 
  to keep hold of the item.
  If you hit an unattended item that is not secured or too 
  heavy for the ray to lift, it flies to your hand.
  
  833
  If the item is secured in some way, you can make a Strength 
  check (using the Strength bonus of the ray) to break or 
  burst whatever is securing it.
  Material Component: A piece of lodestone.
  METAL SKIN
  Transmutation
  Level: Wuj 5 (Metal)
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  This spell transforms the skin of the recipient into a 
  gleaming metallic surface.
  The recipient’s natural armor bonus becomes +8 (unless it 
  was already better than +8), but the creature also becomes 
  somewhat slow and stiff, suffering a –2 penalty to effective 
  Dexterity for the duration of the spell.
  Material Component: A small piece of rhinoceros hide.
  MINUTE FORM
  Transmutation
  Level: Wuj 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute
  When you cast this spell, your body becomes very small.
  The spell causes you to shrink to Tiny or smaller size, 
  depending on your caster level.
  Your Strength, Dexterity, Constitution, and size modifier to 
  AC and attacks all change based on your new size, as shown 
  on the table below.
  None of your ability scores can be reduced below 1 by this 
  spell.
  The only equipment that changes size with you is ordinary, 
  mundane clothing, so you may not be able to use weapons 
  or magic items effectively in your minute form.
  Material Component: A flea.
  POISON NEEDLES
  Transmutation
  Level: Wuj 4 (Metal)
  Target: One creature
  Saving Throw: Fortitude negates (see text)
  As rain of needles, but the needles drip with poison.
  You can attack only one target, and you must succeed on a 
  normal ranged attack to harm the target.
  If you hit, the target suffers the effect of the poison needles.
  You can choose one of the following effects:
  • 1d8 points of temporary Constitution damage 
  immediately and another 1d8 points of temporary 
  Constitution damage 1 minute later.
  Each instance of damage can be negated by a successful 
  Fortitude save (DC 10 + 1/2 caster’s level + caster’s 
  Intelligence modifier).
  • Paralysis for 2d6 minutes, negated by a successful 
  Fortitude save (DC 10 + 1/2 caster’s level + caster’s 
  Intelligence modifier).
  • 1d10 points of temporary Dexterity damage immediately 
  and another 1d10 points of temporary Dexterity damage 1 
  minute later.
  Each instance of damage can be negated by a successful 
  Fortitude save (DC 10 + 1/2 caster’s level + caster’s 
  Intelligence modifier).
  RAIN OF NEEDLES
  Transmutation
  Level: Wuj 2 (Metal)
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to one creature/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  When you cast this spell, you hurl a needle in the direction 
  of one target.
  The spell multiplies this single needle into a hail of needles 
  that deal damage to the targets you select.
  You make a normal ranged attack against each target 
  separately, suffering no penalty for lack of proficiency.
  The needles, combined, do 1d4 points of damage per caster 
  level (maximum 5d4), but you can divide this damage up 
  among the targets you select.
  Thus, a 4th-level wu jen can target a single creature with an 
  attack that deals 4d4 points of damage if successful, two 
  creatures for 2d4 points of damage each, four creatures for 
  1d4 points of damage each, or some other division of the 
  damage dice.
  Material Component: A long metal needle.
  REMOVE FATIGUE
  Transmutation
  Level: Sha 4, Soh 4
  Components: S
  Casting Time: 10 minutes
  Range: Touch
  Target: Up to one living creature touched per two levels
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The creatures you touch gain the benefits of 8 hours of 
  restful sleep.
  If a subject was fatigued, the fatigue and its penalties are 
  removed.
  If a subject was already well rested, it does not need to rest 
  or sleep during the next 24 hours.
  Arcane spellcasters must still rest their minds for 8 hours in 
  order to prepare or ready their spells.
  
  834
  SCALES OF THE LIZARD
  Transmutation
  Level: Wuj 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 2 rounds/level
  When you cast this spell, your skin toughens and shimmers 
  as if covered with scales.
  You gain a +2 natural armor bonus to AC.
  This bonus increases to +3 at 3rd level, +4 at 6th level, and 
  +5 at 12th level and up.
  Since the AC bonus is a natural armor bonus, it does not 
  stack with any natural armor you may already have.
  Focus: A tattoo of a lizard on your skin.
  SMOKE LADDER
  Transmutation
  Level: Wuj 1 (Fire)
  Components: V, S, F
  Casting Time: 1 round
  Range: Touch
  Effect: A ladder of smoke, up to 10 ft. long/level
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  Using this spell, you can mold and shape ordinary smoke 
  into a misty ladder.
  Reaching into the smoke given off by a fire, you cast the 
  spell while shaping the ladder.
  The ladder weighs virtually nothing, and you can easily 
  handle a smoke ladder of any length.
  Furthermore, the ladder is always steady and rigid; it need 
  not be supported or leaned against an object.
  You simply place it in the desired position and climb.
  You can extend the spell’s duration by casting the spell 
  again on the smoke ladder.
  Focus: A large fire of green wood.
  SNAKE DARTS
  Transmutation
  Level: Wuj 4
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One or two creatures
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  When you cast this spell, your snake tattoos (the spell’s 
  focus) transform into real snakes that fly from you to the 
  target or targets you select, striking like darts and injecting 
  poison into the victims.
  The snakes always hit, and deal 2d6 points of damage from 
  the impact alone.
  The poison deals 1d6 points of temporary Constitution 
  damage immediately and another 1d6 points of temporary 
  Constitution damage 1 minute later.
  Each instance of ability damage can be negated by a 
  successful Fortitude save (DC 10 + 1/2 caster’s level + 
  caster’s Intelligence modifier).
  After striking the targets, the snakes fly back to you.
  You must swallow the living snakes before you can cast the 
  spell again; doing so is a standard action that causes you no 
  harm.
  When you swallow the snakes, the tattoos reappear on your 
  arms.
  Focus: Two snake tattoos on your skin, usually one coiled 
  around each forearm.
  SPIRIT NEEDLE
  Transmutation
  Level: Wuj 6 (Metal)
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One spirit creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  When you cast this spell, you hurl a long needle at a spirit 
  creature, making a normal ranged attack against the spirit.
  The needle can hit incorporeal and even ethereal creatures, 
  though it has no enhancement bonus.
  If you hit, the spirit becomes corporeal and is held in place, 
  unable to move for the duration of the spell (though it can 
  still take nonmovement actions, including attacks).
  The spirit takes no damage from the needle, but it becomes 
  much more vulnerable to further attacks, losing any 
  Dexterity bonus to AC and giving attackers a +4 bonus on 
  attack rolls, in addition to losing the protective benefits of 
  incorporeality.
  The spirit cannot remove the needle that pins it in place, 
  but another creature can remove it by using the aid another 
  action.
  A pinned spirit is unable to use any supernatural or spell-
  like ability to alter its substance (such as gaseous form, 
  ethereal jaunt, or becoming incorporeal again) or transport 
  itself (including dimension door and teleport).
  Focus: A long metal needle.
  SUMMONING WIND
  Transmutation
  Level: Wuj 5
  Components: V, S
  Casting Time: 10 minutes
  Range: Ten miles/level
  Target: Up to ten creatures/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You send a message or sound on the wind to a number of 
  specific creatures that you identify while casting the spell.
  The specific identity of each recipient need not be known,
  but you must be able to distinguish them by their position 
  or some feature other than race or character class.
  For example, you could send the message to the soldiers of 
  your palace guard or to the governors of all the provinces in 
  the empire.
  
  835
  The summoning wind travels to each recipient, provided that 
  it can find a way from you to their locations.
  (It can’t pass through walls, for instance).
  The summoning wind is as gentle and unnoticed as a zephyr 
  until it reaches the recipients.
  It then delivers its whisper-quiet message or other sound 
  and dissipates.
  You can prepare the spell to bear a message of up to twenty-
  five words, cause the spell to deliver other sounds for 1 
  round, or merely have the summoning wind seem to be a 
  faint stirring of the air.
  You can likewise cause the summoning wind to move as 
  slowly as one mile per hour or as quickly as one mile per 10 
  minutes.
  When the spell reaches its objective, it swirls and remains 
  until the message is delivered.
  As with magic mouth, summoning wind cannot speak verbal 
  components, use command words, or activate magical 
  effects.
  This spell is commonly used to rally troops, send warnings, 
  or disseminate proclamations.
  SUSTAIN
  Transmutation
  Level: Sha 4, Soh 4
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Up to one living creature touched/two levels
  Duration: 6 hours/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The recipients of the spell can go without food or water for 
  the duration of the spell, feeling no hunger and suffering 
  no ill effects from the deprivation.
  An affected creature can eat or drink normally without 
  difficulty.
  When the spell ends, the creatures must resume normal 
  eating and drinking habits, but do not feel any adverse 
  effects from the missed meals.
  The size of the creature is not a factor; a tiny lizard and a 
  dragon are both fully nourished by the spell.
  If a target of the spell is suffering from hunger and thirst, 
  the spell relieves the creature as if it had eaten one healthy 
  meal for every 6 hours of the spell’s duration.
  Material Component: A flask of warm sake and a rice cake.
  SWIM
  Transmutation
  Level: Wuj 2 (Water)
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 3 rounds/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell gives the recipient the ability to swim with the 
  ease of a fish, though it does not impart the ability to 
  breathe water.
  The creature can swim at its normal (land) speed without 
  making Swim checks, so long as it is not carrying more 
  than a light load.
  It gains a +8 competence bonus on any Swim checks to 
  perform some special action or avoid a hazard, though it 
  still suffers the normal penalty for weight carried (–1 per 5 
  pounds carried).
  It can always choose to take 10, even if rushed or 
  threatened when swimming.
  The creature can use the run action while swimming, 
  provided it swims in a straight line.
  If the creature is carrying more than a light load, it still 
  gains the +8 competence bonus on Swim checks, but it 
  must make Swim checks to move (including the normal 
  penalty for weight carried).
  The other benefits of the spell still apply.
  Material Component: A goldfish scale.
  TERRA COTTA LION
  Transmutation
  Level: Wuj 5 (Earth)
  As terra cotta warrior, but the spell animates a statuette of a 
  foo lion (a celestial dire lion) into a Huge animated object.
  Like a terra cotta warrior, a terra cotta lion has improved 
  speed (30 feet) and a hardness of 6.
  It has none of the special attack forms described in the 
  Monster Manual.
  Focus: A terra cotta statue of a foo lion, up to 1 foot tall and 
  costing 10 gp.
  If the terra cotta lion remains intact at the end of the spell, 
  the statuette can be reused.
  Otherwise, it must be repaired or replaced.
  TERRA COTTA WARRIOR
  Transmutation
  Level: Wuj 3 (Earth)
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: One statuette
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Terra cotta statues are popular items of decoration and 
  devotion.
  This spell turns an innocuous statuette, no more than 6 
  inches tall, into a full-sized warrior, ready to fight your foes.
  The statuette becomes a Medium-size animated object, as 
  described in the Monster Manual.
  The statuette has a speed of 40 feet and a hardness of 6.
  It has none of the special attack forms described in the 
  Monster Manual.
  Focus: A terra cotta statue of a warrior, up to 6 inches tall and 
  costing 1 gp.
  If the terra cotta warrior remains intact at the end of the 
  spell, the statuette can be reused.
  Otherwise, it must be repaired or replaced.
  THORNSKIN
  Transmutation
  Level: Wuj 3 (Wood)
  
  836
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  When you cast this spell, you become so completely 
  attuned to the element of wood that your skin sprouts 
  thorns all over.
  These thorns do not damage you, but they both increase the 
  damage you can deal with an unarmed attack and make you 
  a dangerous person to grab.
  When you make a successful unarmed attack, you deal 1d6 
  points of normal, not subdual, piercing damage.
  If you already deal extra damage, because you are a 
  multiclassed monk or for any other reason, your damage 
  increases by one die type: 1d6 to 1d8, 1d8 to 1d10, 1d10 to 
  1d12, 1d12 to 1d20, 1d20 to 2d12.
  If you have another form of natural attack, such as a claw 
  attack, use 1d6 or your claw damage, whichever is better.
  A creature that hits you with a natural weapon or unarmed 
  attack, including an attempt to grapple, takes 1d4 points of 
  piercing damage.
  Material Component: A thorn.
  TOMB OF JADE
  Transmutation
  Level: Shu 7 (Earth)
  Components: V, S, M, DF
  Casting Time: 1 round
  Range: Touch
  Target: Shadowlands creature touched
  Duration: Concentration
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  When you cast this spell, you attempt to draw out the 
  impure substance of a Tainted creature and replace it with 
  your own pure substance.
  The spell is draining for you to cast, but it is deadly to 
  creatures that are infected with the Shadowlands Taint.
  You can only cast this spell on a Shadowlands creature (a 
  creature with the Shadowlands subtype or with a Taint 
  score).
  When you touch the creature, it must make a Fortitude 
  saving throw.
  If it succeeds, it is unaffected by the spell.
  If it fails, its skin turns to jade and it is immobilized, 
  standing helpless.
  The creature is aware and breathes normally, but cannot 
  take any physical actions, even speech.
  It can, however, execute purely mental actions (such as 
  using a spell-like ability).
  The effect is similar to that of hold person.
  Each round you maintain the spell, the creature must 
  attempt another Fortitude save.
  If it fails the save, it takes 1d6 points of permanent 
  Constitution drain.
  Each round you maintain the spell, however, you take 1d6 
  points of subdual damage.
  If you fall unconscious, or if the creature succeeds at its 
  Fortitude save, the spell ends.
  Material Component: A finger of jade worth at least 50 gp.
  VULNERABILITY
  Transmutation
  Level: Sha 6
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell lowers the subject’s damage reduction value by 
  5/+1.
  Thus, if you successfully cast vulnerability on a dragon with 
  damage reduction 15/+2, its damage reduction becomes 
  10/+1.
  For every three caster levels beyond 11th, the damage 
  reduction decreases by an additional 5/+1: 10/+2 at 14th, 
  15/+3 at 17th, and 20/+4 at 20th.
  WATER TO POISON
  Transmutation
  Level: Maho 4, Wuj 4 (Water)
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: 1 pint of water/three levels
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell transforms a volume of water into an equal 
  volume of ingested poison.
  The saving throw DC of the poison is the same as the spell’s 
  DC would be (15 + your Intelligence modifier).
  The poison’s initial damage is 1 point of temporary 
  Constitution damage, and its secondary damage is 1d8 
  points of temporary Constitution damage.
  A single swallow of poison is enough to cause this effect, 
  but drinking more does not increase the effect.
  Material Component: The fang of a poisonous snake.
  WEAPON BLESS
  Transmutation
  Level: Fury 1, Sha 1, Soh 1
  Components: V, S, F
  Casting Time: 10 minutes
  Range: Touch
  Target: Weapon touched
  Duration: Permanent until discharged
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You prepare one weapon for combat against a particular foe.
  While casting the spell, you write the identity of the foe on 
  the weapon, along with spirit invocations to give the 
  weapon power.
  Although you do not need to know the exact name of the 
  intended victim, you must still identify the creature 
  specifically.
  You cannot, for example, bless a weapon for use against “a 
  kappa”, but you can bless it for use against “the kappa who 
  lives in Ch’i Sheng’s pond”.
  
  837
  The first time the blessed weapon is used against the target 
  creature, its wielder gains a +5 enhancement bonus on the 
  first attack roll and a +5 bonus on damage if the first attack 
  is successful.
  After the first attack, or if the weapon is used against 
  another foe before it is used against the target creature, the 
  writings on the blade disappear and the spell effect ends.
  Focus: A writing brush and ink.
  WOOD ROT
  Transmutation
  Level: Maho 5, Wuj 5 (Wood)
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One nonmagical wooden object (or the volume of 
  the object within 3 ft. of the touched point) or one plant 
  creature
  Duration: See text
  Saving Throw: None
  Spell Resistance: No
  Any wood item or plant creature you touch becomes 
  instantaneously rotted, decayed, and worthless, effectively 
  destroyed.
  If the item is so large that it cannot fit within a 3-foot radius 
  (a large wooden door), a 3-foot-radius volume of the wood is 
  rotten and destroyed.
  Wooden magic items are immune to this spell.
  You may employ wood rot in combat with a successful melee 
  touch attack.
  Wood rot used in this way instantaneously destroys 1d6 
  points of Armor Class gained from wooden armor or 
  shields (up to the maximum amount of protection the 
  armor offered).
  Weapons in use by an opponent targeted by the spell are 
  more difficult to grasp.
  You must succeed at a melee touch attack against the 
  weapon.
  A wooden or wooden-hafted 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 plant creatures, wood rot 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.
  Material Component: A live termite.
  PLANAR HANDBOOK (3.5)
  ABJURATION
  AVOID PLANAR EFFECTS
  Abjuration
  Level: Cleric 2, druid 2, sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: 20 ft.
  Targets: One creature/level in a 20-ft.-radius burst 
  centered on you
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You gain a temporary respite from the natural effects of a 
  specific plane.
  These effects include extremes in temperature, lack of air, 
  poisonous fumes, emanations of positive or negative 
  energy, or other attributes of the plane itself.
  Avoid planar effects provides protection from the 3d10 points 
  of fire damage that characters normally take when on a 
  plane with the fire-dominant trait.
  Avoid planar effects allows a character to breathe water on a 
  water-dominant plane and ignore the threat of suffocation 
  on an earth-dominant plane.
  A character protected by avoid planar effects can’t be blinded 
  by the energy of a major positive-dominant plane and 
  automatically stops gaining temporary hit points when they 
  equal the character’s full normal hit point total.
  Negative-dominant planes don’t deal damage or bestow 
  negative levels to characters protected by avoid planar effects.
  In addition, some effects specific to a plane are negated by 
  avoid planar effects.
  In the D&D cosmology, avoid planar effects negates the 
  deafening effect of Pandemonium and the cold damage on 
  the Cania layer of the Nine Hells.
  The DM can add additional protections for a cosmology he 
  creates.
  If the campaign has an Elemental Plane of Cold, for 
  example, avoid planar effects protects against the base cold 
  damage dealt to everyone on the plane.
  The effects of gravity traits, alignment traits, and magic 
  traits aren’t negated by avoid planar effects, nor is the special 
  entrapping trait that some planes (such as Elysium and 
  Hades) have.
  The spell does not provide protection against creatures, 
  native or otherwise, nor does it protect against spells, 
  special abilities, or extreme and nonnatural formations 
  within the plane.
  This spell allows you to survive on the Elemental Plane of 
  Earth, but it won’t protect you if you walk into a pool of 
  magma on that same plane.
  MANTLE OF CHAOS
  Abjuration [Chaos]
  Level: Cleric 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Target: You
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Flickering yellow chaotic energy surrounds you.
  This power grants you spell resistance 12 + caster level 
  against spells with the lawful descriptor.
  MANTLE OF EVIL
  Abjuration [Evil]
  Level: Blackguard 3, cleric 3
  
  838
  This spell functions like mantle of chaos, except that you are 
  surrounded by dark wavering unholy energy, and mantle of 
  evil grants spell resistance against spells with the good 
  descriptor.
  MANTLE OF GOOD
  Abjuration [Good]
  Level: Cleric 3, paladin 3
  This spell functions like mantle of chaos, except that you are 
  surrounded by shimmering white holy energy, and mantle 
  of good grants spell resistance against spells with the evil 
  descriptor.
  MANTLE OF LAW
  Abjuration [Law]
  Level: Cleric 3, paladin 3
  This spell functions like mantle of chaos, except that you are 
  surrounded by constant blue lawful energy, and mantle of 
  law grants spell resistance against spells with the chaotic 
  descriptor.
  PLANAR BUBBLE
  Abjuration
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Area: 10-ft.-radius emanation from touched creature
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  This spell creates an area around the target creature that 
  emulates its native planar environment.
  Thus, a character hailing from the Material Plane would 
  have normal gravity, temperature, magic, and so on.
  This spell cast on a native of the Plane of Shadow would 
  make the area around her have normal gravity, a mild 
  neutral alignment, enhanced shadow spells, and impeded 
  light spells.
  Material Components: A sprinkling of silver dust.
  PLANAR TOLERANCE
  Abjuration
  Level: Cleric 4, druid 4, ranger 4, sorcerer/wizard 3
  Duration: 1 hour/level
  As avoid planar effects, except the effects last longer (as noted 
  above, 1 hour per level instead of 1 minute per level).
  PROTECTION FROM NEGATIVE ENERGY
  Abjuration
  Level: Cleric 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature gains partial protection against 
  negative energy effects.
  Subtract 10 from the hit point damage dealt by any negative 
  energy effect (such as an inflict spell) that affects the warded 
  creature.
  Negative energy effects that don’t directly deal hit point 
  damage (such as energy drain) affect the target normally.
  PROTECTION FROM POSITIVE ENERGY
  Abjuration
  Level: Cleric 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Undead creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature gains partial protection against 
  positive energy effects.
  Subtract 10 from the hit point damage dealt by any positive 
  energy effect (such as a cure spell) that affects the warded 
  creature.
  Positive energy effects that don’t deal hit point damage to 
  the target (such as turning) affect the target normally.
  RESIST PLANAR ALIGNMENT
  Abjuration
  Level: Cleric 1, druid 1, paladin 1, ranger 1, 
  sorcerer/wizard 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This abjuration grants a creature limited protection from a 
  plane’s alignment traits.
  When the subject visits a plane with an alignment trait, this 
  spell grants it immunity to penalties on its Charisma check 
  that mildly aligned planes impose on visitors of opposed 
  alignments.
  The Charisma, Wisdom and Intelligence check penalties 
  associated with strongly aligned planes are halved while 
  this spell’s duration lasts.
  SEAL PORTAL
  Abjuration
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One interplanar gate or portal
  Duration: Permanent (D)
  Saving Throw: None
  Spell Resistance: No
  You can permanently seal an interplanar portal or gate.
  If cast on a portal, the spell prevents any activation of it, 
  although seal portal may be dispelled by a dispel magic spell.
  A knock spell does not function on the sealed portal, but a 
  chime of opening dispels seal portal if seal portal was cast by a 
  spellcaster of lower than 15th level.
  
  839
  In addition, the ability of the gatecrasher prestige class (see 
  Manual of the Planes) to open portals may be able to break 
  through a sealed portal, but if the first attempt fails, the 
  gatecrasher can’t try again.
  Once the portal is opened, seal portal does not remain in 
  effect and must be cast again.
  Material Component: A silver bar worth 50 gp.
  CONJURATION
  ABYSSAL ARMY
  Conjuration (Summoning) [Chaotic, Evil]
  Level: Cleric 9, sorcerer/wizard 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 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a pack of demons from the Infinite 
  Layers of the Abyss to serve you.
  When the spell is complete, 2d4 dretches appear.
  Ten minutes later, 1d4 babau demons appear.
  Ten minutes after that, one vrock demon appears.
  Each creature has maximum hit points per Hit Die.
  Once these creatures appear, they serve you for the 
  duration of the spell.
  The demons 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 demons.
  You can dismiss them singly or in groups at any time.
  ANARCHIC STORM
  Conjuration (Creation) [Chaotic, Water]
  Level: Cleric 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Area: 20-ft. radius, centered on you
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  A driving rain falls around you.
  It falls in a fixed area once created.
  The storm reduces hearing and visibility, resulting in a –4 
  penalty on Listen, Spot, and Search checks.
  It also applies a –4 penalty on all ranged attacks made into, 
  out of, or through the storm.
  Finally, it automatically extinguishes any unprotected 
  flames and has a 50% chance to extinguish protected flames 
  (such as those of lanterns).
  The rain damages lawful creatures, dealing 2d6 points of 
  damage per round (lawful outsiders take double damage).
  In addition, each round, a bolt of lightning strikes a 
  randomly selected lawful outsider within the spell’s area, 
  dealing 5d6 points of electricity damage.
  After the spell’s duration expires, the water disappears.
  Material Component: A flask of anarchic water (see page 75).
  ASTRAL HOSPICE
  Conjuration (Teleportation)
  Level: Cleric 4, druid 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: See text
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: No
  This spell opens up a small planar portal from the Astral 
  Plane to a demiplane where natural healing can occur 
  (unlike on the Astral Plane itself).
  The firm surface of the demiplane is roughly 50 feet square, 
  and the demiplane extends 50 feet above the surface.
  The demiplane’s traits (including time, gravity, and magic) 
  match those of the Material Plane, and the demiplane is 
  self-contained; walking to one end returns a character to 
  the point from which he began.
  The demiplane has no unusual planar traits.
  The only way in or out of the demiplane is through the 
  entrance created by the caster, and only those named or 
  described by the caster upon the casting of the spell may 
  enter.
  The portal continues to exist on the Astral Plane only while 
  the hospice demiplane exists.
  When the caster leaves the demiplane, the portal seals shut 
  and vanishes.
  Anyone still in the hospice demiplane at that time appears 
  on the Astral Plane at the location of the hospice’s entrance.
  Material Component: A single flawless gemstone of at least 
  250 gp value.
  AXIOMATIC STORM
  Conjuration (Creation) [Lawful, Water]
  Level: Cleric 3, paladin 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Area: 20-ft. radius, centered on you
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  A driving rain falls around you.
  It falls in a fixed area once created.
  The storm reduces hearing and visibility, resulting in a –4 
  penalty on Listen, Spot, and Search checks.
  It also applies a –4 penalty on all ranged attacks made into, 
  out of, or through the storm.
  Finally, it automatically extinguishes any unprotected 
  flames and has a 50% chance to extinguish protected flames 
  (such as those of lanterns).
  The rain damages chaotic creatures, dealing 2d6 points of 
  damage per round (chaotic outsiders take double damage).
  In addition, each round, a gout of acid strikes a randomly 
  selected chaotic outsider within the spell’s area, dealing 5d6 
  points of acid damage.
  After the spell’s duration expires, the water disappears.
  Material Component: A flask of axiomatic water (see page 76).
  CALL KOLYARUT
  Conjuration (Calling) [Lawful]
  
  840
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One called kolyarut
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you request the aid of a kolyarut 
  inevitable.
  If you know an individual kolyarut’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 kolyarut to perform one duty for you.
  The task must be in harmony with its lawful objective, and 
  must take no more than seven days to complete.
  Kolyaruts mete out punishment to those who break 
  bargains and oaths.
  The inevitable does not ask for any payment for the task.
  After seven days, or if asked to do something nonlawful, 
  frivolous, or not focused on its lawful objective, the 
  kolyarut will leave.
  XP Cost: 250 XP.
  CALL MARUT
  Conjuration (Calling) [Lawful]
  Level: Cleric 9, sorcerer/wizard 9
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One called marut
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you request the aid of a marut 
  inevitable.
  If you know an individual marut’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 marut to perform one duty for you.
  The task must be in harmony with its lawful objective, and 
  must take no more than nine days to complete.
  Maruts confront those, like liches, who would try to deny 
  the grave.
  The inevitable does not ask for any payment for the task.
  After nine days, or if asked to do something nonlawful, 
  frivolous, or not focused on its lawful objective, the marut 
  will leave.
  XP Cost: 500 XP.
  CALL ZELEKHUT
  Conjuration (Calling) [Lawful]
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One called zelekhut
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you request the aid of a zelekhut 
  inevitable.
  If you know an individual zelekhut’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 zelekhut to perform one duty for you.
  The task must be in harmony with its lawful objective, and 
  must take no more than five days to complete.
  Zelekhuts hunt down those who would deny justice or 
  seek to flee to escape punishment.
  The inevitable does not ask for any payment for the task.
  After five days, or if asked to do something nonlawful, 
  frivolous, or not focused on its lawful objective, the 
  zelekhut will leave.
  XP Cost: 100 XP.
  FIERCE PRIDE OF THE BEASTLANDS
  Conjuration (Summoning) [Chaotic, Good]
  Level: Cleric 8, sorcerer/wizard 8
  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 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a pride of celestial lions from the 
  Wilderness of the Beastlands.
  When the spell is complete, 2d4 celestial lions appear.
  Ten minutes later, 1d4 celestial dire lions appear.
  Each creature has maximum hit points per Hit Die.
  Once these creatures appear, they serve you for the 
  duration of the spell.
  The creatures 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 creatures.
  You can dismiss them singly or in groups at any time.
  HEAVENLY HOST
  Conjuration (Summoning) [Good, Lawful]
  Level: Cleric 9, sorcerer/wizard 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 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a host of archons from the Seven 
  Mounting Heavens of Celestia.
  When the spell is complete, 2d4 lantern archons appear.
  Ten minutes later, 1d4 hound archons appear.
  Each creature has maximum hit points per Hit Die.
  Once these creatures appear, they serve you for the 
  duration of the spell.
  The creatures 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 creatures.
  
  841
  You can dismiss them singly or in groups at any time.
  HELLISH HORDE
  Conjuration (Summoning) [Evil, Lawful]
  Level: Cleric 9, sorcerer/wizard 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 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a horde of devils from the Nine Hells 
  of Baator to serve you.
  When the spell is complete, 2d4 bearded devils appear.
  Ten minutes later, 1d4 chain devils appear.
  Ten minutes after that, one bone devil appears.
  Each creature has maximum hit points per Hit Die.
  Once these creatures appear, they serve you for the 
  duration of the spell.
  The devils 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 devils.
  You can dismiss them singly or in groups at any time.
  HOLY STORM
  Conjuration (Creation) [Good, Water]
  Level: Cleric 3, paladin 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Area: 20-ft. radius, centered on you
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  A driving rain falls around you.
  It falls in a fixed area once created.
  The storm reduces hearing and visibility, resulting in a –4
  penalty on Listen, Spot, and Search checks.
  It also applies a –4 penalty on all ranged attacks made into, 
  out of, or through the storm.
  Finally, it automatically extinguishes any unprotected 
  flames and has a 50% chance to extinguish protected flames 
  (such as those of lanterns).
  The rain damages evil creatures, dealing 2d6 points of 
  damage per round (evil outsiders take double damage).
  In addition, each round, a blast of frost strikes a randomly 
  selected evil outsider within the spell’s area, dealing 5d6 
  points of cold damage.
  After the spell’s duration expires, the water disappears.
  Material Component: A flask of holy water.
  HUNTERS OF HADES
  Conjuration (Summoning) [Evil]
  Level: Cleric 9
  Components: V, S
  Casting Time: 1 minute
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Two summoned pack fiends, which can be no 
  more than 30 ft. apart
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a pair of pack fiends (see page 128) 
  from the Gray Waste of Hades to serve you.
  The pack fiends magically understand your spoken 
  commands (regardless of your language).
  The pack fiends are treated as trained hunting beasts, so 
  you can command them to track if you so choose.
  PLANAR EXCHANGE
  Conjuration (Calling) [see text]
  Level: Cleric 6
  Components: V, S, DF
  Casting Time: 1 round
  Range: 0 ft.
  Effect: One called creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, you call an extraplanar creature 
  (specifically, an avoral guardinal, bone devil, or babau 
  demon, at your option) to your precise location.
  At the same instant, you are transported to that creature’s 
  home plane, where you exist in stasis for the duration of the 
  spell.
  To a casual observer, it appears that you have transformed 
  into the called creature (though an onlooker who makes a 
  DC 25 Spot check notices the slight gap between your 
  disappearance and the creature’s appearance).
  If the called creature would not fit in the place you 
  occupied when you cast the spell, the spell fails.
  You have full control over the creature’s actions and can 
  perceive the environment around the called creature as if 
  you were seeing through its eyes, hearing through its ears, 
  and so on.
  The creature has full access to all of its abilities, with one 
  exception: It can’t summon other creatures.
  If the called creature is slain, you take 3d6 points of damage 
  and the spell ends.
  While in stasis, you can’t take any actions other than to 
  control the called creature or to dismiss the spell, nor can 
  anything on the creature’s home plane affect you in any 
  way.
  You also can’t perceive anything around your body’s 
  location.
  When you dismiss the spell, or when the creature is slain, 
  you appear in the creature’s location, and it is returned to its 
  home plane.
  When you use a calling spell that calls a chaotic, evil, good, 
  or lawful creature, it is a spell of that type.
  PLANAR EXCHANGE, GREATER
  Conjuration (Calling)
  Level: Cleric 8
  As planar exchange, except you trade places with a leonal 
  guardinal, barbed devil, or hezrou demon, at your option.
  If the called creature is slain, you take 4d6 points of damage 
  and the spell ends.
  
  842
  PLANAR EXCHANGE, LESSER
  Conjuration (Calling)
  Level: Cleric 4
  As planar exchange, except that you trade places with a 
  celestial brown bear, celestial griffon, fiendish dire ape, or 
  fiendish tiger, at your option.
  If the called creature is slain, you take 2d6 points of damage 
  and the spell ends.
  PLANE SHIFT, GREATER
  Conjuration (Teleportation)
  Level: Cleric 7, sorcerer/wizard 8
  This spell functions like plane shift, except that if you have 
  visited the desired location, the spell takes you to the 
  precise location (rather than 5 to 500 miles distant).
  POSITIVE ENERGY AURA
  Conjuration (Healing)
  Level: Cleric 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Area: 10-ft.-radius emanation centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  An aura of white positive energy surrounds you.
  Each round on your turn, every living creature within 10 
  feet of you gains 2 hit points (creatures can’t exceed their 
  full normal hit points from this effect).
  Undead creatures instead take 2 points of damage per 
  round.
  Characters with immunity to positive energy effects are not 
  affected by this aura.
  The positive energy aura does not affect you.
  PRECIPITATE BREACH
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 5
  Components: V, M
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: Planar breach; see text
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  You meddle with the boundaries between planes, creating 
  instability and, finally, a minor planar breach.
  See Planar Breaching, page 151, for details concerning this 
  phenomenon.
  You have no control over the breach created.
  However, as opposed to a truly random breach (see page 
  153), when this spell is first cast in any area that doesn’t 
  already contain a breach, a minor breach forms 
  automatically.
  The breach has the size (10d10-foot radius) and onset time 
  following casting (1d4 rounds) described for a random 
  breach.
  Roll on Table 7–1: Random Planar Breaching, page 152, to 
  determine the trait that leaks through from the breaching 
  plane.
  The effect is as for a minor breach.
  The breach has a standard duration for a minor breach (1d6 
  days minus 12 hours, minimum 12 hours), after which time 
  it fades away.
  If you cast precipitate breach into an area that currently hosts 
  a minor breach, you precipitate a severe breach.
  Reroll the size, the onset time, and the trait that leaks 
  through from the breaching plane (which could mean that 
  the identity of the breaching plane changes).
  The effect is as for a severe breach.
  The breach has a standard duration for a severe breach (1d6 
  days minus 48 hours, minimum 1 hour), after which time it 
  fades away.
  This spell has no effect if cast into an area currently hosting 
  a severe or complete breach.
  Material Component: Jade dust worth 250 gp sprinkled in the 
  center of the effect.
  PRECIPITATE COMPLETE BREACH
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 9
  Components: V, M, XP
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: Complete planar breach; see text
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  As precipitate breach, except casting this spell creates a 
  complete breach, as described on page 152.
  Material Component: Jade dust worth 1,000 gp sprinkled in 
  the center of the effect.
  XP Cost: 1,000 XP.
  SUMMON BABAU DEMON
  Conjuration (Summoning) [Chaotic, Evil]
  Level: Cleric 6
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned babau demon
  Duration: Concentration (maximum of 1 round/level) 
  plus 1 round
  Saving Throw: None
  Spell Resistance: No
  This spell summons a babau demon from the Infinite 
  Layers of the Abyss.
  It appears where you designate and acts immediately, on 
  your turn.
  It understands your speech (regardless of your language), 
  and it follows your commands to the best of its ability.
  You must concentrate on the spell’s effect, but 
  commanding the creature is a free action.
  A summoned creature cannot summon or otherwise 
  conjure another creature, nor can it use any teleportation or 
  planar travel abilities.
  
  843
  SUMMON BEARDED DEVIL
  Conjuration (Summoning) [Evil, Lawful]
  Level: Cleric 4
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned bearded devil
  Duration: Concentration (maximum of 1 round/level) 
  plus 1 round
  Saving Throw: None
  Spell Resistance: No
  This spell summons a bearded devil from the Nine Hells of 
  Baator.
  It appears where you designate and acts immediately, on 
  your turn.
  It understands your speech (regardless of your language), 
  and it follows your commands to the best of its ability.
  You must concentrate on the spell’s effect, but 
  commanding the creature is a free action.
  A summoned creature cannot summon or otherwise 
  conjure another creature, nor can it use any teleportation or 
  planar travel abilities.
  SUMMON BRALANI ELADRIN
  Conjuration (Summoning) [Chaotic, Good]
  Level: Cleric 5
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned bralani eladrin
  Duration: Concentration (maximum of 1 round/level) 
  plus 1 round
  Saving Throw: None
  Spell Resistance: No
  This spell summons a bralani eladrin from the Olympian 
  Glades of Arborea.
  It appears where you designate and acts immediately, on 
  your turn.
  It understands your speech (regardless of your language), 
  and it follows your commands to the best of its ability.
  You must concentrate on the spell’s effect, but 
  commanding the creature is a free action.
  A summoned creature cannot summon or otherwise 
  conjure another creature, nor can it use any teleportation or 
  planar travel abilities.
  SUMMON ELEMENTITE SWARM
  Conjuration (Summoning) [see text]
  Level: Druid 4
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned elementite swarm
  Duration: Concentration (maximum of 1 round/level) 
  plus 1 round
  Saving Throw: None
  Spell Resistance: No
  This spell summons an elementite swarm (air, earth, fire, or 
  water, at the caster’s option) from the appropriate 
  Elemental Plane.
  It appears where you designate and acts immediately, on 
  your turn.
  It understands your speech (regardless of your language), 
  and it follows your commands to the best of its ability.
  You must concentrate on the spell’s effect, but 
  commanding the creature is a free action.
  A summoned creature cannot summon or otherwise 
  conjure another creature, nor can it use any teleportation or 
  planar travel abilities.
  When you use a summoning spell to summon an air, earth, 
  fire, or water creature, it is a spell of that type.
  SUMMON ELYSIAN THRUSH
  Conjuration (Summoning) [Good]
  Level: Bard 2, cleric 2
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One called Elysian thrush
  Duration: 8 hours
  Saving Throw: None
  Spell Resistance: No
  This spell summons an Elysian thrush (see page 118), a 
  birdlike creature native to the Blessed Fields of Elysium.
  The creature has no significant combat utility, but its song 
  accelerates the natural healing rate of living creatures.
  Those within 30 feet who listen to the thrush’s song while 
  resting recover at twice the normal natural healing rate.
  SUMMON GREATER ELEMENTAL
  Conjuration (Summoning) [see text]
  Level: Druid 6
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned elemental
  Duration: Concentration (maximum of 1 round/level) 
  plus 1 round
  Saving Throw: None
  Spell Resistance: No
  This spell summons a greater elemental of your choice (air, 
  earth, fire, or water) from the appropriate Elemental Plane.
  It appears where you designate and acts immediately, on 
  your turn.
  It understands your speech (regardless of your language), 
  and it follows your commands to the best of its ability.
  You must concentrate on the spell’s effect, but 
  commanding the creature is a free action.
  A summoned creature cannot summon or otherwise 
  conjure another creature, nor can it use any teleportation or 
  planar travel abilities.
  When you use a summoning spell to summon an air, earth, 
  fire, or water creature, it is a spell of that type.
  SUMMON HOUND ARCHON
  Conjuration (Summoning) [Good, Lawful]
  Level: Cleric 4
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned hound archon
  
  844
  Duration: Concentration (maximum of 1 round/level) 
  plus 1 round
  Saving Throw: None
  Spell Resistance: No
  This spell summons a hound archon from the Seven 
  Mounting Heavens of Celestia.
  It appears where you designate and acts immediately, on 
  your turn.
  It understands your speech (regardless of your language), 
  and it follows your commands to the best of its ability.
  You must concentrate on the spell’s effect, but 
  commanding the creature is a free action.
  A summoned creature cannot summon or otherwise 
  conjure another creature, nor can it use any teleportation or 
  planar travel abilities.
  UNHOLY STORM
  Conjuration (Creation) [Evil, Water]
  Level: Blackguard 4, cleric 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Area: 20-ft. radius centered on you
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  A driving rain falls around you.
  It falls in a fixed area once created.
  The storm reduces hearing and visibility, resulting in a –4 
  penalty on Listen, Spot, and Search checks.
  It also applies a –4 penalty on all ranged attacks made into, 
  out of, or through the storm.
  Finally, it automatically extinguishes any unprotected 
  flames and has a 50% chance to extinguish protected flames 
  (such as those of lanterns).
  The rain damages good creatures, dealing 2d6 points of 
  damage per round (good outsiders take double damage).
  In addition, each round, a blast of fire strikes a randomly 
  selected good outsider within the spell’s area, dealing 5d6 
  points of fire damage.
  After the spell’s duration expires, the water disappears.
  Material Component: A flask of unholy water.
  WALL OF GEARS
  Conjuration (Creation)
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Wall of moving gears whose area fills one 5-ft. 
  square/2 levels; see text
  Duration: 1 min./level
  Saving Throw: See text
  Spell Resistance: No
  This spell taps into the planar energy of Mechanus to create 
  a 6-inch-thick wall of moving iron cogs, wheels, gears, 
  pistons, and assorted mechanical parts.
  Each 5-foot square of the wall’s surface has hardness 10 and 
  180 hit points.
  Both sides of the wall have hundreds of moving parts that 
  flail out, dealing 1d6 points of bludgeoning damage per two 
  caster levels (maximum 15d6) to all creatures within 10 
  feet.
  A successful Reflex save halves this damage.
  Material Component: A small gear.
  DIVINATION
  ANALYZE PORTAL
  Divination
  Level: Bard 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 minute
  Range: 60 ft.
  Area: Cone-shaped emanation from you to the extreme of 
  the range
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  You can tell whether an area contains a portal.
  If you study an area for 1 round, you know the sizes and 
  locations of any portals in the area.
  Once you find a portal, you can study it.
  (If you find more than one portal, you can study only one at 
  a time).
  Each round you study a portal, you can discover one 
  property of the portal, in this order:
  • Any key or command word needed to activate the portal.
  • Any special circumstances governing the portal’s use 
  (such as specific times when it can be activated).
  • Whether the portal is one-way or two-way.
  • A glimpse of the area where the portal leads.
  You can look at the area where the portal leads for 1 round; 
  the range of the caster’s vision is the spell’s range.
  Analyze portal does not allow other divination spells or spell-
  like abilities to extend through the portal.
  For example, you cannot also use detect magic or detect evil to 
  study the area where the portal leads while viewing the area 
  with analyze portal.
  For each property, you make a caster level check (1d20 + 
  caster level) against DC 17.
  If fail, you can try again in the next round.
  Analyze portal has only a limited ability to reveal unusual 
  properties, as follows:
  • Random Portals: The spell reveals only that the portal is 
  random and whether it can be activated now.
  It does not reveal when the portal starts or stops 
  functioning.
  • Variable Portals: The spell reveals only that the portal is 
  variable.
  If the caster studies the portal’s destination, the spell 
  reveals only the destination to which the portal is currently 
  set.
  • Creature-Only Portals: The spell reveals this property.
  If the caster studies the portal’s destination, the spell 
  reveals where the portal sends creatures.
  If it is the kind of portal that sends creatures to one place 
  and their equipment to another place, the spell does not 
  reveal where the equipment goes.
  • Malfunctioning Portals: The spell reveals only that the 
  portal is malfunctioning, not what sort of malfunction the 
  portal produces.
  Material Components: A crystal lens and a small mirror.
  
  845
  ANALYZE TOUCHSTONE
  Divination
  Level: Bard 3, cleric 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 minute
  Range: 60 ft.
  Area: A quarter circle emanating from you to the extreme 
  of the range
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No You can tell whether an area 
  contains a planar touchstone.
  If you study an area for 1 round, you know the location of 
  any touchstone in the area.
  Once you find a touchstone, you can study it.
  (If you find more than one touchstone—an extremely rare 
  occurrence—you can study only one at a time).
  Each round you study a touchstone, you can discover one 
  property of the touchstone, in this order:
  • The base ability gained by someone who takes the Planar 
  Touchstone feat related to the site.
  • Any conditions that must be met in order to recharge the 
  higher-order ability granted by the site.
  • The higher-order ability gained by someone who visits the 
  touchstone and fulfills the recharge condition.
  • The number of uses of the higher-order ability that the 
  character gains from visiting the site and fulfilling the 
  recharge condition.
  For each of these properties, you make a caster level check 
  (1d20 + caster level) against DC 15.
  If you fail, you can try again in the next round.
  Material Components: A crystal lens, a drop of ink, and a 
  piece of paper or parchment.
  LAY OF THE LAND
  Divination
  Level: Bard 4, druid 4, ranger 1
  Components: V, S, F
  Casting Time: 3 rounds
  Range: Personal
  Target: You
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You instantly gain an overview of the area around you.
  Lay of the land gives basic information relevant to major 
  landmarks and well-known places.
  It indicates the direction and distance to each from the 
  current location.
  The geographic details are inversely proportionate to the 
  distance you’re trying to study from your location.
  You have a good understanding of the terrain up to 100 
  miles away, you know general details of large or notable 
  locations or land features up to 500 miles away, and you 
  know only the direction and distance to major features 
  farther away.
  Unlike find the path, this spell does not give information on 
  traps, passwords, or impediments to a journey.
  LOCATE TOUCHSTONE
  Divination
  Level: Bard 1, cleric 2, druid 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: See text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You sense the direction of the nearest planar touchstone 
  and gain a vague sense of its power.
  If you have visited the nearest planar touchstone and wish 
  to exclude it from this divination, you instead gain 
  knowledge of the next closest planar touchstone.
  This spell allows you to locate planar touchstones located 
  only on the plane on which it is cast.
  Special: You must have the Planar Touchstone feat in order 
  to cast this spell.
  RARY’S INTERPLANAR TELEPATHIC BOND
  Divination
  Level: Sorcerer/wizard 6
  This spell functions like Rary’s telepathic bond, except that 
  the communication functions both on the same plane and 
  across planes.
  ENCHANTMENT
  BEASTLAND FEROCITY
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 1, druid 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You unleash the savage will to survive inherent in every 
  creature.
  The subject becomes such a tenacious combatant that it 
  continues to fight without penalty even while disabled or 
  dying.
  If the creature is reduced to –10 hit points, it dies normally.
  MECHANUS MIND
  Enchantment (Compulsion) [Lawful, Mind-Affecting]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  Like entities that inhabit the plane of Mechanus, the 
  subject of Mechanus mind temporarily becomes a being of 
  focused order.
  The subject gains a +4 bonus on Will saving throws to resist 
  mind-affecting spells.
  While in the grip of Mechanus mind, the subject also 
  becomes more analytical and less emotional.
  
  846
  The subject gains a +2 bonus on all Intelligence-based 
  checks, but takes a –2 penalty on Charisma-based checks.
  EVOCATION
  LIGHT OF LUNIA
  Evocation [Good, Light]
  Level: Cleric 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: You and creature(s) touched with ray (up to 2); see 
  text
  Duration: 10 min./level (D) or until used up; see text
  Saving Throw: None
  Spell Resistance: Yes
  You begin to glow with the light of fabled Lunia, the first 
  layer of the Seven Mounting Heavens of Celestia.
  Silvery radiance emanates from you in a 30-foot radius, and 
  dim light extends for an additional 30 feet.
  Beginning one turn after you cast this spell, you can choose 
  to expend some or all of the light of Lunia as a ray of light.
  You can make a single ranged touch attack that deals 1d6 
  points of damage with a range of 30 feet.
  This dims your silvery radiance to half (15-foot light, with 
  dim light for an additional 15 feet).
  You can choose to fire one additional ray with the same 
  characteristics either on the same round (if you can make 
  multiple attacks in a round) or on a subsequent round.
  Firing the second ray quenches your radiance, and the spell 
  ends.
  LIGHT OF MERCURIA
  Evocation [Good, Light]
  Level: Cleric 2, sorcerer/wizard 2
  Components: V, S
  As light of Lunia, except that you glow with the golden light 
  of Mercuria, the second layer of the Seven Mounting 
  Heavens of Celestia.
  Your light rays deal 1d6 points of damage, or 2d6 points of 
  damage against undead and evil outsiders.
  LIGHT OF VENYA
  Evocation [Good, Light]
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S
  As light of Lunia, except that you glow with the pearly light 
  of Venya, the third layer of the Seven Mounting Heavens 
  of Celestia.
  Your light rays deal 1d6 points of damage, or 3d6 points of 
  damage against undead and evil outsiders.
  Alternatively, you can choose for the ray to heal 3d6 points 
  of damage to a living, nonevil creature.
  ILLUSION
  CLOAK POOL
  Illusion (Glamer)
  Level: Bard 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One color pool
  Duration: One hour/level (D)
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: No
  This spell causes a color pool on the Astral Plane—an 
  irregular patch of color containing a portal to another 
  plane—to seemingly cease to exist.
  In truth, it is only hidden from view.
  The use of this spell does not hide the area around the pool; 
  it masks only the fact that a pool is present.
  See invisibility or true seeing reveals the presence of the pool, 
  as does analyze portal.
  DISCOLOR POOL
  Illusion (Glamer)
  Level: Bard 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One color pool
  Duration: One hour/level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No (harmless)
  This spell causes a color pool on the Astral Plane—an 
  irregular patch of color containing a portal to another 
  plane—to appear to be a different color, and thus, to lead to 
  another plane.
  True seeing or analyze portal reveals the true nature of the 
  pool.
  Material Component: Four drops of colored ink.
  NECROMANCY
  BARGHEST’S FEAST
  Necromancy [Evil]
  Level: Cleric 6, sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Corpse touched
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  Black flames flicker over a corpse, utterly consuming it.
  You destroy the remains of a dead person or creature, 
  preventing any form of raising or resurrection that requires 
  part of the corpse.
  There is a 50% chance that a wish, miracle, or true resurrection 
  spell cannot restore to life a victim consumed by a barghest’s 
  feast spell.
  Check once for each destroyed creature.
  If the d% roll fails, the creature cannot be brought back to 
  life by mortal magic.
  Material Component: A diamond worth 5,000 gp.
  BODAK’S GLARE
  Necromancy [Death, Evil]
  
  847
  Level: Cleric 8
  Components: V, S, DF
  Casting Time: 1 round
  Range: 30 ft.
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell allows you to channel the deadly gaze of the 
  bodak.
  Upon completion of the spell, you may target a creature 
  within range that can see you.
  That creature dies instantly unless it succeeds on a 
  Fortitude save.
  The target need not meet your gaze.
  If you slay a humanoid creature with this attack, it 
  transforms into a bodak 24 hours later unless it has been 
  resurrected in the meantime.
  The bodak is not under your command, but can be 
  controlled as normal with a rebuke undead check.
  DEATH THROES
  Necromancy [Force]
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until you are killed
  Saving Throw: None
  Spell Resistance: No
  Some extraplanar creatures, such as a balor or an energon, 
  expend the last of their life energy in a burst of power.
  You likewise attune your body’s life force so that if you are 
  killed, your body is instantaneously destroyed in an 
  explosion of energy that deals 1d8 points of force damage 
  per caster level to everyone in a 30-foot-radius burst.
  This explosion entirely destroys your body, preventing any 
  form of raising or resurrection that requires part of the 
  corpse.
  A wish, miracle, or true resurrection spell can restore life.
  EVIL GLARE
  Necromancy [Evil, Fear, Mind-Affecting]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 30 feet
  Target: Living creature
  Duration: 1 round/level and 1d8 rounds; see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell, inspired by the malevolent gaze of the shadowy 
  nightwalkers, causes your eyes to glow with dark energy.
  Immediately upon completion of the spell, you may target a 
  living creature within range with your glare; that creature 
  becomes paralyzed with fear for 1d8 rounds.
  You must be able to see the creature, and it must be able to 
  see you (though it need not meet your gaze).
  Once per round after that for the duration of the spell, you 
  can target another creature with your glare as a move 
  action.
  You can’t target the same creature twice with a single 
  casting of the spell, regardless of the success of its saves.
  MIASMA OF ENTROPY
  Necromancy
  Level: Druid 6, sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst, one solid object, or one organic 
  construct
  Duration: Instantaneous
  Saving Throw: Will negates (object) or Fortitude half; 
  see text
  Spell Resistance: Yes (object)
  Miasma of entropy causes accelerated decay in all wood, 
  leather, and other natural materials in the spell’s area.
  It destroys nonmagical objects of wood, leather, paper, and 
  other formerly living organic matter.
  All such objects within the area rot into slimy, pulpy 
  masses.
  Objects weighing more than 1 pound per caster level are 
  not affected, but all other objects of the appropriate 
  composition are ruined.
  Alternatively, you can target miasma of entropy against a 
  single solid object of nonliving organic matter that weighs 
  up to 10 pounds per caster level.
  When targeted against an animated object made of an 
  organic material, miasma of entropy deals 1d6 points of 
  damage per caster level (maximum 20d6), with a Fortitude 
  save for half damage.
  NEGATIVE ENERGY AURA
  Necromancy
  Level: Cleric 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Area: 10-ft.-radius emanation centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  An aura of black, crackling negative energy surrounds you.
  Each round on your turn, every living creature within 10 
  feet of you loses 2 hit points.
  Undead creatures instead gain 2 hit points per round 
  (though they can’t exceed their full normal hit points from 
  this effect).
  Characters with immunity to negative energy effects are 
  not affected by this aura.
  The negative energy aura does not affect you.
  OPALESCENT GLARE
  Necromancy [Death, Good]
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 feet
  
  848
  Target: 1 living creature
  Duration: Instantaneous
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  Inspired by the deadly gaze of the noble ghaele eladrin, this 
  spell causes your eyes to glow with a pearly light.
  If the target is evil and has 5 or fewer Hit Dice, it dies 
  unless it succeeds on a Will save.
  Even if the save succeeds, the creature is affected as though 
  by a fear spell for 2d10 rounds.
  Nonevil creatures and evil creatures with more than 5 Hit 
  Dice are not slain by opalescent glare, and they suffer the fear 
  effect only if they fail the Will save.
  TRANSMUTATION
  ANARCHIC WATER
  Transmutation [Chaotic]
  Level: Cleric 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 the 
  energy of chaos, turning it into anarchic water (see page 
  75).
  Material Component: 5 pounds of powdered iron and silver 
  (worth 25 gp).
  ATTUNE FORM
  Transmutation
  Level: Cleric 3, druid 3, sorcerer/wizard 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One or more living creatures touched
  Duration: 2 hours/level (see text)
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to attune the affected creatures to the 
  plane you are currently on, negating harmful and negative 
  natural effects of that plane.
  Affected creatures gain the protections described in the 
  avoid planar effects spell (see below).
  Material Component: A bit of stone or earth from your home 
  plane.
  AXIOMATIC WATER
  Transmutation [Lawful]
  Level: Cleric 1, paladin 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 the 
  order of law, turning it into axiomatic water (see page 76).
  Material Component: 5 pounds of powdered iron and silver 
  (worth 25 gp).
  BABAU SLIME
  Transmutation
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Fortitude negates (harmless) and Reflex 
  negates; see text
  Spell Resistance: Yes (harmless)
  This demon-inspired transmutation causes the subject to 
  secrete a slimy red layer of jelly that coats her skin, armor, 
  and equipment.
  While the slime does not harm the subject or her 
  equipment, any other weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the 
  weapon’s hardness does not reduce this damage.
  A magic weapon may attempt a Reflex save to avoid taking 
  this damage.
  A creature who strikes a slime-protected subject with an 
  unarmed attack, unarmed strike, touch spell, or natural 
  weapon takes this damage as well but can negate the 
  damage with a Reflex save.
  Material Component: A drop of babau slime.
  BALOR NIMBUS
  Transmutation
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Like the legendary balor, your body bursts into lurid 
  flames.
  The flames do not harm you or any equipment you carry or 
  wear.
  However, each round, the flames deal 6d6 points of fire 
  damage to any creature grappling you (or any creature you 
  grapple) on your turn.
  Material Component: A pinch of soot.
  BELKER CLAWS
  Transmutation [Air]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature or creatures touched (up to 
  one/level)
  Duration: 1 round per three levels
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  
  849
  This spell transforms one of your hands into a smoky claw 
  like that of a belker.
  With a successful touch attack, you fill a living target’s 
  lungs with smoke.
  The smoke inside the victim solidifies into miniature claws 
  and begins to rip at the surrounding organs, dealing 3d4 
  points of damage.
  A successful Fortitude save halves the damage dealt.
  For every three caster levels, the smoke lasts for another 
  round (to a maximum of 4 rounds at 12th level), dealing 
  another 3d4 points of damage.
  You can use this melee touch attack once per round for 
  every three caster levels, up to a maximum of four times at 
  12th level.
  Material Component: A small vial of smoke.
  CORPOREAL INSTABILITY
  Transmutation
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Your touch transforms a living creature into a spongy, 
  amorphous mass, its shape melting and writhing 
  uncontrollably.
  An affected creature is unable to hold or use any item.
  Clothing, armor, rings, and helmets become useless.
  Large items worn or carried—armor, backpacks, and even 
  shirts—hamper more than help, reducing the victim’s 
  Dexterity score by 4.
  Soft or misshapen feet and legs reduce speed to 10 feet or 
  one-quarter normal, whichever is less.
  The victim becomes blind and cannot cast spells or use 
  magic items, and searing pain renders it incapable of 
  attacking.
  While in this form, the creature has immunity to extra 
  damage from critical hits and sneak attacks due to its 
  amorphous nature.
  Each round the victim spends in an amorphous state causes 
  1 point of Wisdom drain from mental shock.
  If the victim’s Wisdom score is reduced to 0, it falls 
  unconscious.
  A conscious victim can regain its own shape by taking a 
  standard action to attempt a new Fortitude save.
  Success ends the spell effect.
  DEMON DIRGE
  Transmutation
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Living creature
  Duration: Instantaneous or 1d4 rounds; see text
  Saving Throw: Fortitude negates or Fortitude partial; see 
  text
  Spell Resistance: Yes and no; see text
  The baatezu’s answer to Blood War-related demonic magic 
  targeting their race, demon dirge deals 3d6 points of damage 
  to any creature that has both the chaotic and evil subtypes 
  (such as a howler or a demon).
  A successful Fortitude save negates this damage.
  If the target creature also possesses the tanar’ri subtype, the 
  spell has a much more powerful effect.
  The target’s blood seethes and churns, stunning it for 1d4 
  rounds and dealing 3d6 points of damage in each of those 
  rounds.
  A successful Fortitude save negates the stun effect and 
  reduces the duration to 1 round.
  Such creatures’ spell resistance does not apply against this 
  effect.
  DEVIL BLIGHT
  Transmutation
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Living creature
  Duration: Instantaneous or 1d6 rounds; see text
  Saving Throw: None or Will partial; see text
  Spell Resistance: Yes and no; see text
  This spell was developed by demonic spellcasters ages ago 
  for use against their ancient foes, the devils of Baator.
  It deals 2d6 points of damage to creatures that have both 
  the lawful and evil subtypes (such as a barghest or a devil).
  No saving throw is allowed against this damage.
  If the target creature also possesses the baatezu subtype, the 
  spell has a much more powerful effect.
  The target’s mind reels, confusing it for 1d6 rounds and 
  dealing 2d6 points of damage in each of those rounds.
  A successful Will save negates the confusion effect and 
  reduces the duration to 1 round.
  Such creatures’ spell resistance does not apply against this 
  effect.
  FALSE GRAVITY
  Transmutation
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject of this spell can travel on any solid surface as 
  though that surface possessed its own gravity.
  For example, the subject could walk or even run up a wall 
  as though the wall were a perfectly level floor.
  The subject can switch “down” as often as he likes during 
  the spell’s duration, though only once per round, as a free 
  action.
  Unattended objects fall, as normal.
  The subject of false gravity can fly by choosing a solid 
  surface and letting himself fall through the air toward it.
  A character “flying” in this fashion moves at 30 feet per 
  round and can make one turn, in any direction, once per 
  round, by redefining his personal gravity.
  
  850
  A character falling in this fashion loses all “downward”
  momentum when he changes his gravity.
  Material Component: A pair of magnets.
  FOCUS TOUCHSTONE ENERGY
  Transmutation
  Level: Cleric 4, druid 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You can convert an unused usage of your higher-order 
  planar touchstone ability into temporary hit points (see the 
  Planar Touchstone feat, page 41).
  By touching a living creature and expending one of your 
  higher-order ability uses, you grant the target 3d6 
  temporary hit points.
  HAMATULA BARBS
  Transmutation
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This barbed-devil-inspired transmutation causes the subject 
  to grow a covering of sharp barbs from its skin, equipment, 
  or clothing, whichever is appropriate when the spell is cast.
  Any creature striking the subject with a handheld weapon 
  or a natural weapon takes 1d8 points of slashing and 
  piercing damage from the subject’s barbs.
  This damage does not apply to attackers using reach 
  weapons, such as longspears.
  The subject itself is not harmed by its own barbs.
  Material Component: A thorn.
  INFERNAL WOUND
  Transmutation [Evil]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  The infernal wound spell makes a weapon inflict persistent 
  wounds similar to those made by bearded devils and 
  horned devils.
  A creature injured by a weapon with infernal wound cast 
  upon it loses 2 additional hit points each round for the 
  remaining duration of the spell.
  The continuing hit point loss can be stopped by a Heal 
  check (DC 10 + spell level + caster’s ability modifier), a cure 
  spell, or a heal spell.
  PERINARCH
  Transmutation
  Level: Druid 4, sorcerer/wizard 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: 1 round/level; see text
  Saving Throw: None (object) and Reflex negates; see 
  text
  Spell Resistance: No
  Unless controlled, the Ever-Changing Chaos of Limbo is 
  just what the plane’s name implies: a roiling soup of energy 
  and elements.
  Natives learn to control it or to inhabit areas that have 
  enjoyed some measure of control for a long period, but 
  visitors to areas of “raw” limbo must make a DC 16 Wisdom 
  check to gain control over the dangerous roil.
  The perinarch spell gives the caster automatic control of a 
  radius of raw Limbo (an area not already stabilized or 
  within some other creature’s control) in close range.
  Control allows the perinarch (the name sometimes given to 
  those who can cast the perinarch spell) to reshape the raw 
  limbo as she desires, adding or subtracting one of the four 
  basic elements once per round as a standard action.
  A favorite among travelers from the Material Plane is a 
  chunk of earth surrounded by a small atmosphere of air.
  Casting this spell overlaps with the control already 
  (potentially) established by the perinarch with a Wisdom 
  check.
  Allies of the caster may give their control over to the 
  perinarch caster contiguous with the spell being cast, if they 
  so choose.
  Control cannot be wrested away from the caster while the 
  spell is in effect (which is one of the best reasons to cast this 
  spell, even if you have a high Wisdom score).
  If the perinarch moves more than 100 feet away from the 
  area that she controlled, the order she imposed fades away.
  A perinarch is unable to achieve any works of complexity 
  within an area she controls.
  But she can mix two or three elements in a crude fashion; a 
  few examples are provided below.
  The perinarch may attempt to seize control of a new area 
  that already contains foes; however, foes can make a Reflex 
  save to get out of the area.
  Thick Barrier: A perinarch can “thicken” empty air with dust 
  and rock, creating a zone around herself and her allies that 
  outside creatures must hack or force a way through.
  Their speed drops to 5 feet, or 10 feet for Large or larger 
  creatures.
  Fiery Barrier: A perinarch can create a thick field of flame 
  that deals 3d10 points of fire damage to any creature 
  attempting to pass through it.
  The field also deals 3d10 points of fire damage for each 
  round a creature lingers within it.
  Complete Barrier: A perinarch can create a complete barrier 
  of solid stone encircling herself and her allies, preventing 
  access by any other than the most accomplished tunnelers.
  On the other hand, a perinarch can attempt to trap foes 
  within their own bubble of solid stone.
  PERINARCH, PLANAR
  Transmutation
  
  851
  Level: Druid 9, sorcerer/wizard 9
  As perinarch, except that the caster can cast this spell on any 
  highly morphic or divinely morphic plane (most of the 
  Outer Planes are divinely morphic).
  However, mortals who change the fabric of a god’s domain 
  should think twice, depending on the DM’s interpretation 
  of a given god’s territorial nature.
  SPELL VULNERABILITY
  Transmutation
  Level: Cleric 4, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 min./level
  Saving Throw: Fortitude negates; see text
  Spell Resistance: No
  This spell reduces the subject’s spell resistance by 1 per 
  caster level (maximum reduction 15).
  This reduction can’t lower a subject’s spell resistance below 
  0.
  The target of the spell takes a penalty on its saving throw 
  equal to your caster level.
  TOUCHSTONE LIGHTNING
  Transmutation [Electricity]
  Level: Druid 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One or more rays of electricity
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You can convert an unused usage of your higher-order 
  planar touchstone ability into a ray of electricity (see the 
  Planar Touchstone feat, page 41).
  This ray exhausts one use of your higher-order ability and 
  deals 5d6 points of electricity damage to the target with a 
  successful ranged touch attack.
  For every five levels gained above 7th, you may fire one 
  additional ray of electricity (to a maximum of three rays at 
  17th level).
  Each ray exhausts one of your higher-order ability uses.
  PLAYER’S GUIDE TO 
  FAERÛN (3.5)
  ABJURATION
  ELMINSTER’S EFFULGENT EPURATION
  Abjuration
  Level: Sorcerer/wizard 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One magic-absorbing sphere per caster level
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  When you cast this spell, you bring forth one floating, 
  silvery sphere per caster level, each about the size of your 
  head.
  These spheres hover around you to provide protection from 
  magical effects.
  As a standard action, you may shift the spell’s effect (and 
  thus all the spheres) to any other creature within range.
  Each of these spheres can absorb and completely negate 
  any spell or spell-like ability, regardless of level, that 
  directly targets the subject.
  The spheres do not automatically absorb all spells; the 
  subject may choose whether or not to let them absorb any 
  given spell cast upon it.
  (This option allows the creature to benefit from helpful 
  spells).
  Area spells and spells that do not actually have a target 
  (such as Bigby’s interposing hand) cannot be absorbed.
  Once a sphere has absorbed a spell or spell-like ability, it 
  simply fades away.
  Only spells and spell-like abilities of deific power can 
  overcome the protection provided by Elminster’s effulgent 
  epuration.
  FORCEWARD
  Abjuration
  Level: Initiate of Helm 3, paladin 3
  Components: V, S, DF
  Casting Time: 1 full round
  Range: 10 ft.
  Targets: You and any allies within a 10-ft.-radius 
  emanation centered on you
  Duration: 1 min./level
  Saving Throw: No; see text
  Spell Resistance: Yes
  You create an unmoving, transparent sphere of force 
  centered on you.
  The interior of the sphere and everything within 5 feet of 
  its edge is illuminated with light equivalent to that of a 
  candle.
  You and your allies may enter the sphere at will.
  Any other creature that tries to enter must make a Will 
  saving throw to succeed.
  Any creature may leave the sphere freely, but a creature 
  that has left must make a successful Will save to enter 
  again, even if it is you or one of your allies.
  Creatures within the area of the sphere at the time of 
  casting are not forced out.
  While in the area of the forceward, you and your allies each 
  gain a +2 sacred bonus on saving throws against effects 
  created by evil creatures.
  Creatures within the area that are not your allies gain no 
  benefit.
  The forceward does not prevent spells or objects from 
  entering the area, so it is possible for two creatures on 
  opposite sides of the sphere’s edge to fight without 
  penalties.
  A creature using unarmed attacks or natural weapons in 
  this manner, however, must still make a Will save each 
  round, or its attacks cannot pass the forceward’s boundary.
  
  852
  GLORY OF THE MARTYR
  Abjuration [Good]
  Level: Initiate of Ilmater 4
  Components: V, S, F, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Like shield other, this spell wards the subjects, creating a 
  mystic connection between them and you that transfers 
  some of their wounds to you.
  Each subject gains a +1 deflection bonus to AC and a +1 
  resistance bonus on all saving throws.
  In addition, each subject takes only one-half the normal hit 
  point damage from any attack, and you take the remainder.
  Forms of harm that do not involve hit points, such as charm 
  effects, ability damage, level draining, and disintegration, are 
  not affected.
  If a subject’s hit points are reduced because of a lowered 
  Constitution score, that reduction is not split with you 
  because it is not hit point damage.
  When the spell ends, any subsequent damage is no longer 
  divided between you and the subjects, but the damage you 
  took for the subjects is not reassigned to them.
  If you die while glory of the martyr is in effect, the spell ends 
  in a burst of positive energy that restores 1d8 hit points to 
  each subject.
  If a subject dies or moves out of range of the spell, that 
  subject’s connection to you is severed, but the spell remains 
  in force with respect to other subjects.
  If your connection with all subjects is severed, the spell 
  ends.
  Focus: A platinum ring worth at least 50 gp worn by you and 
  each subject of the spell.
  HOLY STAR
  Abjuration
  Level: Initiate of Mystra 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Effect: Protective star of energy
  Duration: 1 round/level (D)
  You create a glowing mote of energy that stays near your 
  shoulder, providing light equal to that of a candle.
  This star has the following three functions, and you can 
  designate which function to activate as a free action on 
  your turn.
  Spell Turning: The holy star can turn a total of four to seven 
  (1d4+3) spell levels as the spell turning spell.
  Any turning potential depleted through this use remains so 
  for the duration of the spell; the holy star does not return to 
  full capacity every time you choose this function.
  If its entire spell turning capacity is expended, this 
  function no longer works, but the others do.
  Protection: The holy star gives you a +10 circumstance bonus 
  to AC without affecting your actions.
  Fire Bolt: The holy star lashes out with a beam of energy as a 
  ranged touch attack against a creature up to 90 feet away.
  This attack uses your attack bonus and deals fire damage 
  equal to 1d6 points per two caster levels (maximum 10d6).
  MOONWEB
  Abjuration
  Level: Initiate of Selûne 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Effect: 10-ft.-high barrier of force in a 5-ft.-diameter circle 
  or 10-ft.-long line
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: Yes
  You create an immobile barrier of force that glows as 
  though with moonlight.
  You can form the barrier either as a circular shield 5 feet in 
  diameter and 10 feet high around a willing creature, or as a 
  flat, 10-foot-square plane placed either horizontally (across a 
  doorway, for example) or vertically (covering a pit or trap 
  door), as long as it is anchored along at least one edge.
  The barrier has an inside and an outside.
  From the inside, it is transparent and passable; any creature 
  can move through it.
  From the outside, it is opaque and virtually impassable—no 
  creature or attack can pass through from this direction.
  Creatures inside the moonweb have cover and total 
  concealment against attacks that originate on the outside.
  MYSTRA’S MIASMA
  Abjuration
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 5 ft./level)
  Area: 30-ft.-radius emanation, +5 ft./level
  Duration: 1 round/level
  Saving Throw: Will partial; see text
  Spell Resistance: No
  This potent spell conjures forth a thick, billowing cloud of 
  mist that functions as a solid fog spell.
  In addition, the mist creates a “sinkhole” in the Weave, 
  greatly reducing the power of spellcasters in that spot.
  Each character within the area of Mystra’s miasma takes a –4 
  penalty on caster level checks when attempting to cast 
  spells.
  A successful Will save made upon first entering the miasma 
  negates this effect.
  Creatures who access the Shadow Weave to cast their spells 
  are immune to the caster level check penalty unless you 
  also call upon the Shadow Weave.
  In that case, the spell is called Shar’s miasma and Weave 
  users are immune to the caster level check penalty.
  Material Component: A small piece of quilted cloth, which 
  must be soaked in water while the spell is cast.
  ROSEMANTLE
  Abjuration
  Level: Initiate of Lathander 1
  Components: V, S
  Casting Time: 1 standard action
  
  853
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You cause the target to glow with a soft, faint, rosy radiance 
  equal to candlelight.
  This glow grants the subject a sacred bonus equal to +1 per 
  caster level (maximum +10) on saving throws against 
  effects that work by causing pain (such as Nybor’s gentle 
  reminder), effects that would cause the target to become 
  sickened or nauseated, and fear effects.
  RUBY RAY OF REVERSAL
  Abjuration
  Level: Sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One natural or magical hazard; see text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  From your fingertips springs a thin line of bright red light 
  that can negate any of several magical or mundane hazards.
  Each version of this spell can target one of the hazards 
  described below and “correct” it in the manner described.
  Unless specifically stated otherwise, this spell affects
  magical and mundane hazards of the indicated type equally.
  For example, a ruby ray of reversal can eliminate the webs of 
  a monstrous spider or the effect of a web spell.
  • Any trap targeted by the ray is sprung.
  This version of the spell may have adverse effects on 
  creatures standing within a trap’s area.
  You must be aware of a trap to cast ruby ray of reversal on it.
  • The spell unties knots and causes chains, manacles, and 
  similar restraining devices to fall away.
  Entangle and similar magical effects are dispelled.
  Doors (or chests, drawers, cabinets, and so on) that are 
  locked, barred, or under the effect of an arcane lock spell are 
  opened.
  • A hole with a radius of up to 1 foot is created in a wall of 
  force, forcecage, or similar spell or effect.
  This function of the spell does not destroy the targeted 
  effect, but creatures trapped by it may be able to wriggle 
  free.
  • A creature that has been polymorphed, turned to stone, or 
  otherwise transformed from its natural state is returned to 
  its natural form.
  • A magic jar spell is dispelled if a ruby ray of reversal targets 
  the crystal holding the caster’s soul.
  • Webs, slime, grease, and other substances that would 
  hamper movement are destroyed in an area with a radius of 
  up to 20 feet.
  (Treat this effect as a spread, as described on page 175 of the 
  Player’s Handbook).
  Material Component: A ruby worth at least 1,000 gp.
  SHIELD OF LATHANDER
  Abjuration
  Level: Initiate of Lathander 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The touched creature gains damage reduction 15/– for 1 
  round.
  SHIELD OF LATHANDER, GREATER
  Abjuration
  Level: Initiate of Lathander 7
  This spell functions like shield of Lathander, except that the 
  target gains damage reduction 20/–, immunity to negative 
  energy and energy drain, and resistance 10 to acid, cold, 
  electricity, fire, and sonic energy.
  SPELL SHIELD
  Abjuration
  Level: Initiate of Mystra 2
  Components: V, S, DF
  Casting Time: 1 standard action; see text
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains a +3 resistance bonus on saving throws 
  against spells and spell-like abilities, but not against 
  supernatural or extraordinary abilities.
  At 11th level, you can cast this spell on yourself as a free 
  action.
  SPELLMANTLE
  Abjuration
  Level: Initiate of Mystra 6
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You create a magical aura around the subject that protects it 
  against certain spells.
  Upon casting, you must designate one spell of 4th level or 
  lower per four caster levels you possess.
  These choices cannot be spells delivered by touch attacks.
  When the subject of this spell is the target of or within the 
  area of one of the designated spells, the spellmantle absorbs 
  the incoming spell’s energy completely.
  The target can then direct this energy to one of the 
  following two purposes.
  Healing: The subject immediately receives a cure wounds 
  spell of the same level as the spell that was absorbed.
  The cure spell functions as if you had cast it upon the target.
  If the subject is unconscious, the incoming spell is 
  automatically converted to a cure spell.
  Receive Spell: The incoming spell’s energy can immediately 
  trigger another spell upon the target.
  
  854
  To allow the subject this option, you must designate one 
  spell of 4th level or lower that you have prepared at the 
  time of casting.
  This spell must be one that affects the target’s person.
  Designating one of your spells for this purpose does not 
  cause you to lose the prepared spell, either now or when 
  the effect is triggered.
  If the level of the incoming spell is lower than that of your 
  designated spell, the subject cannot activate this effect.
  Otherwise, if the subject chooses this option, your 
  designated spell functions as if you had cast it.
  The duration of this triggered spell can outlast that of the 
  spellmantle itself.
  For example, you could designate lightning bolt as one of the 
  spells the spellmantle absorbs and choose magic circle against 
  evil to be the spell the target receives.
  In that case, every time the subject is in the area of a 
  lightning bolt (or any other spell of 3rd level or higher that 
  you designate), it can choose to be immediately protected 
  by magic circle against evil.
  The spellmantle can absorb from three to nine spell levels 
  (1d4 +1 per four caster levels) of incoming spells.
  If the spellmantle lacks sufficient capacity to absorb a spell, 
  the absorption does not occur.
  Once it has absorbed its capacity, it dissipates.
  SURELIFE
  Abjuration
  Level: Repose 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 min./level
  This spell protects you against some condition—such as 
  being immersed in boiling oil or being buried under an 
  avalanche—that would ordinarily cause certain death.
  You can protect yourself only against a natural occurrence 
  or a nonmagical condition, not against a spell or the direct 
  attack of a creature (such as the breath of a dragon or the 
  swords of a group of bandits).
  At the time of casting, you must specify the condition 
  against which you wish to protect yourself.
  Should you be subjected to that condition during the 
  duration of the spell, you feel no discomfort and take no 
  damage from the condition, though the spell does not 
  protect any items carried on your person.
  If you are still subject to the condition at the end of the 
  spell’s duration, you suffer its full normal effects.
  Material Component: An ointment of peach syrup and 
  cinnabar.
  TRANSCRIBE SYMBOL
  Abjuration
  Level: Rune 8, sorcerer/wizard 8
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Magic symbol touched
  Duration: 10 minutes or until discharged
  Saving Throw: None
  Spell Resistance: No
  You place a protective spell upon your hand that allows you 
  to touch an untriggered magic sigil (such as a glyph of 
  warding or a symbol of death) without setting it off.
  The touched sigil is removed from its location and held as 
  magical potential on your hand, as though it were a touch 
  spell.
  To pick up the spell in this manner, you must make a 
  successful caster level check (DC 20 + spell level).
  Failure indicates that you have triggered the glyph or symbol.
  If you successfully transfer the sigil to your hand, you can 
  use a standard action to place it on a surface (not a creature) 
  of the sort on which it can normally be scribed.
  The transferred sigil works normally thereafter and retains 
  all its original triggering conditions, although its current 
  location might make its triggers difficult or impossible to 
  achieve.
  You can maintain the magic sigil on your hand as long as 
  you concentrate.
  If your concentration lapses or the spell duration expires 
  while the sigil is thus stored as potential, it immediately 
  triggers upon you (and only you), even if you normally 
  would not meet its trigger conditions.
  The effect has the same saving throw and spell resistance 
  aspects as the original spell did.
  The only safe way to rid yourself of the stored spell it to 
  place it upon a suitable surface.
  Focus: A piece of slate that has been scoured bare and 
  smooth on one side.
  UNDEATH’S ETERNAL FOE
  Abjuration [Good]
  Level: Initiate of Lathander 9
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/5 levels
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You grant one or more creatures special abilities that allow 
  them to effectively destroy undead.
  Each subject of this spell functions as if affected by negative 
  energy protection, except that a +10 sacred bonus applies to its 
  resistance roll against such attacks.
  It also gains a +4 deflection bonus to AC against attacks by 
  undead and is immune to special attacks by undead that 
  deal ability damage or ability drain, or afflict the target with 
  disease or poison.
  The subject can make melee and ranged attacks against 
  ethereal or incorporeal undead as if they were using ghost 
  touch weapons and ignore any damage reduction an undead 
  opponent may have.
  CONJURATION
  BOMBARDMENT
  Conjuration (Creation)
  Level: Druid 8
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  
  855
  Area: 15-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  You cause a rain of rocks to fall from the sky, burying your 
  opponents.
  You designate the spot on which the burst is centered.
  Each creature in the area that fails a Reflex saving throw 
  takes 1d8 points of damage per caster level (maximum 
  20d8) and is buried under rubble (see Avalanches, page 90 
  of the Dungeon Master’s Guide).
  A successful save halves the damage and avoids burial.
  Buried subjects are subject to suffocation (see page 304 of 
  the Dungeon Master’s Guide) until they climb out from under 
  the rocks (a full-round action).
  Focus: A quartz crystal embedded in rock.
  CREATE MAGIC TATTOO
  Conjuration (Creation)
  Level: Sorcerer/wizard 2
  Components: V, S, M, F
  Casting Time: 10 minutes
  Range: Touch
  Target: Creature touched
  Duration: 1 day
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell creates a single magic tattoo.
  You determine the exact type of tattoo, though the 
  selection is limited by your caster level, as indicated below.
  You must possess a modicum of artistic talent to sketch the 
  desired tattoo—at least 1 rank of Craft (drawing), Craft 
  (painting), Craft (calligraphy), or a similar Craft skill.
  Inscribing a magic tattoo requires a successful Craft check.
  The DC varies with the kind of tattoo, as noted below.
  If you are a 3rd- to 6th-level caster, you can inscribe a tattoo 
  that generates any one of the following effects (Craft DC 
  10).
  • +2 resistance bonus on one type of saving throw 
  (Fortitude, Reflex, or Will).
  • +1 luck bonus on attack rolls.
  • +1 deflection bonus to AC.
  At 7th to 12th caster level, you can add the following 
  tattoos to the list that you can inscribe (Craft DC 15):
  • +2 resistance bonus on all saving throws.
  • +2 competence bonus on attack rolls.
  When your caster level reaches 13th, you may add the 
  following to the list of tattoos you can inscribe (Craft DC 
  20).
  • Spell resistance equal to 10 + 1/six caster levels.
  • +2 enhancement bonus to any one ability score.
  • +1 level of spellcasting ability.
  This effect increases the subject’s effective level, but not the 
  total number of spells.
  For example, an 11th-level caster who receives this tattoo 
  functions as a 12th-level caster for the purpose of 
  determining level-based spell variables (such as range, area, 
  effect, and so on), but he does not receive any extra spells.
  A single creature can have only three magic tattoos at a 
  time.
  Any attempt to apply more than that automatically fails.
  A successful erase spell removes a single magic tattoo.
  A successful dispel magic spell can remove multiple magic 
  tattoos if targeted on the creature bearing them (see the 
  dispel magic spell description, page 223 of the Player’s 
  Handbook).
  Material Components: Tattoo inks in appropriate colors 
  costing at least 100 gp.
  Focus: Tattoo needles.
  MOLD TOUCH
  Conjuration (Creation)
  Level: Initiate of Nature 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Effect: Patch of brown mold
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You cause a 5-foot-diameter patch of brown mold to appear, 
  centered on the point you touch.
  You can cause it to appear on a living target by making a 
  successful melee touch attack against that creature.
  As described on page 76 of the Dungeon Master’s Guide, every 
  living creature within 5 feet of the brown mold takes 3d6 
  points of nonlethal cold damage each round.
  Fire brought within 5 feet of the patch instantly doubles its 
  size, and cold damage instantly destroys it.
  OBEDIENT AVALANCHE
  Conjuration (Creation) [Cold]
  Level: Cold 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 20-ft.-radius avalanche of snow, centered 
  anywhere within range; see text
  Duration: Instantaneous
  Saving Throw: Reflex half or Reflex negates; see text
  Spell Resistance: No
  You summon an avalanche of snow out of a rift in midair, 
  burying your foes and sending them to a frosty death.
  The effect of an obedient avalanche on a creature depends on 
  where it is in relation to the spell’s point of origin, as 
  follows.
  Within 20 feet of the Point of Origin: Each creature in this area 
  takes 1d8 points of damage per two caster levels (maximum 
  10d8), plus an additional 1d6 points of cold damage per two 
  caster levels.
  A creature that fails its save is also buried (as described on 
  page 90 of the Dungeon Master’s Guide).
  All squares within 20 feet of the point of origin are covered 
  in heavy snow (see page 94 of the Dungeon Master’s Guide),
  which persists as long as ordinary snow would.
  Between 20 feet and 40 feet of the Point of Origin: A creature in 
  this area takes half as much damage from the impact of the 
  avalanche as one nearer the point of origin takes (Reflex 
  save negates).
  On a failed save, the snow has the additional effect of a bull 
  rush, with a +13 bonus (+5 for an effective Strength of 20 
  and +8 for an effective size of Huge) on the requisite check.
  With a successful bull rush, it pushes creatures away from 
  the point of origin of the spell.
  
  856
  All squares in the ring 20 feet to 40 feet from the center 
  point are covered in snow, which persists as long as 
  ordinary snow would.
  Terrain and Structures: The avalanche uproots small trees and 
  other vegetation automatically, and it leaves a trail of light 
  rubble (as described on page 91 of the Dungeon Master’s 
  Guide) even after the snow has melted.
  A structure hit by an obedient avalanche takes 1d6×10 points 
  of damage.
  An obedient avalanche extinguishes all flames it touches.
  SPECTRAL STAG
  Conjuration (Creation)
  Level: Initiate of Malar 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: One quasi-real staglike creature
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: No
  You conjure a quasi-real, staglike creature that you can 
  direct to either attack a target or simply carry you on its 
  back.
  When you cast the spell, you decide whether you want the 
  stag to appear next to you or form underneath you so that 
  you may ride it immediately.
  The stag has a speed of 60 feet and can act as soon as it
  appears, moving as you direct.
  Controlling the stag is a free action.
  It can move through the air as if it were on firm land, as a 
  phantom steed spell (caster level 12th).
  It can bear its rider’s weight plus up to 10 pounds of 
  additional weight per caster level.
  The stag is a Large creature with an Armor Class 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 spectral stag disappears.
  If directed to attack a creature, the stag charges its target 
  and initiates a bull rush.
  It has an effective Strength of 18 for this purpose.
  The stag cannot be attacked or damaged, but if you are 
  riding it when it attempts a bull rush, the defender may use 
  her attack of opportunity against you instead of the stag.
  If the bull rush fails, the stag (and you, if you are riding it) 
  moves 5 feet straight back to where it was before it moved 
  into the target’s space.
  If the bull rush succeeds, the stag moves the defender the 
  maximum distance possible.
  The defender must also make a Fortitude saving throw or 
  be stunned for 1 round.
  When the spell ends, the stag vanishes.
  If you were riding it at the time, you land safely on the 
  ground.
  STONE WALK
  Conjuration [Teleportation]
  Level: Initiate of Bane 6
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: Stone touched
  Duration: Permanent until discharged
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You magically link one location to another so that you or 
  someone else may speak a command word at one end and 
  be teleported to the other end.
  Before casting this spell, you must prepare the ends of the 
  link, both of which must be areas of stone 5 feet square.
  This preparation takes 1 hour, and they serve for repeated 
  castings of the spell as long as the stones are not damaged.
  When you cast stone walk, you designate a command word 
  and touch one of the stones.
  Both stones then become attuned to the command word 
  you designate.
  Thereafter, any creature that speaks the command word 
  while standing upon one of the stones is teleported (as 
  though by greater teleport) to the other stone 
  instantaneously.
  The stones function once for every four caster levels you 
  possess, and each usage can transport one willing Medium 
  or smaller creature plus one additional willing Medium or 
  smaller creature (each 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 each 
  other.
  Because of the special link between the stones, travel by 
  means of this spell is not impeded by abjurations such as 
  dimensional lock or forbiddance.
  A gate seal spell cast upon either stone suppresses the stone 
  walk effect.
  Material Component: Preparation of each end of the link 
  requires a paste made from rubies and amber worth 2,500 
  gp.
  Casting the spell requires a 2,500-gp diamond.
  Activating one of the linked stones once the spell is cast 
  requires no material components.
  SUMMON UNDEAD I
  Conjuration (Summoning) [Evil]
  Level: Blackguard 1, cleric 1, sorcerer/wizard 1
  Components: V, S, F
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell functions like summon monster I, except that you 
  summon an undead creature.
  Summon undead I conjures one of the creatures from the 
  1st-level list on the Summon Undead table below.
  You choose which creature to summon, and you can 
  change that choice each time you cast the spell.
  Summoned undead do not count toward the total Hit Dice 
  of undead that you can control with animate dead or the 
  cleric command undead ability.
  Focus: A tiny bag, a small (not lit) candle, and a carved bone 
  from any humanoid.
  
  857
  SUMMON UNDEAD II
  Conjuration (Summoning) [Evil]
  Level: Blackguard 2, cleric 2, sorcerer/wizard 2
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 2nd-level list or two 
  undead of the same kind from the 1st-level list.
  SUMMON UNDEAD III
  Conjuration (Summoning) [Evil]
  Level: Blackguard 3, cleric 3, sorcerer/wizard 3
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 3rd-level list, two 
  undead of the same kind from the 2nd-level list, or four 
  undead of the same kind from the 1st-level list.
  SUMMON UNDEAD IV
  Conjuration (Summoning) [Evil]
  Level: Blackguard 4, cleric 4, sorcerer/wizard 4
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 4th-level list, two 
  undead of the same kind from the 3rd-level list, or four 
  undead of the same kind from a lower-level list.
  SUMMON UNDEAD V
  Conjuration (Summoning) [Evil]
  Level: Cleric 5, sorcerer/wizard 5
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  This spell functions like summon undead I, except that you 
  can summon one undead from the 5th-level list, two 
  undead of the same kind from the 4th-level list, or four 
  undead of the same kind from a lower-level list.
  
  858
  TREE HEALING
  Conjuration (Healing)
  Level: Initiate of nature 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal and touch
  Targets: You and one tree
  Duration: 1 day (D)
  Saving Throw: None
  Spell Resistance: No
  You enter a normal tree, which must be large enough to 
  accommodate your body in all three dimensions.
  You can remain hidden within it for as long as you desire, 
  up to 1 day.
  While you remain inside it, the tree nourishes and heals 
  you.
  You have no need to breathe or eat, and you regain a 
  number of lost hit points equal to your character level for 
  each hour spent in the tree.
  If you remain inside for an entire day, you receive the 
  benefit of a heal spell.
  The tree also grants you total cover and protects you from 
  extreme heat or cold, rain, sunlight, snow, and all other 
  environmental conditions.
  You can hear but not see what occurs outside the tree.
  Minor physical damage to the tree 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.
  If the tree is totally destroyed (by a forest fire or a blight 
  spell, for example), you are expelled from the tree and 
  instantly slain unless you succeed on a DC 18 Fortitude 
  save.
  VIPERGOUT
  Conjuration (Summoning)
  Level: Scalykind 7, sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1d4+3 summoned creatures
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  This spell summons 1d4+3 fiendish (chaotic evil) or 
  celestial (chaotic good) Medium vipers (snakes), which leap 
  forth from your mouth to attack your enemies.
  Starting in the round you complete the spell, you may spit 
  three vipers as a standard action or one viper as a move 
  action.
  (Thus, if you move and then cast this spell, you may not spit 
  any vipers until your next turn, but if you cast this spell 
  without moving, you may spit forth one viper as your move 
  action in that round).
  Spat vipers land at your feet in an adjacent square of your 
  choice and act on the same round, on your turn, just as 
  creatures summoned by a summon monster spell do.
  The snakes are not actually present in your mouth, and they 
  do not interfere with your breathing.
  However, until you have brought forth all the snakes 
  summoned by the spell, you cannot speak, cast spells with 
  verbal components, or activate items that require speech.
  When the spell’s duration expires, all the vipers disappear, 
  and any not yet brought forth are lost.
  When you use a summoning spell to summon an evil or 
  good creature, it is a spell of that type.
  Material Component: A snakeskin.
  WALL OF SAND
  Conjuration (Creation) [Earth]
  Level: Cleric 4, druid 5, sorcerer/wizard 4
  Components: V, S, M/DF
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Sand wall whose area is up to one 5-ft. square/level 
  (S)
  Duration: Concentration + 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell conjures up a viscous, opaque wall of swirling 
  sand.
  The spell must be cast so that it rests on a solid surface.
  Once cast, the wall is immobile.
  The sand is sufficiently thick to block ranged attacks, 
  providing normal cover appropriate for its size, but 
  creatures may attempt to force their way through it.
  Moving through the wall of sand is difficult, requiring a full-
  round action and a Strength check.
  A creature moves 5 feet through the wall of sand for every 5 
  points by which its Strength check result exceeds 15.
  Creatures within the wall of sand are considered blinded 
  and deafened, and they are unable to speak or breathe.
  Thus, they may begin to suffocate if they remain within the 
  wall too long (see page 304 of the Dungeon Master’s Guide).
  Spells with verbal components cannot be cast within the 
  wall, and any other spell requires a successful 
  Concentration check (DC 20 + spell level).
  It is possible to attack a character inside or on the far side of 
  the wall of sand with a melee weapon, provided that the 
  following criteria are met.
  First, the attacker must have a general idea where the target 
  is within the wall (that is, she must have seen her target 
  enter the wall recently).
  Secondly, the target must be no deeper into the wall than 
  the reach of the attacker’s weapon (or, in the case of 
  creatures on the far side of the wall, the wall itself must not 
  be deeper than the attacker’s reach).
  Even then, the target benefits from cover and total 
  concealment.
  Any open, unprotected flame thrust into the wall of sand is 
  instantly extinguished.
  Arcane Material Component: A handful of sand.
  DIVINATION
  UNDERSTAND DEVICE
  Divination
  Level: Initiate of Gond 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  
  859
  Target: You
  Duration: 1 min./level
  You gain an intuitive insight into the weaknesses and flaws 
  of mechanical objects.
  You can make untrained Disable Device and Open Lock 
  checks as if you had 1/2 rank in each skill.
  You gain an insight bonus equal to your caster level 
  (maximum +15) on Disable Device and Open Lock checks.
  WARNING
  Divination
  Level: Initiate of Helm 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell heightens the subject’s senses and awareness of 
  danger.
  The subject gains a +4 insight bonus on Listen and Spot 
  checks and gains uncanny dodge for the duration of the 
  spell, retaining its Dexterity bonus to AC (if any) regardless 
  of being caught flat-footed or struck by an invisible 
  attacker.
  (The subject still loses its Dexterity bonus to AC if 
  immobilized).
  WIELDSKILL
  Divination
  Level: Initiate of Gond 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  This spell imbues the subject with a touch of divine 
  guidance, granting it a +5 competence bonus on a skill 
  check of your choice.
  A subject that has no ranks in the designated skill functions 
  as if it had 1/2 rank in the skill and therefore is considered 
  trained in it, even though this 1/2 rank adds nothing to 
  checks made with that skill.
  Alternatively, the subject may gain proficiency with a 
  single weapon (simple, martial, or exotic) or armor (light, 
  medium, heavy, or shield) that you designate, as if it had
  the appropriate feat.
  ENCHANTMENT
  HARMONY
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Bard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Variable; see text
  When you play your instrument, sing your song, recite 
  your epic poem, or speak your words of encouragement, 
  you fill your allies with greater confidence than normal.
  When you use the inspire courage function of your bardic 
  music ability while this spell is in effect, the morale bonus 
  on saving throws against charm and fear effects increases 
  by 2, and the morale bonus on attack rolls and damage rolls 
  increases by 1.
  This effect lasts until your inspire courage effect ends.
  If you don’t begin to use your inspire courage ability within 
  1 minute of casting this spell, the harmony effect ends.
  NYBOR’S GENTLE REMINDER
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell has long been popular with slave overseers and 
  those wishing to make their servants work a little faster.
  The Red Wizards now employ it primarily as a combat 
  spell.
  When the spell is cast, the subject suffers a sharp, agonizing 
  pain that leaves it dazed for 1 round.
  In each subsequent round for the duration of the spell, the 
  subject takes a –2 penalty on attacks, saving throws, and 
  checks.
  Furthermore, a spellcaster targeted by Nybor’s gentle 
  reminder is distracted by the pain and must make a 
  successful Concentration check to cast spells while under 
  its effect (see the Concentration skill description, page 69 
  of the Player’s Handbook).
  Focus: A stick at least 1 foot long.
  NYBOR’S MILD ADMONISHMENT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 3
  Duration: 1 round/level
  This spell functions like Nybor’s gentle reminder, except that 
  the subject is dazed for 1d4 rounds.
  NYBOR’S STERN REPROOF
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 7
  Duration: 1 round/level
  Saving Throw: See text
  This spell functions like Nybor’s gentle reminder, except that 
  the target must make a successful Fortitude save or die 
  instantly.
  A creature that survives this effect must immediately make 
  a Will save to avoid further effects.
  Failure leaves the subject dazed for 1d4 rounds.
  
  860
  EVOCATION
  ACID STORM
  Evocation [Acid]
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (20-ft. radius, 20 ft. high)
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You cause acid to rain downward.
  The acid deals 1d8 points of acid damage per caster level 
  (maximum 15d8) to each creature in the area.
  Material Component: A flask of acid.
  BALL LIGHTNING
  Evocation [Electricity]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./levels)
  Effect: One lightning ball/two levels
  Duration: 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create one 3-foot-diameter ball of concentrated 
  electricity per two caster levels (maximum eight balls).
  Each ball sheds light as a candle.
  When you create the balls of lightning, you mentally 
  program them to move as you desire, even around corners.
  A ball can move up to 100 feet per round and flies with 
  perfect maneuverability.
  Upon striking a creature, the ball stops and remains in 
  place for the remainder of the spell’s duration.
  A ball dissipates if the distance between you and it exceeds 
  the spell’s range.
  Each ball can “see” as a human would under the ambient 
  lighting conditions (counting the light that the ball itself 
  sheds).
  For example, you could program one lightning ball to 
  follow the left wall of a corridor and strike the first creature 
  it “sees”, another to follow the right wall and do the same, 
  and the remainder to follow 5 feet behind you in a 
  semicircle.
  The first two lightning balls would turn corners to follow 
  the walls, even if doing so took them out of your line of 
  sight, and each would strike the first creature it “saw”, 
  which would cancel its program and leave it in its target’s 
  square.
  Programming the balls is a free action in the round the 
  spell is cast and a move-equivalent action in any other 
  round.
  A creature struck by a lightning ball (or one that touches a 
  ball with natural or melee weapons) takes 2d6 points of 
  electricity damage (Reflex saving throw for half damage).
  A creature that comes into contact with multiple balls of 
  lightning takes damage individually from each and receives 
  a saving throw for each.
  A creature with spell resistance makes a separate spell 
  resistance check against each lightning ball; success means 
  that ball cannot harm the creature.
  Material Component: A handful of copper and iron pellets.
  CALIGARDE’S CLAW
  Evocation [Force]
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Invisible claw of force
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Caligarde’s claw creates a Medium claw of invisible force at 
  any spot you designate within the spell’s range.
  You can either send the claw to attack one specific target or 
  order it to guard an area.
  The claw’s orders may be switched each round as a free 
  action, if you so desire.
  The claw has Strength 22, Dexterity 18, AC 16 (+4 Dex, +2 
  for invisibility), and hit points equal to one-half your full 
  normal total.
  It attacks at your base attack bonus, applying modifiers for 
  its own statistics as appropriate (+6 for Str and +2 for 
  invisibility).
  It can make multiple attacks per round with a full attack 
  action if your base attack bonus is high enough to allow it.
  Since it counts as an invisible attacker, the target loses its 
  Dexterity bonus (if any) to AC unless it has uncanny dodge.
  A Caligarde’s claw deals 1d6+6 points of damage with each 
  successful attack.
  The claw is corporeal and can be destroyed, which ends the 
  spell.
  Since it is invisible, any attacks made against it have a 50% 
  miss chance.
  If ordered to attack a single target, the claw moves from its 
  current position toward the designated target at a speed of 
  90 feet, provided the target is within range of the sp ell.
  It attacks on your turn and continues to attack until it or its 
  target is destroyed, or the spell’s duration ends, or you 
  redirect it to a new target or to guard duty.
  While it is assigned to attack a specific target, the claw 
  cannot make attacks of opportunity.
  If you order the claw to guard an area, it flies at a speed of 
  90 feet to any 5-foot square you designate within the spell’s 
  range and waits there.
  While on guard duty, it does not attack on its own, but it 
  makes attacks of opportunity whenever a foe performs an 
  action that provokes such an attack within 5 feet of its 
  position.
  The claw functions as though it had the Combat Reflexes 
  feat for this purpose, so it may make a total of five attacks of 
  opportunity per round.
  A claw in guard mode cannot take attack actions or full 
  attack actions; it can only wait for an action that provokes 
  an attack of opportunity.
  Material Component: A small, dried claw from an animal.
  CLOUD OF BEWILDERMENT
  Evocation
  
  861
  Level: Bard 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft. cone
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You breathe out an invisible cone of noxious air.
  Each creature in the area is nauseated for 1d6 rounds.
  EYE OF POWER
  Evocation
  Level: Sorcerer/wizard 9
  Effect: Magical sensor
  This spell functions like the 4th-level spell arcane eye, 
  except as follows.
  You may cast any spell of 7th level or lower that has a range 
  other than personal through the eye.
  Any spell so cast functions as though it had been cast from 
  the eye of power’s location rather than yours.
  Casting any spell of higher than 7th level through the eye 
  not only produces no effect (though the spell is still 
  expended), but it destroys the eye of power and ends the 
  spell.
  Unlike an arcane eye, an eye of power is visible and corporeal, 
  so it can be destroyed.
  The eye is a Fine object with AC 18 and 77 hit points.
  It uses your save bonuses for saving throws.
  GEDLEE’S ELECTRIC LOOP
  Evocation [Electricity]
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/three caster levels, each of which 
  must be adjacent to another target
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  You create one small stroke of lightning that targets one 
  creature per three caster levels you possess (maximum four 
  creatures).
  Each target must be in a square adjacent to another target.
  The spell deals 1d6 points of electricity damage per two 
  caster levels (maximum 5d6) to each target.
  A creature that fails its Reflex save must make a successful 
  Will save or be stunned for 1 round.
  Material Component: A loop of copper wire and a magnet.
  HANDFIRE
  Evocation [Light]
  Level: Initiate of Selûne 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You surround your hand with winking motes of light that 
  resemble a cluster of constantly renewed sparks.
  The lights can be any color you choose, but the color 
  cannot be changed once the spell is cast.
  Handfire provides illumination equal to that of a candle, but 
  it does not give off heat and cannot ignite objects.
  Handfire can be used as a melee touch attack up to once per 
  two caster levels.
  Against a living creature, this attack deals 1d8 points of 
  damage +1 point per caster level (maximum +5).
  Against undead, handfire deals 2d6 points of damage +1 
  point per caster level (maximum +5).
  It has no effect on targets that are neither living nor undead 
  (such as constructs).
  HOWLING CHAIN
  Evocation [Force]
  Level: Sorcerer/wizard 6
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature within range
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
  This spell summons a shimmering, blood-red chain of pure 
  force that winds around the target, hampering its 
  movement and attacking it.
  The spell is named for the unearthly howl the chain emits 
  while constricting its victim.
  The noise is so loud that each creature within 100 feet of 
  the chain takes a –2 penalty on Listen checks.
  The chain does not hold its victim fast, nor does it prevent 
  the target from acting, but the target takes a –2 penalty on 
  all attacks, saves, and skill checks and must make a 
  Concentration check (DC 15 + spell level) to cast any spell 
  with somatic components.
  Each round, the chain attacks its target twice (+13/+8 
  melee), dealing 3d4 points of bludgeoning damage per hit.
  Additionally, if the target of the howling chain’s attacks 
  attempts to cast a spell during a round in which both of its 
  attacks hit, the Concentration DC increases by 5.
  When the howling chain spell is first cast, the target may 
  make a Reflex save to evade its constricting coils.
  A successful save means that the chain manifests 
  somewhere within 5 feet of the target.
  (Use the rules for missing with a thrown weapon on page 
  158 of the Player’s Handbook to determine where the chain 
  actually appears).
  Assuming that the target does not move away, the chain 
  once again attempts to ensnare its designated target on your 
  next action, requiring another Reflex save.
  If the designated target is no longer adjacent to the chain, it 
  moves toward its quarry each round at a speed of 20 feet, 
  attacking as soon as possible.
  The howling chain is a Medium object with AC 12 and 33 hit 
  points, and it uses your save bonuses for saving throws.
  However, all damage dealt to the chain also applies to the 
  target of the howling chain spell.
  The target may make a Fortitude save for half damage.
  The spell ends when its duration expires, when the chain is 
  destroyed, or when the target dies.
  
  862
  Focus: A small length of platinum chain worth at least 500 
  gp.
  LAWFUL SWORD
  Evocation
  Level: Paladin 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell works like holy sword, except as follows.
  The weapon functions as a +5 axiomatic weapon (+5 
  enhancement bonus on attack and damage rolls, lawful-
  aligned, deals an extra 2d6 points of damage against chaotic 
  opponents).
  It emits a magic circle against chaos effect (as the spell).
  LIGHTNING RING
  Evocation [Electricity]
  Level: Sorcerer/wizard 8
  Components: V, S, M
  Casting Time: 1 full round
  Range: Personal; see text
  Effect: Two lightning bolts/round or eight lightning bolts 
  all at once
  Duration: 1 round/two levels or instantaneous; see text
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  This spell conjures a crackling ring of bright white 
  lightning that hovers around you at chest height.
  The ring moves with you and does not interfere with your 
  spellcasting or attacks, or with others attacking you.
  As long as the lightning ring is in effect, you gain resistance 
  to electricity 20.
  Each round on your action, the lightning ring emits two 
  lightning bolts, exactly as the lightning bolt spell (caster level 
  5th), in any directions you choose.
  Each bolt may be aimed separately.
  A creature struck by one of these bolts may make a Reflex 
  save for half damage.
  The DC for this save is calculated for an 8th-level spell, 
  even though the bolts mimic a 3rd-level spell.
  Alternately, you may choose to release the lightning ring’s 
  power all at once.
  When you complete the casting of the spell, you unleash 
  eight lightning bolts that travel in all directions.
  (See the diagram for missing with thrown weapons on page 
  158 of the Player’s Handbook for an illustration of the 
  directions these bolts travel).
  This use of the lightning ring spell has an instantaneous 
  duration.
  You must choose whether to store the power of the 
  lightning ring or release it all at once when you cast it.
  Material Components: A small glass ring and a bit of fur from 
  any animal.
  MACE OF ODO
  Evocation [Force]
  Level: Initiate of Helm 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Mace of force
  Duration: 1 round/level
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  You create a glowing mace of force that appears in your 
  hand.
  You must make a melee touch attack to strike a target with 
  the mace.
  If it hits, the mace of Odo deals 1d6 points of force damage 
  per caster level (maximum 10d6).
  An undead target takes an additional +1 point of damage 
  per caster level (maximum +10).
  Any creature struck by the mace must make a Fortitude 
  save or be paralyzed for 1 round.
  You may attack once with the mace of Odo on the same 
  round that you summoned it.
  The mace occupies your hand but does not disappear if you 
  cast another spell.
  If you are targeted with a spell while holding the mace, you 
  may choose to have the mace absorb that spell.
  When the mace strikes a creature, or is used to absorb a 
  spell, or is removed from your grasp for any reason, it 
  vanishes.
  The point in space where it vanished glows as though 
  under the effect of a light spell for the remainder of the 
  duration.
  MANYJAWS
  Evocation [Force]
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One pair of disembodied, flying jaws per caster 
  level (maximum ten pairs)
  Duration: 3 rounds
  Saving Throw: Reflex half
  Spell Resistance: Yes
  When you cast this spell, you summon several pairs of 
  mystical, disembodied jaws that fly about and attack your 
  foes.
  These pairs of jaws may be commanded to attack separate 
  targets, or multiple pairs may be sent to attack a single foe.
  The jaws originate at your location and fly out to attack 
  their targets, moving at a fly speed of 40 feet with perfect 
  maneuverability.
  You may redirect as many of the jaws as you desire as a 
  standard action.
  Each round on your action, each pair of jaws automatically 
  hits its target and deals 1d4 points of damage, or half that 
  amount with a successful Reflex save.
  A creature targeted by multiple pairs of jaws in a single 
  round makes only one saving throw, with success halving 
  the total damage.
  Material Component: A pair of teeth.
  MYSTIC LASH
  Evocation [Electricity, Evil]
  
  863
  Level: Initiate of Bane 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 15 ft.
  Effect: Electric whip
  Duration: 1 round/level
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You create a long whip of ghostly red energy that emanates 
  from your hand and never harms you.
  You can wield this weapon as if it were an actual whip and 
  you were proficient with it.
  You must succeed on a ranged touch attack with the mystic 
  lash to strike a target.
  Any creature struck by it takes 1d6 points of electricity 
  damage per three caster levels (maximum 4d6) and must 
  succeed on a Fortitude save or be stunned for 1 round.
  You gain a bonus on damage rolls equal to your Charisma 
  modifier, but your Strength modifier does not apply, since 
  the lash is immaterial.
  If you release the lash from your hand after it hits a target, 
  it continues to attack that target automatically, leaving your 
  hand free.
  If the lash’s target falls unconscious, dies, or is destroyed, 
  the lash returns to you on its next action.
  If you do not grasp it on the round it returns, it dissipates; 
  otherwise, you can use the lash on another creature and 
  begin the cycle again.
  As with a normal whip, you can use the mystic lash to make 
  trip or disarm attacks, but only if you are actually wielding 
  it.
  It cannot make such attacks on its own.
  NCHASER’S GLOWING ORB
  Evocation [Light]
  Level: Cleric 4, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Effect: Magical, controllable light source
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  This spell places a magical light source inside a glass sphere 
  roughly the size of a human fist.
  You may control the light level generated by a Nchaser’s 
  glowing orb by mental command, provided that the orb is 
  within 30 feet of you.
  The light level ranges from no light at all to illumination 
  within a 60-foot radius.
  There is no limit to the number of Nchaser’s glowing orbs you 
  may possess, and you may control their light levels 
  independently or in concert.
  If a Nchaser’s glowing orb is smashed, the magic is lost.
  If you die, however, the orbs retain their enchantment.
  Any cleric, sorcerer, or wizard capable of casting 4th-level 
  spells may gain control of a dead character’s orbs simply by 
  touching them.
  Focus: The glass sphere into which the light is placed.
  An orb usable for this purpose has a hardness of 0 and 2 hit 
  points each.
  PRESPER’S MOONBOW
  Evocation [Electricity]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 1d4 motes of electricity
  Duration: Instantaneous or 1–4 rounds; see text
  Saving Throw: None
  Spell Resistance: Yes
  This spell conjures 1d4 glowing motes of electricity, which 
  gather and spin a round you in the manner of a faerie fire 
  spell.
  You may immediately direct any number of the motes to fly 
  off and attack targets within the spell’s range.
  Multiple motes may be fired at the same target, or each may 
  be sent against a separate target.
  You must succeed on a ranged touch attack with a mote to 
  strike a target.
  Any creature struck by a mote takes electricity damage 
  according to the following table.
  If you do not immediately fire all the motes created by the 
  spell, you may choose to fire as many of the remaining ones 
  as you wish as a standard action during the next round.
  If a round passes in which you do not fire one of your 
  motes, the spell ends and all remaining motes vanish.
  Material Components: A small piece of moonstone.
  PRISMATIC EYE
  Evocation
  Level: Sorcerer/wizard 6
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Magical eye
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
  You create a visible orb that can produce ray effects 
  duplicating the beams of a prismatic spray spell.
  You can move the eye up to your speed as a move-
  equivalent action, but it cannot go beyond the spell’s range.
  Starting in the round the eye appears, you can command it 
  to fire a ray (50-foot range) as a free action once per round.
  
  864
  You must succeed on a ranged touch attack with a ray to 
  strike a target, but each ray uses a flat +6 bonus on attack 
  rolls instead of your ranged attack bonus.
  A target struck by a ray suffers the effect of one beam of a 
  prismatic spray spell (roll 1d8 to determine the effect, 
  rerolling any result of 8), except that the save DC (if 
  applicable) is 19.
  After a particular color ray has been used, it is no longer 
  available to the eye.
  Once all seven rays have been fired, the eye remains until 
  the spell’s duration expires.
  You can still move it, but it can fire no more rays.
  The eye is a Fine object with AC 18 (+8 size) and 9 hit 
  points.
  It uses your save bonuses for saving throws.
  Focus: A polished, rainbow-hued abalone shell.
  SHROUD OF FLAME
  Evocation [Fire]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Reflex negates; see text
  Spell Resistance: Yes
  Sometimes called “trollkiller”, this spell causes a single 
  creature to burst into flames, taking 2d6 points of fire 
  damage immediately upon a failed saving throw.
  Each round thereafter, throughout the spell’s duration, the 
  target takes another 2d6 points of fire damage.
  In any round when the target takes a move action to douse 
  the flames, it can attempt a new Reflex save.
  Success on any save after the first round causes the flames 
  to die out and ends the spell.
  In addition to the above effects, the target shoots off gouts 
  of flame every round that it remains on fire.
  Any creature within 10 feet of the target takes 1d4 points of 
  fire damage per round.
  A successful Reflex save negates this damage.
  Material Component: A pinch of saltpeter, a small piece of 
  phosphorus, and a scrap of lace cloth or a spiderweb.
  SUNRISE
  Evocation [Light]
  Level: Initiate of Lathander 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex partial; see text
  Spell Resistance: Yes
  You create a burst of dazzling light that is equivalent to 
  natural sunlight.
  Any creature in the area to which sunlight is harmful or 
  unnatural is blinded and takes 4d6 points of damage; every 
  other creature in the area is blinded and takes 2d6 points of 
  damage.
  A successful Reflex save negates the blindness and halves 
  the damage in either case.
  An undead creature caught within the burst takes 1d6 
  points of damage per caster level (maximum 10d6).
  A successful Reflex save negates the blindness and halves 
  the damage.
  The ultraviolet light generated by the spell also deals 
  damage to fungi, molds, oozes, and slimes just as if they 
  were undead creatures.
  Sunrise dispels any darkness spells of 3rd level or lower 
  within its area.
  SWORD AND HAMMER
  Evocation [Force]
  Level: Initiate of Tyr 4
  This spell functions like spiritual weapon, except as indicated 
  here.
  When you cast the spell, two weapons made of force come 
  into being: a longsword and a warhammer.
  Both weapons grant you a +1 bonus on attack rolls.
  If you direct the weapons to attack the same foe, they flank 
  that opponent, and each gains the appropriate bonus (+2) 
  on attack rolls for flanking.
  The weapons do not deal sneak attack damage even if you 
  have levels in a class that grants the sneak attack ability.
  SWORD AND HAMMER, GREATER
  Evocation [Force]
  Level: Initiate of Tyr 6
  This spell functions like sword and hammer, except as 
  indicated here.
  The longsword and warhammer are sized for Large 
  creatures, and each deals 2d6 points of force damage +1 
  point per three caster levels (maximum +10) on a successful 
  hit.
  Each weapon grants a +2 bonus on attack rolls.
  Furthermore, each threatens critical hits as if you had the 
  Improved Critical feat (the longsword on a roll of 17–20, 
  and the warhammer on a roll of 19–20).
  WALL OF MOONLIGHT
  Evocation [Good, Light]
  Level: Initiate of Selûne 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Vertical plane with an area up to one 5-ft. 
  square/level
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  An immobile, shimmering tapestry of swirling, pearl-white 
  light springs into existence.
  This wall need not be anchored to any surface, and 
  creatures can readily pass through it.
  Any undead creature that comes into contact with the wall 
  takes 4d12 points of damage.
  A creature of evil alignment, or any creature carrying the 
  holy symbol of Shar or Umberlee, takes 2d10 points of 
  damage.
  Magic items that come into contact with the wall glow with 
  a red faerie fire effect for 1d4+1 rounds.
  
  865
  The wall sheds bright light for 20 feet in all directions and 
  creates shadowy illumination in a 40-foot radius.
  The wall of moonlight counters and dispels any darkness spell 
  of 4th level or lower within 40 feet of any part of it.
  If you evoke the wall so that it appears in a spot occupied by 
  creatures, each creature takes damage as if passing through 
  the wall.
  Wall of moonlight can be made permanent with a permanency 
  spell by a caster of at least 12th level at a cost of 2,000 XP.
  ILLUSION
  SKULL OF SECRETS
  Illusion (Shadow)
  Level: Initiate of Cyric 4
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Intangible skull
  Duration: Permanent until discharged
  Saving Throw: None; see text
  Spell Resistance: No
  You create an intangible image of a floating skull that trails 
  black flames.
  The skull and its flames are illusory, so they neither deal 
  damage nor take damage from attacks.
  The skull has a fly speed of 40 feet (perfect), but it cannot 
  move more than 20 feet from its point of origin.
  It simply floats about aimlessly but threateningly within its 
  available space until the spell is discharged.
  Upon casting this spell, you set two triggering conditions 
  for the skull.
  The first activates a message that the skull delivers as if it 
  were a magic mouth.
  The second causes the skull to spit a line of flame 10 feet 
  long that deals 1d8 points of fire damage per two caster 
  levels (maximum 5d8) at the creature that triggered it.
  A target can attempt a Reflex saving throw for half damage.
  Anyone failing this save must succeed on a Fortitude saving 
  throw or be dazed for 1 round.
  The triggering conditions for the two effects can be
  different, or they can be the same.
  In the latter case, the skull would spit flame and speak its 
  message at the same time.
  Once the triggering conditions for both effects have been 
  met, the skull disappears.
  The skull can produce each effect only once, so if it has 
  already spoken its message, it does not speak it again even if 
  the message trigger occurs a second time.
  TRIPLE MASK
  Illusion (Shadow)
  Level: Initiate of Cyric 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Three shadow duplicates
  Duration: 1 round/level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  You create three shadow duplicates of yourself.
  These images look, sound, and smell like you but are 
  intangible.
  You can switch your perceptions to any shadow or your 
  own body as a free action on your turn.
  When you use the perceptions of a shadow, it mimics your 
  actions (including speech) unless you concentrate on 
  making it act differently.
  Any shadows you are not controlling remain motionless 
  and unreactive.
  If you desire, any spell you cast whose range is touch or 
  greater can originate from a controlled shadow instead of 
  from you.
  (The shadows are quasi-real—just real enough to cast spells 
  that you originate).
  A shadow can cast only spells that affect shadows on itself.
  The shadows behave like the servant conjured by an unseen 
  servant spell.
  They are mindless, so while they can perform simple tasks 
  such as opening doors, they cannot perform complex tasks 
  such as puzzle solving.
  A controlled shadow can also be programmed to move in a 
  particular direction or to a location you know.
  It moves at your speed and continues to move in this 
  manner until either it reaches its destination or you shift 
  your perceptions to it and program it to go somewhere else.
  If you use dimension door, teleport, plane shift, or a similar 
  spell that removes you from the same plane as the shadows, 
  even momentarily, the spell ends.
  Normally this spell is used to give you several false 
  bodies—one that acts as a safe haven for casting spells 
  (similar to project image) and the other two as distractions.
  NECROMANCY
  BLACK TALON
  Necromancy
  Level: Initiate of Cyric 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: No; see text
  One of your arms transforms into a retractable, rubbery 
  appendage ending in a taloned claw.
  You can attack with this claw as if your natural reach were 5 
  feet longer than it is.
  (Thus, the spell provides a 10-foot natural reach for most 
  Medium casters).
  You gain a +1 profane bonus on attack rolls with the black 
  talon, and this bonus increases by 1 per four caster levels (to 
  +2 at 5th level, +3 at 9th level, and so forth).
  The talon deals 1d6 points of slashing damage +1 point of 
  negative energy damage per caster level (maximum +10).
  A successful Will save reduces the negative energy damage 
  by half.
  You can also use the talon to make touch attacks, and the 
  profane bonus on attack rolls applies to these as well.
  A successful touch attack deals only the negative energy 
  damage.
  As with similar effects, the negative energy damage from 
  this spell heals undead creatures.
  
  866
  DREAD BLAST
  Necromancy
  Level: Initiate of Cyric 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Will half; see text
  You fire a black ray of negative energy at a single target as a 
  ranged touch attack.
  Any creature struck by this ray takes 4d8 points of damage 
  +1 point per caster level (up to +20) and becomes dazed for 
  1 round.
  A successful Will save halves the damage and negates the 
  dazed effect.
  The spell has no effect on constructs or inanimate objects.
  Since undead are powered by negative energy, this spell 
  cures them of as much damage as it would ordinarily deal.
  FAVOR OF ILMATER
  Necromancy
  Level: Initiate of Ilmater 4, paladin 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One willing creature
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The target becomes immune to nonlethal damage, charm 
  and compulsion effects, and attacks that function 
  specifically by causing pain.
  It is further immune to effects that would cause it to be 
  dazed, exhausted, fatigued, nauseated, sickened, staggered, 
  or stunned.
  The target remains conscious at –1 to –9 hit points and can 
  take a single action each round while in that state.
  If any of the above conditions were in effect on the target at 
  the time of casting, they are suspended for the spell’s 
  duration.
  (Thus, an unconscious target becomes conscious and 
  functional).
  When the spell ends, any effects suspended by the spell 
  that have not expired in the interim (such as fatigue, which 
  normally requires 8 hours of rest to abate) return.
  Effects that expired during the duration of this spell do not 
  resume when it ends.
  In addition to these effects, the target gains the benefit of 
  the Endurance feat for the duration of the spell.
  FLESHSHIVER
  Necromancy
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action.
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  This ghoulish spell affects the target’s skeleton, causing 
  excruciating pain by twisting and snapping bones.
  The target is automatically stunned for 1 round (no saving 
  throw).
  In the following round, it must make a Fortitude save or 
  take 1d6 points of bludgeoning damage per caster level and 
  be nauseated by the pain for 1d4+2 rounds.
  Material Component: A bone, which is snapped during the 
  casting of the spell.
  GENERAL OF UNDEATH
  Necromancy [Evil]
  Level: Cleric 8
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 day/level
  This spell increases the number of Hit Dice of undead that 
  you can control by an amount equal to five times your 
  caster level.
  When the duration expires, you lose control of the extra 
  undead as if you had voluntarily relinquished control of 
  them.
  PACT OF MARTYRDOM
  Necromancy [Good]
  Level: Initiate of Ilmater 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One willing creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You exchange hit point totals with a target that has fewer 
  hit points than you do.
  If the target was unconscious and dying, you become 
  unconscious and dying.
  If the target was unconscious but stabilized, you become 
  unconscious but stabilized.
  The spell transfers only actual hit points, not temporary hit 
  points.
  Pact of martyrdom does not function if you have fewer hit 
  points than the target when you cast the spell.
  POSSESS ANIMAL
  Necromancy
  Level: Initiate of Malar 3
  Components: V, S, M
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One animal
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You project your spirit into the body of an animal, forcing it 
  to behave as you direct.
  The target must be a normal animal (not a magical beast, 
  vermin, or other monster type), and your caster level must 
  exceed its Hit Dice.
  
  867
  The animal’s soul remains in its body but has no control 
  over it while your spirit is there.
  Your own body lies comatose for the duration of the spell.
  While in the animal’s body, you keep your Intelligence, 
  Wisdom, Charisma, level, classes, base attack bonus, base 
  save bonuses, alignment, and mental abilities.
  You can cast spells while you possess the animal only if you 
  have the Natural Spell feat or an equivalent ability, and you 
  can’t activate the body’s extraordinary or supernatural 
  abilities.
  Furthermore, for every 2 points of damage taken by the 
  animal body while you are possessing it, you take 1 point of 
  damage.
  If the animal body is killed while you are possessing it, you 
  must make a DC 10 Fortitude save or die as well.
  If your body is destroyed while your spirit is in the animal’s 
  body, you die at the end of the spell’s duration.
  Material Component: A bowl of incense and a morsel of food 
  appealing to the target animal.
  SKULL WATCH
  Necromancy
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: One humanoid skull
  Duration: 1 hour/level or until discharged
  Saving Throw: None
  Spell Resistance: No
  The skull affected by a skull watch spell floats gently 5 feet 
  off the ground, facing a direction you choose.
  It monitors an area 20 feet wide by 90 feet long, though 
  walls and other solid barriers can curtail this area.
  If any living creature enters the area guarded by the skull, it 
  emits a piercing shriek that can be heard up to a quarter of a 
  mile away and falls to the ground, its magic expended.
  Every creature within 60 feet of the skull when it shrieks 
  must make a Fortitude save or be deafened for 1d6 rounds.
  Whether or not you can hear this audible alarm, you 
  instantly become aware when one of your skull watch spells 
  has been triggered, provided you are on the same plane as it 
  is.
  The skull can be moved from its original position by 
  anyone who can get to it without entering its monitored 
  area.
  The skull has an AC of 12, a hardness of 1, and 1 hit point 
  per caster level.
  You are not magically made aware of the skull’s destruction 
  if it has not been triggered.
  Skull watch can be made permanent with the permanency 
  spell.
  A permanent skull watch resets 1d4 rounds after it is 
  triggered.
  Focus: The humanoid skull upon which skull watch is cast.
  UNDEATH AFTER DEATH
  Necromancy [Evil]
  Level: Initiate of Bane 7
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: Willing living creature touched
  Duration: Permanent until discharged
  Saving Throw: None
  Spell Resistance: No
  You tear off a piece of a creature’s life force, corrupt it with 
  negative energy and the power of undeath, then bind it 
  back to the same creature’s body.
  This process initiates a blasphemous transformation when 
  the creature dies.
  The subject of this spell loses 2 points of Constitution upon 
  casting.
  When it dies, the corrupted life force initiates a slow 
  change in its body, causing it to animate as a crypt spawn at 
  the next sunset (see Chapter 6 in Monstrous Compendium:
  Monsters of Faerûn).
  If the creature’s remains are destroyed, the undeath after 
  death spell cannot bring it back as an undead.
  Even if the spell is dispelled before the subject dies, it still 
  does not regain its lost Constitution points.
  Material Components: A piece of obsidian shaped like a heart, 
  which is placed on the subject’s chest, and a black onyx 
  gem worth at least 50 gp per HD the subject creature 
  possesses at the time the spell is cast.
  This gem must be placed in the subject’s mouth.
  TRANSMUTATION
  BATTLETIDE
  Transmutation
  Level: Initiate of Bane 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: You and up to 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
  You steal energy from others.
  Each target other than you takes a –2 penalty on saving 
  throws, attack rolls, and weapon damage rolls.
  As long as at least one enemy is affected by the spell, you 
  receive the following benefits.
  • You gain a +1 bonus on attack rolls and Reflex saves, and a 
  +1 dodge bonus to AC.
  Any condition that causes you to lose your Dexterity bonus 
  to Armor Class (if any) also negates this dodge bonus.
  • All of your modes of movement increase by 30 feet, to a 
  maximum of twice your normal speed with each form of 
  movement.
  This increase counts as an enhancement bonus.
  • When using a full attack action, you may make one extra 
  attack with any weapon you are holding.
  You make this attack using your full base attack bonus, plus 
  any modifiers appropriate to the situation.
  This effect is not cumulative with similar effects, such as 
  that provided by the haste spell or a weapon with the speed 
  special ability.
  • If you do not make an extra attack, you may cast any 0-
  level or 1st-level spell you have prepared as a free action, as 
  though you had applied the Quicken Spell feat to it.
  
  868
  For every two caster levels beyond 9th, you may apply this 
  benefit to a spell one level higher (to 2nd-level spells at 
  11th level, 3rd-level spells at 13th level, 4th-level spells at 
  15th level, and 5th-level spells at 17th level).
  The benefit cannot be applied to spells higher than 5th 
  level.
  If all the affected enemies are freed from the spell (by 
  death, entering an antimagic field, receiving a successful 
  dispel magic, or the like), the spell ends immediately.
  BLINDING SPITTLE
  Transmutation
  Level: Druid 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One missile of spit
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You spit caustic saliva into your target’s eyes with a 
  successful ranged touch attack.
  A –4 penalty applies to the attack roll.
  The spittle blinds the target until it can wash its eyes with 
  water or some other rinsing fluid.
  This spell has no effect on creatures without eyes or 
  creatures that don’t depend on eyes for vision.
  BLINDSIGHT
  Transmutation
  Level: Cleric 3, druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell grants the subject the blindsight ability out to 30 
  feet.
  (For details, see page 290 of the Dungeon Master’s Guide).
  BRIARTANGLE
  Transmutation
  Level: Initiate of Nature 4
  This spell functions like entangle, except as follows.
  The entangling plants are changed to tangled briars 
  covered with sharp thorns that grow to a height of 6 feet.
  Each entangled creature takes 1d8 points of piercing 
  damage +1 point per two caster levels in the round it 
  becomes entangled.
  In each subsequent round that it attempts to break free or 
  move within the briars, it takes a like amount of damage.
  An entangled creature attempting to cast a spell within the 
  briars must make a successful Concentration check (DC 20 
  + the spell’s level) or lose the spell.
  The briars are thick and tall enough to grant cover to 
  creatures within or behind them.
  CLAWS OF THE BEAST
  Transmutation
  Level: Druid 1, ranger 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Your fingers sprout claws.
  When you cast this spell, your hands become weapons that 
  deal 1d8 points of damage each or your normal unarmed 
  damage, whichever is greater.
  You are considered armed while this spell is in effect.
  FIENDFORM
  Transmutation [Evil]
  Level: Sorcerer/wizard 6
  Components: V, M
  Duration: 1 min./level
  This spell functions like polymorph, except as indicated.
  You may take the form of any fiendish creature, demon, or 
  devil that can be summoned by a summon monster I, II, III,
  or IV spell.
  You can assume only one form with each use of the spell, 
  but you gain all the assumed form’s extraordinary, spell-
  like, and supernatural abilities.
  Your type changes to outsider, and spells and effects that 
  harm or ward evil outsiders affect you.
  Any effect that would banish you to your home plane ends 
  this spell and leaves you staggered for 1 round per caster 
  level but does not send you to another plane.
  Material Component: A bone from any fiendish creature, 
  half-fiendish creature, demon, or devil.
  FIREWARD
  Transmutation
  Level: Druid 5, initiate of nature 5
  Area: One 20-ft. cube/level (S)
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  This spell functions like quench, except as indicated above.
  In addition, it has the following effects.
  While fireward remains in effect, no magical fire effect can 
  function inside its area.
  This effect is similar to that of an antimagic field, but only 
  fire spells are suppressed.
  Any nonmagical fire created inside or brought into the 
  spell’s area is immediately extinguished as well.
  ICELANCE
  Transmutation
  Level: Druid 4, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One lance of ice
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  
  869
  This spell transforms a quantity of ice into a long, deadly 
  lance, which is then magically propelled at a target you 
  designate.
  You must succeed on a ranged attack to strike a target.
  A +4 bonus applies to your attack roll.
  If you hit, the icelance deals 5d6 points of damage to the 
  target.
  Half of this damage is piercing damage; the rest is cold 
  damage.
  In addition, the target must make a Fortitude save or be 
  stunned for 1d4 rounds.
  Regardless of the result of the attack, the icelance shatters 
  upon its first use.
  Material Component: At least 10 pounds of ice or snow.
  Most mages cast this spell in an area with natural ice or 
  snow, but in a pinch the ice left over from an ice storm spell 
  will suffice.
  INFERNO
  Transmutation [Fire]
  Level: Druid 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You cause one creature to burst into flames.
  The target of the inferno takes 6d6 points of fire damage, 
  and its clothing, items, hair, and flesh burn with ferocity.
  In each round thereafter, the fire deals 1d6 fewer points of 
  damage (minimum 1d6) until the spell ends or the subject 
  manages to extinguish the flames.
  Thus, the fire deals 5d6 points of damage in the second 
  round, 4d6 points in the third round, and so forth.
  Flammable, nonmagical items carried by the target 
  automatically fail their saves to resist this damage.
  After the first round, the target can attempt a DC 15 Reflex 
  save as a full-round action to extinguish the flames before 
  taking additional damage.
  Rolling on the ground allows the target a +2 bonus on this 
  save.
  Leaping into a lake or magically extinguishing the flames 
  automatically ends the effect.
  Material Component: A gob of beeswax.
  LIVELY STEP
  Transmutation
  Level: Bard 2, sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 0 ft.
  Area: 30-ft.-radius emanation centered on you
  Duration: See text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell, whose verbal component is a lively marching 
  song, was commonly used by the elves of Myth Drannor to 
  speed their scouting parties home.
  Once the spell is cast, as long as you perform only move 
  actions, you and all allies within 30 feet of you move at a 
  speed 10 feet greater than normal.
  In addition, you and your allies may hustle during overland 
  movement for 1 extra hour per day per caster level (see 
  page 164 of the Player’s Handbook).
  Even with this spell, however, you still suffer the ill effects 
  of forced marching if you attempt to walk for more than 8 
  hours in a day.
  Focus: A small drum.
  NATURE’S BALANCE
  Transmutation
  Level: Druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You lend some of your ability score points to your target.
  You take a –4 penalty to any single ability score of your 
  choice, and your target gains an equivalent enhancement 
  bonus to the same ability score.
  You get no saving throw to avoid the loss, but your target 
  may attempt a Fortitude save to avoid the gain, if desired.
  If you cast this spell a second time within 1 hour, you take 
  2d10 points of damage in addition to the normal effect.
  SIMBUL’S SPELL MATRIX
  Transmutation
  Level: Sorcerer/wizard 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Effect: Matrix that holds one of your spells
  Duration: 10 min./level (D)
  You prepare a magical matrix that allows you to store one of 
  your spells and use it later as a free action.
  In the round after you cast Simbul’s spell matrix, you may 
  cast one spell of up to 3rd level to be stored in it.
  The matrix closes after 1 round, whether or not you have 
  stored a spell in it.
  Only a spell that can be altered by the Quicken Spell feat 
  can be placed in the matrix, and any spell stored there is 
  treated as a prepared spell.
  Casting Simbul’s spell matrix deals 1d6 points of damage to 
  you, and this damage cannot be healed by any means while 
  the matrix exists.
  While the matrix is active, you can cast the spell stored in it 
  as a free action.
  Once cast from the matrix, the spell is gone.
  A dispel magic spell that successfully dispels the matrix also 
  dispels the spell held inside it.
  If you are affected by an antimagic field, the duration of the 
  matrix is interrupted, but the spell does not activate.
  The matrix becomes active again when you emerge from 
  the antimagic field.
  If you die while the spell is still held in the matrix, both the 
  spell and the matrix dissipate harmlessly.
  Focus: A piece of amber with a minimum value of 500 gp.
  
  870
  SIMBUL’S SPELL SEQUENCER
  Transmutation
  Level: Sorcerer/wizard 7
  Effect: Matrix that holds two of your spells
  This spell functions like Simbul’s spell matrix, except that 
  you can store up to two spells of up to 3rd level, and you 
  take 2d6 points of damage instead of 1d6 upon casting.
  The matrix closes after 2 rounds and no more spells can be 
  added, even if it is not full.
  In addition, you may decide to link the two spells stored in 
  the matrix into a spell sequence if both are 2nd level or 
  lower.
  You may then discharge the two linked spells as a single 
  free action, just as if you were casting the lone spell from a 
  Simbul’s spell matrix.
  A dispel magic spell that successfully dispels the matrix also 
  dispels all the spells held inside it.
  If you are affected by an antimagic field, the duration of the 
  matrix is interrupted, but the spells do not activate.
  The matrix becomes active again when you emerge from 
  the antimagic field.
  If you die, all spells in the matrix dissipate harmlessly.
  Focus: A sapphire with a minimum value of 1,000 gp.
  SIMBUL’S SPELL TRIGGER
  Transmutation
  Level: Sorcerer/wizard 9
  Effect: Matrix that holds three of your spells
  This spell functions like Simbul’s spell matrix, except that 
  you can store up to three spells of up to 3rd level, and you 
  take 3d6 points of damage instead of 1d6 upon casting.
  The matrix closes after 3 rounds and no more spells can be 
  added, even if it is not full.
  In addition, you may designate one spell or one spell 
  sequence held in the matrix to come into effect under a 
  condition you dictate when casting Simbul’s spell trigger.
  This function works much like a contingency spell.
  The spell (or sequence of spells) to be activated by the 
  triggering condition must be of a type that affect your own 
  person, such as levitate or feather fall.
  The conditions required to bring the desired spell or spells 
  into effect must be clear, although they can be general.
  In all cases, Simbul’s spell trigger immediately brings into 
  effect the designated spell or sequence of spells, which is 
  cast instantaneously when the designated circumstances 
  occur.
  You cannot choose to have the spell or spells not activate 
  when the triggering event occurs.
  Focus: A diamond with a minimum value of 1,500 gp.
  SKULL EYES
  Transmutation
  Level: Initiate of Cyric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/three levels
  Saving Throw: None; see text
  Spell Resistance: Yes
  You gain a gaze attack out to close range (25 ft. + 5 ft./2 
  levels) that lasts for the duration of the spell.
  Each creature within range that can see you must attempt a 
  Will saving throw every round at the beginning of its turn 
  to avoid the effect.
  In addition, you can actively gaze as an attack action by 
  choosing a target within range.
  Depending on the foe’s Hit Dice, the gaze attack may have 
  either of two effects, as follows.
  While this spell is in effect, your eyes are black and have 
  skull-shaped irises.
  SPELL ENHANCER
  Transmutation
  Level: Sorcerer/wizard 4
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  This spell enhances the next spell you cast, making it more 
  difficult for targets to resist.
  After you cast this spell, you can cast another in the same 
  round (as if it had been quickened) at +2 caster level.
  SPELL PHYLACTERY
  Transmutation
  Level: Initiate of Mystra 5
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Touch
  Target: Scroll touched
  Duration: Permanent until triggered
  Saving Throw: None
  Spell Resistance: Yes (object)
  You create a set of triggering conditions for a scroll that 
  bears a spell on your spell list.
  The spell must be one that affects your person, and it must 
  be of a level no higher than one-fourth your caster level 
  (rounded down, maximum 5th).
  Any limitations that would normally apply to your reading 
  of the scroll (such as a minimum ability score or a caster 
  level check) still apply.
  The conditions needed to bring the spell into effect must 
  be clear as defined by the contingency spell description, 
  although they can be general.
  For example, a spell phylactery used with a scroll of water 
  breathing might prescribe that any time you are engulfed in 
  water or any similar liquid, the water breathing spell 
  instantly comes into effect.
  Or a spell phylactery used with a feather fall scroll could 
  trigger any time you fall more than 4 feet.
  Complicated or convoluted conditions may cause the spell 
  phylactery to fail when called upon.
  
  871
  The scroll is activated based solely on the stated conditions, 
  regardless of your wishes at the time.
  When the stated conditions are met, the spell on the scroll 
  is cast upon you as if you had spent a standard action to use 
  the scroll yourself.
  If the scroll contains a spell that is not on your spell list, or 
  limitations on the spell that would prevent you from 
  casting it at the time, it is not cast when the triggering 
  condition occurs, and the magic of the spell phylactery 
  dissipates.
  The scroll prepared with this spell must be bound to your 
  arm or forehead (usually rolled tightly or placed in a small 
  box for this purpose), and it counts as a bracer or headband 
  in terms of space limitations for magic items.
  This spell must be cast once for each spell you wish to 
  effect on a scroll.
  If another person wears the spell phylactery, the magic of this 
  spell ends.
  You may remove and replace the spell phylactery without 
  penalty, but if 24 hours pass without you wearing it, the 
  magic of the spell phylactery ends.
  The termination of this spell does not harm the spell on the 
  scroll.
  STONE BODY
  Transmutation
  Level: Cleric 6, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  This spell functions like iron body, except as indicated here.
  You gain damage reduction 10/adamantine and a +4 
  enhancement bonus to Strength, but you take a –4 penalty 
  to Dexterity (minimum Dexterity 1).
  You are vulnerable to all special attacks that affect stone 
  golems.
  Your speed is reduced to one-half normal, and your weight 
  increases by a factor of three.
  Arcane Material Component: A small piece of stone that was 
  once part of a stone golem, a greater earth elemental, or a 
  castle’s outer wall.
  STRENGTH OF THE BEAST
  Transmutation
  Level: Initiate of Malar 4, initiate of Selûne 4
  Components: V, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  This spell functions only if you are a lycanthrope, and it 
  benefits you only while you are in your humanoid form.
  While under the effect of this spell, you gain certain 
  characteristics of your animal form while remaining in 
  humanoid form.
  You gain the same damage reduction you have in animal 
  form (normally 5/silver or 10/silver), the scent special 
  quality, and the feats you have access to in animal form.
  In addition, you gain one-half the adjustment for each 
  ability score that you gain in animal form, rounded down to 
  the nearest multiple of 2.
  For example, if you are a werebear, you gain Str +8 (half of 
  your animal form’s +16) and Con +4 (half of +8), but no 
  adjustment to your Dexterity because half of +2, rounded 
  down to the nearest multiple of 2, is +0.
  If you must make a Control Shape check while under the 
  effect of this spell, you take a –4 penalty on your check.
  Focus: A lock of hair from your animal form.
  THORN SPRAY
  Transmutation
  Level: Initiate of nature 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to one creature/level
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You hurl a thorny plant in the direction of the targets.
  The spell transforms the plant’s small thorns into a spray of 
  thorns that deals damage to the targets you select.
  You make a normal ranged attack against each target 
  separately, taking no penalty for lack of proficiency.
  The thorns deal a total of 1d6 points of damage per caster 
  level (maximum 20d6), but you can divide this damage 
  among the targets you select.
  You must choose how to divide the damage before making 
  your attack rolls.
  Thus, an 8th-level caster can target a single creature with an 
  attack that deals 8d6 points of damage on a successful hit, 
  two creatures for 4d6 points of damage each, four creatures 
  for 2d6 points of damage each, and so on.
  You may divide the damage as you wish.
  A creature that takes damage from the thorns is wracked 
  with pain as though its body were covered with stinging 
  nettles, and it is also sickened for 2d4 rounds.
  A successful Fortitude save negates the sickened effect.
  UNDEAD BANE WEAPON
  Transmutation
  Level: Paladin 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: No
  You give a weapon the undead bane special ability in 
  addition to any other magical or mundane properties it has.
  Against undead, your weapon’s enhancement bonus (if any) 
  is +2 higher than normal, and it deals +2d6 points of bonus 
  damage.
  The spell has no effect if cast upon a weapon that already 
  has the undead bane special ability.
  If you are caster level 9th (paladin level 18th) or above, the 
  weapon gains a +1 enhancement bonus if it is not already a 
  magic weapon.
  
  872
  Alternatively, you can affect up to fifty arrows, bolts, or 
  bullets with this spell.
  These projectiles must be of the same type, and they must 
  be together (in the same quiver, piled in the same spot, or 
  the like).
  Projectiles (but not thrown weapons) lose this effect after 
  an attack has been made with them.
  A weapon affected by this spell is considered good-aligned, 
  so it has special effects on certain creatures.
  Any weapon affected by this spell glows with a serene gray 
  radiance that sheds as much light as a candle.
  PLAYER’S HANDBOOK 3.0 
  (3.0)
  ABJURATION
  ALARM
  Abjuration
  Level: Brd 1, Rgr 1, Sor/Wiz 1
  Components: V, S, F/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 25-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 who 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 a 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 up to 
  180 feet away.
  The ringing lasts for 1 round.
  Creatures within a silence spell cannot hear the ringing.
  Ethereal or astral creatures do not trigger the alarm unless 
  the intruder becomes material while in the warded area.
  Arcane Focus: A tiny bell and a piece of very fine silver wire.
  ANTILIFE SHELL
  Abjuration
  Level: Animal 6, Clr 6, Drd 6
  Components: V, S, DF
  Casting Time: 1 full 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 sorts of living creatures.
  The effect hedges out animals, aberrations, beasts, magical 
  beasts, dragons, fey, giants, humanoids, monstrous 
  humanoids, oozes, plants, shapechangers, and vermin, but 
  not constructs, elementals, outsiders, or undead.
  (See the Monster Manual for an explanation of creature 
  types).
  Note: This spell may be used only defensively, not 
  aggressively; forcing an abjuration barrier against creatures 
  whom the spell keeps at bay collapses the barrier (see page 
  157).
  ANTIMAGIC FIELD
  Abjuration
  Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
  Components: V, S, M/DF
  Casting Time: 1 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.
  A hasted creature, for example, is not hasted while inside the 
  field, but the spell resumes functioning when it leaves the 
  field.
  Time spent within an antimagic field counts against the 
  suppressed spell’s duration.
  Golems and other magical constructs, elementals, outsiders, 
  and corporeal undead, still function in an antimagic area 
  (though the antimagic area suppresses their supernatural, 
  spell-like, and spell abilities normally).
  If such creatures are summoned or conjured, however, see 
  below.
  Summoned or conjured 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’s maintaining the creature.
  If you cast antimagic field in an area occupied by a conjured 
  creature who has spell resistance, you must make a caster 
  level check (1d20 + caster level) against the creature’s SR to 
  make it wink out.
  (The effects of instantaneous conjurations, such as create
  water, are not affected by the antimagic field because the 
  conjuration itself is no longer in effect, only its result).
  Normal creatures (a normally encountered troll rather than 
  a conjured one, for instance) can enter the area, as can 
  normal missiles.
  
  873
  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 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).
  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 creatures of demigod or higher status are 
  unaffected by mortal magic such as this.
  Note: Should you be larger than the area enclosed by the 
  barrier, any part of your person that lies outside the barrier 
  is unaffected by the field.
  Arcane Material Component: A pinch of powdered iron or 
  iron filings.
  ANTIPLANT SHELL
  Abjuration
  Level: Drd 4
  Components: V, S, DF
  Casting Time: 1 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 whom the spell keeps at bay strains and collapses 
  the field (see page 157).
  ARCANE LOCK
  Abjuration
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 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 lock without affecting it; 
  otherwise, a door or object secured with arcane lock can be 
  opened only by breaking in or by a successful dispel magic or 
  knock spell.
  Add +10 to the normal DC to break open a door or portal 
  affected by this spell.
  Note that a knock spell does not remove an arcane lock.
  It only suppresses it for 10 minutes.
  Material Component: Gold dust worth 25 gp.
  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 knowing and willful nature, you must 
  intercede with your deity at the cost of 500 experience 
  points in order to expunge the subject’s burden.
  Naturally, many casters first assign a subject of this sort a 
  quest (see geas/quest) or similar penance to determine if 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 unwillingly or unwittingly committing an evil act may 
  have her paladinhood restored to her by this spell.
  Note: A paladin who willingly and deliberately commits an 
  evil act can never regain her paladinhood.
  Restore Cleric or Druid Spell Powers: A cleric or druid who 
  has lost his ability to cast spells because he incurred the 
  anger of his deity may regain his spell powers 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).
  Note: Normally, changing alignment is up to the player (for 
  PCs) or the DM (NPCs).
  
  874
  This use of atonement simply offers a believable way for a 
  character to change 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 creatures whose guilt 
  was the result of deliberate acts, the cost to you is 500 XP 
  per casting (see above).
  BANISHMENT
  Abjuration
  Level: Clr 6, Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 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.
  Up to 2 HD of creatures per caster level can be banished.
  To target a creature, you must present at least one object or 
  substance that it hates, fears, or otherwise opposes.
  For each such object or substance, you gain +1 on your
  caster level check to overcome the target’s SR (if any) and 
  +2 on the saving throw DC.
  For example, if this spell were cast on a demon that hated 
  light and was vulnerable to holy water and iron weapons, 
  you might use iron, holy water, and a torch in the spell.
  The three items would add +3 to your check to overcome 
  the demon’s SR and add +6 to the spell’s DC.
  At the DM’s option, certain rare items might work twice as 
  well (each providing +2 against SR and +4 on the spell’s 
  DC).
  BREAK ENCHANTMENT
  Abjuration
  Level: Brd 4, Clr 5, Luck 5
  Components: V, S
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Targets: Up to one creature per level, all 
  within 30 ft. of each other
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  This dispelling spell frees creatures from enchantments, 
  transmutations, curses, and petrification (as well as other 
  magical transformations).
  Break enchantment can reverse even an instantaneous effect, 
  such as flesh to stone.
  For each such effect, you make a check of 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 cursed magic items, the DC is 25.
  If the spell is one that, as a special property, cannot be 
  dispelled by dispel magic, break enchantment works only if 
  that spell is 5th level or lower.
  For instance, bestow curse cannot be dispelled by dispel magic, 
  but break enchantment can dispel it.
  If the effect comes from some permanent magic item, such 
  as a cursed sword, break enchantment does not remove the 
  curse from the item but merely frees the victim from the 
  item’s effects, leaving the item cursed.
  For example, a cursed item can change the alignment of its 
  user.
  Break enchantment allows the victim to be rid of the item 
  (and negates the alignment change), but the item’s curse is 
  intact and affects the next person to pick up the item (even 
  if it’s the break enchantment recipient).
  CLOAK OF CHAOS
  Abjuration [Chaotic]
  Level: Chaos 8, Clr 8
  Components: V, S, F
  Casting Time: 1 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 confusing lawful 
  creatures when they strike the subjects.
  This abjuration has four effects:
  First, the warded creatures gain a +4 deflection bonus to AC 
  and a +4 resistance bonus to saves.
  Unlike protection from law, this benefit applies against all 
  attacks, not just against attacks by lawful creatures.
  Second, the warded creatures gain SR 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 with a melee attack 
  against a warded creature, the offending attacker is confused
  for 1 round (Will save negates, as confusion, 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.
  DIMENSIONAL ANCHOR
  Abjuration
  Level: Clr 4, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes (object)
  A green ray springs from your outstretched hand.
  
  875
  You must make a ranged touch attack to hit the target.
  Any creature or object struck is covered with a shimmering 
  emerald field that completely blocks bodily 
  extradimensional travel.
  Forms of movement barred by the 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.
  It prevents the use of a gate or teleportation circle for the 
  duration of the spell.
  The 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 such as a basilisk’s gaze.
  Also, it does not prevent summoned creatures from 
  disappearing at the end of a summoning spell.
  DISMISSAL
  Abjuration
  Level: Brd 4, Clr 4, Sor/Wiz 5
  Components: V, S, F/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One extraplanar creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell forces an extraplanar creature back to its proper 
  plane.
  Add the creature’s HD to its saving throw and subtract your 
  level as well.
  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.
  Arcane Focus: Any item that is distasteful to the subject.
  DISPEL CHAOS
  Abjuration [Lawful]
  Level: Clr 5, Law 5
  As 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 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:
  1. You gain a +4 deflection bonus to AC against attacks by 
  evil creatures.
  2. 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 negates the effects with a Will save (SR 
  applies).
  This use discharges and ends the spell.
  3. With a touch, you can automatically dispel any one 
  enchantment 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 SR do not apply to this effect.
  This use discharges and ends the spell.
  DISPEL GOOD
  Abjuration [Evil]
  Level: Clr 5, Evil 5
  As 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
  As 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 action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Area: One spellcaster, creature, or object; or 
  30-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Because magic is powerful, so, too, is the ability to dispel 
  magic.
  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) the ongoing effects 
  of supernatural abilities as well as spells.
  Dispel magic affects spell-like effects just as it affects spells.
  Note: The effects of spells with instantaneous duration 
  can’t be dispelled, because the magical effect is already over 
  before the dispel magic can take effect.
  Thus, you can’t use dispel magic to repair fire damage caused 
  by a fireball or to turn a petrified character back to flesh.
  (The magic has departed, leaving only burned flesh or 
  perfectly normal stone in its wake).
  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 spell.
  
  876
  You make a dispel check against the spell or against each 
  ongoing spell 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 spell’s caster level.
  For example, Mialee, at 5th level, targets dispel magic on a 
  hasted, mage armored, strengthened drow.
  All three spells were cast on the drow by a 7th-level wizard.
  Mialee makes a dispel check (1d20+5 against DC 18) three 
  times, once each for the haste, mage armor, and bull’s strength 
  effects.
  If she succeeds at a particular check, that spell is dispelled 
  (the drow’s SR doesn’t help him); if she fails, that spell 
  remains in effect.
  If the spellcaster targets an object or creature who is the 
  effect of an ongoing spell (such as a monster summoned by 
  monster summoning), she makes 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.
  Remember that a magic item’s physical properties are 
  unchanged: A suppressed magic sword is still a sword (a 
  masterwork sword, in fact).
  Artifacts and creatures of demigod or higher status are 
  unaffected by mortal magic such as this.
  You automatically succeed at your dispel check against any 
  spell that you cast yourself.
  Area Dispel: The spell affects everything within a 30-foot 
  radius.
  For each creature who is the target of one or more spells, 
  you make a dispel check against the spell with the highest 
  caster level.
  If that fails, you make dispel checks against progressively 
  weaker spells until you dispel one spell (which discharges 
  the dispel so far as that target is concerned) or fail all your 
  checks.
  The creature’s magic items are not affected.
  For each object that is the target of one or more spells, you 
  make dispel checks as with creatures.
  Magic items are not affected by area dispels.
  For each ongoing area or effect spell centered within the 
  dispel magic’s area, you make a dispel check to dispel the 
  spell.
  For each ongoing spell whose area overlaps that of the 
  dispel, you make a dispel check to end the effect, but only 
  within the area of the dispel magic.
  If an object or creature who is the effect of an ongoing 
  spell, such as a monster summoned by monster summoning, 
  is in the area, you make a dispel check to end the spell that 
  conjured the 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 at dispel checks 
  against any spell that you have cast.
  Counterspell: The spell targets a spellcaster and is cast as a 
  counterspell (page 152).
  Unlike a true counterspell, however, dispel magic may not 
  work.
  You must make a dispel check to counter the other 
  spellcaster’s spell.
  ENDURE ELEMENTS
  Abjuration
  Level: Clr 1, Drd 1, Pal 1, Sor/Wiz 1, Strength 1, Sun 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: Yes
  This abjuration grants a creature limited protection to 
  damage from whichever one of five energy types you select: 
  acid, cold, electricity, fire, 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 or magical.
  The spell protects the recipient’s equipment as well.
  Endure elements absorbs only damage.
  The character could still suffer unfortunate side effects, 
  such as drowning in acid (since drowning damage comes 
  from lack of oxygen) or becoming encased in ice.
  Note: Endure elements overlaps (and does not stack with) 
  resist elements and protection from elements.
  If a character is warded by protection from elements and one 
  or both of the other spells, the protection spell absorbs 
  damage until it is exhausted.
  If a character is warded by resist elements and endure elements 
  at the same time, the resist spell absorbs damage but the 
  endure spell does not.
  ENTROPIC SHIELD
  Abjuration
  Level: Clr 1, Luck 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  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 suffers a 20% miss 
  chance (similar to the effects of concealment).
  This miss chance affects all ranged attacks for which the 
  attackers make attack rolls, including arrows, magic arrows, 
  Melf’s acid arrow, ray of enfeeblement, and so forth.
  It does not affect other attacks that simply work at a 
  distance, such as dragon breath.
  EXPLOSIVE RUNES
  Abjuration [Force]
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One touched object weighing no more than 10 lb.
  
  877
  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 
  damage.
  Anyone next to the runes (close enough to read them) takes 
  this damage with no saving throw.
  Others within 10 feet of the runes take half damage if they 
  succeed at Reflex saving throws.
  The object in which the runes were written also takes the 
  damage (no saving throw).
  As the spellcaster, you and any characters you specifically 
  instruct can read the protected writing without triggering 
  the runes.
  Likewise, you can remove the runes whenever desired.
  Others can remove them with a successful dispel magic or 
  erase spell.
  However, 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.
  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
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  Fire trap creates a fiery explosion when an intruder opens 
  the item that the trap wards.
  The fire trap can ward any closeable item (book, box, bottle, 
  chest, coffer, coffin, door, drawer, and so forth).
  When casting fire trap, you select a point on the item as the 
  spell’s center.
  When someone other than you opens the item, 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.
  The fire trapped item cannot have a second closure or 
  warding spell placed on it.
  A knock spell does not affect a fire trap in any way, because 
  knock only opens things and the fire trap in no way prevents 
  one from opening the trapped item.
  An unsuccessful dispel magic spell does not detonate the 
  spell.
  Underwater, this ward deals half damage and creates a large 
  cloud of steam.
  As the caster, you can use the trapped object without 
  discharging it, as can any individual to whom the spell was 
  specifically attuned when cast.
  “Attuning” to an individual usually involves 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 the 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 Components: A half-pound of gold dust (cost 25 gp) 
  sprinkled on the warded object.
  Attuning the trap to another individual requires a hair or 
  similar object from that individual.
  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 prevents creatures whose alignments are 
  different from yours from entering the area.
  Additionally, the spell seals the area against all planar travel 
  into it, including dimension door, teleport, plane shifting, astral 
  travel, ethereal travel, and all summoning spells.
  At your option, the abjuration can be locked by a password, 
  in which case it can be entered only by those speaking the 
  proper words (no saving throw allowed to those who don’t 
  speak the password, although SR applies).
  Otherwise, the effect on those entering the warded area is 
  based on their alignment relative to yours.
  Alignments identical: No effect.
  The creature may enter freely (albeit not by planar travel).
  Alignments different with respect to either law/chaos or good/evil:
  The creature is hedged out and takes 3d6 points of damage.
  A successful Will save negates both effects, and SR applies.
  Alignments different with respect to both law/chaos and good/evil:
  The creature is hedged out and takes 6d6 points of damage.
  A successful Will save negates both effects, and SR applies.
  Once a saving throw is failed, an intruder cannot enter the 
  forbidden area (future saving throws likewise fail).
  Intruders who enter by rolling successful saving throws 
  feel uneasy and tense, despite their success.
  Dispel magic does not dispel the forbiddance effect unless the 
  dispeller’s level is at least as high as your caster level.
  Material Components: A sprinkling of holy water and rare 
  incenses worth at least 1,500 gp per 60-foot cube.
  If a password lock is desired, this requires the burning of 
  additional rare incenses worth at least 5,000 gp per 60-foot 
  cube.
  FREEDOM OF MOVEMENT
  Abjuration
  Level: Clr 4, Drd 4, Luck 4, Pal 4, Rgr 4
  Components: V, S, M, DF
  Casting Time: 1 action
  Range: Personal or touch
  Target: You or creature touched
  Duration: 10 minutes/level
  
  878
  Saving Throw: None
  Spell Resistance: No or Yes (harmless)
  This spell enables you or the 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 hold person, paralysis, solid fog, slow, and 
  web spells.
  The spell also allows a character to move and attack 
  normally while underwater, even with cutting weapons 
  such as axes and swords and 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.
  FREEDOM
  Abjuration
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 action
  Range: See text
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  The subject is freed from spells and effects that restrict his 
  movement, including entangle, hold, imprisonment, paralysis, 
  petrification, sleep, slow, stunning, temporal stasis, and web.
  To free someone from imprisonment, you must know his 
  name and background, and you must cast this spell at the 
  spot where he was entombed.
  GLOBE OF INVULNERABILITY
  Abjuration
  Level: Sor/Wiz 6
  As minor globe of invulnerability, except that it also excludes 
  4th-level spells and spell-like effects.
  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
  Saving Throw: See text
  Spell Resistance: Yes (object)
  This powerful inscription harms those who enter, pass, or 
  open the warded area or object.
  A glyph 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 violating the warded area without 
  speaking a pass phrase (which you set when casting the 
  spell) is subject to the magic it stores.
  Glyphs can be set according to physical characteristics (such 
  as height or weight) or creature type, subtype, or species 
  (such as “drow” or “aberration”).
  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, HD, 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 had three drawers, each could be 
  separately warded.
  When casting the spell, you weave a tracery of faintly 
  glowing lines around the warding sigil.
  The 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 can fool a glyph.
  Read magic allows you to identify a glyph of warding with a 
  successful Spellcraft check (DC 13).
  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).
  The DM may decide that the exact glyphs available to you 
  depend on your deity.
  He or she might also make new glyphs available according 
  to the magical research rules.
  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 deals 1d8 points of damage per two 
  caster levels to the intruder and to all within 5 feet of the 
  intruder (maximum 5d8).
  This damage is acid, cold, fire, electricity, or sonic (caster’s 
  choice, made at time of casting).
  Those affected can make Reflex saves to take half damage.
  Spell Glyph: You can store any harmful spell of up to 3rd 
  level that you know.
  All level-dependent features of the spell are based on your 
  level at the time of casting.
  If the spell has targets, it targets the intruder.
  If the spell has an area or an amorphous effect (such as a 
  cloud), 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.
  All saving throws operate as normal, except that the DC is 
  based on the level of the glyph.
  Material Component: You trace the glyph with incense, which 
  must first be sprinkled with powdered diamond worth at 
  least 200 gp.
  GREATER DISPELLING
  Abjuration
  Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
  As dispel magic, except that the maximum bonus on the 
  dispel check is +20 instead of +10.
  Additionally, greater dispelling has a chance to dispel any 
  effect that remove curse can remove, even if dispel magic can’t 
  dispel that effect.
  
  879
  GREATER GLYPH OF WARDING
  Abjuration
  Level: Clr 6
  As glyph of warding, except that the blast deals up to 10d8 
  damage, and the greater glyph can store a harmful spell of up 
  to 6th level.
  Material Component: Diamond dust worth at least 400 gp.
  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: None
  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 up to 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 one-half concealment (attacks 
  suffer a 20% miss chance).
  Creatures farther away have full concealment (50% miss 
  chance; the attacker cannot use sight to locate the target).
  Spell resistance: No.
  Arcane Locks: All doors in the warded area are arcane locked.
  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.
  Spell resistance: Yes.
  Confusion: Where there are choices in direction—such as a 
  corridor intersection or side passage—a minor confusion-
  type spell functions so as to make it 50% probable that 
  intruders believe they are going in the exact opposite 
  direction from the one they actually chose.
  This is an enchantment (mind-affecting) effect.
  Spell resistance: Yes.
  Lost Doors: One door per caster level is covered by a glamer 
  to appear as if it were a plain wall.
  Spell resistance: No.
  In addition, you can place your choice of one of the 
  following five magical effects:
  • 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.
  Spell resistance: No.
  • A magic mouth in two places.
  Spell resistance: No.
  • 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.
  Spell resistance: Yes.
  • A gust of wind in one corridor or room.
  Spell resistance: Yes.
  • A suggestion in one place.
  You select an area up to 5 feet square, and any creature who 
  enters or passes through the area receives the suggestion 
  mentally.
  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 Mordenkainen’s disjunction destroys the entire 
  guards and wards effect.
  Material Components: Burning incense, a small measure of 
  brimstone and oil, a knotted string, and a small amount of 
  umber hulk blood.
  Focus: A small silver rod.
  HOLD PORTAL
  Abjuration
  Level: Sor/Wiz 1
  Components: V
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One portal, up to 20 sq. ft./level
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  This spell magically bars a door, gate, window, or shutter of 
  wood, metal, or stone.
  The magic holds the portal fast, just as if it were securely 
  closed and normally locked.
  A knock spell or a successful dispel magic spell can negate the 
  hold portal.
  For a portal affected by this spell, add 5 to the normal DC 
  for forcing the portal.
  HOLY AURA
  Abjuration [Good]
  Level: Clr 8, Good 8, Luck 8
  Components: V, S, F
  Casting Time: 1 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 blinding evil creatures 
  when they strike the subjects.
  This abjuration has four effects:
  First, the warded creatures gain a +4 deflection bonus to AC 
  and a +4 resistance bonus to saves.
  Unlike protection from evil, this benefit applies against all 
  attacks, not just against attacks by evil creatures.
  
  880
  Second, the warded creatures gain SR 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 at 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, such as 
  a scrap of cloth from a saint’s robe or a piece of parchment 
  from a holy text.
  The reliquary costs at least 500 gp.
  IMPRISONMENT
  Abjuration
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  When you cast imprisonment and touch an opponent, he 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.
  The imprisonment spell functions only if the target’s name 
  and some facts about its life are known.
  INVISIBILITY TO ANIMALS
  Abjuration
  Level: Drd 1
  Components: S, DF
  Casting Time: 1 action
  Range: Touch
  Targets: One creature touched/level
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Animals cannot perceive the warded creatures.
  They act as though the warded creatures are not there.
  Warded creatures could stand before the hungriest of lions 
  and not be molested or even noticed.
  If a warded character touches an animal or attacks any 
  creature, even with a spell, the spell ends for all recipients.
  Note: Beasts (such as owlbears), magical beasts (such as 
  blink dogs), and vermin (such as giant scorpions) are not 
  “animals” as defined by the spell; see the Monster Manual.
  INVISIBILITY TO UNDEAD
  Abjuration
  Level: Clr 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Targets: One touched creature/level
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Undead cannot perceive the warded creatures.
  Nonintelligent undead are automatically affected and act as 
  though the warded creatures are not there.
  Intelligent undead get saving throws.
  If they fail, they can’t see the warded creatures.
  However, if they have reason to believe unseen opponents 
  are present, they can attempt to find or strike them.
  If a warded character attempts to turn or command undead, 
  touches an undead, or attacks any creature (even with a 
  spell), the spell ends for all recipients.
  Note: An intelligent undead creature gets one saving throw 
  against the spell.
  It either sees all the warded creatures or none of them.
  MAGIC CIRCLE AGAINST CHAOS
  Abjuration [Lawful]
  Level: Brd 3, Clr 3, Law 3, Sor/Wiz 3
  As magic circle against evil, except that it is similar to 
  protection from chaos instead of protection from evil.
  MAGIC CIRCLE AGAINST EVIL
  Abjuration [Good]
  Level: Brd 3, Clr 3, Good 3, Pal 3, Sor/Wiz 3
  Area: Emanates 10 ft. from touched creature
  Duration: 10 minutes/level
  Spell Resistance: No (see text)
  As protection from evil, except that it encompasses a much 
  larger area and its duration is longer.
  Unlike protection from evil, this spell has a special function 
  that you may choose when casting the spell.
  A magic circle can be focused inward rather than outward.
  In this case, it serves as an immobile, temporary magical 
  prison for a called creature.
  The creature cannot cross the circle’s boundaries.
  (See Calling, page 157, for more information on using this 
  spell in conjunction with calling spells).
  You must beat a creature’s SR 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’ SR.
  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.
  This spell is not cumulative with protection from evil and vice 
  versa.
  MAGIC CIRCLE AGAINST GOOD
  Abjuration [Evil]
  Level: Brd 3, Clr 3, Evil 3, Sor/Wiz 3
  As magic circle against evil, except that it is similar to 
  protection from good instead of protection from evil.
  MAGIC CIRCLE AGAINST LAW
  Abjuration [Chaotic]
  
  881
  Level: Brd 3, Chaos 3, Clr 3, Sor/Wiz 3
  As magic circle against evil, except that it is similar to 
  protection from law instead of protection from evil.
  MIND BLANK
  Abjuration
  Level: Protection 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 day
  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 when 
  they are used in such a way as to affect the subject’s mind or 
  to gain information about him.
  In the case of scrying that scans an area that 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.
  MINOR GLOBE OF INVULNERABILITY
  Abjuration
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: 10 ft.
  Area: 10-ft.-radius spherical emanation, centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  An immobile, faintly shimmering magical sphere 
  surrounds you and excludes all spell effects of up to 3rd 
  level.
  The area or effect of any such spells does not include the 
  area of the minor globe of invulnerability.
  Such spells fail to affect any target located within the globe.
  This includes spell-like abilities and spells or spell-like 
  effects from devices.
  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.
  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.
  For example, creatures inside the globe would still see a 
  mirror image created by a caster outside the globe.
  If that caster then entered the globe, the images would 
  wink out, to reappear when the caster exited the globe.
  Likewise, a caster standing in the area of a light spell would 
  still receive sufficient light for vision, even though that part 
  of the light spell volume in the globe would not be 
  luminous.
  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 minor globe of 
  invulnerability stops it.
  Material Component: A glass or crystal bead that shatters at 
  the expiration of the spell.
  MORDENKAINEN’S DISJUNCTION
  Abjuration
  Level: Magic 9, Sor/Wiz 9
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: All magical effects and magic items within a 30-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 permanent magic items must make 
  successful Will saves or be turned into normal items.
  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 succeed at 
  a Will save (DC 25) 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.
  NEGATIVE ENERGY PROTECTION
  Abjuration
  Level: Clr 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature gains partial protection from undead 
  creatures who use negative energy (such as shadows, 
  wights, wraiths, spectres, or vampires) and certain weapons 
  and spells that drain energy levels.
  The negative energy protection spell uses positive energy, 
  which can offset the effects of a negative energy attack.
  
  882
  Each time the warded creature is struck by a negative 
  energy attack that drains levels or ability scores, it rolls 
  1d20 + caster level against a DC of 11 + the attacker’s HD.
  If the warded creature succeeds, the energies cancel with a 
  bright flash of light and a thunderclap.
  The warded creature takes only hit point damage from the 
  attack and does not suffer any drain of experience levels or 
  ability scores, regardless of the number of levels or ability 
  score points the attack would have drained.
  An attacking undead creature takes 2d6 points of damage 
  from the positive energy.
  An attacking caster or weapon receives no damage.
  If the warded creature does not succeed, the negative 
  energy attack deals its normal damage.
  An attacking undead creature in such a situation does not 
  take any positive energy damage.
  NONDETECTION
  Abjuration
  Level: Rgr 4, Sor/Wiz 3, Trickery 3
  Components: V, S, M
  Casting Time: 1 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 detection 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 at 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 2, Clr 3, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: One object touched of up to 100 lb./level
  Duration: 8 hours
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This spell hides an object from location by a spell, a crystal 
  ball, and other forms of scrying.
  Arcane Material Component: A piece of chameleon skin.
  PRISMATIC SPHERE
  Abjuration
  Level: Protection 9, Sor/Wiz 9, Sun 9
  Components: V
  Range: 10 ft.
  Effect: 10-ft.-radius sphere centered on you
  As 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 2d4 x 10 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 who 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 WALL
  Abjuration
  Level: Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall 4 ft./level wide × 2 ft./level high
  Duration: 10 minutes/level
  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 fewer than 8 HD that is 
  within 20 feet of the wall is blinded (see blindness/deafness) 
  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 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 must be 
  brought down before the second can be affected, and so on.
  A rod of cancellation or a Mordenkainen’s disjunction spell 
  destroys a prismatic wall, but an antimagic field fails to 
  penetrate it.
  Dispel magic and greater dispelling 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.
  
  883
  PROTECTION FROM ARROWS
  Abjuration
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 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 ranged weapons.
  The subject gains damage reduction 10/+1 against ranged 
  weapons.
  It ignores the first 10 points of damage each time it takes 
  damage from a ranged weapon, though a weapon with a +1 
  enhancement bonus or any magical attack bypasses the 
  reduction.
  The damage reduction increases with the caster level to 
  10/+2 at 5th, 10/+3 at 10th, 10/+4 at 15th, and 10/+5 at 20th.
  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: Brd 1, Clr 1, Law 1, Sor/Wiz 1
  As protection from evil, except that the deflection and 
  resistance bonuses apply to attacks from chaotic creatures, 
  and chaotic summoned or conjured creatures cannot touch 
  the subject.
  PROTECTION FROM ELEMENTS
  Abjuration
  Level: Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3
  Components: V, S, DF
  Casting Time: 1 action
  Duration: 10 minutes/level or until discharged
  As endure elements, but protection from elements grants 
  temporary invulnerability to the selected energy type.
  When the spell absorbs 12 points per caster level of 
  elemental damage, it is discharged.
  Note: Protection from elements overlaps (and does not stack 
  with) resist elements and endure elements.
  
  884
  If a character is warded by protection from elements and one 
  or both of the other spells, the protection spell absorbs 
  damage until it is exhausted.
  If a character is warded by resist elements and endure elements 
  at the same time, the resist spell absorbs damage but the 
  endure spell does not.
  PROTECTION FROM EVIL
  Abjuration [Good]
  Level: Brd 1, Clr 1, Good 1, Pal 1, Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/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 or conjured 
  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 gets a +2 deflection bonus to AC and a +2 
  resistance bonus on saves.
  Both these bonuses apply against attacks made by evil 
  creatures.
  Second, the barrier blocks any attempt to possess the 
  warded creature (as by a magic jar attack) or to exercise 
  mental control over the creature (as by a vampire’s 
  supernatural domination ability, which works similar to 
  dominate person).
  The protection does not prevent a vampire’s domination 
  itself, but it prevents the vampire from mentally 
  commanding the protected creature.
  If the protection from evil effect ends before the domination 
  effect does, the vampire 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 or 
  conjured creatures (see the Monster Manual).
  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 elementals and outsiders are immune to this effect.
  The protection against contact by summoned or conjured 
  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: Brd 1, Clr 1, Evil 1, Sor/Wiz 1
  As protection from evil, except that the deflection and 
  resistance bonuses apply to attacks from good creatures, 
  and good summoned or conjured creatures cannot touch 
  the subject.
  PROTECTION FROM LAW
  Abjuration [Chaotic]
  Level: Brd 1, Chaos 1, Clr 1, Sor/Wiz 1
  As protection from evil, except that the deflection and 
  resistance bonuses apply to attacks from lawful creatures, 
  and lawful summoned or conjured creatures cannot touch 
  the subject.
  PROTECTION FROM SPELLS
  Abjuration
  Level: Magic 8, Sor/Wiz 8
  Components: V, S, M, F
  Casting Time: 1 action
  Range: Touch
  Targets: Up to one creature/four levels touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Subjects gain 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 spell 
  recipients.
  Focus: One 1,000 gp diamond per creature granted the 
  protection.
  Each recipient must carry one such gem for the duration of 
  the spell.
  If a recipient loses the gem, the spell ceases to affect him.
  REMOVE CURSE
  Abjuration
  Level: Brd 3, Clr 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 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 person.
  Remove curse does not remove the curse from a cursed 
  shield, weapon, or suit of armor, although the spell 
  typically enables the person 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.
  REMOVE FEAR
  Abjuration
  Level: Clr 1
  Components: V, S
  
  885
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature plus one additional creature/four 
  levels, no two of which can be more than 30 ft. apart
  Duration: 10 minutes and see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You instill courage in the subject, granting the creature a +4 
  morale bonus against fear effects for 10 minutes.
  If the subject is suffering from a fear effect when receiving 
  the spell, it gets a new save with a +4 morale bonus.
  Remove fear counters and dispels cause fear.
  REPEL METAL OR STONE
  Abjuration
  Level: Drd 8
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Path 120 ft. wide and 10 ft. high, emanating from 
  you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  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, etc. 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: Animal 4, Clr 4, Drd 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: 10 ft.
  Area: 10-ft.-radius emanation centered on you
  Duration: 10 minutes/level
  Saving Throw: None or Will negates (see text)
  Spell Resistance: Yes
  An invisible barrier holds back vermin.
  A vermin with less than one-third your level in HD cannot 
  penetrate the barrier.
  A vermin with at least one-third your level in HD can 
  penetrate the barrier if it succeeds at a Will save.
  Even so, crossing the barrier deals the vermin 2d6 points of 
  damage, and pressing against the barrier causes pain, which 
  deters less aggressive vermin.
  REPULSION
  Abjuration
  Level: Brd 6, Clr 7, Protection 7, Sor/Wiz 6
  Components: V, S, F/DF
  Casting Time: 1 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 (up to 
  the limit your level allows).
  Creatures within or entering the field must attempt saves.
  If they fail, they become 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.
  RESIST ELEMENTS
  Abjuration
  Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2
  Components: V, S, DF
  Casting Time: 1 action
  Duration: 1 minute/level
  As endure elements, except resist elements absorbs the first 12 
  points of damage each round.
  Note: Resist elements overlaps (and does not stack with) 
  endure elements and protection from elements.
  If a character is warded by protection from elements and one 
  or both of the other spells, the protection spell absorbs 
  damage until it is exhausted.
  If a character is warded by resist elements and endure elements 
  at the same time, the resist spell absorbs damage but the 
  endure spell does not.
  RESISTANCE
  Abjuration
  Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute
  Saving Throw: Will negates (harmless)
  
  886
  Spell Resistance: Yes (harmless)
  You imbue the subject with magical energy that protects 
  her from harm, granting her a +1 resistance bonus on saves.
  Arcane Material Component: A miniature cloak.
  SANCTUARY
  Abjuration
  Level: Clr 1, Protection 1
  Components: V, S, DF
  Casting Time: 1 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 the attacker’s action is lost, and the 
  attacker 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 (fireball, summon 
  monster IV, etc.).
  While protected by this spell, the subject cannot attack 
  without breaking the spell but may use nonattack spells or 
  otherwise act.
  This allows a warded cleric to heal wounds, for example, or 
  to bless, perform an augury, summon creatures, cast a light 
  spell in the area, and so on.
  SEQUESTER
  Abjuration
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One creature or object (up to a 2-ft. cube/level) 
  touched
  Duration: 1 day/level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: 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.
  Thus, sequester can mask a secret door, a treasure vault, etc.
  The spell does not prevent the subject from being 
  discovered through tactile means or through the use of 
  devices (such as a robe of eyes or a gem of seeing).
  Living creatures (and even undead 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 a character from being 
  sequestered.
  There is no save to see the sequestered creature or object or 
  to detect it with a divination spell.
  Material Components: A basilisk eyelash, gum arabic, and a 
  dram of whitewash.
  SHIELD OF FAITH
  Abjuration
  Level: Clr 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/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, with an 
  additional +1 to the bonus for every six levels you have 
  (maximum +5 deflection bonus).
  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 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, the warded creatures gain a +4 deflection bonus to AC 
  and a +4 resistance bonus to saves.
  Unlike protection from chaos, this benefit applies against all 
  attacks, not just against attacks by chaotic creatures.
  Second, the warded creatures gain SR 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 at 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 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  
  887
  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 
  the subject’s wounds are transferred to you.
  The subject gains a +1 deflection bonus to AC and a +1 
  resistance bonus to saves.
  Additionally, the subject takes only half damage from all 
  wounds and attacks (including those inflicted by special 
  abilities) that deal it 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 
  disintegration, 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.
  SHIELD
  Abjuration [Force]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Shield creates an invisible, mobile disk of force that hovers 
  in front of you.
  It negates magic missile attacks directed at you.
  The disk also intercepts attacks, providing a +7 cover bonus 
  to AC.
  Despite this bonus a shield spell does provide actual cover 
  and does not negate attacks of opportunity against you.
  The disk protects you only against magic missiles and attacks 
  from one direction.
  You designate half the battlefield (with yourself on the 
  dividing line) as being blocked by the shield.
  The other half is not.
  You can change the defensive direction of the shield (that is, 
  rotate the dividing line) once as a free action on each of 
  your turns.
  SPELL IMMUNITY
  Abjuration
  Level: Clr 4, Protection 4, Strength 4
  Components: V, S, DF
  Casting Time: 1 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 SR 
  regarding the specified spell or spells.
  Naturally, that spell immunity doesn’t protect a creature 
  from spells for which SR 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.
  Thus, a creature given immunity to lightning bolt is still 
  vulnerable to shocking grasp or chain lightning.
  A creature can have only one 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 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The creature gains SR equal to 12 + caster level.
  In order to affect a creature who has SR with a spell, a 
  spellcaster must roll the creature’s SR or higher on 1d20 + 
  caster level.
  A creature with SR may voluntarily lower it in order to 
  accept a spell.
  SPELL TURNING
  Abjuration
  Level: Luck 7, Magic 7, Sor/Wiz 7
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: Until expended or 10 minutes/level
  Spells (and spell-like effects) targeted against you rebound 
  on 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 affect touch range spells.
  Thus, a charm person spell cast at you could be turned back 
  upon and possibly enable you to charm the caster, but a 
  fireball could not be turned back, and neither could inflict 
  critical wounds.
  From seven to ten (1d4+6) spell levels are affected by the 
  turning.
  The DM secretly rolls the exact number.
  Each spell turned subtracts its level from the amount of 
  spell turning left.
  A spell might be only partially turned.
  Subtract the 1d4+6 result from the spell level of the 
  incoming spell.
  
  888
  Divide the remaining levels of the incoming spell 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.
  Roll randomly to determine the result:
  Arcane Material Component: A small silver mirror.
  STONESKIN
  Abjuration
  Level: Earth 6, Sor/Wiz 4, Strength 6
  Components: V, S, M
  Casting Time: 1 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/+5.
  (It ignores the first 10 points of damage each time it takes 
  damage, though a weapon with a +5 enhancement bonus or 
  any magical attack 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 Components: Granite and 250 gp worth of diamond 
  dust sprinkled on the target’s skin.
  UNDETECTABLE ALIGNMENT
  Abjuration
  Level: Brd 2, Clr 2, Pal 2
  Components: V, S
  Casting Time: 1 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.
  UNHOLY AURA
  Abjuration [Evil]
  Level: Clr 8, Evil 8
  Components: V, S, F
  Casting Time: 1 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, the warded creatures gain a +4 deflection bonus to AC 
  and a +4 resistance bonus to saves.
  Unlike the effect of protection from good, this benefit applies 
  against all attacks, not just against attacks by good creatures.
  Second, the warded creatures gain SR 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 at a melee attack against 
  a warded creature, the offending attacker takes 1d6 points 
  of temporary Strength damage (Fortitude save 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.
  CONJURATION
  ACID FOG
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 6, Water 7
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Fog spreads 30 ft., 20 ft. high
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  Acid fog creates a billowing mass of misty vapors similar to a 
  solid fog spell.
  In addition to slowing creatures down and obscuring sight, 
  this spell’s vapors are highly acidic.
  Each round, starting when you cast the spell, the fog deals 
  2d6 points of acid damage to creatures and objects within it.
  Arcane Material Components: A pinch of dried, powdered 
  peas combined with powdered animal hoof.
  CLOUDKILL
  Conjuration (Creation)
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cloud spreads 30 ft. wide and 20 ft. high
  Duration: 1 minute/level
  Saving Throw: See text
  Spell Resistance: Yes
  
  889
  This spell generates a bank of fog, similar to a fog cloud 
  except that its vapors are ghastly yellowish green and 
  poisonous.
  They kill any living creature with 3 or fewer HD (no save) 
  and cause creatures with 4 to 6 HD to make Fortitude 
  saving throws or die.
  Living creatures above 6 HD, and creatures of 4 to 6 HD 
  who make their saving throws, take 1d10 points of poison 
  damage each round while in the cloud.
  Holding one’s breath doesn’t help.
  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, 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; thus, the spell is ideal for slaying nests 
  of giant ants, for example.
  It cannot penetrate liquids, nor can it be cast underwater.
  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 1 day
  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.
  The food 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 rain water.
  The water doesn’t go bad as the food does.
  CREATE WATER
  Conjuration (Creation)
  Level: Clr 0, Drd 0, Pal 1
  Components: V, S
  Casting Time: 1 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: Animal 8, Drd 7
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)/100 ft. (see text)
  Effect: 1,000 insects that fill a 10-ft.-radius spread
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  When you utter the spell of creeping doom, you call forth a 
  mass of 1,000 venomous, biting and stinging spiders, 
  scorpions, beetles, and centipedes.
  This carpetlike mass swarms in a square 20 feet on a side.
  Upon your command, the swarm creeps forth at 10 feet per 
  round toward any prey within 100 feet, moving in the 
  direction you command.
  Each vermin in the creeping doom effect automatically bites a 
  creature for 1 point of damage and then dies.
  Each creature takes enough damage to kill it, destroying 
  that number of vermin in the process.
  Thus, a total of 1,000 points of damage can be inflicted on 
  those in the creeping doom’s effect.
  These attacks are nonmagical attacks, so creatures with 
  damage reduction, for example, are safe.
  If there aren’t enough vermin to kill all the creatures in the 
  spell’s effect, damage is distributed among the survivors 
  equally.
  If creeping doom travels more than 100 feet away from you, it 
  loses 50 of its number for each additional 10 feet it travels.
  For example, at 120 feet, its numbers have shrunk by 100.
  There are a number of ways to thwart or destroy the 
  creatures forming the swarm.
  Anything that would deter or destroy normal insects is 
  effective against these insects.
  CURE CRITICAL WOUNDS
  Conjuration (Healing)
  Level: Brd 4, Clr 4, Drd 5, Healing 4
  As cure light wounds, except cure critical wounds cures 4d8 
  points of damage +1 point per caster level (up to +20).
  CURE LIGHT WOUNDS
  Conjuration (Healing)
  Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half (harmless) (see text)
  Spell Resistance: Yes (harmless)
  When laying your hand upon a living creature, you channel 
  positive energy that cures 1d8 points of damage +1 point 
  per caster level (up to +5).
  Since undead are powered by negative energy, this spell 
  deals damage to them instead of curing their wounds.
  An undead creature can attempt a Will save to take half 
  damage.
  
  890
  CURE MINOR WOUNDS
  Conjuration (Healing)
  Level: Clr 0, Drd 0
  As cure light wounds, except cure minor wounds cures only 1 
  point of damage.
  CURE MODERATE WOUNDS
  Conjuration (Healing)
  Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
  As cure light wounds, except cure moderate wounds cures 2d8 
  points of damage +1 point per caster level (up to +10).
  CURE SERIOUS WOUNDS
  Conjuration (Healing)
  Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
  As cure light wounds, except cure serious wounds cures 3d8 
  points of damage +1 point per caster level (up to +15).
  DELAY POISON
  Conjuration (Healing)
  Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
  Components: V, S, DF
  Casting Time: 1 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 the subject’s system, or any poison the 
  subject is exposed to during the spell’s duration, does not 
  affect the subject until the spell has expired.
  Delay poison does not cure any damage that poison may have 
  already done.
  DRAWMIJ’S INSTANT SUMMONS
  Conjuration (Summoning)
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: See text
  Target: One object weighing up to 10 lb. 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 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 he, she, or it is located when the summons 
  is cast.
  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 Components: A sapphire worth at least 1,000 gp.
  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.
  A druid can choose which plane (Air, Earth, Fire, or Water); 
  a cleric opens a portal to the plane matching his domain.
  You can then summon elementals from that plane.
  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 at least 5 hit points per HD.
  Once the elementals 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.
  For example, elemental swarm is a fire spell when you cast it 
  to summon fire elementals and a water spell when you use 
  it to summon water elementals.
  EVARD’S BLACK TENTACLES
  Conjuration (Creation)
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 1d4 tentacles + one tentacle/level, all within 15 ft. 
  of a central point
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  This spell conjures many rubbery black tentacles.
  These waving members seem to spring forth from the 
  earth, floor, or whatever surface is underfoot—including 
  water.
  There are 1d4 such tentacles, plus one per caster level, 
  appearing randomly scattered about the area.
  Each tentacle is 10 feet long (Large) and saves as you do.
  It has AC 16, 1 hit point/per caster level, an attack bonus of 
  +1/per caster level, and a Strength score of 19 (+4 bonus).
  
  891
  It is immune to spells that don’t cause damage (other than 
  disintegrate).
  Each round that a tentacle is not already grappling 
  someone or something, starting the round after it appears, 
  it makes a grapple attack at a random creature or object 
  within 10 feet of it.
  These attacks take place on your turn.
  The tentacles do not attack each other, nor do they attack 
  objects that are smaller than a Medium-size creature.
  The attacks are like regular grappling attacks, except that 
  they don’t provoke attacks of opportunity from opponents.
  Also, they cause 1d6 points of normal damage (+4 for 
  Strength), not subdual damage.
  A tentacle maintains its grapple even after its subject is 
  dying or dead.
  The DM can place each tentacle randomly by rolling 1d12 
  for direction (like the numbers on the face of a clock) and 
  1d3×5 feet for distance from the central point.
  Alternatively, the DM can just disperse them more or less 
  evenly across the affected area.
  Material Component: A piece of tentacle from a giant octopus 
  or a giant squid.
  FIRE SEEDS
  Conjuration (Creation) [Fire]
  Level: Drd 6, Fire 6, Sun 6
  Components: V, S, M
  Casting Time: 1 action/seed
  Range: Touch
  Targets: Up to four touched acorns or up to eight 
  touched holly berries
  Duration: 10 minutes/level or until used
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  Depending on the version you choose, you turn acorns into 
  grenadelike weapons or holly berries into bombs that you 
  can detonate on command.
  Acorn Grenades: Up to four acorns turn into special 
  grenadelike weapons that can be hurled up to 100 feet.
  A ranged touch attack roll is required to strike the intended 
  target.
  Each acorn bursts upon striking any hard surface.
  Together, the acorns are capable of dealing 1d8 points of 
  fire damage per caster level (maximum 20d8), divided up 
  among the acorns as you wish.
  A 20th-level druid could create one 20d8 missile, two 10d8 
  missiles, one 11d8 and three 3d8 missiles, or any other 
  combination of d8s totaling up to four acorns and 20d8 
  points of damage.
  The acorns deal 1 point of splash damage per die and ignite 
  any combustible materials within 10 feet.
  If a creature within the burst area makes a successful Reflex 
  saving throw, it takes only half damage; a creature struck 
  directly always sustains full damage (no saving throw).
  Holly Berry Bombs: You turn up to eight holly berries into 
  special bombs.
  The holly berries are usually placed by hand, being too light 
  to make effective thrown weapons (they can be tossed only 
  5 feet).
  They burst into flame if you are within 200 feet and speak a 
  word of command.
  The berries instantly ignite, causing 1d8 points of fire 
  damage +1 point per caster level to creatures and igniting 
  any combustible materials within 5 feet.
  Creatures who successfully make Reflex saving throws take 
  half damage.
  Material Component: The acorns or holly berries.
  FLAME ARROW
  Conjuration (Creation) [Fire]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets or Effect: Up to one projectile/level, all of 
  which must be within 10 ft. of you at the time of casting; or 
  one fiery bolt/four levels
  Duration: 1 round/Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  You can either create flames that turn normal arrows, bolts, 
  and stones into fiery projectiles, or you can create fiery 
  bolts and shoot them at enemies.
  Flaming Normal Projectiles: When choosing this version, you 
  can affect up to one projectile per level.
  The projectiles must all be within 10 feet of you at the time 
  of casting.
  If shot before the end of the next round, these projectiles 
  catch fire.
  If they hit, they deal additional fire damage equal to half 
  your caster level (up to +10).
  For example, at 9th level, Mialee can affect up to nine 
  arrows (or bolts or stones), which then deal +4 damage 
  each.
  The flaming projectiles can easily ignite flammable 
  materials or structures.
  No saving throw is allowed for this version of the spell.
  Fiery Bolts: When creating a fiery bolt, you must succeed at a 
  ranged touch attack roll to hit.
  The bolt deals 4d6 points of fire damage (Reflex save half).
  If you create extra bolts (at 8th level or higher), all bolts 
  must be aimed at enemies that are all within 30 feet of each 
  other.
  Material Components: A drop of oil and a small piece of flint.
  FOG CLOUD
  Conjuration (Creation)
  Level: Sor/Wiz 2, Water 2
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft. level)
  Effect: Fog that spreads in a 30-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 one-half concealment (attacks 
  suffer a 20% miss chance).
  Creatures farther away have total concealment (50% miss 
  chance, and the attacker can’t use sight to locate the target).
  
  892
  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.
  GATE
  Conjuration (Creation, Calling)
  Level: Clr 9, Sor/Wiz 9
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: See text
  Duration: Instantaneous
  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 the plane desired, allowing 
  travel between the planes in either direction.
  Second, you may then call a particular individual or type 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 into the plane you named, 
  and anyone or anything that moves through is shunted 
  instantly to the other side.
  The gate has a front and a back.
  Creatures moving through the gate from the front are 
  transported to another plane; creatures moving through it 
  from the back are not.
  Planar Travel: As a mode of planar travel, gate functions 
  much like the plane shift spell, except that the gate opens 
  precisely at the point you desire (a creation effect).
  Note that 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 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.
  A clever caster could fill a hallway with the gate’s opening 
  in order to absorb almost any attack or force coming at her 
  by gating it to the target plane.
  Whether the denizens of that plane appreciate this tactic is, 
  of course, another matter.
  You may hold the gate open only for a brief time (no more 
  than 1 round per caster level) and must concentrate on 
  doing so or sever the interplanar connection.
  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 type of being as you cast 
  the spell, you may 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.
  If you choose to call a type of being instead of a known 
  individual—for instance, a barbazu or a ghaele eladrin—
  you may call either a single creature (of any HD) or several 
  creatures.
  If several creatures, you can call and control them as long as 
  their HD total does not exceed your caster level.
  In the case of a single creature, you can control it if its HD 
  do not exceed twice your caster level.
  A single creature with more than twice your caster level in 
  HD 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.
  These 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 the 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.
  In general, a gift of 100 gp per HD of the called creature per 
  day of service is reasonable.
  (Unfortunately, some creatures want their payment in 
  “livestock” rather than in coin, which may 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.
  For example, gate is a chaotic and evil spell when you cast it 
  to call a demon.
  GLITTERDUST
  Conjuration (Creation)
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Creatures and objects within 10-ft. spread
  Duration: 1 round/level
  Saving Throw: Will negates (blinding only)
  Spell Resistance: Yes
  A cloud of glittering golden particles covers everyone and 
  everything in the area, blinding creatures and visibly 
  outlining invisible things.
  Blindness lasts for the duration of the spell.
  
  893
  All within the area are covered by the dust, which cannot 
  be removed and continues to sparkle until it fades.
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus to opponents’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  Search checks and most Strength- and Dexterity-based skill 
  checks.
  Material Component: Ground mica.
  GREASE
  Conjuration (Creation)
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Area: One object or a 10-ft. x 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 entering the area or caught in it when the 
  spell is cast must make a successful Reflex save or slip, skid, 
  and fall.
  Those that successfully save can move at half speed across 
  the surface.
  However, those that remain in the area must each make a 
  new saving throw every round to avoid falling and to be 
  able to move.
  The DM should adjust saving throws by circumstance.
  For example, a creature charging down an incline that is 
  suddenly greased has little chance to avoid the effect, but its 
  ability to exit the affected area is almost assured (whether it 
  wants to or not).
  The spell can also be used to create a greasy coating on an 
  item—a rope, ladder rungs, or a weapon handle, for 
  instance.
  Material objects not in use are always affected by this spell, 
  while objects wielded or employed by creatures receive 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 each round the creature 
  attempts to pick up or use the greased item.
  Material Component: A bit of pork rind or butter.
  GREATER PLANAR ALLY
  Conjuration (Calling) [see text]
  Level: Clr 8
  Effect: Up to 24 HD worth of summoned elementals and 
  outsiders, no two of which can be more than 30 ft. apart 
  when they appear
  As lesser planar ally, except you may call a single creature of 
  up to 24 HD or a number of creatures of the same type 
  whose HD total no more than 24.
  The creatures agree to help you and request your return 
  favor together.
  GREATER PLANAR BINDING
  Conjuration (Calling) [see text]
  Level: Sor/Wiz 8
  Targets: Up to 24 HD worth of elementals and outsiders, 
  no two of which can be more than 30 ft. apart when they 
  appear
  As lesser planar binding, except you may call a single creature 
  of up to 24 HD or a number of creatures of the same type 
  whose HD total no more than 24.
  Each creature gets a saving throw, makes independent 
  attempts to escape, and must be persuaded to aid you 
  individually.
  HEAL MOUNT
  Conjuration (Healing)
  Level: Pal 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Your mount touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Heal mount enables you to wipe away disease and injury in 
  your special mount (typically a warhorse).
  It completely cures all diseases, blindness, or deafness of 
  the mount, cures all points of damage taken due to wounds 
  or injury, and repairs temporary ability damage.
  It cures those mental disorders caused by spells or injury to 
  the brain.
  Heal mount does not remove negative levels, restore drained 
  levels, or restore drained ability scores.
  HEAL
  Conjuration (Healing)
  Level: Clr 6, Drd 7, Healing 6
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Heal enables you to channel positive energy into a creature 
  to wipe away disease and injury.
  It completely cures all diseases, blindness, deafness, hit 
  point damage, and all temporary ability damage.
  It neutralizes poisons in the subject’s system, so that no 
  additional damage or effects are suffered.
  It offsets a feeblemind spell.
  It cures those mental disorders caused by spells or injury to 
  the brain.
  Only a single application of the spell is needed to 
  simultaneously achieve all these effects.
  Heal does not remove negative levels, restore permanently 
  drained levels, or restore permanently drained ability 
  scores.
  If used against an undead creature, heal acts like harm.
  
  894
  HEALING CIRCLE
  Conjuration (Healing)
  Level: Brd 5, Clr 5, Drd 6, Healing 5
  Components: V, S
  Casting Time: 1 action
  Range: 20 ft.
  Area: All living allies and undead creatures within a 20-ft.-
  radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude half (harmless)
  Spell Resistance: Yes (harmless)
  Positive energy spreads out in all directions from the point 
  of origin, curing 1d8 points of damage +1 point per caster 
  level (maximum +20) to nearby living allies.
  Like cure spells, healing circle damages undead in its area 
  rather than curing them.
  INCENDIARY CLOUD
  Conjuration (Creation) [Fire]
  Level: Fire 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cloud spreads 30 ft. wide and 20 ft. high
  Duration: 1 round/level
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes (see text)
  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 it each 
  round (half damage on a successful Reflex save).
  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, 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 up to 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.
  INSECT PLAGUE
  Conjuration (Summoning) [see text]
  Level: Clr 5, Drd 5
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: Cloud of insects 180 ft. in diameter
  Duration: 1 minute/level
  Saving Throw: See text
  Spell Resistance: No
  A horde of creeping, hopping, and flying insects swarm in a 
  thick cloud when you cast this spell.
  The insects limit vision to 10 feet, and spellcasting within 
  the cloud is impossible.
  Creatures inside the insect plague, regardless of Armor Class, 
  sustain 1 point of damage at the end of each round they 
  remain within, due to the bites and stings of the insects.
  Invisibility is no protection.
  All creatures with 2 or fewer HD are driven from the cloud 
  at their fastest possible speed in a random direction and flee 
  until they are at least 100 feet away from the insects.
  Creatures with 3 to 5 HD flee as well, though a Will save 
  negates this effect.
  (This urge to flee is an extraordinary fear effect).
  Heavy smoke drives off insects within its bounds.
  Fire also drives insects away.
  For example, a wall of fire in a ring shape keeps a 
  subsequently cast insect plague outside its confines, but a 
  fireball spell simply clears insects from its blast area for 1 
  round.
  A single torch is ineffective against this vast horde of 
  insects.
  Lightning, cold, and ice are likewise ineffective, while a 
  strong wind (21+ mph) that covers the entire plague area 
  disperses the insects and ends the spell.
  LEOMUND’S 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: 60 days or until discharged
  Saving Throw: None
  Spell Resistance: No
  You hide a chest on the Ethereal Plane for up to 60 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.
  If made principally of wood, it must be ebony, rosewood, 
  sandalwood, teak, or the like, and all of its corner fittings, 
  nails, and hardware must be platinum.
  If constructed of ivory, the metal fittings of the chest must 
  be gold.
  If the chest is fashioned from bronze, copper, or silver, its 
  fittings must be silver or electrum (a valuable metal).
  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 wishes do not allow exceptions.
  The chests themselves 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.
  
  895
  The chest vanishes into the Ethereal Plane.
  You need the replica to recall the chest.
  After 60 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.
  LEOMUND’S 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—stone, 
  timber, or (at worst) sod.
  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 machinery 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 Components: A square chip of stone, crushed lime, a 
  few grains of sand, a sprinkling of water, and several 
  splinters of wood.
  These must be augmented by the components of the unseen 
  servant spell (string and a bit of wood) and the focus of the 
  alarm spell (silver wire and a tiny bell) if these benefits are 
  to be included.
  LESSER PLANAR ALLY
  Conjuration (Calling) [see text]
  Level: Clr 4
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned elemental or outsider of up to 8 
  HD
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you request your deity to send you an 
  elemental or outsider (of up to 8 HD) 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 for you, and 
  the creature may request some service in return.
  The more demanding your request, the greater return favor 
  the creature asks for.
  This bargaining takes at least 1 round, so any actions by the 
  creature begin in the round after it arrives.
  If you agree to the service, the creature performs the task 
  you requested, reports back to you afterward (if possible), 
  and returns to its home plane.
  You are honor bound to perform the return favor.
  A creature may accept some form of payment, such as a 
  magic item, in return for its service.
  The creature may keep it or may deliver the item to another 
  member of your religion somewhere else, where it can help 
  the religion’s cause.
  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.
  For example, lesser planar ally is a fire spell when it calls a 
  fire elemental.
  LESSER PLANAR BINDING
  Conjuration (Calling) [see text]
  Level: Sor/Wiz 5
  Components: V, S
  
  896
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels) (see text)
  Target: One elemental or outsider of up to 8 HD
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  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 type of creature to be bound must be known and 
  stated.
  If it has a specific, proper, or given name, this must be used 
  in casting the spell.
  The target creature must attempt 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 the creature from 
  being called).
  The creature can escape from the trap with a successful SR 
  roll, dimensional travel, or a successful Charisma check 
  (DC 15 + 1/2 the caster’s level + the caster’s Charisma 
  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 Calling, page 
  157) 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 DM then assigns a bonus based on the service and 
  reward, from +0 to +6.
  This bonus applies to your Charisma check.
  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 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 (such as “Wait 
  here” or “Defend this area against attack”), 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.
  For example, lesser planar binding is a water spell when you 
  cast it to call a water elemental.
  LESSER RESTORATION
  Conjuration (Healing)
  Level: Clr 2, Drd 2
  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 (such as ray of enfeeblement) or 
  cures 1d4 points of temporary ability damage to one of the 
  subject’s ability scores (such as from a shadow’s touch or 
  poison).
  It does not restore permanent ability drain (such as from a 
  wraith’s touch).
  MAGE ARMOR
  Conjuration (Creation) [Force]
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  An invisible but tangible field of force surrounds the 
  subject of mage armor, 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.
  MAJOR CREATION
  Conjuration (Creation)
  Level: Sor/Wiz 5
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: See text
  As minor creation, except you can also create an object of 
  mineral nature: stone, crystal, metal, etc.
  The duration of the created item varies with its relative 
  hardness and rarity:
  
  897
  MASS HEAL
  Conjuration (Healing)
  Level: Clr 8, Drd 9, Healing 8
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more creatures, no two of which can be 
  more than 30 ft. apart
  As heal, except as noted above.
  MAZE
  Conjuration (Creation) [Force]
  Level: Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: See text
  Saving Throw: None
  Spell Resistance: No
  You conjure up an extradimensional labyrinth of force 
  planes, and the subject vanishes into it.
  If the subject attempts to escape, the time it takes to find 
  the way out depends on its Intelligence score:
  If the subject doesn’t attempt to escape, the maze 
  disappears after 10 minutes, forcing the subject to leave.
  On leaving the maze, the subject reappears in the spot it 
  had been in when the maze spell was cast.
  If this spot is filled with a solid object, the subject appears 
  nearby.
  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.
  MELF’S ACID ARROW
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 2
  Components: V, S, M, F
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Effect: One arrow of acid
  Duration: 1 round +1 round/three levels
  Saving Throw: None
  Spell Resistance: Yes
  A magical arrow of acid springs from your hand and speeds 
  to its target.
  You must succeed at a ranged touch attack to hit your 
  target.
  The arrow deals 2d4 points of acid damage.
  There is no splash damage.
  For every three caster levels (maximum 18), the acid, unless 
  somehow neutralized, lasts for another round, dealing 
  another 2d4 points of damage for that round.
  At 3rd–5th level, the acid lasts for 2 rounds; at 6th–8th 
  level, the acid lasts for 3 rounds; and so on, to a maximum 
  of 7 rounds at 18th level.
  Material Component: Powdered rhubarb leaf and an adder’s 
  stomach.
  Focus: A dart.
  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
  
  898
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You create a nonmagical, unattended object of nonliving, 
  vegetable matter: linen clothes, a hemp rope, a wooden 
  ladder, etc.
  The volume of the item created cannot exceed 1 cubic foot 
  per caster level.
  You must succeed at an appropriate skill check to make a 
  complex item, such as a Craft (bowmaking) check to make 
  straight arrow shafts.
  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 type 
  of item you plan to create with minor creation—a bit of 
  twisted hemp to create rope, and so forth.
  MORDENKAINEN’S FAITHFUL HOUND
  Conjuration (Creation)
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 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
  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.
  The phantom watchdog immediately starts barking loudly 
  if any Small or larger creature approaches within 30 feet of 
  it.
  (Those already 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.
  It is stationary.
  If an intruder approaches to within 5 feet of the watchdog, 
  the dog stops barking and delivers a vicious bite (+10 attack 
  bonus, 2d6+3 points of damage) once per round.
  The dog also gets the bonuses appropriate to an invisible 
  creature.
  (For most defenders, the invisible creature gets a +2 attack 
  bonus and the defender loses any Dexterity bonus to AC).
  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 +3 weapon for purposes 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 
  watchdog, the spell ends.
  Material Component: A tiny silver whistle, a piece of bone, 
  and a thread.
  MORDENKAINEN’S MAGNIFICENT MANSION
  Conjuration (Creation)
  Level: Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Extradimensional mansion, up to three 10-ft. 
  cubes/level (S)
  Duration: 2 hours/level
  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.
  There is a staff of near-transparent servants, liveried and 
  obedient, to wait upon all who enter.
  The servants function as unseen servant spells except that 
  they are visible and can go anywhere in the mansion.
  There are two such servants for each caster level.
  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.
  Rest and relaxation within the place occurs as normal.
  Focus: A miniature portal carved from ivory, a small piece of 
  polished marble, and a tiny silver spoon.
  MOUNT
  Conjuration (Summoning)
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One mount
  Duration: 2 hours/level
  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.
  NEUTRALIZE POISON
  Conjuration (Healing)
  Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature or object of up to 1 cu. ft./level touched
  Duration: Instantaneous
  
  899
  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 damage or 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.
  For example, if a poison has dealt 3 points of temporary 
  Constitution damage to a character and threatens to deal 
  more damage later, this spell prevents the future damage 
  but does not repair the damage already done.
  This spell also neutralizes the poison in a poisonous 
  creature or object.
  A poisonous creature, such as a wyvern, replenishes its 
  poison at its normal rate.
  Arcane Material Component: A bit of charcoal.
  OBSCURING MIST
  Conjuration (Creation)
  Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1
  Components: V, S
  Casting Time: 1 action
  Range: 30 ft.
  Effect: Cloud centered on you spreads 30 ft. and is 20 ft. 
  high
  Duration: 1 minute/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 one-half 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 the 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.
  PHANTOM STEED
  Conjuration (Creation)
  Level: Brd 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: One quasi-real, horselike creature
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You conjure a quasi-real, horselike 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 all normal animals shun it and refuse 
  to attack it.
  (Dire animals and nonintelligent creatures, such as vermin, 
  can attack it).
  The mount has an Armor Class 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.
  Thus, the mount created by a 12th-level caster has the 8th, 
  10th, and 12th caster level abilities.
  8th Level: The mount can ride over sandy, muddy, or even 
  swampy ground without difficulty or decrease in speed.
  10th Level: The mount can ride over water as if it were firm, 
  dry ground.
  12th Level: The mount can ride in the air as if it were firm 
  land, so chasms and the like can be crossed without benefit 
  of a bridge.
  The mount cannot simply take off and fly.
  It can only ride horizontally across the air.
  After 1 round in the air, the mount falls.
  14th Level: The mount can fly at its speed.
  It has average maneuverability.
  PHASE DOOR
  Conjuration (Creation)
  Level: Sor/Wiz 7, Travel 8
  Components: V
  Casting Time: 1 action
  Range: Touch
  Effect: Ethereal 5 ft. × 8 ft. opening, 1 ft./level deep
  Duration: One usage/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-size 
  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.
  Gems of true seeing and similar magic reveal the presence of a 
  phase door but do not allow its use.
  A 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.
  A phase door can be made permanent with a permanency 
  spell.
  
  900
  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, HD, and hit points don’t 
  qualify.
  PLANAR ALLY
  Conjuration (Calling) [see text]
  Level: Clr 6
  Effect: Up to 16 HD worth of summoned elementals and 
  outsiders, no two of which can be more than 30 ft. apart 
  when they appear
  As lesser planar ally, except you may call a single creature of 
  up to 16 HD or a number of creatures of the same type 
  whose HD total no more than 16.
  The creatures, as a group, agree to perform one task for you 
  and request one favor in return.
  PLANAR BINDING
  Conjuration (Calling) [see text]
  Level: Sor/Wiz 6
  Targets: Up to 16 HD worth of elementals and outsiders, 
  no two of which can be more than 30 ft. apart when they 
  appear
  As lesser planar binding, except you may call a single creature 
  of up to 16 HD or a number of creatures of the same type 
  whose HD total no more than 16.
  Each creature gets a save, makes an independent attempt to 
  escape, and must be individually persuaded to aid you.
  POWER WORD, BLIND
  Conjuration (Creation)
  Level: Sor/Wiz 8, War 8
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Creatures with up to 200 total hit points within a 15-
  ft.-radius sphere
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  This spell creates a wave of magical energy that blinds one 
  or more creatures.
  It affects the creatures with the lowest hit point totals first, 
  selecting subjects one at a time until the next target would 
  put it over the limit of 200.
  (Creatures with negative hit points count as having 0 hit 
  points).
  The duration of the spell depends on the total hit points of 
  the affected creatures:
  POWER WORD, KILL
  Conjuration (Creation) [Death]
  Level: Sor/Wiz 9, War 9
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Area: One living creature or one or more 
  creatures within a 15-ft.-radius sphere
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  When power word, kill is uttered, you can either target a 
  single creature or let the spell affect a group.
  If power word, kill is targeted at a single creature, that 
  creature dies if it has 100 or fewer hit points.
  If power word, kill is cast as an area spell, it kills creatures in a 
  15-foot-radius sphere.
  It kills only creatures who have 20 or fewer hit points, and 
  only up to a total of 200 hit points of such creatures.
  The spell affects creatures with the lowest hit point totals 
  first until the next creature would put the total over the 
  limit of 200.
  (Creatures with negative hit points count as having 0 hit 
  points).
  POWER WORD, STUN
  Conjuration (Creation)
  Level: Sor/Wiz 7, War 7
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature with up to 150 hit points
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  When a power word, stun spell is uttered, one creature of 
  your choice is stunned, whether the creature can hear the 
  word or not.
  A creature with 50 or fewer hit points remains stunned for 
  4d4 rounds, one with 51 to 100 hit points is stunned for 2d4 
  rounds, one with 101 to 150 hit points is stunned for 1d4 
  rounds, and a creature with 151 hit points or more is not 
  affected.
  A stunned creature can’t act and loses any Dexterity bonus 
  to AC.
  Attackers gain +2 bonuses to attack it.
  PRAYER
  Conjuration (Creation)
  Level: Clr 3, Pal 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: 30 ft.
  Area: All allies and foes within a 30-ft.-radius burst 
  centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  
  901
  You bring special favor upon yourself and your allies while 
  bringing disfavor to your enemies.
  You and your allies gain a +1 luck bonus on attack rolls, 
  weapon damage rolls, saves, and skill checks, while foes 
  suffer a –1 penalty on such rolls.
  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)
  The cleric restores life to a deceased creature.
  The cleric can raise creatures who have been dead only up 
  to one day per caster level.
  In addition, the subject’s soul must be free and willing to 
  return (see Bringing Back the Dead, page 153).
  If the subject’s soul is not willing to return, the spell does 
  not work; therefore, subjects who want to return receive no 
  saving throw.
  The subject loses a level (or 1 Constitution point, if she’s 1st 
  level) when raised.
  Raise dead cures hit point damage up to a total of 1 hit point 
  per Hit Die.
  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 who has died of old 
  age.
  Coming back from the dead is an ordeal.
  The subject of the spell loses one level when it is raised, just 
  as if it had lost a level to an energy-draining creature.
  This level loss cannot be repaired by any spell.
  If the subject is 1st level, it loses 1 point of Constitution 
  instead.
  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.
  Material Component: A diamond worth at least 500 gp.
  RAY OF FROST
  Conjuration (Creation) [Cold]
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 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 at a ranged touch attack with the ray to 
  deal damage to a target.
  The ray deals 1d3 points of cold damage.
  REGENERATE
  Conjuration (Healing)
  Level: Clr 7, 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 1d8 points of damage +1 point per 
  caster level (up to +20).
  REMOVE BLINDNESS/DEAFNESS
  Conjuration (Healing)
  Level: Clr 3, Pal 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  Remove blindness/deafness cures blindness or deafness 
  (caster’s choice), whether the effect is normal or magical.
  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 DISEASE
  Conjuration (Healing)
  Level: Brd 3, Clr 3, Drd 3, Rgr 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  
  902
  Spell Resistance: Yes (harmless)
  Remove disease cures all diseases that the subject is suffering 
  from.
  The spell also kills parasites, including green slime, rot 
  grubs, and others.
  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 PARALYSIS
  Conjuration (Healing)
  Level: Clr 2, Pal 2
  Components: V, S
  Casting Time: 1 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 from related magic, including a 
  ghoul’s touch, a hold spell, 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 loss.
  RESTORATION
  Conjuration (Healing)
  Level: Clr 4
  Components: V, S, M
  As lesser restoration, except the spell also dispels negative 
  energy 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.
  Thus, if a 10th-level character has been struck by a wight 
  and drained to 9th level, restoration brings the character up 
  to exactly the minimum number of experience points 
  necessary to restore her to 10th level (45,000 XP), gaining 
  her an additional HD and level functions accordingly.
  Restoration cures all temporary ability damage, and it 
  restores all points permanently drained from a single ability 
  score (caster’s choice if more than one is drained).
  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.
  RESURRECTION
  Conjuration (Healing)
  Level: Clr 7
  Casting Time: 10 minutes
  As raise dead, except 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 1 point of 
  Constitution if the subject was 1st level).
  You can revive someone killed by a death effect or someone 
  who has been turned into an undead creature and then 
  destroyed.
  You cannot revive someone who has died of old age.
  Material Components: A sprinkle of holy water and a 
  diamond worth at least 500 gp.
  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 +1 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 the text.
  (Original text resumes with The target is entitled).
  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 +1 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.
  He is preserved in a state of suspended animation, unaware 
  of his surroundings.
  He can be damaged by outside forces (and perhaps even 
  killed), since the field provides him with no protection 
  against physical injury.
  However, if he is reduced to –1 to –9 hit points, he does not 
  lose hit points or stabilize 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.
  
  903
  Sepia snake sigil can be cast in combination with other spells 
  that hide or garble text, such as secret page.
  Material Components: 500 gp worth of powdered amber, a 
  scale from any snake, and a pinch of mushroom spores.
  SHAMBLER
  Conjuration (Creation)
  Level: Drd 9, Plant 9
  Components: V, S
  Casting Time: 1 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
  Shambler creates 1d4+2 shambling mounds of 11 HD each.
  (See the Monster Manual for details about shambling 
  mounds).
  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.
  SLEET STORM
  Conjuration (Creation) [Cold]
  Level: Drd 4, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Effect: Sleet spreads 40 ft., 20 ft. high
  Duration: 1 round/level
  Saving Throw: Reflex partial
  Spell Resistance: No
  Driving sleet blocks all sight (even darkvision) within it 
  and causes the ground in the area to be icy, slowing 
  movement to one-half normal.
  Additionally, any creature in sleet that attempts to move 
  must succeed at a Reflex save or fall down instead.
  The sleet extinguishes torches and small fires.
  Arcane Material Components: A pinch of dust and a few drops 
  of water.
  SOLID FOG
  Conjuration (Creation)
  Level: Sor/Wiz 4
  Components: V, S, M
  Duration: 1 minute/level
  As fog cloud, but in addition to obscuring sight, the solid fog is 
  so thick that any creature attempting to move through it 
  progresses at one-tenth normal speed, and all melee attack 
  and melee damage rolls suffer a –2 penalty.
  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 the creature or object passes 
  through reduces falling damage by 1d6.
  However, unlike normal fog, only a severe wind (31+ mph) 
  disperses these vapors, and it does so in 1 round.
  Material Components: A pinch of dried, powdered peas 
  combined with powdered animal hoof.
  STINKING CLOUD
  Conjuration (Creation)
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cloud that spreads in 30-ft. radius, 20 ft. high
  Duration: 1 round/level
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  Stinking cloud creates a bank of fog like that created by fog 
  cloud, except that the vapors are nauseating.
  Living creatures in the cloud are nauseated (Fortitude 
  negates), making them unable to attack, cast spells, 
  concentrate on spells, and so on.
  The only action a nauseated character can take is a single 
  move (or move-equivalent action) per turn.
  These effects last as long as the character is in the cloud and 
  for 1d4+1 rounds after he or she leaves the cloud.
  (Roll separately for each nauseated character).
  Those who succeed at their saves but remain in the cloud 
  must continue to save each round.
  Material Component: A rotten egg or several skunk cabbage 
  leaves.
  STORM OF VENGEANCE
  Conjuration (Summoning)
  Level: Clr 9
  Components: V, S
  Casting Time: 1 full 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.
  Creatures beneath the cloud must succeed at Fortitude 
  saves or be deafened (see blindness/deafness) for 1d4×10 
  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 is allowed.
  3rd Round: You call six bolts of lightning down from the 
  cloud.
  You decide where the bolts strike.
  
  904
  All may be directed at a single target, or they may be 
  directed at up to six separate targets.
  Each bolt deals 10d6 points of electricity damage.
  Creatures struck can attempt Reflex saves for half damage.
  4th Round: Hailstones rain down in the area, dealing 5d6 
  points of 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 one-half concealment (attacks 
  suffer 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 at a Concentration check against a DC equal to the 
  storm of vengeance’s save + the level of the spell the caster is 
  trying to cast.
  SUMMON MONSTER I
  Conjuration (Summoning) [see text]
  Level: Brd 1, Clr 1, Sor/Wiz 1
  Components: V, S, F/DF
  Casting Time: 1 full 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 outsider (extraplanar 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 outsider, you can direct it 
  not to attack, to attack particular enemies, or to perform 
  other actions.
  The spell conjures one of the creatures from the 1st-level 
  list on the Summon Monster table below.
  You choose which creature to summon, and you can 
  change that choice each time you cast the spell.
  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.
  For example, summon monster I is a lawful and evil spell 
  when cast to summon a dire rat.
  Arcane Focus: A tiny bag and a small (not necessarily lit) 
  candle.
  SUMMON MONSTER II
  Conjuration (Summoning) [see text]
  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
  As summon monster I, except you can summon one outsider 
  from the 2nd-level list or 1d3 outsiders of the same type 
  from the 1st-level list.
  SUMMON MONSTER III
  Conjuration (Summoning) [see text]
  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 As summon monster I,
  except you can summon one creature from the 3rd-level 
  list, 1d3 creatures of the same type from the 2nd-level list, 
  or 1d4+1 creatures of the same type from the 1st-level list.
  SUMMON MONSTER IV
  Conjuration (Summoning) [see text]
  Level: Brd 4, Clr 4, Sor/Wiz 4
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon monster I, except you can summon one creature 
  from the 4th-level list, 1d3 creatures of the same type from 
  the 3rd-level list, or 1d4+1 creatures of the same type from a 
  lower-level list.
  SUMMON MONSTER V
  Conjuration (Summoning) [see text]
  Level: Brd 5, Clr 5, Sor/Wiz 5
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon monster I, except you can summon one creature 
  from the 5th-level list, 1d3 creatures of the same type from 
  the 4th-level list, or 1d4+1 creatures of the same type from a 
  lower-level list.
  SUMMON MONSTER VI
  Conjuration (Summoning) [see text]
  Level: Brd 6, Clr 6, Sor/Wiz 6
  Effect: One or more summoned creatures, no two of 
  which can be more than 30 ft. apart
  As summon monster I, except you can summon one creature 
  from the 6th-level list, 1d3 creatures of the same type from 
  the 5th-level list, or 1d4+1 creatures of the same type from a 
  lower-level list.
  SUMMON MONSTER VII
  Conjuration (Summoning) [see text]
  Level: Clr 7, Sor/Wiz 7
  As summon monster I, except you can summon one creature 
  from the 7th-level list, 1d3 creatures of the same type from 
  the 6th-level list, or 1d4+1 creatures of the same type from a 
  lower-level list.
  SUMMON MONSTER VIII
  Conjuration (Summoning) [see text]
  Level: Clr 8, Sor/Wiz 8
  As summon monster I, except you can summon one creature 
  from the 8th-level list, 1d3 creatures of the same type from 
  the 7th-level list, or 1d4+1 creatures of the same type from a 
  lower-level list.
  SUMMON MONSTER IX
  Conjuration (Summoning) [see text]
  Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9
  
  905
  As summon monster I, except you can summon one creature 
  from the 9th-level list, 1d3 creatures of the same type from 
  the 8th-level list, or 1d4+1 creatures of the same type from a 
  lower-level list.
  SUMMON NATURE’S ALLY I
  Conjuration (Summoning) [see text]
  Level: Drd 1, Rgr 1
  Components: V, S, DF
  Casting Time: 1 full 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.
  The spell conjures one of the creatures from the 1st-level 
  list on the Summon Nature’s Ally table below.
  You choose which 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.
  SUMMON NATURE’S ALLY II
  Conjuration (Summoning) [see text]
  Level: Drd 2, Rgr 2
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  As summon nature’s ally I, except that you can summon one 
  2nd-level creature or 1d3 1st-level creatures of the same 
  type.
  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
  As summon nature’s ally I, except that you can summon one 
  3rd-level creature, 1d3 2nd-level creatures of the same type, 
  or 1d4+1 1st-level creatures of the same type.
  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.
  For example, summon nature’s ally III is an evil and fire spell 
  when you cast it to summon a salamander.
  
  906
  SUMMON NATURE’S ALLY IV
  Conjuration (Summoning) [see text]
  Level: Drd 4, Rgr 4
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  As summon nature’s ally I, except that you can summon one 
  4th-level creature, 1d3 3rd-level creatures of the same type, 
  or 1d4+1 lower-level creatures of the same type.
  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.
  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
  As summon nature’s ally I, except that you can summon one 
  5th-level creature, 1d3 4th-level creatures of the same type, 
  or 1d4+1 lower-level creatures of the same type.
  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.
  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
  As summon nature’s ally I, except that you can summon one 
  6th-level creature, 1d3 5th-level creatures of the same type, 
  or 1d4+1 lower-level creatures of the same type.
  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.
  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
  As summon nature’s ally I, except that you can summon one 
  7th-level creature, 1d3 6th-level creatures of the same type, 
  or 1d4+1 lower-level creatures of the same type.
  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.
  SUMMON NATURE’S ALLY VIII
  Conjuration (Summoning) [see text]
  Level: Drd 8
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  As summon nature’s ally I, except that you can summon one 
  8th-level creature, 1d3 7th-level creatures of the same type, 
  or 1d4+1 lower-level creatures of the same type.
  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.
  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
  As summon nature’s ally I, except that you can summon one 
  9th-level creature, 1d3 8th-level creatures of the same type, 
  or 1d4+1 lower level creatures of the same type.
  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.
  
  907
  SUMMON SWARM
  Conjuration (Summoning)
  Level: Brd 2, Drd 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Swarm of small creatures in a 5-ft. spread
  Duration: Concentration + 2 rounds
  Saving Throw: None
  Spell Resistance: No
  A swarm of little creatures carpets the effect’s area, 
  viciously attacking all other creatures there.
  (Roll on the table below to see what sort of creature is 
  summoned).
  A creature in the swarm who takes no actions other than 
  fighting off the creatures takes 1 point of damage on its 
  turn.
  A creature in the swarm who takes any other action, 
  including leaving the swarm, takes 1d4 points of damage +1 
  point per three caster levels.
  Spellcasting or concentrating on spells within the swarm is 
  impossible.
  A swarm of poisonous creatures deals no damage to 
  creatures who are immune to poison, though it still 
  prevents spellcasting and concentration.
  The creatures’ attacks are nonmagical.
  Damage reduction, being incorporeal, and other special 
  abilities also make a creature immune to damage from the 
  swarm.
  The swarm cannot be fought effectively with weapons, but 
  fire and damaging area effects can force it to disperse.
  The swarm disperses when it has taken a total of 2 hit 
  points of damage per caster level from these attacks.
  Certain area or effect spells, such as gust of wind and stinking 
  cloud, disperse a swarm immediately if appropriate to the 
  swarm summoned.
  (For example, only fliers are affected by a gust of wind).
  The swarm is stationary once summoned.
  A druid caster, however, can (as a move-equivalent action) 
  direct the swarm to move up to 30 feet per round (or 90 feet 
  per round if she has summoned bats or beetles).
  Arcane Material Component: A square of red cloth.
  TRAP THE SOUL
  Conjuration (Summoning)
  Level: Sor/Wiz 8
  Components: V, S, M, (F)
  Casting Time: 1 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 (which could mean a character trapped by an 
  inhabitant of another plane when the character is not on 
  the Material 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 SR (if any) and a Will save to avoid the effect.
  If the creature’s name is spoken as well, any SR is ignored 
  and the save DC increases by 2.
  If the save or SR 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 enchanted.
  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 SR 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 (for 
  example, it requires a gem of 10,000 gp value to trap a 10 
  HD creature).
  If the gem is not valuable enough, it shatters when the 
  entrapment is attempted.
  (While characters have no concept of level as such, the 
  value of the gem needed to trap an individual can be 
  researched.
  Remember that this value can change over time as 
  characters advance).
  Focus (Trigger Object Only): If the trigger object method is 
  used, a special trigger object, prepared as described above, is 
  needed.
  TRUE RESURRECTION
  Conjuration (Healing)
  Level: Clr 9, Healing 9
  Casting Time: 10 minutes
  As raise dead, except the cleric can resurrect a creature who 
  has been dead up to 10 years per caster level.
  This spell can even bring back creatures whose bodies have 
  been wholly destroyed, provided you unambiguously 
  identify the deceased in some fashion (reciting the 
  
  908
  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 point) 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.
  Even true resurrection can’t restore to life a creature who has 
  died of old age.
  Material Components: A sprinkle of holy water and a 
  diamond worth at least 5,000 gp.
  UNSEEN SERVANT
  Conjuration (Creation)
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 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
  The 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, 
  thus allowing you to command the servant to clean the 
  floor and then turn your attention elsewhere as long as you 
  remain within range.
  It can open only normal doors, drawers, lids, etc.
  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, and that is not enough to activate certain 
  pressure plates and other devices.
  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 Components: A piece of string and a bit of wood.
  WALL OF IRON
  Conjuration (Creation)
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 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.
  This wall can be used to seal off a passage or close a breach, 
  for 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.
  The 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.
  Creatures can hit the wall automatically, but it is so hard 
  that the first 10 points of damage from each blow are 
  ignored.
  (For example, a blow of 17 points of damage deals only 7 to 
  the wall).
  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 succeed at a Strength check (DC 40) to 
  push the wall over.
  Creatures with room to flee the falling wall may do so by 
  making successful Reflex saves.
  Large and smaller creatures who fail take 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)
  Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 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.
  It is typically employed to close passages, portals, and 
  breaches against opponents.
  The 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.
  
  909
  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.
  Thus, a 20th-level caster can create a span with a surface 
  area of ten 5-foot squares.
  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 
  disintegrate or by normal means such as breaking and 
  chipping.
  Each 5-foot square has 15 hit points per inch of thickness.
  Creatures can hit the wall automatically, but the wall is so 
  hard that the first 8 points of damage from each blow are 
  ignored.
  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 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 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
  The wall of thorns spell creates a barrier of very tough, 
  pliable, tangled brush bearing needle-sharp thorns as long
  as a person’s finger.
  Any creature forced into or attempting to move through 
  the wall of thorns takes 25 points of damage per round of 
  movement, minus 1 point for each point of the creature’s 
  AC.
  Dexterity bonuses to AC and dodge bonuses do not count 
  for this calculation.
  (Creatures with an Armor Class of 25 or higher take no 
  damage from contact with the wall).
  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 caster level × 2.
  This has no effect on the damage inflicted 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.
  To make any progress, a creature must succeed at a 
  Strength check (DC 20).
  A successful creature moves a number of feet equal to its 
  Strength check result minus 19, so a creature who rolled 24 
  on its Strength check could move 5 feet in a round.
  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 their normal 
  speed without taking damage.
  A wall of thorns can be carefully 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 
  away the barrier in 10 minutes.
  WEB
  Conjuration (Creation)
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Webs in a 20-ft.-radius spread
  Duration: 10 minutes/level
  Saving Throw: Reflex negates (see text)
  Spell Resistance: Yes
  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—floor and ceiling, opposite 
  walls, etc.—or else the web collapses upon itself and 
  disappears.
  Creatures caught within a web or simply touching its 
  strands become entangled among the gluey fibers.
  An entangled creature suffers a –2 penalty to attack rolls, 
  suffers a –4 penalty to effective Dexterity, and can’t move.
  An entangled character who attempts to cast a spell must 
  make a Concentration check (DC 15) or lose the spell.
  Anyone in the effect’s area when the spell is cast must make 
  a Reflex save.
  If this save succeeds, the creature is not stuck in the webs 
  and is free to act, though moving may be a problem (see 
  below).
  If the save fails, the creature is stuck.
  A stuck creature can break loose by spending 1 round and 
  succeeding at a Strength check (DC 20) or an Escape Artist 
  check (DC 25).
  Once loose (either by making the initial Reflex save or a 
  later Strength check or Escape Artist check), a creature may 
  progress 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.
  The web provides one-quarter cover for every 5 feet of the 
  substance between you and an opponent—one-half cover 
  for 10 feet of web, three-quarters for 15 feet, and total cover 
  for 20 feet or more.
  
  910
  (See Table 8–9: Cover, page 133).
  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—a torch, burning oil, a flaming sword, etc.—can 
  set them alight and burn away 5 square feet in 1 round.
  All creatures within flaming webs take 2d4 points of 
  damage from the flames.
  Material Component: A bit of spider web.
  DIVINATION
  ANALYZE DWEOMER
  Divination
  Level: Sor/Wiz 6
  Components: V, S, F
  Casting Time: 8 hours
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One object or creature
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  You discern spells and magical properties present in a 
  creature or object.
  One property, spell, or power is revealed each round, from 
  lowest level (or weakest power) to highest (or strongest).
  For each spell or power, you make a caster level check 
  (1d20 + caster level).
  If the result is equal to or higher than the spell’s or power’s 
  caster level, you identify it.
  Otherwise, you fail to identify that spell or power, and you 
  can check for the next one next round.
  Analyze dweomer does not function when used on an artifact 
  (see the DUNGEON MASTER’s Guide for details on 
  artifacts).
  After you analyze one object or creature, the spell ends, 
  even if its duration has not expired yet.
  Casting this spell is physically taxing; you must make a 
  Fortitude save (DC 21) when the spell ends or be exhausted 
  for the next 1d8 hours.
  While this spell is most frequently used in the comfort and 
  safety of your laboratory, you could also cast analyze 
  dweomer to study the magic seals and barriers on a portal or 
  to determine just how a companion has been cursed.
  Focus: A tiny lens of ruby or sapphire set in a small golden 
  loop.
  The gemstone must be worth at least 1,500 gp.
  ARCANE EYE
  Divination
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Unlimited
  Effect: Magical sensor
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You create an invisible magical sensor that sends you visual 
  information.
  The 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.
  The arcane eye sees exactly as you would see if you were 
  there.
  The arcane eye can travel in any direction as long as the spell 
  lasts.
  Solid barriers prevent the passage of an arcane eye, although 
  it can pass through a space no smaller than a small mouse 
  hole (1 inch in diameter).
  You must concentrate to use the eye.
  If you do not concentrate, the eye is inert until you again 
  concentrate.
  The powers of the eye cannot be enhanced by other spells 
  or items (though you can use magic to improve your own 
  eyesight).
  You are subject to any gaze attack met by the eye.
  A successful dispel magic cast on you or the eye ends the 
  spell.
  With respect to blindness, magical darkness, and other 
  phenomena that affect vision, the arcane eye is considered 
  an independent sensory organ of yours.
  (For example, it is not blinded if your normal eyes are 
  blinded).
  Any creature with Intelligence 12 or higher can notice the 
  arcane eye by making a Scry check or an Intelligence check 
  (DC 20).
  Spells such as detect scrying can also detect the eye.
  Material Component: A bit of bat fur.
  AUGURY
  Divination
  Level: Clr 2
  Components: V, S, F
  Casting Time: 1 action
  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.
  For example, if a party is considering destroying a weird 
  seal that closes a portal, an augury might determine whether 
  it’s a good idea.
  The base chance for receiving a meaningful reply is 70% + 
  1% per caster level; the DM makes the roll secretly.
  The DM may determine that the question is 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 resulted from 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 
  augury.
  
  911
  Thus, it might miss the long-term consequences of the 
  contemplated action.
  All auguries cast by the same person about the same topic 
  use the same dice result as the first augury.
  Focus: A set of marked sticks, bones, or similar tokens of at 
  least 25 gp value.
  CLAIRAUDIENCE/CLAIRVOYANCE
  Divination
  Level: Brd 3, Knowledge 3, Sor/Wiz 3
  Components: V, S, F/DF
  Casting Time: 1 action
  Range: See text
  Effect: Magical sensor
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  Clairaudience/clairvoyance enables you to concentrate upon 
  some locale and hear or see (your choice) almost as if you 
  were there.
  Distance is not a factor, but the locale must be known—a 
  place familiar to you or an obvious one (such as behind a 
  door, around a corner, or in a grove of trees).
  The spell does not allow magically 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.
  Lead sheeting or magical protection (such as antimagic field,
  mind blank, or nondetection) blocks the spell, and you sense 
  that the spell is so blocked.
  The spell creates an invisible sensor, similar to that created 
  by a scrying spell, that can be dispelled.
  The spell functions only on the plane of existence you are 
  currently occupying.
  Arcane Focus: A small horn (for hearing) or a glass eye (for 
  seeing).
  COMMUNE WITH NATURE
  Divination
  Level: Animal 5, Drd 5
  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 up to 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.
  For example, you could determine the location of any 
  powerful undead creatures, the location of all major sources 
  of safe drinking water, and the location of any buildings 
  (which register as blind spots).
  In outdoor settings, the spell operates in a radius of one 
  mile per caster level.
  In natural underground settings—caves, caverns, etc.—the 
  range 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).
  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, the DM should give a short 
  phrase (five words or less) 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 Components: Holy (or unholy) water and incense.
  XP Cost: 100 XP.
  COMPREHEND LANGUAGES
  Divination
  Level: Clr 1, Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You can understand the spoken words of creatures or read 
  otherwise incomprehensible written messages (such as 
  writing in another language).
  In either case, you must touch the creature or the writing.
  Note that the ability to read does not necessarily impart 
  insight into the material, merely its literal meaning.
  Note also that 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, other than to know it is 
  magical, but the spell is often useful when deciphering 
  treasure maps.
  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.
  Arcane Material Components: A pinch of soot and a few grains 
  of salt.
  
  912
  CONTACT OTHER PLANE
  Divination
  Level: Brd 5, Sor/Wiz 5
  Components: V
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Concentration
  You send your mind to another plane of existence 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.
  (The DM answers all questions 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.
  You can contact an Elemental Plane or some plane farther 
  removed.
  Contact with minds far removed from your home plane 
  increases the probability of suffering an effective decrease 
  to Intelligence and Charisma, but the chance of the power 
  knowing the answer, as well as the probability of the being 
  telling the correct answer, 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 DM 
  changes, the personalities of individual deities, and so on).
  On rare occasions, this divination may be blocked by an act 
  of certain deities or forces.
  DETECT ANIMALS OR PLANTS
  Divination
  Level: Drd 1, Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect a particular type of animal or plant in a 
  quarter circle emanating out from you in whatever 
  direction you face.
  You must think of a species of animal or plant when using 
  the spell.
  Each round you can change the animal or plant type.
  
  913
  The amount of information revealed depends on how long 
  you search a particular area or focus on a specific type of 
  animal or plant: 1st Round: Presence or absence of the 
  animal or plant type in that quarter.
  2nd Round: Number of individuals of the specified type in 
  the area, and the condition of the healthiest specimen.
  3rd Round: The condition 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 original 
  hit points, free of disease.
  Fair: 30% to 90% of original hit points remaining.
  Poor: Up to 30% of original 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.
  Note: Each round you can turn to detect things 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.
  The DM decides if a specific type of animal or plant is 
  present.
  DETECT CHAOS
  Divination
  Level: Clr 1, Rgr 2
  As detect evil, except that the spell detects chaotic creatures, 
  spells, and magic items, and you are vulnerable to an 
  overwhelming chaotic aura if you are lawful.
  It does not detect undead.
  DETECT EVIL
  Divination
  Level: Clr 1, Rgr 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  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 strength of the strongest evil aura 
  present.
  If you are of good alignment, the strongest evil aura’s 
  strength is “overwhelming” (see below), and the strength is 
  at least twice your character level, you are stunned for 1 
  round and the spell ends.
  While you are stunned, you can’t act, you lose any Dexterity 
  bonus to AC, and attackers gain +2 bonuses to attack you.
  3rd Round: The strength 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 Strength: An aura’s evil power and strength depend 
  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.
  If an aura falls into more than one strength category, the 
  spell indicates the stronger of the two.
  Length Aura Lingers: How long the aura lingers depends 
  on its original strength:
  Remember that animals, traps, poisons, and other potential 
  perils are not evil; this spell does not detect them.
  Note: Each round, you can turn to detect things 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, Rgr 2
  As detect evil, except that the spell detects good creatures, 
  spells, and magic items, and you are vulnerable to an 
  overwhelming good aura if you are evil.
  It does not detect undead.
  Also, remember that healing potions, antidotes, and similar 
  beneficial items are not good.
  DETECT LAW
  Divination
  Level: Clr 1, Rgr 2
  
  914
  As detect evil, except that the spell detects lawful creatures, 
  spells, and magic items, and you are vulnerable to an 
  overwhelming lawful aura if you are chaotic.
  It does not detect undead.
  DETECT POISON
  Divination
  Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 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 
  successful Wisdom check (DC 20).
  A character with the Alchemy skill may try an Alchemy 
  check (DC 20) if the Wisdom check fails, or may try the 
  Alchemy check prior to the Wisdom check.
  Note: 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 SCRYING
  Divination
  Level: Brd 4, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: 120 ft.
  Area: 120-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 clairaudience/clairvoyance or scrying.
  The spell’s effect radiates from you moves as you move.
  The spell also reveals the use of crystal balls or other magic 
  scrying devices.
  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.
  If the attempt originates outside this range, you and the 
  scrier immediately make opposed Scry skill checks.
  (A Scry check is the same as an Intelligence check for a 
  creature without the Scry skill).
  If you at least match the scrier’s result, you get a visual 
  image of the scrier and a sense of the scrier’s direction and 
  distance from you (accurate to within one-tenth the 
  distance).
  Material Components: 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 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 1 minute/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—an ordinary trapdoor underneath a pile of crates 
  would not be detected.
  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.
  Note: Each round, you can turn to detect things 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 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect simple pits, deadfalls, snares of wilderness 
  creatures (trapdoor spiders, giant sundews, ant lions, etc.), 
  and primitive traps constructed of natural materials 
  (mantraps, missile traps, hunting snares, etc.).
  The spell does not detect complex traps, including trapdoor 
  traps.
  The spell does detect certain natural hazards—quicksand 
  (registers as a snare), a sinkhole (pit), or unsafe walls of 
  natural rock (deadfall).
  However, it does not reveal other potentially dangerous 
  conditions, such as a cavern that floods during rain, an 
  unsafe construction, or a naturally poisonous plant.
  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.
  Note: Each round, you can turn to detect things in a new 
  area.
  
  915
  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 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: Will negates (see text)
  Spell Resistance: No
  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 mental 
  strength of each.
  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.
  Note: 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 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect the aura that surrounds undead.
  The amount of information revealed depends on how long 
  you study a particular area or subject: 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, the strongest undead aura’s 
  strength is “overwhelming” (see below), and the strength is 
  at least twice your character level, you are stunned for 1 
  round and the spell ends.
  While you are stunned, you can’t act, you lose any Dexterity 
  bonus to AC, and attackers gain +2 bonuses to attack you.
  3rd Round: The strength 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 Strength: The strength of the undead aura is 
  determined by the HD of the undead creature.
  Length Aura Lingers: How long the aura lingers depends 
  on its original strength:
  Note: Each round, you can turn to detect things 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.
  DISCERN LIES
  Divination
  Level: Clr 4, Pal 3
  Components: V, S, DF
  Casting Time: 1 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
  
  916
  Each round, you concentrate on one subject, who must be 
  in range.
  You know if the subject deliberately and knowingly speaks 
  a lie by discerning disturbances in her 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 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 location (place, name, 
  business name, building name, or the like), community, 
  county (or similar political division), country, continent, 
  and plane where the subject 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 the object at least 
  once.
  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.
  For example, suppose the question is “Will we do well if we 
  venture into the ruined temple of Erythnul?” The DM 
  knows that a terrible troll guarding 10,000 gp and a +1 shield 
  lurks near the entrance but estimates that your party could 
  beat the troll after a hard fight.
  Therefore the divination response might be: “Ready oil and 
  open flame light your way to wealth”.
  In all cases, the DM controls what information you receive.
  Note that if your party doesn’t act on the information, the 
  conditions may change so that the information is no longer 
  useful.
  (For example, the troll could move away and take the 
  treasure with it).
  The base chance for a correct divination is 70% + 1% per 
  caster level.
  The DM adjusts the chance if unusual circumstances 
  require it (if, for example, unusual precautions against 
  divination spells have been taken).
  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 and yield the same answer each time.
  Material Component: Incense and a sacrificial offering 
  appropriate to your religion, together worth at least 25 gp.
  FIND THE PATH
  Divination
  Level: 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)
  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.
  Note that the spell works with respect to locales, not 
  objects or creatures within a locale.
  Thus, the spell could not find the way to “a forest where a 
  green dragon lives” or to the location of “a hoard of 
  platinum pieces”, but it could find the exit to a labyrinth.
  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 him to his destination, indicating 
  at the 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.
  The spell ends when the destination is reached or the 
  duration elapses, whichever comes first.
  The spell frees the subject, and those with him, from a maze 
  spell in a single round.
  This divination is keyed to the recipient, not his 
  companions, and does not predict or allow for the actions of 
  creatures (including guardians).
  Focus: A set of divination counters of the sort favored by 
  you—bones, ivory counters, sticks, carved runes, etc.
  FIND TRAPS
  Divination
  Level: Clr 2
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: You
  Duration: 1 minute/level
  You gain intuitive insight into the workings of traps.
  You can use your Search skill to detect traps just as a rogue 
  can but gain no special bonus on your Search checks.
  
  917
  FORESIGHT
  Divination
  Level: Drd 9, Knowledge 9, Sor/Wiz 9
  Components: V, S, M/DF
  Casting Time: 1 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 the spell is cast, you receive instantaneous warnings 
  of impending danger or harm to the subject of the spell.
  Thus, if you are the subject of the spell, you would be 
  warned in advance if a rogue were about to attempt a sneak 
  attack on you, or if a creature were about to leap out from 
  an unexpected direction, or if an attacker were specifically 
  targeting you with a spell or ranged weapon.
  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—duck, jump right, 
  close your eyes, and so on—and gives you a +2 insight 
  bonus to AC and to Reflex saves.
  This insight bonus is lost whenever you would lose a 
  Dexterity bonus to AC.
  When another creature is the object 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 it 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 spell 
  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.
  GREATER SCRYING
  Divination
  Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour/level
  As scrying, except as noted above.
  All of the following spells can be cast reliably through the 
  sensor: comprehend languages, darkvision, detect chaos, detect 
  evil, detect good, detect law, detect magic, message, read magic, and 
  tongues.
  GUIDANCE
  Divination
  Level: Clr 0, Drd 0
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute or until discharged
  Saving Throw: None
  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.
  IDENTIFY
  Divination
  Level: Brd 1, Magic 2, Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 8 hours
  Range: Touch
  Targets: Up to 1 touched object per level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  The spell determines the single most basic function of each 
  magic item, including how to activate that function (if 
  appropriate), and how many charges are left (if any).
  For example, a +2 vorpal sword, a +2 dancing sword, and a +2 
  sword would all register as “+2 to attack and damage rolls”.
  If a magic item has multiple different functions that are 
  equally basic, identify determines the lowest-level function.
  If these functions are also of equal level, the DM decides 
  randomly which is identified.
  Arcane Material Components: 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.
  KNOW DIRECTION
  Divination
  Level: Drd 0
  Components: V, S
  Casting Time: 1 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 note that 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 1d4×10 minutes.
  If you have only detailed information on the person, place, 
  or thing, casting time is 1d10 days, and the resulting lore is 
  
  918
  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 next time).
  If you know only rumors, 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).
  During the casting, you cannot engage in other than 
  routine activities: eating, sleeping, etc.
  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 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.
  Examples of legend lore results: A divination about a 
  mysterious magic axe you have at hand: “Woe to the 
  evildoer whose hand touches the axe, for even the haft 
  chops the hand of the evil ones.
  Only a true Son or Daughter of Stone, one who loves 
  Moradin and whom Moradin loves, may awaken the true 
  powers of the axe, and only with the sacred word ‘Rudnogg’
  on the lips”.
  A divination about a legendary paladin about whom you 
  know many details: “Vanashon has been denied the glory of 
  death and the duty of life.
  He waits patiently beneath the Forbidden Mountain”.
  (The paladin has been turned to stone in the caverns 
  beneath the mountain).
  A divination about ancient ruins about which you have 
  only a passing reference in a partially damaged tome: “The 
  sorcerer who called herself Ryth built a library without 
  words and a temple without gods.
  Those who read and those who pray tore it down in a night 
  and a day”.
  (These clues may be enough for you to find out more and 
  get the details you need to cast a better legend lore).
  Material Component: Incense worth at least 250 gp.
  Focus: Four strips of ivory (worth 50 gp each) formed into a 
  rectangle.
  LOCATE CREATURE
  Divination
  Level: Brd 4, Sor/Wiz 4
  Components: V, S, M
  Duration: 10 minutes/level
  As 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 the 
  creature is within range.
  You also know in which direction the creature is moving, if 
  any.
  The spell can locate a creature of a specific type (such as 
  human or unicorn) or a specific creature known to you.
  It cannot find a creature of a general type (such as 
  humanoid or beast).
  To find a type 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 bloodhound’s fur.
  LOCATE OBJECT
  Divination
  Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2
  Components: V, S, F/DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: Circle, centered on you, with a radius of 400 ft. + 40 
  ft./level
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You sense the direction of a well-known or clearly 
  visualized object.
  The spell locates such objects as apparel, jewelry, furniture, 
  tools, weapons, and even a ladder.
  You can search for general items such as a stairway, a sword, 
  or a jewel, in which case you locate the nearest one of its 
  type if more than one is within range.
  Attempting to find a specific item, such as a particular piece 
  of jewelry, 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 object (such as “Baron 
  Vulden’s signet ring”) unless you have observed that 
  particular item firsthand (not through divination).
  The spell is blocked by lead.
  Creatures cannot be found by this spell.
  Polymorph any object fools it.
  Arcane Focus: A forked twig.
  PRYING EYES
  Divination
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 minute
  Range: One mile
  Effect: Creates 1d4 levitating eyes +1 eye/level
  Duration: 1 hour/level (see text)
  Saving Throw: None
  Spell Resistance: No
  You create ten or more semitangible, visible magical orbs 
  (called “eyes”) that move out, scout around, and return as 
  you direct them when casting the spell.
  When an eye returns, it relays what it has seen to you and 
  then disappears.
  Each eye is about the size of a small apple and can see 120 
  feet (normal vision only) in all directions.
  The spell conjures 1d4 eyes +1 eye per caster level.
  While the individual eyes are quite fragile, they’re small 
  and difficult to spot.
  Each eye is a Fine construct that has 1 hit point, has AC 18 
  (+8 bonus for its size), flies at a speed of 30 feet with perfect 
  maneuverability, and has a +16 skill modifier on Hide 
  checks.
  
  919
  The eyes are 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 up to twenty-five 
  words.
  Any knowledge you possess is known by the eyes as well, so 
  if you know, for example, what a typical merchant looks 
  like, the eyes do as well.
  Sample commands might include: “Surround me at a range 
  of four hundred feet and return if you spot any dangerous 
  creatures”.
  The phrase “Surround me” directs the eyes to form an 
  equally spaced, horizontal ring at whatever range you 
  indicate, and then move with you.
  As eyes return or are destroyed, the rest automatically space 
  themselves to compensate.
  In the case of this sample command, an eye returns only if 
  it spots a creature whom you would regard as dangerous.
  A “peasant” that is actually a shapechanged dragon wouldn’t 
  trigger an eye’s return.
  Ten eyes can form a ring with a radius of 400 feet and 
  among themselves see everything that crosses the ring.
  “Spread out and search the town for Arweth.
  Follow him for three minutes, staying out of sight, and then 
  return”.
  The phrase “Spread out” directs the eyes to move away from 
  you in all directions.
  In this case, each eye would separately follow Arweth for 
  three minutes once it spots him.
  Other commands that might be useful include having the 
  eyes form a line in a certain manner, making them move at 
  random within a certain range, or having them follow a 
  certain type of creature.
  The DM is the final judge of the suitability of your 
  directions.
  In order to report their findings, the eyes must return to 
  your hand.
  Each replays in your mind everything it has seen during its 
  existence.
  It takes an eye only 1 round to replay 1 hour of recorded 
  images.
  If an eye ever gets more than one mile distant 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.
  After relaying its findings, an eye disappears.
  Dispel magic can destroy eyes.
  Roll separately for each eye caught in an area dispel.
  Of course, if the eye is sent into darkness, then it’s very 
  possible that it could hit a wall or similar obstacle and 
  destroy itself.
  Material Component: A handful of crystal marbles.
  RARY’S TELEPATHIC BOND
  Divination
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/three levels, no two of which can 
  be more than 30 ft. apart
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  You forge a telepathic bond among creatures, each of which 
  must have an Intelligence score of 6 or higher.
  Each creature included in the link is linked to all the 
  others.
  The bond can be established only among willing subjects, 
  which therefore receive no saving throw or SR.
  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).
  A wish spell can make a Rary’s telepathic bond permanent, but 
  it can bond only two people per wish.
  Material Components: A piece of eggshell from two different 
  species of creatures.
  SCRYING
  Divination
  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 minute/level
  Saving Throw: None
  Spell Resistance: No
  You can see and hear some creature, who may be at any 
  distance.
  You must succeed at a Scry check to do so.
  The difficulty of the task 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, you get a –5 
  penalty on the Scry check.
  
  920
  This spell creates a magical sensor located near the subject.
  Any creature with Intelligence 12 or higher can notice the 
  sensor by making a Scry check (or an Intelligence check) 
  against DC 20.
  You may cast the following spells through a scrying spell: 
  comprehend languages, read magic, tongues, and darkvision.
  The following spells have a 5% chance per caster level of 
  operating correctly: detect magic, detect chaos, detect evil, detect 
  good, detect law, and message.
  Arcane Material Components: The eye of a hawk, an eagle, or 
  even a roc, and 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.
  SEE INVISIBILITY
  Divination
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cone
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You see any objects or beings that are invisible, as well as 
  any that are astral or ethereal, as if they were normally 
  visible.
  The spell does not reveal the method used to obtain 
  invisibility, though an astral traveler is easy to identify if he 
  has a silver cord.
  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.
  Material Components: A pinch of talc and a small sprinkling 
  of powdered silver.
  SPEAK WITH ANIMALS
  Divination
  Level: Clr 2, Drd 2, Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/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 animals 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 the animal is friendly, it may do some favor or service for 
  you (as determined by the DM).
  Note: This spell does not work on beasts, magical beasts, or 
  vermin.
  SPEAK WITH PLANTS
  Divination
  Level: Clr 3, Drd 3, Rgr 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  You can comprehend and communicate with plants, 
  including 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 the plant creature is friendly, it may do some favor or 
  service for you (as determined by the DM).
  STATUS
  Divination
  Level: Clr 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Targets: One creature touched/three levels
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  When a cleric needs to keep track of comrades who may 
  get separated, status allows him to mentally monitor their 
  relative positions and general condition.
  The cleric is aware of direction and distance to the 
  creatures and their status: unharmed, wounded, disabled, 
  staggered, unconscious, dying, dead, etc.
  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 they leave it, the spell ceases to function for them.
  STONE TELL
  Divination
  Level: Drd 6
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: 1 minute/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.
  Note that a stone’s perspective, perception, and knowledge 
  may prevent the stone from providing the details you are 
  looking for (as determined by the DM).
  You can speak with natural or worked stone.
  
  921
  TONGUES
  Divination
  Level: Brd 2, Clr 4, Sor/Wiz 3
  Components: V, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  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.
  Naturally, the subject can speak only one language at a 
  time, although she 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 herself understood as far as her voice 
  carries.
  This spell does not predispose any creature addressed 
  toward the subject in any way.
  Arcane Material Component: A small clay model of a ziggurat, 
  which shatters when the verbal component is pronounced.
  TRUE SEEING
  Divination
  Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/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 her 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 cancel 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.
  Additionally, the divine version of this spell allows the 
  subject to see auras, noting alignments of creatures at a 
  glance.
  Material Component: An ointment for the eyes that costs 250 
  gp and is made from very rare mushroom powder, saffron, 
  and fat.
  TRUE STRIKE
  Divination
  Level: Sor/Wiz 1
  Components: V, F
  Casting Time: 1 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 attacks against a concealed target.
  Focus: A small wooden replica of an archery target.
  VISION
  Divination
  Level: Sor/Wiz 7
  Components: V, S, M, XP
  Casting Time: 1 action
  As legend lore, except vision 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 with a successful 
  Scry check (DC 10).
  If only detailed information on the person, place, or object 
  is known, the DC is 15, and the information gained is 
  incomplete.
  If only rumors are known, the DC is 20, and the 
  information gained is vague.
  XP Cost: 100 XP.
  ENCHANTMENT
  AID
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 2, Good 2, Luck 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Aid is almost like a bless and a proactive cure light wounds 
  spell rolled into one.
  The subject is encouraged just as with bless (+1 morale 
  bonus to attack rolls and saves against fear effects), plus it 
  gains 1d8 temporary hit points (see page 129).
  ANIMAL FRIENDSHIP
  Enchantment (Charm) [Mind-Affecting]
  Level: Drd 1, Rgr 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  
  922
  Target: One animal
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You win the loyalty of an animal, provided that your heart 
  is true.
  The spell functions only if you actually wish to be the 
  animal’s friend.
  If you are not willing to treat the animal as a friend (for 
  example, you intend to eat it, or to use it to set off traps), the 
  spell fails.
  An animal’s loyalty, once gained, is natural (not magical) 
  and lasting.
  You can teach the befriended animal three specific tricks or 
  tasks for each point of Intelligence it possesses.
  Typical tasks include attacking, coming when called, 
  guarding a place, and protecting a character.
  They cannot be complex (complex tricks, such as accepting 
  a rider, require the Handle Animal skill; see page 68).
  At any one time, you can have only a certain number of 
  animals befriended to you.
  At most, you can have animal friends whose Hit Dice total 
  no more than twice your caster level (though the demands 
  of adventuring generally restrict a character to half that 
  number).
  For example, a 3rd-level druid could use this spell to win 
  the friendship of an animal of 6 HD or less, but an 
  adventuring druid would only be able to maintain an 
  animal of 3 HD as a friend.
  An adventuring 5th-level ranger would generally be able to 
  maintain animal friends whose HD totaled 2 or less.
  You may dismiss animal friends to enable you to befriend 
  new ones.
  Material Component: A piece of food the animal likes.
  ANIMAL MESSENGER
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 2, Drd 2, Rgr 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One Tiny animal
  Duration: 1 day/level
  Saving Throw: None
  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 the animal to 
  carry a message to your allies.
  The animal cannot be one tamed or trained by someone 
  else.
  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 (such as the peak of a 
  distant mountain or mouth of a nearby river).
  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.
  Note that unless the intended recipient of a message is 
  expecting a messenger in the form of a bird or other small 
  animal, the carrier may be ignored.
  The intended recipient of a message gains no special ability 
  to communicate with the animal or read any attached 
  message (if it’s in a language she doesn’t know, for 
  example).
  Material Component: A morsel of food the animal likes.
  ANIMAL TRANCE
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 2, Drd 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Animals, beasts, or magical beasts of 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, beasts, and magical beasts to do nothing 
  but watch you.
  Only creatures with Intelligence scores of 1 or 2 can be 
  affected by this spell.
  Roll 2d6 to determine the total number of HD that you 
  entrance.
  The closest targets are selected first until no more targets 
  within range can be affected.
  For example, if Vadania affects 7 HD worth of animals and 
  there are several 2-HD wolves within close range, only the 
  three closest wolves are affected.
  Animals trained to attack or guard, beasts, and magical 
  beasts are allowed saving throws; animals not trained to 
  attack or guard are not.
  An entranced creature can be struck (with a +2 bonus to the 
  attack roll, as if it were stunned), but it then recovers from 
  the compulsion and is no longer affected by the spell.
  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
  Saving Throw: Will partial
  Spell Resistance: Yes
  You cause an object or location to emanate magical 
  vibrations that repel either a specific type of intelligent 
  creature or creatures of a particular alignment, as defined 
  by you.
  The particular type of creature to be affected must be 
  named specifically—for example, red dragons, hill giants, 
  wererats, lammasu, cloakers, or vampires.
  Larger groups, such as “goblinoids”, are not specific enough.
  
  923
  Likewise, the specific alignment must be named—for 
  example, chaotic evil, chaotic good, lawful neutral, or true 
  neutral.
  Creatures of the designated type 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 who makes a successful saving throw can stay in 
  the area or touch the item, but feels very uncomfortable 
  doing so.
  This distracting discomfort reduces the creature’s Dexterity 
  score by 4 points.
  Antipathy counters and dispels sympathy.
  This spell cannot be cast upon living creatures.
  Arcane Material Component: A lump of alum soaked in 
  vinegar.
  BANE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: 50 ft.
  Area: All enemies within 50 ft.
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Bane fills your enemies with fear and doubt.
  They suffer a –1 morale penalty on their attack rolls and a –
  1 morale penalty on saving throws against fear effects.
  Bane counters and dispels bless.
  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 only gets an initial saving throw if its HD is 
  equal to at least half your caster level.
  You may have up to six assistants help you with the spell.
  For each assistant who casts suggestion, your caster level for 
  this casting of the spell increases by +1.
  For each assistant who casts dominate animal, dominate 
  person, or dominate monster, your effective level increases by 
  a number equal to one-third that assistant’s level (provided 
  the target is appropriate for the spell).
  Since the assistants’ spells are cast simply to improve the 
  caster level of the caster of the binding spell, saving throws 
  and spell resistance against them are irrelevant.
  Your caster level determines whether the target gets an 
  initial Will saving throw and how long the binding lasts.
  All binding durations 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 can be as simple or elaborate as you desire (but the 
  DM must agree that the condition is reasonable and has 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, HD, or hit points don’t 
  qualify.
  For example, a bound creature can be released when a lawful 
  good creature approaches, but not when a paladin 
  approaches.
  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.
  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.
  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: Brings a comatose sleep upon the subject for up to 
  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: A combination of chaining and slumber that 
  lasts for up to one month per caster level.
  Reduce save DC by 2.
  Hedged Prison: The subject is transported to or otherwise 
  brought within a confined area (such as a labyrinth) from 
  which it cannot wander by any means.
  The spell is permanent.
  Reduce 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 (your choice).
  The creature remains aware of its surroundings and can 
  speak, but 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 save DC by 4.
  Minimus Containment: The subject is shrunk to a height of 1 
  inch or even less and held within some gem or similar 
  object or jar.
  The binding is permanent.
  The subject does not need to breathe, eat, or drink while 
  contained, nor does it age.
  Reduce save DC by 4.
  In the case of the first three versions of binding (those with 
  limited durations), you may cast additional binding spells to 
  prolong the effect (the durations overlap).
  
  924
  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 at this save, all the binding spells it 
  has received are broken.
  Components: The components for a binding spell vary 
  according to the version of the spell, but they include a 
  continuous chanting utterance read from the scroll or book 
  page giving the spell, somatic gestures, and materials 
  appropriate to the form of binding.
  These include such items as miniature chains of special 
  metals (silver for lycanthropes, etc.), soporific herbs of the 
  rarest sort (for slumber bindings), a bell jar of the finest 
  crystal, and so on.
  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.
  BLESS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 1, Pal 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: 50 ft.
  Area: All allies within 50 ft.
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Bless fills your allies with courage.
  They gain a morale bonus of +1 on their attack rolls and a 
  morale bonus of +1 on saving throws against fear effects.
  Bless counters and dispels bane.
  CALM ANIMALS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Animal 1, Drd 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Animals, beasts, or magical beasts with 
  Intelligence 1 or 2 within 30 ft. of each other
  Duration: 1 minute/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  This spell soothes and quiets animals, beasts, and magical 
  beasts, rendering them docile and harmless.
  Only creatures with Intelligence scores of 1 or 2 can be 
  affected by this spell.
  All the subjects must be of the same species and within a 
  30-foot sphere.
  Roll 2d4 + caster level to determine the total number of HD 
  affected.
  Animals trained to attack or guard, dire animals, beasts, and 
  magical beasts are allowed saving throws.
  Animals not trained to attack or guard are not.
  (A druid could calm a normal bear or wolf with little 
  trouble, but it’s more difficult to affect a winter wolf, a 
  bulette, or a trained guard dog).
  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 (fire, a hungry predator, an imminent attack) 
  breaks the spell on the threatened creatures.
  CALM EMOTIONS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 2, Law 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: 1d6 creatures/level, all of whom must be within 
  30 ft. of each other
  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 this 
  spell 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, 
  except to protect themselves.
  Any aggressive action or life-threatening damage against 
  calmed creatures immediately breaks the spell on the 
  threatened creatures.
  This spell automatically suppresses (but does not dispel) 
  mind-affecting spells such as bless, confusion, emotion, and 
  fear, as well as negating a bard’s ability to inspire courage or 
  a barbarian’s rage.
  While the calm emotions spell lasts, a suppressed spell has no 
  effect.
  When the calm emotions spell ends, the original spell takes 
  hold of the creature again, provided its duration has not 
  expired in the meantime.
  CHARM MONSTER
  Enchantment (Charm) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4
  Target: One living creature
  Duration: 1 day/level
  As charm person, except that the spell is not restricted by 
  creature type or size.
  CHARM PERSON OR ANIMAL
  Enchantment (Charm) [Mind-Affecting]
  Level: Drd 2
  Target: One person or animal
  As charm person, except that it can also affect an animal.
  When in doubt about whether something is an “animal” as 
  defined by the spell, check the Monster Manual.
  CHARM PERSON
  Enchantment (Charm) [Mind-Affecting]
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One person
  Duration: 1 hour/level
  
  925
  Saving Throw: Will negates
  Spell Resistance: Yes
  This charm makes a humanoid of Medium-size or smaller 
  regard you as his trusted friend and ally.
  If the creature is currently being threatened or attacked by 
  you or your allies, however, he receives a +5 bonus on his 
  saving throw.
  The spell does not enable you to control the charmed person 
  as if he were an automaton, but he 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 him to do anything 
  he wouldn’t ordinarily do.
  (Retries not allowed).
  A charmed person never obeys suicidal or obviously harmful 
  orders, but he might believe you if you assured him that the 
  only chance to save your life is for him to hold back an 
  onrushing red dragon for “just a few seconds”.
  Any act by you or your apparent allies that threatens the 
  charmed person breaks the spell.
  Note also that you must speak the person’s language to 
  communicate your commands, or else be good at 
  pantomiming.
  COMMAND PLANTS
  Enchantment (Charm) [Mind-Affecting]
  Level: Drd 8, Plant 8
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Plants and plant creatures (see text)
  Duration: 1 day/level or 1 hour/level (see text)
  Saving Throw: See text
  Spell Resistance: See text
  The spell has three versions: Plants, fungi, plant creatures, 
  and fungus creatures do your bidding.
  Charm: Against plant creatures and fungus creatures, 
  command plants functions as a mass charm spell.
  You can command a number of plant creatures whose 
  combined level or HD do not exceed three times your level 
  (or at least one creature regardless of HD).
  No two affected creatures can be more than 30 feet from 
  each other, and each is allowed a Will saving throw to 
  negate the effect.
  Spell resistance applies.
  The effect lasts one day per caster level.
  This is a charm effect.
  Animate: The spell imbues trees or other large, inanimate 
  vegetable life with mobility.
  The animated plants then attack whomever or whatever 
  you first designate.
  Animated plants gain humanlike senses.
  The plants’ AC, speed, attacks, and special abilities vary 
  with their size and form, as described for animated objects 
  in the Monster Manual.
  You can animate two trees, four shrubs, or eight vines.
  All plants to be affected must be within 60 feet of each 
  other.
  You can animate different types of plants if desired (for 
  example, one tree and four vines or a tree and two shrubs).
  Creatures who have the plants in their possession can 
  prevent the effect with Will saves or spell resistance.
  The effect lasts 1 hour per caster level.
  Entangle: You imbue all plants within range with 
  semimobility, which allows them to entwine around 
  creatures in the area.
  This duplicates the effect of an entangle spell.
  Spell resistance does not keep creatures from being 
  entangled.
  The effect lasts 1 hour per caster level.
  COMMAND
  Enchantment (Compulsion) [Language-Dependent, Mind-
  Affecting]
  Level: Clr 1
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You give the subject a one-word command, which she 
  obeys to the best of her ability.
  A very reasonable command causes the subject to suffer a 
  penalty on the saving throw (from –1 to –4, at the DM’s 
  discretion).
  Typical commands are “Flee”, “Die” (which causes the 
  subject to feign death), “Halt”, “Run”, “Stop”, “Fall”, “Go”, 
  “Sleep”, “Surrender”, and “Rest”.
  (A command of “Suicide” fails because “suicide” is generally 
  used as a noun, not as a command).
  CONFUSION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4, Trickery 4
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: All creatures in a 15-ft. radius
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Creatures affected by this spell behave randomly, as 
  indicated on the following table:
  Except on a result of 1, roll again each round to see what 
  the subject does that round.
  Wandering creatures leave the scene as if disinterested.
  Attackers are not at any special advantage when attacking 
  them.
  Behavior is checked at the beginning of each creature’s 
  turn.
  
  926
  Any confused creature who is attacked automatically attacks 
  its attackers on its next turn.
  Arcane Material Component: A set of three nut shells.
  DAZE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 0, Sor/Wiz 0
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One person
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  This enchantment clouds the mind of a humanoid of 
  Medium-size or smaller so that he takes no actions.
  Humanoids of 5 or more HD are not affected.
  The dazed subject is not stunned (so attackers get no special 
  advantage against him), but he can’t move, cast spells, use 
  mental abilities, etc.
  Material Component: A pinch of wool or similar substance.
  DEMAND
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 8
  Saving Throw: Will partial
  Spell Resistance: Yes
  As sending, but the message can also contain a suggestion 
  (see the suggestion spell), which the subject does her 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 
  creature’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 comes, 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, etc.
  DOMINATE ANIMAL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Animal 3, Drd 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  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 animal.
  The animal can be directed by silent mental command as 
  long as it remains in range.
  You need not see the animal to control it.
  You do not receive direct sensory input from the animal, 
  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, such as manipulating 
  objects with its paws and mouth.
  You need not concentrate exclusively on controlling the 
  animal unless you are trying to direct it to do something it 
  normally couldn’t do.
  DOMINATE MONSTER
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 9
  Target: One creature
  As dominate person, except that the spell is not restricted by 
  creature type or size.
  DOMINATE PERSON
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 4, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium-size or smaller
  Duration: 1 day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can control the actions of any humanoid that is 
  Medium-size or smaller.
  You establish a telepathic link with the subject’s mind.
  If a common language is shared, you can generally force the 
  subject to perform as you desire, within the limits of his 
  abilities.
  If no common language is shared, you can communicate 
  only basic commands, such as “Come here”, “Go there”, 
  “Fight”, and “Stand still”.
  You know what the subject is experiencing, but you do not 
  receive direct sensory input from him.
  Subjects resist this control, and those forced to take actions 
  against their nature receive a new saving throw with a 
  bonus of +1 to +4, depending on the type of action required.
  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.
  Protection from evil or a similar spell can prevent you from 
  exercising control or using the telepathic link while the 
  subject is so warded, but it does not prevent the 
  establishment of domination or dispel it.
  DOOM
  Enchantment (Compulsion) [Fear, Mind-Affecting]
  Level: Clr 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  
  927
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This curse fills a single subject with a feeling of horrible 
  dread and causes her to weaken and lose confidence.
  The subject is shaken, suffering a –2 morale penalty to 
  attack rolls, checks, and saving throws.
  EMOTION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: All living creatures within a 15-ft. radius
  Duration: Concentration
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell arouses a single emotion of your choice in the 
  subjects.
  You can choose any one of the following versions:
  Despair: The enchanted creatures suffer a –2 morale 
  penalty to saving throws, attack rolls, ability checks, skill 
  checks, and weapon damage rolls.
  Emotion (despair) dispels emotion (hope).
  Fear: The enchanted creatures flee from you whenever they 
  are in sight of you.
  Emotion (fear) dispels emotion (rage).
  Friendship: The enchanted creatures react more positively 
  toward others.
  Their attitude on the Influencing NPC Attitude Table (see 
  NPC Attitudes in the DUNGEON MASTER’s Guide) shifts to 
  the next more favorable reaction (hostile to unfriendly, 
  unfriendly to indifferent, indifferent to friendly, or friendly 
  to helpful).
  Creatures involved in combat, however, continue to fight 
  back normally.
  Emotion (friendship) dispels emotion (hate).
  Hate: The enchanted creatures react more negatively 
  toward others.
  Their attitude on the Influencing NPC Attitude Table (see 
  NPC Attitudes in the DUNGEON MASTER’s Guide) shifts to 
  the next less favorable reaction (helpful to friendly, friendly 
  to indifferent, indifferent to unfriendly, or unfriendly to 
  hostile).
  Emotion (hate) dispels emotion (friendship).
  Hope: The enchanted creatures gain a +2 morale bonus to 
  saving throws, attack rolls, ability checks, skill checks, and 
  weapon damage rolls.
  Emotion (hope) dispels emotion (despair).
  Rage: The enchanted creatures gain a +2 morale bonus to 
  Strength and Constitution scores, a +1 morale bonus on 
  Will saves, and a –1 penalty to AC.
  They are compelled to fight heedless of danger.
  Emotion (rage) does not stack with barbarian rage or with 
  itself.
  Emotion (rage) dispels emotion (fear).
  ENTHRALL
  Enchantment (Charm) [Language-Dependent, Mind-
  Affecting, Sonic]
  Level: Brd 2, Clr 2
  Components: V, S
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Any number of creatures
  Duration: Up to 1 hour
  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 (see the DUNGEON MASTER’s 
  Guide for information about attitudes).
  Those of a race or religion unfriendly to yours have a +4 
  bonus to the saving throw.
  Creatures with 4 or more HD or with Wisdom scores of 16 
  or higher remain aware of their surroundings and have an 
  attitude of indifferent.
  They gain new saving throws if they witness actions that 
  they oppose.
  The enchantment 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 speaking 
  or singing.
  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.
  This check is based on the character with the highest 
  Charisma and has a +2 bonus for each other jeerer who can 
  make a Charisma check of 10 or higher.
  The heckling ends the spell if it beats your opposed 
  Charisma check.
  Only one such challenge is allowed per use of the spell.
  If any member of the audience is attacked (or subjected to 
  an overtly hostile act), the spell ends and the audience 
  becomes immediately unfriendly toward you (or hostile, for 
  audience members with 4 or more HD and Wisdom 16 or 
  higher).
  FEEBLEMIND
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  The subject’s Intelligence score drops to 1: roughly the 
  intellect of a lizard.
  The creature is unable to cast spells, use Intelligence-based 
  skills, or communicate coherently.
  
  928
  Still, the creature knows who its friends are and can follow 
  them and even protect them.
  The creature remains in this state until a heal, limited wish, 
  miracle, or wish spell is used to cancel the effects.
  Creatures who can cast arcane spells, such as sorcerers and 
  wizards, or use arcane spell-like effects suffer a –4 penalty 
  on their saving throws.
  Material Component: A handful of clay, crystal, glass, or 
  mineral spheres.
  GEAS/QUEST
  Enchantment (Compulsion) [Language-Dependent, Mind-
  Affecting]
  Level: Brd 6, Clr 6, Sor/Wiz 6
  Target: One living creature
  Saving Throw: None
  As lesser geas, except that geas/quest affects a creature of any 
  HD and allows no saving throw.
  Instead of suffering penalties to abilities, the subject takes 
  3d6 points of damage each day he does not attempt to 
  follow the geas/quest.
  Additionally, each day he must make a Fortitude saving 
  throw or sicken.
  A sickened creature moves at half his normal speed and 
  suffers –4 penalties on both Strength and Dexterity.
  He heals damage at one-tenth his normal rate and cannot 
  benefit from any magical healing effects.
  A sickened creature must make a Fortitude save each day or 
  become crippled.
  Once crippled, the subject is effectively disabled (as if he 
  had 0 hit points) and can’t choose to take strenuous actions.
  These effects end one day after the creature attempts to 
  resume the geas/quest.
  Remove curse ends the geas/quest only if its caster level is at 
  least two higher than your caster level.
  Break enchantment does not end the geas/quest, although 
  limited wish, miracle, and wish do.
  Bards, sorcerers, and wizards usually refer to this spell as 
  geas, while clerics call the same spell quest.
  GREATER COMMAND
  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
  As command, except that up to one creature per level may be 
  affected.
  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.
  HOLD ANIMAL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Animal 2, Drd 2, Rgr 2
  Components: V, S
  Target: One animal
  As hold person, except the spell affects an animal instead.
  Hold animal does not work on beasts, magical beasts, or 
  vermin.
  When in doubt about whether something is an “animal” as 
  defined by the spell, check the Monster Manual.
  HOLD MONSTER
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 4, Law 6, Sor/Wiz 5
  Components: V, S, M/DF
  Target: One living creature
  As hold person, except this spell holds 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 PERSON
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 2, Clr 2, Sor/Wiz 3
  Components: V, S, F/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Medium-size or smaller
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  The subject freezes in place, standing helpless.
  He is aware and breathes normally but cannot take any 
  physical actions, even speech.
  He can, however, execute purely mental actions (such as 
  casting a spell with no components).
  A winged creature who is held cannot flap its wings and 
  falls.
  A swimmer can’t swim and may drown.
  Arcane Focus: A small, straight piece of iron.
  HYPNOTISM
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  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 cause creatures 
  nearby to stop and stare blankly at you, hypnotized.
  You can use their rapt attention to make your suggestions 
  and requests seem more plausible.
  Roll 2d4 to see how many total HD you affect.
  Creatures with fewer HD are affected before creatures with 
  more HD.
  Only creatures who can see or hear you are affected, but 
  they do not need to understand the character to be 
  hypnotized.
  If you use this spell in combat, the targets gain a +2 bonus 
  to their saving throws.
  If the spell affects only a single creature not in combat at 
  the time, the saving throw has a penalty of –2.
  While hypnotized, a creature’s Spot and Listen checks suffer 
  a –4 penalty.
  
  929
  Any potential threat (such as an armed party member 
  moving behind the hypnotized creature) allows the creature 
  a second saving throw.
  Any obvious threat, such as casting a spell, drawing a sword, 
  or aiming an arrow, automatically breaks the hypnotism, as 
  does shaking or slapping the creature.
  A hypnotized creature’s ally may shake it free of the spell as a 
  standard action.
  While the subject is hypnotized, you can make a suggestion 
  or request (provided you can communicate with it).
  The suggestion must be brief and reasonable.
  An affected creature reacts as though it were two steps 
  more friendly in attitude.
  (The DUNGEON MASTER’s Guide has rules for creatures’
  attitudes).
  Even once the spell ends, it retains its new attitude toward 
  you, but only with respect to that particular suggestion.
  A creature who fails its saving throw does not remember 
  that you enspelled it.
  INSANITY
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  The enchanted creature suffers from a continuous confusion 
  effect.
  Remove curse does not remove insanity.
  Greater restoration, limited wish, miracle, or wish can restore 
  the creature.
  LESSER GEAS
  Enchantment (Compulsion) [Language-Dependent, Mind-
  Affecting]
  Level: Brd 3, Sor/Wiz 4
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature of up to 7 HD
  Duration: 1 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 HD 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 (such as 
  “Wait here” or “Defend this area against attack”), the spell 
  remains in effect for a maximum of one day per caster level.
  Note that a clever recipient can subvert some instructions.
  For example, if you order the recipient to protect you from 
  all harm, it might place you in a nice, safe dungeon for the 
  duration of the spell.
  If the subject is prevented from obeying the lesser geas for a 
  whole day, he suffers a –2 penalty on each ability score.
  Each day, another –2 penalty accumulates, up to a total of –
  8.
  Abilities are not reduced below 1.
  The ability penalties end one day after the character 
  resumes obeying the lesser geas.
  A lesser geas (and all ability penalties) can be ended by break 
  enchantment, limited wish, remove curse, miracle, or wish.
  Dispel magic does not affect a lesser geas.
  MASS CHARM
  Enchantment (Charm) [Mind-Affecting]
  Level: Sor/Wiz 8
  Components: V
  Targets: One or more creatures, no two of which can be 
  more than 30 ft. apart
  Duration: 1 day/level
  As charm person, except the spell affects a number of 
  creatures (persons or not) 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.
  MASS SUGGESTION
  Enchantment (Compulsion) [Mind-Affecting, Language-
  Dependent]
  Level: Brd 6, 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
  As suggestion, except that it can affect more creatures.
  The same suggestion applies to all these creatures.
  MIND FOG
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Fog that spreads to fill a 20-ft. cube
  Duration: 30 minutes/+2d6 rounds (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Mind fog produces a bank of fog that weakens the mental 
  resistance of those caught in it.
  Creatures in the mind fog suffer a –10 competence penalty 
  to all Wisdom checks and Will saves.
  (A creature who successfully saves against the fog is not 
  affected and need not make further saves even if it remains 
  in the fog).
  Affected creatures suffer the penalty as long as they remain 
  in the fog and for 2d6 rounds thereafter.
  The fog itself is stationary and lasts for 30 minutes (or until 
  dispersed by wind).
  The fog is thin and does not significantly hamper vision.
  
  930
  MODIFY MEMORY
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 4
  Components: V, S
  Casting Time: 1 action (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 up to 5 
  minutes of her memory in one of the following ways:
  • Eliminate all memory of an event the subject actually 
  experienced.
  This spell cannot negate charm, suggestion, geas, quest, or 
  similar spells.
  • Allow the subject to recall with perfect clarity an event 
  she actually experienced.
  For instance, she could recall every word from a 5-minute 
  conversation or every detail from a passage in a book.
  • 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 action.
  If the subject fails to save, you proceed with the spell by 
  spending up to 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 her natural 
  inclinations.
  An illogical modified memory, such as the subject recalling 
  how much she enjoyed drinking poison, is dismissed by 
  the subject as a bad dream or a memory muddied by too 
  much wine.
  More useful applications of modify memory include 
  implanting memories of friendly encounters with you 
  (inclining the subject to act favorably toward you), 
  changing the details of orders given to the subject by a 
  superior, or causing the subject to forget that she ever saw 
  you or your party.
  The DM reserves the right to decide whether a modified 
  memory is too nonsensical to significantly affect the 
  subject.
  OTTO’S IRRESISTIBLE DANCE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 8
  Components: V
  Casting Time: 1 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 dance makes it impossible for the subject to do 
  anything other than caper and prance, worsens the Armor 
  Class of the creature by –4, makes Reflex saves impossible 
  except on a roll of 20, and makes it impossible to use a 
  shield.
  RANDOM ACTION
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  The enchanted creature is compelled to act randomly for 1 
  round.
  Rather than deciding its action for itself, the subject of the 
  spell takes an action determined randomly on the following 
  table:
  Nothing can affect this die roll in any way.
  It is always entirely random.
  Note: Nonintelligent creatures are immune to mind-
  affecting spells.
  SLEEP
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1, Rgr 2, Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several living creatures within a 15-ft.-radius burst
  
  931
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  A sleep spell causes a comatose slumber to come upon one 
  or more creatures.
  Roll 2d4 to determine how many total HD of creatures can 
  be affected.
  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.
  No creature with 5 or more HD is affected, and HD that are 
  not sufficient to affect a creature are wasted.
  For example, Mialee casts sleep at three kobolds (1/2 HD), 
  two gnolls (2 HD), and an ogre (4 HD).
  The roll (2d4) result is 4.
  All three kobolds and one gnoll are affected (1/2 + 1/2 + 1/2 
  + 2 = 3 1/2 HD).
  The remaining 1/2 HD is not enough to affect the last gnoll 
  or the ogre.
  Mialee can’t choose to have sleep affect the ogre or the two 
  gnolls.
  Sleeping creatures are helpless.
  Slapping or wounding awakens affected creatures, 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.
  Note: Extra hit points are irrelevant for determining how 
  many HD a creature has.
  An ogre with 4d8+8 hit points still has only 4 HD and can 
  be affected by the spell.
  Arcane Material Component: A pinch of fine sand, rose petals, 
  or a live cricket.
  SUGGESTION
  Enchantment (Compulsion) [Mind-Affecting, Language-
  Dependent]
  Level: Brd 2, Sor/Wiz 3
  Components: V, M
  Casting Time: 1 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 enchanted 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 stab itself, throw itself onto a spear, 
  immolate itself, or do some other obviously harmful act 
  automatically negates the effect of the spell.
  However, a suggestion that a pool of acid is actually pure 
  water and that a quick dip would be refreshing is another 
  matter.
  Urging a red dragon to stop attacking your party so that the 
  dragon and party could jointly loot a rich treasure 
  elsewhere is likewise a reasonable use of the spell’s power.
  The suggested course of activity can continue for the entire 
  duration, such as in the case of the red dragon mentioned 
  above.
  If the suggested activity can be completed in a shorter time, 
  the spell ends when the subject finishes what he was asked 
  to do.
  You can instead specify conditions that will trigger a special 
  activity during the duration.
  For example, you might suggest that a noble knight give 
  her warhorse to the first beggar she meets.
  If the condition is not met before the spell expires, the 
  activity is not performed.
  A very reasonable suggestion causes the save to be made 
  with a penalty (such as –1, –2, etc.) at the discretion of the 
  DM.
  Material Components: A snake’s tongue and either a bit of 
  honeycomb or a drop of sweet oil.
  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
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  You cause an object or location to emanate magical 
  vibrations that attract either a specific type of intelligent 
  creature or creatures of a particular alignment, as defined 
  by you.
  The particular type of creature to be affected must be 
  named specifically—for example, red dragons, hill giants, 
  wererats, lammasu, vampires, etc.
  Larger groups, such as “goblinoids”, are not specific enough.
  Likewise, the specific alignment must be named—for 
  example, chaotic evil, chaotic good, lawful neutral, or true 
  neutral.
  Creatures of the type 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 1d6×10 
  minutes later.
  If this save fails, the affected creature attempts to return to 
  the area or object.
  Sympathy counters and dispels antipathy.
  Material Components: 1,500 gp worth of crushed pearls and a 
  drop of honey.
  TASHA’S HIDEOUS LAUGHTER
  Enchantment (Compulsion)
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature (see text)
  Duration: 1d3 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell afflicts the subject with uncontrollable laughter.
  It collapses into gales of manic laughter, falling prone.
  
  932
  The subject can take no actions while laughing.
  After the spell ends, it can act normally.
  Creatures with Intelligence scores of 2 or lower are not 
  affected.
  A creature whose type (such as humanoid or dragon) 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.
  ZONE OF TRUTH
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-radius/level emanation
  Duration: 1 minute/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.
  Creatures are allowed a save to avoid the effects when the 
  spell is cast or when they first enter 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.
  EVOCATION
  BIGBY’S CLENCHED FIST
  Evocation
  Level: Sor/Wiz 8, Strength 8
  Components: V, S, F/DF
  As Bigby’s interposing hand, except it moves and attacks as 
  directed by you.
  (You direct it as a free action).
  The floating hand can move up to 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 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’s damage is 1d8+12, and any creature struck must 
  make a Fortitude save (against this spell’s save DC) or be 
  stunned for 1 round.
  A stunned creature can’t act and loses any Dexterity bonus 
  to AC.
  Attackers gain +2 bonuses to attack it.
  Clerics who cast this spell name it for their deities—Pelor’s 
  clenched fist, for example.
  Arcane Focus: A leather glove and a small device (similar to 
  brass knuckles) consisting of four rings joined in a slightly 
  curved line, which must be slipped onto the four fingers of 
  the caster’s dominant hand.
  The device must be fashioned of an alloy of copper and 
  zinc.
  BIGBY’S CRUSHING HAND
  Evocation
  Level: Sor/Wiz 9, Strength 9
  Components: V, S, M, F/DF
  As Bigby’s interposing hand, except the hand can interpose 
  itself, push, or crush one opponent that you select.
  The crushing hand can interpose itself as Bigby’s interposing 
  hand does, or it can bull rush an opponent as Bigby’s forceful 
  hand does, but at +18 on the Strength check.
  The crushing hand can grapple an opponent as Bigby’s 
  grasping hand does, but with a +12 bonus for the hand’s 
  Strength score (35).
  The hand deals 2d6+12 points of grapple damage (normal, 
  not subdual).
  Clerics who cast this spell name it for their deities—St.
  Cuthbert’s crushing hand, for example.
  Arcane Material Component: The shell of an egg.
  Arcane Focus: A glove of snakeskin.
  BIGBY’S FORCEFUL HAND
  Evocation
  Level: Sor/Wiz 6
  Components: V, S, F
  As Bigby’s interposing hand, except the forceful hand pursues 
  and pushes away the opponent that you designate.
  Treat this as a bull rush with a +14 bonus on the Strength 
  check (+8 for Strength 27, +4 for being Large, and +2 for 
  charging bonus, which it always gets).
  The hand always moves with the opponent to push him 
  back the full distance allowed, and it has no speed limit.
  A very strong creature could not push the hand out of its 
  way (because the hand would instantly reposition itself 
  between the creature and you), but it could push the hand 
  up against you by successfully bull rushing the hand.
  Focus: A sturdy glove made of leather or heavy cloth.
  Bigby.
  BIGBY’S GRASPING HAND
  Evocation
  Level: Sor/Wiz 7, Strength 7
  Components: V, S, F/DF
  As Bigby’s interposing hand, except the hand can also grapple 
  one opponent that you select.
  The grasping hand gets one grappling attack per round.
  Its attack bonus to make contact is your 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 check is this same figure, except with +4 for 
  being Large instead of –1.
  It holds but does not harm creatures it grapples.
  The grasping hand can also bull rush an opponent as Bigby’s 
  forceful hand does, but at +16 on the Strength check, or 
  interpose itself as Bigby’s interposing hand does.
  Clerics who cast this spell name it for their deities—Kord’s 
  grasping hand, for example.
  
  933
  Arcane Focus: A leather glove.
  Bigby.
  BIGBY’S INTERPOSING HAND
  Evocation
  Level: Sor/Wiz 5
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 10-ft. hand
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Bigby’s interposing hand creates a Large magic hand that 
  appears between you and one opponent.
  This floating, disembodied hand then moves to remain 
  between the two, regardless of where you move or how the 
  opponent tries to get around it, providing nine-tenths cover 
  (+10 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 to hide or disguise himself.
  The hand does not pursue an opponent, however.
  A Bigby’s hand is 10 feet long and about that wide with its 
  fingers outstretched.
  It has as many hit points as you when 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 cannot push through a wall of force or enter an 
  antimagic field.
  It suffers the full effects of a prismatic wall or prismatic sphere.
  The hand makes saving throws as its caster.
  Disintegrate or a successful dispel magic destroys the hand.
  Any creature weighing less than 2,000 pounds trying to 
  push past the hand is slowed to half its normal speed.
  If the opponent weighs more than 2,000 pounds, the hand 
  cannot reduce its speed but still affects the opponent’s 
  attacks.
  By concentrating (as a standard action), you can designate a 
  new opponent for the hand.
  Focus: A soft glove.
  BLADE BARRIER
  Evocation
  Level: Clr 6, Good 6, War 6
  Components: V, S
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Spinning disk of blades, up to 30-ft. radius
  Duration: 10 minutes/level
  Saving Throw: Reflex negates (see text)
  Spell Resistance: Yes
  This spell creates a spinning disk of razor-sharp blades.
  These whirl and flash around a central point, creating an 
  immobile, circular barrier.
  Any creature passing through the blade barrier takes 1d6 
  points of slashing damage per caster level (maximum 20d6).
  The plane of rotation of the blades can be horizontal, 
  vertical, or slanted.
  Creatures within the blade barrier when it is invoked take 
  the damage as well.
  They can negate the damage with a successful Reflex saving 
  throw, provided they can and do physically leave the area of 
  the blades by the shortest possible route.
  Once the barrier is in place, anything entering or passing 
  through the blades automatically takes damage.
  A blade barrier serves as one-half cover (+4 AC) for anyone 
  beyond it.
  BLASPHEMY
  Evocation [Evil, Sonic]
  Level: Clr 7, Evil 7
  Components: V
  Casting Time: 1 action
  Range: 30 ft.
  Area: Creatures in a 30-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Uttering blasphemy creates two effects.
  If you are on your home plane, nonevil extraplanar 
  creatures within the area are instantly banished back to 
  their home planes.
  Creatures so banished cannot return for at least one day.
  This effect takes place regardless of whether the creatures 
  hear the blasphemy.
  Creatures native to your plane who hear the blasphemy and 
  are not evil suffer the following ill effects:
  The effects are cumulative.
  Dazed: The creature is dazed and can take no actions for 1 
  round (but 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, unable to move or act in any way.
  Killed: Living creatures die.
  Undead creatures are destroyed.
  CALL LIGHTNING
  Evocation [Electricity]
  Level: Drd 3
  Components: V, S
  Casting Time: 10 minutes, plus 1 action per bolt called
  Range: Long (400 ft. + 40 ft./level)
  Effect: See text
  Duration: 10 minutes/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  To cast call lightning, you must be in a stormy area—a rain 
  shower, clouds and wind, hot and cloudy conditions, or 
  even a tornado (including a whirlwind formed by a djinn or 
  air elemental of 7 HD or more).
  You are then able to evoke bolts of lightning as long as you 
  remain in the stormy area.
  
  934
  (The spell ends if you leave the stormy area).
  You can call down one bolt every 10 minutes.
  You need not call a bolt of lightning immediately—other 
  actions, even spellcasting, can be performed.
  However, you must use a standard action (concentrating on 
  the spell) to call each bolt.
  A bolt causes 1d10 points of electrical damage per caster 
  level (maximum 10d10).
  The bolt of lightning flashes down in a vertical stroke at 
  whatever target point you choose, within range (measured 
  from your position at the time).
  The bolt takes the shortest possible unobstructed path 
  between a nearby cloud and the target.
  Any creature within a 10-foot radius of the path or the point 
  where the lightning strikes is affected.
  This spell can be used only outdoors.
  It does not function indoors, underground, or underwater.
  CHAIN LIGHTNING
  Evocation [Electricity]
  Level: Air 6, Sor/Wiz 6
  Components: V, S, F
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Targets: One primary target plus one secondary 
  target/level (each 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) on the primary target.
  After the bolt strikes, lightning can arc to as many 
  secondary targets as you have levels.
  The secondary bolts each strike one target and deal half as 
  many dice of damage as the primary (rounded down).
  For example, a 19th-level caster generates a primary bolt 
  (19d6 points of damage) and up to nineteen secondary bolts 
  (9d6 points of damage each).
  All subjects can attempt Reflex saving throws 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 (to avoid allies in the area, for example).
  Focus: A bit of fur; a piece of amber, glass, or a crystal rod; 
  and one silver pin for each of your caster levels.
  CHAOS HAMMER
  Evocation [Chaotic]
  Level: Chaos 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will half (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 and staggers them for 
  1d6 rounds.
  A staggered character can take only partial actions.
  A successful Will save reduces the damage by half and 
  negates the stagger effect.
  The spell deals only half damage against creatures who are 
  neither lawful nor chaotic, and they are not staggered.
  They can reduce the damage by half again (down to one-
  quarter of the roll) with a successful Will save.
  CONE OF COLD
  Evocation [Cold]
  Level: Sor/Wiz 5, Water 6
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  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, causing 1d6 points of cold damage per caster 
  level (maximum 15d6).
  Arcane Material Component: A very small crystal or glass 
  cone.
  CONSECRATE
  Evocation
  Level: Clr 2
  Components: V, S, M, DF
  Casting Time: 1 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.
  All Charisma checks made to turn undead within this area 
  gain a +3 sacred bonus.
  Undead entering this area suffer minor disruption, giving 
  them a –1 sacred penalty on attack rolls, damage rolls, and 
  saving throws.
  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 listed above are 
  doubled (+6 sacred bonus to turning, –2 penalty to undead 
  rolls).
  You cannot consecrate an area with a similar fixture of a 
  deity other than your own patron.
  Consecrate counters and dispels desecrate.
  
  935
  Material Components: A little holy water and 25 gp worth (5 
  pounds) of silver dust, all of which must be sprinkled 
  around the area.
  CONTINGENCY
  Evocation
  Level: Sor/Wiz 6
  Components: V, S, M, F
  Casting Time: At least 10 minutes (see text)
  Range: Personal
  Target: You
  Duration: 1 day/level or until discharged
  You can place another spell upon your person so that the 
  latter spell 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 casting time instead.
  The spell to be brought into effect by the contingency must 
  be one that affects your person (feather fall, levitate, fly,
  teleport, and so forth) 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.
  For example, a contingency cast with water breathing might 
  prescribe that any time you are plunged into or otherwise 
  engulfed in water or similar liquid, the water breathing spell 
  instantly comes into effect.
  Or a contingency could bring a feather fall spell into effect any 
  time you fall more than 4 feet.
  In all cases, the contingency immediately brings into effect 
  the second spell, the latter being “cast” instantaneously 
  when the prescribed circumstances occur.
  Note that 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 Components: Those of the companion spell, plus 
  quicksilver and an eyelash of an ogre mage, ki-rin, 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 action
  Range: 0 ft.
  Effect: Illusory 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 flame looks like a regular flame, but it creates no heat
  and doesn’t use oxygen.
  The flame can be covered and hidden but not smothered or 
  quenched.
  Material Component: You sprinkle ruby dust (worth 50 gp) 
  on the item that is to carry the flame.
  DANCING LIGHTS
  Evocation [Light]
  Level: Brd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Up to four illusionary lights, all within a 10-ft.-
  radius area
  Duration: 1 minute
  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, etc.
  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.
  DARKNESS
  Evocation [Darkness]
  Level: Brd 2, Clr 2, Sor/Wiz 2
  Components: V, M/DF
  Casting Time: 1 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.
  Not even creatures who can normally see in the dark (such 
  as with darkvision) can see in an area shrouded in magical 
  darkness.
  Normal lights (torches, candles, lanterns, and so forth) do 
  not work, nor do light spells of lower level (flare, light,
  dancing lights).
  Darkness and the 2nd-level arcane spell daylight cancel each 
  other, leaving whatever light conditions normally prevail 
  in the overlapping areas of the spells.
  Higher-level light spells (such as the 3rd-level cleric spell 
  daylight) are not affected by darkness.
  If the spell is cast on a small object that is then placed 
  inside or under a lightproof covering, the spell’s effects are 
  blocked until the covering is removed.
  Darkness counters or dispels any light spell of equal or lower 
  level.
  Arcane Material Components: A bit of bat fur and either a 
  drop of pitch or a piece of coal.
  
  936
  DAYLIGHT
  Evocation [Light]
  Level: Brd 2, Clr 3, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Object touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  The object touched sheds light as bright as full daylight in a 
  60-foot radius.
  Creatures who suffer penalties in bright light suffer them 
  while exposed to this magical light.
  If the spell is cast on a small object that is then placed 
  inside or under a lightproof 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.
  DEEPER DARKNESS
  Evocation [Darkness]
  Level: Clr 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Object touched
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: No
  This spell causes the object touched to shed absolute 
  darkness in a 60-foot radius.
  Even creatures who can normally see in the dark cannot see 
  through this magical darkness.
  If the spell is cast on a small object that is then placed 
  inside or under a lightproof covering, the spell’s effects are 
  blocked until the covering is removed.
  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 or dispels any light spell of equal or 
  lower level, including daylight and light.
  DELAYED BLAST FIREBALL
  Evocation [Fire]
  Level: Sor/Wiz 7
  Duration: Up to 5 rounds (see text)
  As fireball, except this spell is more powerful and can 
  detonate up to 5 rounds after the spell is cast.
  The burst of flame detonates with a low roar and delivers 
  1d6 points of fire damage per caster level (maximum 20d6).
  The glowing bead created by the spell can detonate 
  immediately if you desire, or you can choose to delay the 
  burst for up to 5 rounds.
  You choose the amount of delay upon completing the spell, 
  and the delay 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 the creature is handling it.
  DESECRATE
  Evocation
  Level: Clr 2, Evil 2
  Components: V, S, M, DF
  Casting Time: 1 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.
  All Charisma checks made to turn undead within this area 
  suffer a –3 profane penalty.
  Undead entering this area gain a +1 profane bonus to attack 
  rolls, damage rolls, and saving throws.
  Undead created within or summoned into a desecrated area 
  gain +1 hit points per HD.
  If the desecrated area contains an altar, shrine, or other 
  permanent fixture dedicated to your deity, pantheon, or 
  aligned higher power, the effects are doubled (turning at –
  6, +2 profane bonuses to undead rolls, +2 hit points per 
  HD).
  If the area contains a similar 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 to undead as listed above.
  Desecrate counters and dispels consecrate.
  Material Component: A little unholy water and 25 gp worth 
  (5 pounds) of silver dust, all of which must be sprinkled 
  around the area.
  DICTUM
  Evocation [Lawful, Sonic]
  Level: Clr 7, Law 7
  Components: V
  Casting Time: 1 action
  Range: 30 ft.
  Area: Creatures in a 30-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Uttering dictum creates two effects.
  If you are on your home plane, nonlawful extraplanar 
  creatures within the area are instantly banished back to 
  their home planes.
  Creatures so banished cannot return for at least one day.
  This effect takes place regardless of whether the creatures 
  hear the dictum.
  
  937
  Creatures native to your plane who hear the dictum and are 
  not lawful suffer the following ill effects:
  The effects are cumulative.
  Deafened: The creature is struck deaf (see blindness/deafness) 
  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, unable to move or act in any way.
  Killed: Living creatures die.
  Undead creatures are destroyed.
  DIVINE FAVOR
  Evocation
  Level: Clr 1, Pal 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute
  Calling upon the strength and wisdom of a deity, you gain a 
  +1 luck bonus to attack and weapon damage rolls for every 
  three caster levels you have (at least +1, maximum +6).
  The bonus doesn’t apply to spell damage.
  DIVINE POWER
  Evocation
  Level: Clr 4, War 4
  Components: V, S, DF
  Casting Time: 1 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.
  You gain the base attack bonus of a fighter of your total 
  character level, an enhancement bonus to Strength 
  sufficient to raise your Strength score to 18 (if it is not 
  already 18 or higher), and 1 temporary hit point per level.
  EARTHQUAKE
  Evocation
  Level: Clr 8, Destruction 8, Drd 9, Earth 7
  Components: V, S, DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 5 ft./level radius (S)
  Duration: 1 round
  Saving Throw: See text
  Spell Resistance: No
  When you cast earthquake, an intense but highly localized 
  tremor rips the ground.
  It knocks creatures down, collapses structures, opens 
  cracks in the ground, and more.
  The shock lasts 1 round, during which time creatures on 
  the ground can’t move or attack.
  Spellcasters on the ground must make Concentration 
  checks (DC 20 + spell level) or lose any spells they try to 
  cast.
  The earthquake affects all terrain, vegetation, structures, 
  and creatures in the area.
  The exact effects depend on the terrain and its features: 
  Cave, Cavern, or Tunnel: The spell collapses the roof, 
  dealing 8d6 points of damage to any creature caught under 
  the cave-in (Reflex half DC 15).
  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: They crumble, causing a landslide that travels 
  horizontally as far as it fell vertically.
  An earthquake cast at the top of a 100-foot cliff would
  sweep 100 feet outward from the base of the cliff.
  Any creature in the path sustains 8d6 points of damage 
  (Reflex half DC 15).
  Open Ground: All creatures standing in the area must make 
  Reflex saving throws (DC 15) or fall down.
  Fissures open in the ground, and every creature on the 
  ground has a 25% chance to fall into one (Reflex save DC 20 
  to avoid the fissure).
  At the end of the spell, all fissures grind shut, killing any 
  creatures still trapped within.
  Structure: Most structures standing on open ground 
  collapse, dealing 8d6 points of damage to those caught 
  within or beneath the rubble (Reflex half DC 15).
  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.
  Creatures must make Reflex saving throws (DC 15) 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.
  FAERIE FIRE
  Evocation
  Level: Drd 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: Creatures and objects within a 5-ft.-radius burst
  Duration: 1 minute/level
  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 caused by darkness, blur, displacement, 
  invisibility, or similar effects.
  The light is too dim to have any special effect on undead or 
  dark-dwelling creatures.
  
  938
  The faerie fire can be blue, green, or violet, according to your 
  word at the time of casting.
  The faerie fire does not cause any harm to the objects or 
  creatures thus outlined.
  FIRE SHIELD
  Evocation [Fire or Cold]
  Level: Fire 5, Sor/Wiz 4, Sun 4
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: None
  This spell wreathes you in flame and causes damage to each 
  creature who 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 handheld 
  weapons deals normal damage, but at the same time the 
  attacker takes 1d6 points of damage +1 point per caster 
  level.
  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 a creature has spell resistance, it applies to this damage.
  Note that weapons with exceptional reach, such as 
  longspears, do not endanger their users in this way.
  When casting this spell, you appear to immolate yourself, 
  but the flames are thin and wispy, shedding no heat and 
  giving 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 that 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 that 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 full round
  Range: Medium (100 ft. + 10 ft./level)
  Area: Two 10-ft. cubes/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 plant creatures in the area, if you so desire.
  Any other creatures (and plant creatures you wish to affect) 
  within the area take 1d6 points of fire damage per caster 
  level (maximum 20d6).
  FIREBALL
  Evocation [Fire]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 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 a burst of flame that detonates with a low 
  roar and deals 1d6 points of fire damage per caster level 
  (maximum 10d6) to all creatures 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 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 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 BLADE
  Evocation [Fire]
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: 0 ft.
  
  939
  Effect: Swordlike beam
  Duration: 1 minute/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 damage +1 point per two 
  caster levels (maximum +10).
  Since the blade is immaterial, your Strength modifier does 
  not apply to the damage, which is all fire damage.
  The flame blade can ignite combustible materials such as 
  parchment, straw, dry sticks, and cloth.
  It can harm any creature who is harmed by magical fire.
  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 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 rest results directly 
  from divine power and is therefore not subject to being 
  reduced by protection from elements (fire), fire shield (chill 
  shield), and similar magic.
  FLAMING SPHERE
  Evocation [Fire]
  Level: Drd 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 3-ft.-radius sphere
  Duration: 1 round/level
  Saving Throw: Reflex negates (see text)
  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 and can leap 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.
  (The subject can negate this damage with a successful 
  Reflex save).
  The flaming sphere rolls over barriers less than 4 feet tall, 
  such as furniture and low walls.
  The sphere ignites flammable substances it touches and 
  illuminates the same area as a torch.
  The sphere moves as long as you actively direct it (a move-
  equivalent 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.
  The sphere winks out if it exceeds the spell’s range.
  Arcane Material Components: 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 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 bright light.
  If you cause the light to burst directly in front of a single 
  creature, that creature is dazzled.
  A dazzled creature suffers a –1 penalty on attack rolls.
  The creature recovers in 1 minute.
  Sightless creatures are not affected by flare.
  FORCECAGE
  Evocation [Force]
  Level: Sor/Wiz 7
  Components: V, S, M (see text)
  Casting Time: 1 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
  Saving Throw: None
  Spell Resistance: No
  This powerful spell brings into being an immobile cubical 
  prison with bars or solid walls of force (your choice).
  Creatures within the area are caught and contained unless 
  they are too big to fit inside or can pass through the slits in 
  the barred cage.
  All spells and breath weapons can pass through the gaps in 
  the bars.
  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, the 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: The barred cage is a 20-foot cube with bands of 
  force (similar to a wall of force spell) for bars.
  The bands are a half-inch wide, with half-inch gaps between 
  the bars.
  Windowless Cell: The cell is a 10-foot cube with no way in 
  and no way out.
  Solid walls of force form its six sides.
  Material Component: The spell needs no material component 
  at the time of casting, but you must have 1,500 gp worth of 
  ruby dust to prepare the spell.
  
  940
  Upon completing preparations, you toss the dust into the 
  air and it disappears, leaving only the verbal and somatic 
  components to be provided at the time of casting.
  GUST OF WIND
  Evocation
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Gust of wind (10 ft. wide, 10 ft. high) emanating 
  out from you to the extreme of the range
  Duration: 1 round
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell creates a strong blast of air that originates from 
  you and moves in the direction you are facing.
  The force of this 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 these 
  lights.
  Creatures caught in the area may be affected (see the 
  DUNGEON MASTER’s Guide for details about wind effects 
  on creatures).
  Any creature is entitled to a saving throw to ignore the 
  gust’s effects.
  A gust of wind can do anything 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 the range.
  Focus: A tiny leather bellows.
  HALLOW
  Evocation [Good]
  Level: Clr 5, Drd 5
  Components: V, S, M, DF
  Casting Time: One day
  Range: Touch
  Area: 10-ft./level radius emanating from the touched point
  Duration: Instantaneous
  Saving Throw: None
  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 to turn undead gain a +4 
  sacred bonus and Charisma checks to command undead 
  suffer a –4 sacred penalty.
  Spell resistance does not apply to this effect.
  (Note: 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.
  For example, you may create a bless effect that aids all 
  creatures of your alignment or faith in the area, or a bane 
  effect that hinders creatures of the opposed alignment or 
  an enemy faith.
  At the end of the year, the chosen effect lapses, but it can be 
  renewed or replaced simply by casting hallowed again.
  Spell effects that may be tied to a hallow site include aid,
  bane, bless, cause fear, darkness, daylight, deeper darkness, detect 
  evil, detect magic, dimensional anchor, discern lies, dispel magic,
  endure elements, freedom of movement, invisibility purge,
  negative energy protection, protection from elements, remove fear,
  resist elements, silence, tongues, and zone of truth.
  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 Components: 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.
  HELPING HAND
  Evocation
  Level: Clr 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Five 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 someone within five miles.
  The hand then beckons to that person and leads her to you 
  if she follows it.
  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.
  
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  Once the hand locates the subject, it beckons her to follow 
  it.
  If she follows, the hand points in your direction, leading 
  her in the most direct, feasible route.
  The hand hovers 10 feet in front of the subject, moving 
  before her at a rate of anywhere up to 240 feet per round.
  Once the hand leads the subject to you, it disappears.
  The subject is not compelled to follow the hand or act in 
  any particular way toward you.
  If she 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; she will have to rely on her own devices to 
  locate you.
  If more than one subject within a five-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 five 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 potential subjects.
  It cannot engage in combat or execute any other task aside 
  from locating the subject and leading her back to you.
  The hand does not pass through solid objects but can ooze 
  through small cracks and slits.
  The hand cannot travel more than five miles from the spot 
  it appeared when you cast the spell.
  HEROES’ FEAST
  Evocation
  Level: 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 + 12 hours (see text)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  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.
  Those partaking of the feast are cured of all diseases, are 
  immune to poison for 12 hours, and are healed of 1d4+4 
  points of damage after imbibing the nectarlike beverage 
  that is part of the feast.
  The ambrosial food that is consumed creates an effect equal 
  to bless that lasts for 12 hours.
  During this same period, the people who consumed the 
  feast are immune to magical fear and hopelessness.
  If the feast is interrupted for any reason, the spell is ruined 
  and all effects of the spell are negated.
  HOLY SMITE
  Evocation [Good]
  Level: Good 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level) shaking or slapping 
  the creature.
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You draw down holy power to smite the character’s 
  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 evil creatures and blinds them for 1 
  round.
  A successful Reflex saving throw reduces damage to half 
  and negates the blinding effect.
  The spell deals only half damage against creatures who are 
  neither good nor evil, and they are not blinded.
  They can reduce that damage by half (down to one-quarter 
  of the roll) with a successful Reflex save.
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus to opponents’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  Search checks and most Strength- and Dexterity-based skill 
  checks.
  HOLY SWORD
  Evocation
  Level: Pal 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: 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 weapon you choose.
  The weapon acts as a +5 magic weapon and deals double 
  damage against evil opponents.
  It emits a magic circle against evil (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 for any reason.
  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 action
  
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  Range: 30 ft.
  Area: Creatures in a 30-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Uttering holy word has two effects.
  If you are on your home plane, the spell instantly banishes 
  nongood elementals and outsiders creatures within the area 
  back to their home planes.
  Creatures so banished cannot return for at least 1 day.
  This effect takes place regardless of whether the creatures 
  hear the holy word.
  Creatures native to the your plane who hear the holy word
  and are not good suffer the following ill effects:
  The effects are cumulative.
  Deafened: The creature is deafened (see blindness/deafness) 
  for 1d4 rounds.
  Blinded: The creature is blinded (see blindness/deafness) for 
  2d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes, unable to move or act in any way.
  Killed: Living creatures die.
  Undead creatures are destroyed.
  ICE STORM
  Evocation [Cold]
  Level: Drd 5, Sor/Wiz 4, Water 5
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: Cylinder (20-ft. radius, 40 ft. high)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Great hailstones pound down, dealing 5d6 points of damage 
  to creatures in their path; the damage is 3d6 impact plus 
  2d6 cold.
  Arcane Material Components: A pinch of dust and a few drops 
  of water.
  IMBUE WITH SPELL ABILITY
  Evocation
  Level: Clr 4, Magic 4
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Touch
  Target: Creature touched
  Duration: Permanent until discharged
  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 abjurations, divinations, or conjuration 
  (healing) spells can be transferred.
  The number and level of spells that the subject can be 
  granted depends on her HD; even multiple castings of 
  imbue with spell ability can’t exceed this limit.
  If your limit of 4th-level spells decreases, and it drops 
  below the current number of active imbue with spell ability 
  spells, the more recently cast imbued spells are dispelled.
  The transferred spell’s variable characteristics (range, 
  duration, area, etc.) function according to your level, not 
  the level of the recipient.
  Once you cast imbue with spell ability on another character, 
  you cannot prepare a new 4th-level spell to replace it until 
  the recipient uses the transferred spells or is slain.
  In the meantime, you remain responsible to your deity or 
  your principles for the use to which the spell is put.
  To cast a spell with a verbal component, the recipient must 
  be able to speak.
  To cast a spell with a somatic component, she must have 
  humanlike hands.
  To cast a spell with a material component or focus, she 
  must have the materials or focus.
  IMPLOSION
  Evocation
  Level: Clr 9, Destruction 9
  Components: V, S
  Casting Time: 1 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.
  INVISIBILITY PURGE
  Evocation
  Level: Clr 3
  Components: V, S
  
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  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/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.
  LEOMUND’S TINY HUT
  Evocation [Force]
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 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 of the sphere projects above the ground, and the lower 
  hemisphere passes through the ground.
  Up to nine other Medium-size 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, respectively, the interior temperature on a 1-degree-
  for-1 basis (thus, if it’s –20° outside, inside it’ll be 50°).
  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.
  Note that 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.
  LIGHT
  Evocation [Light]
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, M/DF
  Casting Time: 1 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 
  light in a 20-foot radius 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.
  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 action
  Range: Medium (100 ft. + 10 ft./level) or 50 ft. + 5 ft./level
  Area: 5 ft. wide to medium range (100 ft. + 10 ft./level); or 
  10 ft. wide to 50 ft. + 5 ft./level
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You release a powerful stroke of electrical energy that deals 
  1d6 points of 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 Components: A bit of fur and an amber, crystal, or 
  glass rod.
  MAGIC MISSILE
  Evocation [Force]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 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 unerringly strikes its target.
  The missile deals 1d4+1 points of damage.
  The missile strikes unerringly, even if the target is in melee 
  or has anything less than total cover or concealment.
  Specific parts of a creature cannot be singled out.
  Inanimate objects (locks, etc.) cannot be damaged by the 
  spell.
  For every two levels of experience past 1st, you gain an 
  additional missile.
  You have two at 3rd level, three at 5th level, four at 7th 
  level, and the maximum of 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 roll for SR or roll 
  damage.
  
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  METEOR SWARM
  Evocation [Fire]
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: Pattern of fireball-like 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, either four large spheres (2-foot-
  diameter) or eight small spheres (1-foot-diameter) spring 
  from your outstretched hand and streak in a straight line to 
  the spot you select.
  The meteor spheres leave a fiery trail of sparks.
  Any creature in the straight-line path of these spheres is 
  struck by each one and takes 24d6 points of fire damage (no 
  save).
  If the spheres reach their destination, each bursts like a 
  fireball in a spread.
  Each large sphere deals 6d6 points of fire damage.
  The four spheres explode with their points of origin 
  forming a diamond or box pattern around the spell’s central 
  point of origin, which you designate upon casting.
  Each large sphere has a 15-foot-radius spread, and each blast 
  is 20 feet apart along the sides of the pattern, creating 
  overlapping areas of the spell’s effect and exposing the 
  center to all four blasts.
  The smaller spheres each have a 7 1/2-foot-radius spread, 
  and each deals 3d6 points of fire damage.
  They explode with their points of origin forming a pattern 
  around the spell’s central point of origin (which you 
  designated upon casting) of a box within a diamond or vice 
  versa, with each of the outer sides measuring 20 feet long.
  The center has four areas of overlapping effect, and 
  numerous peripheral areas have two or three overlapping 
  areas of the spell’s effect.
  Creatures caught in a blast can attempt Reflex saves for half 
  damage.
  Creatures struck by multiple blasts save against each blast 
  separately.
  MIRACLE
  Evocation
  Level: Clr 9, Luck 9
  Components: V, S, XP (see text)
  Casting Time: 1 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.
  
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  The DM then determines the particular effect of the 
  miracle.
  A miracle can do any of the following:
  • Duplicate any cleric spell of up to 8th level (including 
  spells to which you have access because of your domains).
  • Duplicate any other spell of up to 7th level.
  • 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 carries 
  no experience point cost.
  Alternatively, the 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:
  • Swinging the tide of a battle in your favor by raising fallen 
  allies to continue fighting until the end of the battle.
  • 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 SR as normal 
  (but save DCs are 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).
  MORDENKAINEN’S SWORD
  Evocation [Force]
  Level: Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One sword
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You bring into being a shimmering, swordlike plane of 
  force.
  The sword strikes at any opponent within its range, as you 
  desire, starting the round that you cast the spell.
  The sword attacks its designated target once each round.
  Its attack bonus is your level + your Intelligence bonus or 
  your Charisma bonus (for wizards and sorcerers, 
  respectively) with a +3 enhancement bonus.
  As a force effect, it can strike ethereal and incorporeal 
  creatures.
  It deals 4d6+3 points of damage, with a threat range of 19–
  20 and a crit of ×2.
  The sword always strikes from your direction.
  It does not get a flanking bonus 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 against touch attacks is 13.
  If an attacked creature has SR, the resistance is checked the 
  first time Mordenkainen’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.
  ORDER’S WRATH
  Evocation [Lawful]
  Level: Law 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Nonlawful creatures within a burst that fills a 30-ft. 
  cube
  Duration: Instantaneous (1 round)
  Saving Throw: Reflex 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 level 
  (maximum 5d8) to chaotic creatures and dazes them for 1 
  round.
  A dazed creature can take no actions but suffers no 
  penalties when attacked.
  A successful Reflex 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 Reflex save.
  OTILUKE’S FREEZING SPHERE
  Evocation [Cold]
  Level: Sor/Wiz 6
  Components: V, S, F
  Casting Time: 1 action
  Range: See text
  Target, Effect, or Area: See text
  Duration: See text
  Saving Throw: See text
  Spell Resistance: Yes
  Otiluke’s freezing sphere is a multipurpose spell.
  You can cast any one of the following three versions:
  
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  Frigid Sphere: A tiny sphere of freezing matter steaks from 
  your fingertips to up to long range (400 feet + 40 feet/level) 
  to strike a body of water or a liquid that is principally water.
  When it strikes such a target, 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.
  This ice lasts for 1 round per caster level.
  The sphere has no effect if it strikes a creature, even a 
  water-based creature, but creatures 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 succeed at a Strength check (DC 
  25) to do so.
  Focus: A thin sheet of crystal about 1 inch square.
  Cold Ray: A ray of cold springs from your hand to close 
  range (25 feet + 5 feet/2 levels).
  You must succeed at a ranged touch attack to hit your 
  target.
  The ray instantaneously deals 1d6 points of cold damage 
  per caster level (maximum 20d6).
  Focus: A small, white ceramic cone or prism.
  Globe of Cold: You create a small globe about the size of a 
  sling stone, cool to the touch but not harmful.
  This globe is a grenadelike weapon and can be hurled 
  either as a thrown weapon (range increment 20 feet) or in a 
  sling.
  The globe bursts on impact, dealing 6d6 points of cold 
  damage instantaneously to all targets within a 10-foot 
  radius.
  Affected creatures can attempt Reflex saves for half 
  damage.
  If you do not hurl the globe, it bursts on its own after 1 
  round per caster level.
  You can command the globe to burst sooner if you wish, 
  but the time cannot be changed once set (though it still 
  bursts on impact after being hurled).
  Focus: A small crystal sphere.
  OTILUKE’S RESILIENT SPHERE
  Evocation [Force]
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1-ft.-diameter/level sphere, centered around a 
  creature
  Duration: 1 minute/level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  A globe of shimmering force encloses a creature, provided 
  it 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 wand of negation, disintegrate, or a 
  targeted dispel magic spell.
  These 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 only effect that act 
  produces is to move the sphere slightly.
  The globe can be physically moved either by people outside
  it or by the struggles of those within.
  (See Lifting and Dragging, page 142, for rules on pushing 
  heavy objects).
  Material Components: A hemispherical piece of clear crystal 
  and a matching hemispherical piece of gum arabic.
  OTILUKE’S TELEKINETIC SPHERE
  Evocation [Force]
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1-ft.-diameter/level sphere, centered around 
  creatures or objects
  Duration: 1 minute/level (D)
  Saving Throw: Reflex negates (object)
  Spell Resistance: Yes (object)
  As Otiluke’s resilient sphere, with the addition that the 
  creatures or objects inside the globe are nearly weightless.
  Anything contained within an Otiluke’s telekinetic sphere 
  weighs only one-sixteenth of its normal weight.
  You can telekinetically lift anything in the sphere that 
  normally weighs up to 5,000 pounds.
  The range of the telekinetic control extends to a maximum 
  distance of medium range from you (100 feet + 10 feet per 
  caster level) after the sphere has succeeded in
  encapsulating its contents.
  You move objects or creatures in the sphere that weigh up 
  to a total of 5,000 pounds by concentrating on the sphere.
  You can begin moving a sphere the round after casting the 
  spell.
  A round’s concentration (a standard action) moves the 
  sphere up to 30 feet.
  If you cease concentrating, the sphere does not move that 
  round (if on a level surface) or descends at its falling rate (if 
  aloft) until it reaches a level surface, the spell’s duration 
  ends, 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.
  Note that even if more than 5,000 pounds of weight is 
  englobed, the perceived weight is only one-sixteenth of the 
  actual weight, so the orb can be rolled without exceptional 
  effort.
  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 Components: A hemispherical piece of clear crystal, 
  a matching hemispherical piece of gum arabic, and a pair of 
  small bar magnets.
  PRISMATIC SPRAY
  Evocation
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  
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  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 (see blindness/deafness) for 2d4 
  rounds.
  All creatures in the area are randomly struck by one or 
  more beams, which have additional effects.
  PRODUCE FLAME
  Evocation [Fire]
  Level: Drd 2, Fire 2
  Components: V, S
  Casting Time: 1 action
  Range: 0 ft.
  Effect: Flame in your palm
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Flames appear in your hand.
  You can hurl them or use them to touch enemies.
  The bright flames, which illuminate out to 20 feet as 
  torches do, appear in your open hand and harm neither you 
  nor your equipment.
  You can strike opponents with a melee touch attack, 
  dealing fire damage equal to 1d4 +1 point per two caster 
  levels (maximum +10).
  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.
  The spell does not function underwater.
  SEARING LIGHT
  Evocation
  Level: Clr 3, Sun 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Focusing holy power like a ray of the sun, you project a 
  blast of light from your open palm.
  You must succeed at 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).
  Undead creatures take 1d6 points of damage per caster 
  level (maximum 10d6), and undead creatures particularly 
  vulnerable to sunlight, such as vampires, take 1d8 points of 
  damage per caster level (maximum 10d8).
  Constructs and inanimate objects take only 1d6 points of 
  damage per two caster levels (maximum 5d6).
  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 whom 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.
  Creatures with Intelligence scores as low as 1 can 
  understand the sending, though the subject’s ability to 
  react is limited normally by its Intelligence.
  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, at the option of the DM).
  Arcane Material Component: A short piece of fine copper 
  wire.
  SHATTER
  Evocation [Sonic]
  Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area or Target: 3-ft.-radius spread; or one solid object or 
  one crystalline creature
  
  948
  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 shatters 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, such as vials, bottles, 
  flasks, jugs, windows, mirrors, and so forth.
  All such objects within a 3-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 damage per caster level 
  (maximum 10d6), with a Fortitude save for half damage.
  Arcane Material Component: A chip of mica.
  SHOUT
  Evocation [Sonic]
  Level: Brd 4, Sor/Wiz 4
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Fortitude partial (see text) (object)
  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 2d6 points of 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 damage per caster level 
  (maximum 15d6).
  Crystalline creatures are allowed Fortitude saves to reduce 
  the damage by half, and creatures holding fragile objects 
  can negate damage to them with successful Reflex saves.
  A deafened character, in addition to the obvious effects, 
  suffers a –4 penalty on initiative, automatically fails Listen 
  checks, and a 20% chance to miscast and lose any spell with 
  a verbal (V) component that he tries to cast.
  The shout spell cannot penetrate the spell silence.
  SOUND BURST
  Evocation [Sonic]
  Level: Brd 2, Clr 2
  Components: V, S, F/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Will partial
  Spell Resistance: Yes
  You blast an area with a tremendous cacophony.
  Creatures in the area take 1d8 points of sonic damage and 
  must succeed at Will saves to avoid being stunned for 1 
  round.
  A stunned creature can’t act and loses any Dexterity bonus 
  to AC.
  Attackers gain +2 bonuses to attack it.
  Deafened creatures are not stunned but are still damaged.
  Arcane Focus: A small musical instrument.
  SPIRITUAL WEAPON
  Evocation [Force]
  Level: Clr 2, War 2
  Components: V, S, DF
  Casting Time: 1 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 melee weapon made of pure force springs into existence 
  and attacks opponents at a distance, as you direct it, dealing 
  1d8 damage per hit.
  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 the round the spell is cast and continuing each round 
  thereafter.
  It uses your base attack bonus as its attack bonus (possibly 
  allowing it multiple attacks per round in subsequent 
  rounds).
  It strikes as a spell, not as a weapon, so, for example, it can 
  strike incorporeal creatures.
  The weapon always strikes from your direction.
  It does not get a flanking bonus or help a combatant get 
  one.
  Your feats (such as Weapon Focus) or combat actions (such 
  as charge) 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 standard action to 
  switch 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.
  The spiritual weapon cannot be attacked or damaged.
  If an attacked creature has SR, the resistance is checked 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, many of which have 
  individual names.
  A cleric without a deity gets a weapon based on his 
  alignment.
  
  949
  A neutral cleric without a deity can create a spiritual weapon 
  of any alignment provided he is acting at least generally in 
  accord with that alignment at the time.
  The weapons of each deity or alignment are:
  SUNBEAM
  Evocation
  Level: Drd 7, Sun 7
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Beam 5 ft. wide and 100 ft. + 10 ft./level long, 
  starting at a point right in front of you
  Duration: 1 round/level or until all beams are exhausted
  Saving Throw: Reflex negates and half (see text)
  Spell Resistance: Yes
  For the duration of this spell, you can use a standard action 
  to evoke a dazzling beam of intensely hot 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.
  All creatures in the beam are blinded and take 3d6 points of 
  damage.
  (A successful Reflex save negates the blindness and reduces 
  the damage by half).
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus to attackers’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  Search checks and most Strength- and Dexterity-based skill 
  checks.
  Creatures to whom sunlight is harmful or unnatural take 
  double damage.
  Undead creatures caught within the ray are dealt 1d6 
  points of damage per caster level (maximum 20d6), or half 
  damage if a Reflex save is successful.
  In addition, the ray results in the destruction of undead 
  creatures specifically affected by sunlight if they fail their 
  saves.
  The ultraviolet light generated by the spell deals damage to 
  fungi, mold, oozes, slimes, jellies, puddings, and fungoid 
  creatures just as if they were undead creatures.
  SUNBURST
  Evocation [Fire]
  Level: Drd 8, Sor/Wiz 8, Sun 8
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 10 ft./level-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex partial (see text)
  Spell Resistance: Yes
  Sunburst causes a globe of searing heat and radiance to 
  explode silently from a point you select.
  All creatures in the globe are blinded and are dealt 3d6 
  points of damage.
  (A successful Reflex save negates the blindness and reduces 
  the damage by half).
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus to attackers’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  Search checks and most Strength- and Dexterity-based skill 
  checks.
  Creatures to whom sunlight is harmful or unnatural take 
  double damage.
  Undead creatures caught within the globe are dealt 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 undead 
  creatures specifically affected by sunlight if they fail their 
  saves.
  
  950
  The ultraviolet light generated by the spell deals damage to 
  fungi, mold, oozes, slimes, jellies, puddings, and fungoid 
  creatures just as if they were undead creatures.
  Arcane Material Components: A piece of sunstone and a 
  naked flame.
  TENSER’S FLOATING DISK
  Evocation [Force]
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 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 (by 
  moving too fast or by such means as a teleport spell) 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.
  UNHALLOW
  Evocation [Evil]
  Level: Clr 5, Drd 5
  Components: V, S, M
  Casting Time: One day
  Range: Touch
  Area: 10-ft./level radius emanating from the touched point
  Duration: Instantaneous
  Saving Throw: None
  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 to turn undead suffer a –4 
  profane penalty and turning checks to rebuke undead gain 
  a +4 profane bonus.
  Spell resistance does not apply to this effect.
  (Note: 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 consecrated site, regardless of its 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.
  For example, you may create a bless effect that aids all 
  creatures of like alignment or faith in the area, or a bane 
  effect that hinders creatures of the opposite alignment or 
  an enemy faith.
  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, deeper darkness,
  detect magic, detect good, dimensional anchor, discern lies, dispel 
  magic, endure elements, freedom of movement, invisibility purge,
  negative energy protection, protection from elements, remove fear,
  resist elements, silence, tongues, and zone of truth.
  Spell resistance might apply to these spells’ effects.
  (See the individual spell descriptions for details).
  An area can receive only one unhallow (and its associated 
  spell effect) at a time.
  Unhallow counters but does not dispel hallow.
  Material Components: 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 BLIGHT
  Evocation [Evil]
  Level: Evil 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You call up unholy power to smite your enemies.
  The power takes the form of a cold, cloying cloud 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 good creatures and sickens them for 1d4 
  rounds.
  A sickened creature suffers a –2 penalty on attack rolls, 
  weapon damage rolls, saves, skill checks, and ability checks.
  A successful Fortitude save reduces damage to half and 
  negates the sickening effect.
  The spell deals only half damage to creatures who are 
  neither evil nor good, and they are not sickened.
  They can reduce the damage in half again (down to one-
  quarter of the roll) with a successful Reflex save.
  WALL OF FIRE
  Evocation [Fire]
  Level: Drd 5, Fire 4, Sor/Wiz 4
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  
  951
  Effect: Opaque sheet of flame up to 20 ft. long/caster level 
  or a ring of fire with a radius of up to 5 ft./two caster levels; 
  either form 20 ft. high
  Duration: Concentration + 1 round/level
  Saving Throw: See text
  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 each round 
  that a creature enters or remains 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.
  Each such creature can avoid the wall by making a 
  successful Reflex save.
  (If the creature ends up on the hot side of the wall, it takes 
  2d4 points of damage, as normal).
  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).
  Arcane Material Component: A small piece of phosphorus.
  WALL OF FORCE
  Evocation [Force]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall whose area is up to one 10-ft. square/level or 
  a sphere or hemisphere with a radius of up to 1 ft./level
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  A wall of force spell creates an invisible wall of force.
  The wall of force cannot move, it is immune to damage of all 
  kinds, and it is totally unaffected by most spells, including 
  dispel magic.
  However, disintegrate immediately destroys it, as does a rod 
  of cancellation, a sphere of annihilation, and Mordenkainen’s 
  disjunction.
  Spells and breath weapons 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 creatures 
  (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 the 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, or into a sphere or 
  hemisphere with a radius of up to 1 foot per level.
  The wall of force must be continuous and unbroken when 
  formed.
  If its surface is broken by any object or creature, the spell 
  fails.
  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 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 minute/level
  Saving Throw: 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.
  Fire, including fireball and red dragon breath, can melt a 
  wall of ice.
  It deals full damage to the wall (instead of the normal half 
  damage suffered by objects).
  Suddenly melting the 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, etc.).
  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.
  The wall is primarily defensive in nature and is used to stop 
  pursuers from following you and the like.
  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.
  Hemisphere: The wall takes the form of a hemisphere whose 
  maximum radius is 3 feet +1 foot per caster level.
  Thus, a 7th-level caster can create a hemisphere 10 feet in 
  radius.
  It is as hard to break through as the ice plane form, but it 
  does not deal damage to those who go through a breach.
  You can create the hemisphere so that it traps one or more 
  creatures, though these creatures can avoid being trapped 
  by the hemisphere by making successful Reflex saves.
  Material Component: A small piece of quartz or similar rock 
  crystal.
  
  952
  WHIRLWIND
  Evocation [Air]
  Level: Air 8, Drd 8
  Components: V, S, DF
  Casting Time: 1 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
  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, such as move 
  straight ahead, zigzag, circle, or the like.
  Directing the cyclone’s movement or changing its 
  programmed movement is a standard action for you.
  The whirlwind always moves during your turn in the 
  initiative order.
  If the cyclone exceeds the spell’s range, it moves in a 
  random, uncontrolled fashion for 1d3 rounds—possibly 
  endangering you or your allies—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 whirlwind must succeed at a Reflex save or take 3d6 
  points of damage.
  Medium-size or smaller creatures that fail their first save 
  must succeed at a second one or be picked up bodily by the 
  whirlwind and held suspended in its powerful winds, 
  taking 1d8 points of damage each round with no save 
  allowed.
  You may direct the cyclone to eject any carried creatures 
  whenever you wish, depositing the hapless souls wherever 
  the whirlwind happens to be when they are released.
  WIND WALL
  Evocation
  Level: Air 2, Brd 3, Clr 3, Rgr 4, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 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
  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 
  suffers a 30% miss chance.
  (A giant-thrown boulder, a siege 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.
  A 5th-level caster can create a wall up to 50 feet long and up 
  to 25 feet high, which is sufficient to form a cylinder of 
  wind 15 feet in diameter.
  Arcane Material Components: A tiny fan and a feather of 
  exotic origin.
  WORD OF CHAOS
  Evocation [Chaotic, Sonic]
  Level: Chaos 7, Clr 7
  Components: V
  Casting Time: 1 action
  Range: 30 ft.
  Area: Creatures in a 30-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Uttering word of chaos creates two effects: If you are on your 
  home plane, nonchaotic extraplanar creatures within the 
  area are instantly banished back to their home planes.
  Creatures so banished cannot return for at least one day.
  This effect takes place regardless of whether the creatures 
  hear the word of chaos.
  Creatures native to your plane who hear the word of chaos 
  and are not chaotic suffer the following ill effects:
  The effects are cumulative.
  Deafened: The creature is struck deaf (see blindness/deafness) 
  for 1d4 rounds.
  Stunned: The creature is stunned for 1 round.
  A stunned creature can’t act and loses any Dexterity bonus 
  to AC.
  Attackers gain +2 bonuses to attack it.
  Confused: The creature is confused, as by the confusion spell, 
  for 1d10 minutes.
  This is a mind-affecting enchantment.
  Killed: Living creatures die.
  Undead creatures are destroyed.
  ILLUSION
  BLUR
  Illusion (Glamer)
  
  953
  Level: Brd 2, Sor/Wiz 2
  Components: V
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject’s outline appears blurred, shifting and 
  wavering.
  This distortion grants the subject one-half concealment 
  (20% miss chance).
  A see invisibility spell does not counteract the blur effect, but 
  a true seeing spell does.
  Note: Opponents who cannot see the subject ignore the 
  spell’s effect (though fighting an unseen opponent carries 
  penalties of its own; see page 132).
  CHANGE SELF
  Illusion (Glamer)
  Level: Sor/Wiz 1, Trickery 1
  Components: V, S
  Casting Time: 1 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.
  For example, a human caster could look human, humanoid, 
  or like any other generally human-shaped bipedal creature.
  Otherwise, the extent of the apparent change is up to you.
  You could add or obscure a minor feature, such as a mole or 
  a beard, or look like an entirely different person.
  The spell does not provide the abilities or mannerisms of 
  the chosen form.
  It does not alter the perceived tactile (touch) or audible 
  (sound) properties of you or your equipment.
  A battleaxe made to look like a dagger still functions as a 
  battleaxe.
  If you use this spell to create a disguise, you get a +10 bonus 
  on the Disguise check.
  Note: Creatures get Will saves to recognize the glamer as an 
  illusion if they interact with it (such as by touching you and 
  having that not match what they see, in the case of this 
  spell).
  COLOR SPRAY
  Illusion (Pattern) [Mind-Affecting]
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  A vivid cone of intertwined, clashing colors springs forth 
  from your hand, stunning creatures, blinding them, or even 
  knocking them unconscious.
  The closest 1d6 creatures in the cone are affected.
  The spell affects each subject according to its HD: Up to 2:
  Unconscious for 2d4 rounds, also blinded for the first 1d4 
  rounds, and also stunned for the first round.
  (Only living creatures are knocked unconscious).
  3 or 4: Blinded for 1d4 rounds and stunned for the first 
  round.
  5 or more: Stunned for 1 round.
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus to attackers’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  Search checks and most Strength- and Dexterity-based skill 
  checks.
  A stunned creature can’t act and loses any Dexterity bonus 
  to AC.
  Attackers gain +2 bonuses to attack it.
  Sightless creatures are not affected by color spray.
  Material Component: A pinch each of powder or sand that is 
  colored red, yellow, and blue.
  DISPLACEMENT
  Illusion (Glamer)
  Level: Brd 3, Sor/Wiz 3
  Components: V, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Emulating the natural ability of the displacer beast, the 
  subject appears to be about 2 feet away from his true 
  location.
  He benefits from a 50% miss chance as if he had full 
  concealment.
  However, unlike actual full concealment, displacement does 
  not prevent enemies from targeting him normally.
  
  954
  True seeing reveals his true location.
  Material Component: A small strip of leather made from 
  displacer beast hide, twisted into a loop.
  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 by some title that leaves no doubt as to his 
  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 her 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.
  She can remain in the trance until the recipient goes to 
  sleep, then enter the recipient’s dream and deliver the 
  message as normal.
  If the messenger is disturbed during the trance, she 
  awakens, and the spell ends.
  Creatures who don’t sleep or dream (such as elves, but not 
  half-elves) cannot be contacted by this spell.
  The messenger is unaware of her own surroundings or the 
  activities around her while in the trance.
  She is defenseless both physically and mentally (she always 
  fails any saving throw, for example) while in the trance.
  FALSE VISION
  Illusion (Glamer)
  Level: Brd 5, Sor/Wiz 5, Trickery 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 25 ft. + 5 ft./two levels-radius emanation, centered 
  on the point where you were when you cast the spell
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You and all you desire within the area of the spell become 
  undetectable to scrying (whether by spell or magic device).
  Furthermore, if you are aware of an attempt to scry, you can 
  create whatever image you desire, including sight and 
  sound, according to the medium of the scrying method.
  To do this, you must concentrate on the figment you are 
  creating.
  Once concentration is broken, no further images can be 
  created, although the area remains undetectable for the 
  duration of the spell.
  Arcane Material Component: The ground dust of a jade worth 
  at least 250 gp, which is sprinkled into the air when the 
  spell is cast.
  GHOST SOUND
  Illusion (Figment)
  Level: Brd 0, Sor/Wiz 0
  Components: V, S, M
  Casting Time: 1 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 the spell creates when 
  casting the spell and cannot thereafter change its basic 
  character.
  The volume of sound created, however, 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 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.
  Note that ghost sound can enhance the effectiveness of a 
  silent image spell.
  Material Component: A bit of wool or a small lump of wax.
  GREATER SHADOW CONJURATION
  Illusion (Shadow)
  Level: Sor/Wiz 5
  As shadow conjuration, except that it can duplicate wizard or 
  sorcerer conjurations of up to 4th level, and the illusory 
  conjurations created are two-fifths (40%) as strong as the 
  real thing instead of one-fifth as strong.
  GREATER SHADOW EVOCATION
  Illusion (Shadow)
  Level: Sor/Wiz 6
  As shadow evocation, but it enables the caster to create 
  partially real, illusory versions of sorcerer or wizard 
  evocations of up to 5th level.
  If recognized as greater shadow evocation, damaging spells 
  deal only two-fifths (40%) of normal damage, with a 
  minimum of 2 points per die of damage.
  
  955
  For example, a greater shadow cloudkill has a 40% chance to 
  kill creatures of 6 HD or less, and creatures of 4 to 6 HD get 
  a saving throw.
  Creatures not killed take 1d10×0.4 points of damage each 
  round.
  Nondamaging effects, such as a web’s ensnarement, are only 
  40% likely to work when the greater shadow evocation is 
  recognized as mostly illusory (roll separately for each effect 
  and each creature who recognizes the evocation as 
  shadowy).
  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
  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.
  Thus, open fields or a road can be made to resemble a 
  swamp, hill, crevasse, or some other difficult or impassable 
  terrain.
  A pond can be made to seem like a grassy meadow, a 
  precipice like a gentle slope, or a rock-strewn gully like a 
  wide and smooth road.
  Structures, equipment, and creatures within the area are 
  not hidden or changed in appearance.
  Material Components: A stone, a twig, and a bit of green 
  plant.
  HYPNOTIC PATTERN
  Illusion (Pattern) [Mind-Affecting]
  Level: Brd 2, Sor/Wiz 2
  Components: (V), S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Colorful lights in a 15-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 +1 per caster level to determine the total number 
  of HD affected (maximum +10).
  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.
  HD that are not sufficient to affect a creature are wasted.
  Affected creatures gaze at the lights, heedless of all else, 
  acting as if they are affected by hypnotism.
  However, the character cannot make suggestions as with 
  hypnotism.
  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.
  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: 1 day/level
  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 
  magic writing.
  Only the person (or people) designated by you at the time 
  of the casting are able to read the writing; it’s completely 
  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.
  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 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Image 1 ft. × 10 ft. × 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 probing searches reveal the true nature of the 
  surface, though they do not cause the illusion to disappear.
  IMPROVED INVISIBILITY
  Illusion (Glamer)
  
  956
  Level: Brd 4, Sor/Wiz 4
  Components: V, S
  Target: You or creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  As invisibility, except the spell doesn’t end if the subject 
  attacks.
  INVISIBILITY SPHERE
  Illusion (Glamer)
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Area: 10-ft. radius sphere around the creature or object 
  touched
  As invisibility, except 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 cannot see each other but can 
  see themselves.
  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.
  INVISIBILITY
  Illusion (Glamer)
  Level: Brd 2, Sor/Wiz 2, Trickery 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Personal or touch
  Target: You or a creature or object weighing no more than 
  100 lb./level
  Duration: 10 minutes/level (D)
  Saving Throw: None or Will negates (harmless, object)
  Spell Resistance: No or Yes (harmless, object)
  The creature or object touched vanishes from sight, even 
  from darkvision.
  If the recipient is a creature carrying gear, the gear 
  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 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, such as a trailing 
  rope.
  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.
  Note that 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.
  See Table 8–8: Attack Roll Modifiers, page 132, for the 
  effects of invisibility on combat.
  Arcane Material Components: An eyelash encased in a bit of 
  gum arabic.
  LEOMUND’S TRAP
  Illusion (Glamer)
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Object touched
  Duration: Permanent
  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, screw-on 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 Leomund’s 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.
  MAGIC MOUTH
  Illusion (Glamer)
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 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 speak verbal components, use command 
  words, or activate magical effects.
  
  957
  It does, however, move according to the words articulated.
  For instance, if it were placed upon a statue, the mouth of 
  the statue would actually move and appear to speak.
  Of course, magic mouth can be placed upon a tree, rock, 
  door, 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, such 
  as the following: “Speak only when a venerable female 
  human carrying a sack sits cross-legged within one foot”.
  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 
  (footsteps, metal clanking) or to a specific noise or spoken 
  word (when a pin drops, when anyone says “Boo”).
  Note that actions can serve as triggers if they are visible or 
  audible.
  For example, “Speak when any creature touches the statue”
  is an acceptable command so long as the creature is visible.
  A magic mouth cannot distinguish invisible creatures, 
  alignments, level, HD, 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 up to 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.
  Material Component: A small bit of honeycomb and jade dust 
  worth 10 gp.
  MAJOR IMAGE
  Illusion (Figment)
  Level: Brd 3, Sor/Wiz 3
  Duration: Concentration + 3 rounds
  As silent image, except 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.
  MASS INVISIBILITY
  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
  As invisibility, except 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 Components: An eyelash and a bit of gum arabic, the 
  former encased in the latter.
  MINOR IMAGE
  Illusion (Figment)
  Level: Brd 2, Sor/Wiz 2
  Duration: Concentration+2 rounds
  As silent image, except this spell includes some minor 
  sounds but not understandable speech.
  MIRAGE ARCANA
  Illusion (Glamer)
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Area: One 20-ft. cube/level (S)
  Duration: Concentration+1 hour/level (D)
  As 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 action
  Range: Personal (see text)
  Target: You
  Duration: 1 minute/level
  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).
  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 roll against a figment destroys it.
  A figment’s AC is 10 + size modifier + Dexterity modifier.
  Figments seem to react normally to area spells (such as 
  looking like they’re burned or dead after being struck by a 
  fireball).
  
  958
  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 her eyes, the spell 
  has no effect, though being unable to see carries the same 
  penalties as being blinded: In addition to the obvious 
  effects, a blinded creature suffers a 50% miss chance in 
  combat (all opponents have full concealment), loses any 
  Dexterity bonus to AC, grants a +2 bonus to attackers’ attack 
  rolls (they are effectively invisible), moves at half speed, 
  and suffers a –4 penalty on Search checks and most 
  Strength- and Dexterity-based skill checks.
  MISDIRECTION
  Illusion (Glamer)
  Level: Brd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 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: Will negates (object)
  Spell Resistance: No
  By means of this spell, you misdirect the information from 
  divination spells that reveal auras (including detect evil, detect 
  magic, discern lies, etc.).
  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.
  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 at his 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, etc.
  This spell does not affect other types of divination (augury,
  detect thoughts, clairaudience/clairvoyance, etc.).
  MISLEAD
  Illusion (Figment, Glamer)
  Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6
  Components: S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target/Effect: You/one illusory double
  Duration: 1 round/level (D)
  Saving Throw: None/Will disbelief (if interacted with)
  Spell Resistance: No
  An illusory double of you (a figment) appears, and at the 
  same time, you become invisible (as improved invisibility, a 
  glamer).
  You are then free to go elsewhere while your double moves 
  away.
  The double appears within range but thereafter moves 
  according to your intent at the time of 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, can talk and gesture as if it 
  were real, and even smells and feels real.
  The double cannot attack or cast spells, but it can pretend 
  to do so.
  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
  Spell Resistance: Yes
  You send a hideous and unsettling phantasmal vision to a 
  specific creature whom you name or otherwise specifically 
  designate.
  The nightmare prevents restful sleep and causes 1d10 
  points of damage.
  The nightmare leaves the subject tired out and unable to 
  regain arcane spells for the next 24 hours.
  Dispel evil cast on the subject while you are casting the spell 
  dispels the nightmare and stuns you for 10 minutes per 
  caster level of the dispel evil.
  While you are stunned, you can’t act, you lose any Dexterity 
  bonus to AC, and attackers get a +2 bonus against you.
  If the recipient is awake when the spell begins, you can 
  choose to cease casting (ending the spell) or 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, 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 or dream (such as elves, but not 
  half-elves) are immune to this spell.
  NYSTUL’S MAGIC AURA
  Illusion (Glamer)
  Level: Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: One touched object weighing up to 5 lb./level
  Duration: 1 day/level
  Saving Throw: None (see text)
  Spell Resistance: No
  You make an item’s aura register to detection spells (and 
  similar spells) as though it were either a magic item of the 
  type that you specify or the subject of a spell that you 
  specify.
  You could make an ordinary sword register as a +2 vorpal 
  sword as far as magical detection is concerned or make a +2 
  vorpal sword register as if it were a +1 sword.
  If the object bearing Nystul’s 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 at a Will save.
  
  959
  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), Nystul’s 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.
  NYSTUL’S UNDETECTABLE AURA
  Illusion (Glamer)
  Level: Magic 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Object touched weighing up to 5 lb./level
  Duration: 1 day/level
  Saving Throw: None (see text)
  Spell Resistance: No
  This spell allows you to mask a magic item’s aura from 
  detection.
  If the object bearing Nystul’s undetectable 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 at a Will save.
  Focus: A small square of silk that must be passed over the 
  object.
  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)
  As silent image, except 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 minute/level (D)
  As silent image, except 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.
  For instance, you could create the illusion of several orcs
  playing cards and arguing, culminating in a fistfight.
  Material Components: 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 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will disbelief (if interacted with), then 
  Fortitude partial
  Spell Resistance: Yes
  You create the 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 shadowy shape.
  The subject first gets a Will save to recognize the image as 
  unreal.
  If the subject fails, the phantasm touches him, and he must 
  succeed at 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 he is wearing a helm of telepathy, the beast 
  can be turned upon you.
  You must then disbelieve it or suffer its deadly fear attack.
  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
  As silent image, except 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 6
  Components: V, S, M
  Casting Time: 1 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
  
  960
  You create a shadow duplicate of yourself; it looks, sounds, 
  and smells like you but is intangible.
  The shadow mimics your actions (including speech) unless 
  you concentrate on making it act differently.
  You can see through its eyes and hear through its ears as if 
  you were standing where it is, and during your turn in a 
  round you can switch from seeing through its eyes to 
  seeing normally, or back again.
  If you desire, any spell you cast whose range is touch or 
  greater can originate from the shadow instead of from you.
  (The shadow is quasi-real, just real enough to cast spells that 
  you originate).
  The shadow can cast spells on itself only if those spells 
  affect shadows.
  You must maintain line of effect to the shadow 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).
  RAINBOW PATTERN
  Illusion (Pattern) [Mind-Affecting]
  Level: Brd 4, Sor/Wiz 4
  Components: (V), S, M, F (see text)
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Colorful lights with a 15-ft.-radius spread
  Duration: Concentration +1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  A glowing, rainbow-hued pattern of interweaving colors 
  captivates those within it.
  Rainbow pattern captivates a maximum of 24 HD 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.
  Affected creatures who fail their saves are captivated by the 
  pattern.
  Captivated creatures cannot move away from the pattern, 
  nor can they take actions other than to defend themselves.
  Thus, a captivated fighter cannot run away or attack but 
  suffers no penalties when attacked.
  An attack on a captivated creature frees it from the spell 
  immediately.
  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 captivated creatures follow the moving rainbow of light, 
  trying to get or remain within the effect.
  Captivated creatures who are restrained and removed from 
  the pattern still try to follow it.
  If the pattern leads its subjects into a dangerous area 
  (through flame, off a cliff, etc.), each captivated creature 
  gets a second save.
  If the view of the lights is completely blocked (by an 
  obscuring mist spell, for instance), creatures who 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.
  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: 1 day
  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.
  Thus, you could specify the illusion of yourself and another 
  character playing chess for the duration of the spell, but 
  you could not have the illusory chess players take a break, 
  make dinner, and then resume their game.
  You could have a crossroads appear quiet and empty even 
  while an army is actually passing through the area.
  You could specify that no one be seen (including passing 
  strangers), that your troops be undetected, or even that 
  every fifth person or unit should be visible.
  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.
  A band of people standing in a meadow could be concealed 
  as an empty meadow with birds chirping, for instance.
  Direct observation may allow a save (as per a normal 
  illusion), if there is cause to disbelieve what is seen.
  Certainly onlookers in the area would become suspicious if 
  the column of a marching army disappeared at one point to 
  reappear at another.
  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.
  SEEMING
  Illusion (Glamer)
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One person/two levels, no two of which can be 
  more than 30 ft. apart
  Duration: 12 hours
  Saving Throw: Will negates or Will disbelief (if 
  interacted with)
  Spell Resistance: Yes or No
  As change self, except 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 SR.
  
  961
  SHADES
  Illusion (Shadow)
  Level: Sor/Wiz 6
  As shadow conjuration, except that it mimics sorcerer and 
  wizard conjuration spells of up through 5th level, and these 
  conjurations are three-fifths (60%) as strong as the real 
  things.
  SHADOW CONJURATION
  Illusion (Shadow)
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: See text
  Effect: See text
  Duration: See text
  Saving Throw: Will disbelief (if interacted with); varies 
  (see text)
  Spell Resistance: No (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 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.
  All those that interact with the conjured object, force, or 
  creature can make Will saves to recognize its shadowy 
  nature.
  Those who succeed do so.
  Attack spells, such as flame arrow, have normal effects 
  unless those affected succeed at Will saves.
  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.
  Mimicked spells allow the normal saves and SR.
  Shadow objects or substances, such as obscuring mists, have 
  normal effects except against those who disbelieve them.
  Against disbelievers, they are one-fifth strength or 20% 
  likely to work.
  For instance, a shadow obscuring mist only provides one-half 
  concealment at 25 feet, not 5 feet.
  Shadow creatures have one-fifth the normal hit points 
  (regardless of whether they’re recognized as shadowy).
  They deal normal damage and have all normal abilities and 
  weaknesses.
  Against a creature who recognizes them as shadowy, 
  however, such a creature’s damage is one-fifth normal, and 
  all special abilities that do not produce normal damage (in 
  hit points) 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 (so a +7 total bonus resulting in AC 17 would 
  change to a +1 total bonus for a new AC of 11).
  Those who succeed at their saves see the shadow conjurations 
  as transparent images superimposed on vague, shadowy 
  forms.
  SHADOW EVOCATION
  Illusion (Shadow)
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 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 wizard or sorcerer evocation of 4th 
  level or lower.
  (For a spell with more than one level, use the best one 
  applicable to you).
  For example, this spell can be magic missile, fireball, lightning 
  bolt, or so on.
  If recognized as a shadow evocation, a damaging spell deals 
  only one-fifth normal damage.
  Regardless of the result of the save to disbelieve, affected 
  creatures are also allowed any save the spell being 
  simulated allows, but set the save DC according to shadow 
  magic’s level (5th) rather than the spell’s normal level.
  Nondamaging effects (such as web’s ensnarement) have no 
  effect when the shadow magic is recognized as mostly 
  illusory.
  SHADOW WALK
  Illusion (Shadow)
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 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 
  heavy shadows.
  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 can move at a rate of up to 
  seven miles every 10 minutes, moving normally on the 
  borders of the Plane of Shadow but much more rapidly 
  relative to the Material Plane.
  Thus, a character 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.
  You know where you will come out on the Material Plane.
  Shadow walk can also be used to travel to other planes that 
  border on the Plane of Shadow, but this 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.
  
  962
  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.
  SILENCE
  Illusion (Glamer)
  Level: Brd 2, Clr 2
  Components: V, S
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 15-ft.-radius emanation centered on a creature, 
  object, or point in space
  Duration: 1 minute/level
  Saving Throw: Will negates or none (object)
  Spell Resistance: Yes 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 SR, if any.
  Items in a creature’s possession or magic items that emit 
  sound receive saves and SR, but unattended objects and 
  points in space do not.
  This spell provides a defense against sonic or language-
  based attacks, such as command, harpy song, a horn of 
  blasting, etc.
  SILENT IMAGE
  Illusion (Figment)
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 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: Touch
  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.
  The duplicate appears to be exactly the same as the original, 
  but there are differences: The simulacrum has only 51% to 
  60% (50%+1d10%) of the hit points, knowledge (including 
  level, skills, and speech), and personality of the real 
  creature.
  Creatures familiar with the original might detect the ruse 
  with a successful Spot check.
  You must make a Disguise check when you cast the spell to 
  determine how good the likeness is.
  At all times the simulacrum remains under your absolute 
  command.
  No special telepathic link exists, so command must be 
  exercised in some other manner.
  The simulacrum has no ability to become more powerful.
  It cannot increase its level or abilities.
  If destroyed, it reverts to snow and melts instantly into 
  nothingness.
  A complex process requiring at least one day, 100 gp per hit 
  point, and a fully equipped magical laboratory can repair 
  damage to the 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, etc.) must be placed inside the snow or ice.
  Additionally, the spell requires powdered ruby worth 100 
  gp.
  XP Cost: 1,000 XP.
  VEIL
  Illusion (Glamer)
  Level: Brd 6, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 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.
  A party might be made to resemble a mixed band of 
  brownies, pixies, and faeries led by a treant.
  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 at 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 SR.
  Those who interact with the subjects can attempt Will 
  disbelief saves to see through the glamer, but SR doesn’t 
  help.
  
  963
  VENTRILOQUISM
  Illusion (Figment)
  Level: Brd 1, Sor/Wiz 1
  Components: V, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Intelligible sound, usually speech
  Duration: 1 minute/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, 
  such as from another creature, a statue, from behind a door, 
  down a passage, etc.
  You can speak in any language you know.
  With respect to such voices and sounds, anyone who hears 
  it and rolls a successful save recognizes the sound as 
  illusory (but still hears it).
  Focus: A parchment rolled up into a small cone.
  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
  As 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, the subject still takes 
  3d6 points of damage and is stunned for 1 round.
  The subject’s Strength score also drops 1d4 points for 10 
  minutes.
  A stunned creature can’t act and loses any Dexterity bonus 
  to AC.
  Attackers gain +2 bonuses to attack it.
  NECROMANCY
  ANIMATE DEAD
  Necromancy [Evil]
  Level: Clr 3, Death 3, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 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 skeletons or zombies can follow you, or can remain in 
  an area and attack any creature (or just a specific type of 
  creature) entering the place.
  The undead remain animated until they are destroyed.
  (A destroyed skeleton or zombie can’t be animated again).
  Regardless of the type of undead, you can’t create more HD 
  of undead than you have caster levels with a single casting 
  of animate dead.
  The undead you create remain under your control 
  indefinitely.
  No matter how many times you use this spell, however, you 
  can control only 2 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 (so purple worm skeletons are 
  not allowed).
  If a skeleton is made from a corpse, the flesh falls off the 
  bones.
  The statistics for a skeleton depend on its size; they do not 
  depend on what abilities the creature may have had while 
  alive.
  See the Monster Manual for details.
  Zombies: A zombie can be created only from a mostly 
  intact corpse.
  The creature must have a true anatomy (so gelatinous cube 
  zombies are not allowed).
  The statistics for a zombie depend on its size, not on what 
  abilities the creature may have had while alive.
  See the Monster Manual.
  Material Component: You must place a black onyx gem 
  worth at least 50 gp into the mouth or eye socket of each 
  corpse.
  The magic of the spell turns these gems into worthless, 
  burned-out shells.
  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 creature touched per 
  two levels
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  Freeing your spirit from your physical body, this spell 
  allows you to project an astral body into another plane 
  altogether.
  You can bring the astral forms of other creatures with you, 
  provided the creatures 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, the 
  companions are stranded wherever you left them.
  You project your astral self into the Astral Plane, leaving 
  your physical body behind on the Material Plane in a state 
  of suspended animation.
  
  964
  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.
  You then leave the Astral Plane, forming a new physical 
  body (and equipment) on the plane of existence you have 
  chosen to enter.
  When on the Astral Plane or another plane, your astral 
  body is connected at all times to your material body by a 
  silvery cord.
  If the cord is broken, you are killed, astrally and materially.
  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, 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 their 
  physical bodies.
  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, or the 
  destruction of your body back on the Material Plane (which 
  kills you).
  Material Components: A jacinth worth at least 1,000 gp, plus a 
  silver bar worth 5 gp for each person to be affected.
  CAUSE FEAR
  Necromancy [Fear, Mind-Affecting]
  Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1d4 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  The affected creature becomes frightened.
  It suffers a –2 morale penalty on attack rolls, weapon 
  damage rolls, and saving throws.
  It flees from you as well as it can.
  If unable to flee, the creature may fight.
  Creatures with 6 or more Hit Dice are immune.
  Cause fear counters remove fear.
  Note: Mind-affecting spells do not affect nonintelligent 
  creatures, and fear spells do not affect undead.
  CHILL TOUCH
  Necromancy
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Targets: Creature or creatures touched (up to one/level)
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  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 and possibly also 1 point of temporary Strength 
  damage.
  (A successful Fortitude saving throw negates the Strength 
  damage).
  You can use this melee touch attack up to one time per 
  level.
  The spell has a special effect on undead creatures.
  Undead touched by you suffer no damage or Strength loss,
  but they must make successful Will saving throws or flee as 
  if panicked for 1d4 rounds +1 round per caster level.
  CIRCLE OF DEATH
  Necromancy [Death]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several living creatures within a 50-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A circle of death snuffs out the life forces 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 point 
  of origin of the burst are affected first.
  No creature with 9 or more HD is affected, and HD 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.
  CIRCLE OF DOOM
  Necromancy
  Level: Clr 5, Destruction 5
  Components: V, S
  Casting Time: 1 action
  Range: 20 ft.
  Area: All living enemies and undead creatures within a 20-
  ft.-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  Negative energy bursts in all directions from the point of 
  origin, dealing 1d8 points of damage +1 point per caster 
  level (maximum +20) to nearby living enemies.
  Like inflict spells, circle of doom cures undead in its area 
  rather than harming them.
  CLONE
  Necromancy
  Level: Sor/Wiz 8
  Components: V, S, M, F
  Casting Time: 10 minutes
  
  965
  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, the original’s soul 
  transfers to the clone, creating a replacement (provided the 
  soul is free and willing to return; see Bringing Back the 
  Dead, page 153).
  The original’s physical remains, should they still exist, 
  become inert matter and cannot thereafter be restored to 
  life.
  If the original has reached the end of its natural life span 
  (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) taken from the original’s 
  living body, with a volume of at least 1 cubic inch.
  The piece of flesh need not be fresh, but it must be kept 
  from rotting (such as by the gentle repose spell).
  Once the spell is cast, the duplicate must be grown in a 
  laboratory for 2d4 months.
  When the clone is completed, if the original is dead, the 
  original’s soul enters the clone.
  The clone has the personality, memories, skills, and levels 
  the original had at the time the piece of flesh was taken.
  However, the replacement must be at least one level lower 
  than the original was at the time of death.
  If the original was 1st level, the clone’s Constitution score 
  drops by 1; if this 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 at 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 
  creature is merely a soulless bit of inert flesh, which rots if 
  not somehow preserved.
  Material Components: The piece of flesh and various 
  laboratory supplies (cost 1,000 gp).
  Focus: Special laboratory equipment (cost 500 gp).
  CONTAGION
  Necromancy
  Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject contracts a disease, which strikes immediately 
  (no incubation period).
  You infect the subject with blinding sickness, cackle fever, 
  filth fever, mindfire, red ache, the shakes, or slimy doom.
  See the DUNGEON MASTER’s Guide for descriptions of 
  each disease.
  CONTROL UNDEAD
  Necromancy
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to 2 HD of undead creatures/level, no two of 
  which can be more than 30 ft. apart
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell enables you to command undead creatures for a 
  short period of time.
  You command the creatures by voice.
  Telepathic communication is not possible, but the creatures 
  understand you no matter what language you speak.
  Even if vocal communication is impossible (in the area of a 
  silence spell, for instance), the controlled undead do not 
  attack you.
  At the end of the spell, the controlled undead revert to 
  their normal behavior.
  Intelligent undead remember that you controlled them.
  Material Components: A small piece of bone and a small piece 
  of raw meat.
  CREATE GREATER UNDEAD
  Necromancy [Evil]
  Level: Clr 8, Death 8
  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 As create undead, except that this spell allows you to 
  create more powerful and intelligent sorts of undead.
  The type of undead created is based on your level.
  The following types of undead can be created by casters of 
  the specified levels:
  You may attempt to command the undead as it forms with a 
  turning check (see Turn and Rebuke Undead, page 139).
  Certain types of undead, such as liches, cannot be created 
  by this spell.
  Such undead are created in other, very specific ways.
  
  966
  See the Monster Manual for more information on all types of 
  undead.
  CREATE UNDEAD
  Necromancy [Evil]
  Level: Clr 6, Death 6, Evil 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: ghasts, 
  ghouls, shadow, wights, and wraiths.
  The following types of undead can be created by casters of 
  the specified levels:
  You may create less powerful undead than your level would 
  indicate if you choose.
  For example, at 16th level you could decide to create a 
  ghoul or shadow instead of a wight.
  Doing this may be a good idea, because created undead are 
  not automatically under the control of their animator.
  You may attempt to command the undead as it forms (see 
  Turn and Rebuke Undead, page 139).
  This spell must be cast at night.
  Material Components: A clay pot filled with grave dirt and 
  another filled with brackish water.
  The spell must be cast on a dead body, and the DM may 
  assign specific requirements for various types of undead.
  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.
  DEATH KNELL
  Necromancy [Death, Evil]
  Level: Clr 2, Death 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous/10 minutes per target HD (see 
  text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You draw forth the ebbing life force of a badly wounded 
  creature and use it to fuel your own power.
  Upon casting this spell, you touch a living creature with –1 
  hit points or lower.
  If the subject fails its saving throw, it dies, and you gain 1d8 
  temporary hit points and +2 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 target 
  creature.
  DEATH WARD
  Necromancy
  Level: Clr 4, Death 4, Drd 5, Pal 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The subject is immune to all death spells and magical death 
  effects.
  The spell does not protect against other sorts of attacks, 
  such as hit point loss, poison, petrification, or other effects 
  even if they might be lethal.
  DEATHWATCH
  Necromancy
  Level: Clr 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Quarter circle emanating from you to the extreme of 
  the range
  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 (as a construct).
  This spell foils any spell or ability that allows creatures to 
  feign death.
  DESTRUCTION
  Necromancy [Death]
  Level: Clr 7, Death 7
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This awful spell instantly slays the subject and consumes its 
  remains utterly in holy (or unholy) fire.
  
  967
  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).
  DISRUPT UNDEAD
  Necromancy
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You direct a shock wave of positive energy.
  You must make a ranged touch attack roll to hit, and if the 
  ray hits an undead creature, it deals 1d6 points of damage to 
  it.
  ENERGY DRAIN
  Necromancy
  Level: Clr 9, Sor/Wiz 9
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: Instantaneous
  Saving Throw: Fortitude negates (see text)
  As enervation, except the creature struck gains 2d4 negative 
  levels, and the negative levels last longer.
  Twenty-four hours after gaining any negative levels, the 
  subject must make a Fortitude saving throw (using the spell 
  DC in this case) for each negative level.
  If the save succeeds, that negative level is negated.
  If it fails, the negative level goes away, but one of the 
  subject’s character levels has been permanently drained.
  If the ray strikes an undead creature, that creature gains 
  2d4×5 temporary hit points for 1 hour.
  ENERVATION
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray of negative energy
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You point your finger and utter the incantation, releasing a 
  black bolt 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, he 
  dies.
  Each negative level gives a creature the following penalties: 
  –1 competence 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 
  her highest available level.
  Negative levels stack.
  Assuming the subject survives, he regains lost levels after a 
  number of hours equal to your caster level.
  Usually, negative levels have a chance of permanently 
  draining the subject’s levels, but the negative levels from 
  enervation don’t last long enough to do so.
  If the ray strikes an undead creature, it gives that creature 5 
  temporary hit points per two caster levels (maximum 25 
  temporary hit points) for 1 hour.
  FEAR
  Necromancy [Fear, Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  An invisible cone of terror causes living creatures to 
  become panicked.
  They suffer a –2 morale penalty on saving throws, and they 
  flee from you.
  A panicked creature has a 50% chance to drop what it’s 
  holding, chooses its path randomly (as long as it is getting 
  away from immediate danger), and flees any other dangers 
  that confront it.
  If cornered, a panicked creature cowers.
  (See the DUNGEON MASTER’s Guide for more information 
  on fear-panicked creatures).
  Material Component: Either the heart of a hen or a white 
  feather.
  FINGER OF DEATH
  Necromancy [Death]
  Level: Drd 8, Sor/Wiz 7
  Components: V, S
  Casting Time: 1 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 subject is entitled to a Fortitude saving throw to 
  survive the attack.
  If the save is successful, it instead sustains 3d6 points of 
  damage +1 point per caster level.
  Of course, the subject might die from damage even if it 
  succeeds at its saving throw.
  GENTLE REPOSE
  Necromancy
  Level: Clr 2, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 action
  
  968
  Range: Touch
  Target: Corpse touched
  Duration: 1 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 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 Components: A pinch of salt, and a copper 
  piece for each eye the corpse has (or had).
  GHOUL TOUCH
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 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 humanoid for 1d6+2 rounds with a 
  successful melee touch attack.
  Additionally, the paralyzed subject exudes a carrion stench 
  that causes retching and nausea in a 10-foot radius.
  Those in the radius (excluding you) must make a Fortitude 
  save or suffer a –2 penalty to all attack rolls, weapon damage 
  rolls, saving throws, skill checks, and ability checks until 
  the spell ends.
  Material Component: A small scrap of cloth taken from 
  clothing worn by a ghoul or a pinch of earth from a ghoul’s 
  lair.
  GREATER RESTORATION
  Necromancy
  Components: V, S, XP
  Level: Clr 7
  Casting Time: 10 minutes
  As lesser restoration, except the spell dispels all negative 
  energy levels afflicting the healed creature, restoring the 
  creature to the highest level it had previously achieved.
  This reverses level drains by a force or creature.
  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 character’s abilities, cures all temporary ability damage, 
  and restores all points permanently drained from all ability 
  scores.
  It also 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.
  HALT UNDEAD
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to three undead, no two of which can be 
  more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
  This spell renders up to three undead creatures immobile.
  Nonintelligent undead (such as skeletons and zombies) get 
  no saving throw; intelligent undead do.
  If the spell is successful, it renders the undead 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 Components: A pinch of sulfur and powdered garlic.
  HARM
  Necromancy
  Level: Clr 6, Destruction 6, Drd 7
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Harm charges a subject with negative energy that causes 
  the loss of all but 1d4 hit points.
  If used on an undead creature, harm acts like heal.
  HORRID WILTING
  Necromancy
  Level: Sor/Wiz 8, Water 8
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Targets: Living creatures, no two of whom can be more 
  than 60 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  This spell evaporates moisture from the bodies of all the 
  subject living creatures, dealing 1d8 points of damage per 
  caster level (maximum 25d8).
  This spell is especially devastating to water elementals and 
  plant creatures, who receive a penalty of –2 to their saving 
  throws.
  Arcane Material Component: A bit of sponge.
  INFLICT CRITICAL WOUNDS
  Necromancy
  Level: Clr 4, Destruction 4
  As inflict light wounds, except you deal 4d8 points of damage 
  +1 point per caster level (maximum +20).
  
  969
  INFLICT LIGHT WOUNDS
  Necromancy
  Level: Clr 1, Destruction 1
  Components: V, S
  Casting Time: 1 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 (up to +5).
  Since undead are powered by negative energy, this spell 
  cures them of a like amount of damage, rather than 
  harming them.
  INFLICT MINOR WOUNDS
  Necromancy
  Level: Clr 0
  As inflict light wounds, except you deal 1 point of damage.
  INFLICT MODERATE WOUNDS
  Necromancy
  Level: Clr 2
  As inflict light wounds, except you deal 2d8 points of damage 
  +1 point per caster level (maximum +10).
  INFLICT SERIOUS WOUNDS
  Necromancy
  Level: Clr 3
  As inflict light wounds, except you deal 3d8 points of damage 
  +1 point per caster level (maximum +15).
  MAGIC JAR
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S, F
  Casting Time: 1 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 own 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 (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 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 (on the same plane).
  You do need line of effect from the jar to the creatures.
  You, however, 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 HD and can determine whether a life force is positive 
  or negative energy.
  (Undead creatures are powered by negative energy.
  Only sentient undead creatures have, or are, souls).
  For example, if two 10th-level characters are attacking a hill 
  giant (12 HD) and four ogres (4 HD), you could determine 
  that there are three stronger and four weaker life forces 
  within range, all with positive life energy.
  You could choose to take over either a stronger or a weaker 
  creature, but which stronger or weaker creature you 
  attempt to possess is determined randomly.
  Attempting to possess a body is a fullround 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 at a Will save.
  Failure to take over the host leaves your life force in the 
  magic jar, and the target automatically succeeds at further 
  saving throws if you attempt to possess its body again.
  If 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.
  For example, a fish’s body breathes water and a troll’s body 
  regenerates.
  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 (that is, 
  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 the host.
  Incorporeal creatures with the magic jar ability can use a 
  handy, nearby object (not just a gem or crystal) as the magic 
  jar.
  Focus: A gem or crystal worth at least 100 gp.
  
  970
  POISON
  Necromancy
  Level: Clr 4, Drd 3
  Components: V, S, DF
  Casting Time: 1 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 inflict 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 + one-half caster level + caster’s Wisdom modifier).
  RAY OF ENFEEBLEMENT
  Necromancy
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A coruscating ray springs from your hand.
  You must succeed at a ranged touch attack to strike a target.
  The subject suffers a –1d6 enhancement penalty to 
  Strength, with an additional –1 per two caster levels 
  (maximum additional penalty of –5).
  The subject’s Strength score cannot drop below 1.
  SCARE
  Necromancy [Fear, Mind-Affecting]
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: All creatures within a 15-ft. radius
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  As cause fear, except this spell 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.
  SLAY LIVING
  Necromancy [Death]
  Level: Clr 5, Death 5
  Components: V, S
  Casting Time: 1 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 at a melee touch attack to touch the 
  subject, and the subject can avoid death with a successful 
  Fortitude save.
  If she succeeds, she instead takes 3d6 points of damage +1 
  point per caster level.
  (Of course, the subject might die from damage even if she 
  succeeds at her save).
  SOUL BIND
  Necromancy
  Level: Clr 9, Sor/Wiz 9
  Components: V, S, F
  Casting Time: 1 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 characters 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 
  characters advance).
  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 minute/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 up to 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.
  
  971
  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.
  Any corpse that has been turned into an undead creature 
  can’t be spoken to with speak with dead.
  SPECTRAL HAND
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One spectral hand
  Duration: 1 minute/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 that you 
  cast of 4th level or lower can be delivered by the spectral 
  hand.
  The spell gives you a +2 bonus to your melee touch attack 
  roll, and attacking with the hand counts normally as an 
  attack.
  The hand always strikes from your direction.
  The hand can flank targets like a creature can.
  If the hand goes beyond the spell range, goes out of your 
  sight, or if you are not directing it, the hand returns to you 
  and hovers.
  The hand is incorporeal and thus cannot be harmed by 
  normal weapons.
  It has improved evasion (one-half damage on a failed save 
  against an area spell 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.
  VAMPIRIC TOUCH
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous/1 hour (see text)
  Saving Throw: None
  Spell Resistance: Yes
  You must succeed at 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 
  inflict.
  However, you can’t gain more than the subject’s current hit 
  points +10, which is enough to kill the subject.
  The temporary hit points disappear 1 hour later.
  WAIL OF THE BANSHEE
  Necromancy [Death, Sonic]
  Level: Death 9, Sor/Wiz 9
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One living creature/level affected from caster 
  until end of range
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You emit a terrible scream that kills creatures who hear it 
  (except for yourself).
  The spell affects up to one creature per caster level.
  Creatures closest to the point of origin on the caster are 
  affected first.
  TRANSMUTATION
  AIR WALK
  Transmutation
  Level: Air 4, Clr 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature (Gargantuan or smaller) touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The transmuted creature 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 creature’s normal 
  speed.
  A strong wind (21+ mph) can push an air walker along or 
  hold her back.
  At the end of her turn each round, the wind blows her 5 
  feet for each 5 miles per hour of wind speed.
  The creature can, at the DM’s option, be subject to 
  additional penalties in exceptionally strong or turbulent 
  winds, such as loss of control over movement or suffering 
  physical damage from being buffeted about.
  You can cast air walk on a specially trained mount so it can 
  be ridden through the air.
  You train a mount to air walk with the Handle Animal skill 
  (air walking counts as an unusual task; see page 68).
  
  972
  ALTER SELF
  Transmutation
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You can alter your appearance and form—including 
  clothing and equipment—to appear taller or shorter, thin, 
  fat, or in between.
  The assumed form must be corporeal.
  Your body can undergo a limited physical transmutation, 
  including adding or subtracting one or two limbs, and your 
  weight can be changed up to one-half.
  If the form selected has wings, you can fly at a speed of 30 
  feet with poor maneuverability.
  (The DUNGEON MASTER’s Guide has information on 
  maneuverability).
  If the form has gills, you can breathe underwater.
  Your 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 you are slain, you automatically return to your normal 
  form.
  If you use this spell to create a disguise, you get a +10 bonus 
  on your Disguise check.
  ANIMAL GROWTH
  Transmutation
  Level: Drd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to one animal/two levels, no two of which 
  can be more than 30 ft. apart
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  A number of animals grow to twice their normal size.
  This doubles each animal’s height, length, and width, 
  increasing its weight by a factor of eight.
  This increase in size has a number of effects: Hit Dice: The 
  creature’s HD double, doubling the creature’s base attack 
  bonus and increasing its saves accordingly.
  Size: The creature’s size increases one step.
  This increase reduces its AC (according to the new size), 
  reduces its attack bonus (according to the new size), affects 
  its ability to grapple (page 137), and so on.
  The creature gains an enlargement bonus to Strength and 
  Constitution scores, and its damage with natural attacks 
  increases.
  This spell does not affect Colossal creatures.
  For details on how the characteristics of an enlarged animal 
  change, see the Monster Manual.
  When the spell ends, the creature’s hit points return to 
  normal, and all damage the creature has taken while 
  enlarged is divided by 2.
  The spell gives you no special means of command or 
  influence over the enlarged animals.
  ANIMAL SHAPES
  Transmutation
  Level: Animal 7, Drd 8
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One willing creature/level, all within 30 ft. of 
  each other
  Duration: 1 hour/level (D)
  Saving Throw: None (see text)
  Spell Resistance: Yes (harmless)
  As polymorph other, except you polymorph up to one willing 
  creature per level into an animal of your choice; the spell 
  has no effect on unwilling creatures.
  Recipients remain in the animal form until the spell 
  expires or you dismiss the spell for all recipients.
  In addition, an individual subject may choose to resume 
  her normal form (as a full-round action); doing so ends the 
  spell for her and her alone.
  The allowed size of the animal form depends on your level:
  Creatures polymorphed by this spell don’t suffer the 
  disorientation penalty that those transformed by polymorph 
  other often do.
  ANIMATE OBJECTS
  Transmutation
  Level: Chaos 6, Clr 6
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Objects or matter, 1 cu. ft./level
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You imbue inanimate objects with mobility and a 
  semblance of life.
  The animated object, or objects, then attack whomever or 
  whatever you initially designate.
  The animated object can be of any nonmagical material—
  wood, metal, stone, fabric, leather, ceramic, glass, etc.
  You can also animate masses of raw matter, such as water, a 
  rock from a wall or a rock on the ground, as long as the 
  volume of material does not exceed 1 cubic foot per caster 
  level.
  Statistics for animated objects are found in the Monster 
  Manual.
  The spell cannot animate objects carried or worn by a 
  creature.
  ANIMATE ROPE
  Transmutation
  
  973
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One ropelike object, length up to 50 ft. + 5 
  ft./level
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You can animate a nonliving ropelike object, including 
  string, yarn, cord, line, rope, or even a cable.
  The maximum length assumes a rope with a 1-inch 
  diameter.
  Reduce the total length by 50% for every additional inch of 
  thickness, and increase the length by 50% for each 
  reduction of the rope’s width 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”, etc.).
  One command can be given each round as a standard 
  action.
  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.
  The rope has a range increment of 10 feet.
  A typical rope has 2 hit points, AC 10, and can be burst with 
  a Strength check (DC 23).
  The rope does not deal damage of any type, but it can be 
  used as a trip line or to entangle a single opponent who fails 
  a Reflex saving throw.
  An entangled creature suffers a –2 penalty to attack rolls 
  and a –4 penalty to effective Dexterity.
  If the rope can anchor itself to an immobile object, the 
  entangled creature cannot move.
  Otherwise, it can move at half speed but can’t run or 
  charge.
  A creature capable of spellcasting that is bound by this spell 
  must make a Concentration check (DC 15) to cast a spell.
  An entangled creature can slip free with an Escape Artist 
  check (DC 20).
  The rope itself, and any knots tied in it, are not magical.
  This spell grants a +2 bonus to any Use Rope checks you 
  make when using the transmuted rope.
  AWAKEN
  Transmutation
  Level: Drd 5
  Components: V, S, F, XP
  Casting Time: One day
  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 target’s 
  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 (see the Monster Manual), except that its 
  Intelligence, Wisdom, and Charisma scores are all 3d6.
  Awakened plants gain the ability to move their limbs, roots, 
  vines, creepers, etc., and have senses similar to a human’s.
  An awakened animal gets 3d6 Intelligence, +1d3 Charisma, 
  and +2 HD.
  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.
  BARKSKIN
  Transmutation
  Level: Drd 2, Plant 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Barkskin makes a creature’s skin as tough as bark.
  The effect grants a +3 natural armor bonus to AC.
  This bonus increases to +4 at 6th level and to +5 at 12th 
  level and up.
  Since the AC bonus is a natural armor bonus, it does not 
  stack with any natural armor the subject may already have.
  BESTOW CURSE
  Transmutation
  Level: Brd 3, Clr 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  You place a curse on the creature touched.
  You choose one of the three following effects, depending 
  on the version selected:
  • –6 effective decrease to an ability score (minimum 1).
  • –4 enhancement penalty on attack rolls, saving throws, 
  ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; 
  otherwise, he takes no action.
  You may also invent your own curse, but it should be no 
  more powerful than those listed above, and the DM has 
  final say on the curse’s effect.
  The curse 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.
  BLESS WATER
  Transmutation [Good]
  Level: Clr 1, Pal 1
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  
  974
  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 (page 113).
  Holy water is considered blessed, which means it has 
  special effects on certain creatures.
  Material Component: 5 pounds of powdered silver (worth 25 
  gp).
  BLESS WEAPON
  Transmutation
  Level: Pal 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  This transmutation makes a weapon strike true against evil 
  foes.
  All critical rolls against evil foes are automatically 
  successful (so every threat is a critical hit).
  The weapon negates the damage reduction of evil creatures 
  and is capable of striking evil incorporeal creatures as if it 
  had a +1 enhancement bonus.
  Also, the weapon is considered blessed, which means it has 
  special effects on certain creatures.
  Individual arrows or bolts can be transmuted, but affected 
  projectile weapons (such as bows) don’t confer the benefit 
  to the projectiles they shoot.
  This transmutation can’t affect any weapon that already has 
  a magical effect related to critical hits, such as a keen 
  weapon or a vorpal sword.
  BLINDNESS/DEAFNESS
  Transmutation
  Level: Brd 2, Clr 3, Sor/Wiz 2
  Components: V
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Permanent (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject becomes blinded or deafened, as you choose.
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus to attackers’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  Search checks and most Strength- and Dexterity-based skill 
  checks.
  A deafened character, in addition to the obvious effects, 
  automatically fails Listen checks, suffers a –4 penalty on 
  initiative and has a 20% chance to miscast and lose any spell 
  with a verbal (V) component that he tries to cast.
  The DUNGEON MASTER’s Guide has more details on the 
  effects of blindness and deafness.
  BLINK
  Transmutation
  Level: Brd 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Like a blink dog, you “blink” back and forth between the 
  Material and the Ethereal planes.
  You look as though you’re winking in and out of reality 
  very quickly and at random.
  Blinking has several effects: Physical attacks suffer a 50% 
  miss chance, and the Blind-Fight feat doesn’t help (since 
  the blinker is ethereal and not merely invisible).
  If the attack is capable of striking ethereal or incorporeal 
  creatures, the miss chance is only 20% (for one-half 
  concealment).
  If the attacker can see invisible creatures, the miss chance is 
  also only 20%.
  If the attacker can both see and strike ethereal creatures, he 
  suffers no penalty.
  Likewise, your own attacks suffer a 20% miss chance, since 
  you sometimes go ethereal just as you are about to strike.
  Individually targeted spells have a 50% chance to fail 
  against you while blinking unless your attacker can target 
  invisible, ethereal creatures.
  Likewise, 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 
  (or full damage from those that extend onto the Ethereal 
  Plane).
  You strike as an invisible creature (+2 attack), denying your 
  target any Dexterity bonus to AC.
  You suffer 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’s a 
  50% chance that you become material, with regrettable 
  consequences (see below).
  You can move only at three-quarters speed: 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.
  For instance, your spells against ethereal creatures are 20% 
  likely to activate just as you go material and be lost.
  Note: An ethereal creature is invisible, incorporeal, and 
  capable of moving in any direction, even up or down (albeit 
  at half normal speed).
  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 (such as magic missile and wall of force) and 
  abjurations affect you normally.
  
  975
  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 (such as the basilisk and its 
  gaze attack).
  Treat other ethereal creatures and ethereal objects as 
  normally material.
  An ethereal creature who becomes material while in a 
  material object is shunted off to the nearest open space and 
  takes 1d6 points of damage per 5 feet so traveled.
  BULL’S STRENGTH
  Transmutation
  Level: Brd 2, Clr 2, Sor/Wiz 2, Strength 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject becomes stronger.
  The spell grants an enhancement bonus to Strength of 
  1d4+1 points, 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.
  BURNING HANDS
  Transmutation [Fire]
  Level: Fire 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: 10 ft.
  Area: Semicircular burst of flames 10 ft. long, centered on 
  your hands
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A thin sheet of searing flame shoots from your outspread 
  fingertips.
  You must hold your hands with your thumbs touching and 
  your fingers spread.
  The sheet of flame is about as thick as your thumbs.
  Any creature in the area of the flames takes 1d4 points of 
  fire damage per your caster level (maximum 5d4).
  Flammable materials such as cloth, paper, parchment, and 
  thin wood burn if the flames touch them.
  A character can extinguish burning items as a full-round 
  action.
  CAT’S GRACE
  Transmutation
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The transmuted creature becomes more graceful, agile, and 
  coordinated.
  The spell grants an enhancement bonus to Dexterity of 
  1d4+1 points, adding the usual benefits to AC, Reflex saves, 
  and other uses of the Dexterity modifier.
  Material Component: A pinch of cat fur.
  CHANGESTAFF
  Transmutation
  Level: Drd 7, Plant 7
  Components: V, S, F
  Casting Time: 1 full 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 who 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.
  
  976
  If the staff-treant is reduced to 0 hit points or less, it 
  crumbles to powder and the staff is destroyed.
  Otherwise, the staff 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 suffered 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 taking 
  28 days).
  You cannot adventure or engage in other strenuous activity 
  during the shaping and carving of the staff.
  CHILL METAL
  Transmutation [Cold]
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Metal equipment of one creature/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.
  Enchanted metal is allowed a saving throw against the 
  spell.
  (Magic items’ saving throws are covered in the DUNGEON 
  MASTER’s Guide).
  An item in a creature’s possession uses the creature’s saving 
  throw (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’s 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 very 
  chilly and uncomfortable to touch but deals no damage 
  (this is also the effect 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 below:
  Any heat intense enough to damage the creature negates 
  cold damage from the spell (and vice versa) on a point-for-
  point basis.
  For example, if the damage roll from a chill metal spell 
  indicates 5 points of cold damage and the creature plunges 
  through a wall of fire in the same round and takes 8 points of 
  fire damage, it winds up taking no chill damage and only 3 
  points of fire damage.
  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.
  CONTROL PLANTS
  Transmutation
  Level: Drd 4, Plant 4, Rgr 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Plants within a 25 ft. + 5 ft./2 levels-radius spread, 
  centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates (see text)
  Spell Resistance: No
  You can converse, in very rudimentary terms, with all sorts 
  of plants and plantlike creatures (including fungi, molds, 
  and plantlike monsters such as shambling mounds).
  You automatically exercise limited control over normal 
  plants.
  Plantlike creatures can negate the control effect with a Will 
  save.
  The spell does not enable plants to uproot themselves and 
  move about, but it does allow them to move their branches, 
  stems, and leaves.
  Thus, you can question plants as to whether or not 
  creatures have passed through them, cause thickets to part 
  to enable easy passage, require vines to entangle pursuers, 
  and command similar services.
  The plants can duplicate the effect of an entangle spell or 
  free creatures trapped by that spell.
  CONTROL WATER
  Transmutation
  Level: Brd 5, Clr 4, Sor/Wiz 6, Water 4
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: Water in a volume of 10 ft./level x 10 ft./level × 2 
  ft./level (S)
  Duration: 10 minutes/level (D)
  Saving Throw: None
  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 sink 
  away to a minimum depth of 1 inch.
  The depth can be lowered by up to 2 feet per caster level.
  The water is lowered within a squarish depression whose 
  sides are up to 10 feet long per caster level.
  In extremely large and deep bodies of water, such as deep 
  ocean, the spell creates a whirlpool that sweeps ships and 
  similar craft downward, putting them at risk and rendering 
  
  977
  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.
  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 near the raised water, the water can 
  spill over onto dry land.
  For either version, you may reduce one horizontal 
  dimension by half and double the other horizontal 
  dimension.
  Arcane Material Component: A drop of water (to raise water) or 
  a pinch of dust (to lower water).
  CONTROL WEATHER
  Transmutation
  Level: Air 7, Brd 6, Clr 7, Drd 7, Sor/Wiz 6
  Components: V, S
  Casting Time: 10 minutes (see text)
  Range: Two miles
  Area: Two-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.
  The current, natural weather conditions are determined by 
  the DM.
  You can call forth weather appropriate to the climate and 
  season of the area you are in.
  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—fog and strong wind, for example.
  Control weather can do away with atmospheric phenomena 
  (naturally occurring or otherwise) as well as create them.
  Druids casting this spell double the duration and affect a 
  circle with a three-mile radius.
  CONTROL WINDS
  Transmutation
  Level: Air 5, Drd 5
  Components: V, S
  Casting Time: 1 action
  Range: 40 ft./level
  Area: 40 ft./level radius centered on you
  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 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 effect to any circular area less than your 
  full range (for example, a 20-foot-diameter tornado centered 
  100 feet away).
  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 counter-clockwise fashion.
  • A blast simply causes the winds to blow in one direction 
  across the entire area from one side to the other.
  Wind Force: For every three caster levels, you can increase 
  or decrease wind force by one level of strength.
  (The effects of wind force are described in detail in the 
  DUNGEON MASTER’s Guide).
  Each round, a creature in the wind must make a Fortitude 
  save or suffer the effect.
  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.
  CURSE WATER
  Transmutation [Evil]
  Level: Clr 1
  Components: V, S, M
  Casting Time: 1 minute
  
  978
  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 
  negative energy, turning it into unholy water.
  Unholy water damages good outsiders the way holy water 
  damages undead.
  Material Component: 5 pounds of powdered silver (worth 25 
  gp).
  DARKVISION
  Transmutation
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: None
  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.
  Material Component: Either a pinch of dried carrot or an 
  agate.
  DIMENSION DOOR
  Transmutation [Teleportation]
  Level: Brd 4, Sor/Wiz 4, Travel 4
  Components: V
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Target: You and touched objects or other touched willing 
  creatures weighing up to 50 lb./level
  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, such as 
  “900 feet straight downward”, or “upward to the northwest, 
  45-degree angle, 1,200 feet”.
  After using this spell, you can’t take any other actions until 
  your next turn.
  If you arrive in a place that is already occupied by a solid 
  body, you become trapped in the Astral Plane.
  Each round that you are trapped in the Astral Plane in this 
  way, you may make a Will save (DC 25) to return to the 
  Material Plane at a random open space on a suitable surface 
  within 100 feet of the intended location.
  If there is no free space within 100 feet, make a Will save 
  (DC 25) each minute to appear in a free space within 1,000 
  feet.
  If there’s no free space within 1,000 feet, you are stuck on 
  the Astral Plane until rescued.
  DIMINISH PLANTS
  Transmutation
  Level: Drd 3, Rgr 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: See text
  Target or Area: See text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell has two versions:
  Prune Growth: The first version causes normal vegetation 
  (grasses, briars, bushes, creepers, thistles, trees, vines, and 
  so forth) within long range (400 feet + 40 feet per level) to 
  shrink to about a 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 circle with a radius of 100 
  feet, a semicircle with a radius of 150 feet, or a quarter circle 
  with a radius of 200 feet.
  You may also designate areas within the area that are not 
  affected.
  Stunt Growth: The second version targets normal plants 
  within a range of one-half mile, reducing their potential 
  productivity over the course of the following year to one-
  third below normal.
  Diminish plants counters plant growth.
  DISINTEGRATE
  Transmutation
  Level: Destruction 7, Sor/Wiz 6
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A thin, green ray springs from your pointing finger, 
  causing the creature or object it strikes to glow and vanish, 
  leaving behind only a trace of fine dust.
  You must make a successful ranged touch attack to hit.
  Up to a 10-foot cube of nonliving matter is affected, so the 
  spell disintegrates only part of any very large object or 
  structure targeted.
  The ray affects even magical matter or energy of a magical 
  nature, such as Bigby’s forceful hand or a wall of force, but not a 
  globe of invulnerability or an antimagic field.
  A creature or object that makes a successful Fortitude save 
  is only partially affected.
  It takes 5d6 points of damage instead of disintegrating.
  Only the first creature or object struck can be affected (that 
  is, the ray affects only one target per casting).
  Arcane Material Components: A lodestone and a pinch of 
  dust.
  ENDURANCE
  Transmutation
  Level: Clr 2, Sor/Wiz 2
  Components: V, S, DF
  
  979
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The affected creature gains greater vitality and stamina.
  The spell grants the subject an enhancement bonus (1d4+1 
  points) to Constitution, adding the usual benefits to hit 
  points, Fortitude saves, Constitution checks, and so forth.
  Note: Hit points gained by a temporary increase in 
  Constitution score are not temporary hit points.
  They go away when the character’s Constitution drops back 
  to normal.
  They are not lost first as temporary hit points are (see page 
  129).
  ENLARGE
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature, or one object of up to 10 cu. ft. per 
  level in volume
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell causes instant growth of a creature or object, 
  increasing both size and weight.
  The subject grows by up to 10% per caster level, increasing 
  by this amount in height, width, and depth (to a maximum 
  of 50%).
  Weight increases by approximately the cube of the size 
  increase, as follows:
  All equipment worn or carried by a creature is enlarged by 
  the spell.
  If insufficient room is available for the desired growth, the 
  creature or object attains the maximum possible size, 
  bursting weak enclosures in the process.
  However, it is constrained without harm by stronger 
  materials—the spell cannot be used to crush a creature by 
  growth.
  Magical properties are not increased by this spell—an 
  enlarged +1 sword is still only +1, a staff-sized wand is still 
  only capable of its normal functions, a giant-sized potion 
  merely requires a greater fluid intake to make its magical 
  effects operate, and so on.
  Weight, mass, and strength are affected, though.
  Thus, a table blocking a door would be heavier and more 
  effective, a hurled stone would have more mass (and cause 
  more damage), chains would be more massive, doors 
  thicker, a thin line turned to a sizable, longer rope, and so 
  on.
  A creature’s hit points, Armor Class, and base attack bonus 
  do not change, but Strength increases along with size.
  For every 20% of enlargement, the creature gains a +1 
  enlargement bonus to Strength.
  Multiple magical effects that increase size do not stack.
  Enlarge counters and dispels reduce.
  Material Component: A pinch of powdered iron.
  ENTANGLE
  Transmutation
  Level: Drd 1, Plant 1, Rgr 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: Plants in a 40-ft.-radius spread
  Duration: 1 minute/level
  Saving Throw: Reflex (see text)
  Spell Resistance: No
  Grasses, weeds, bushes, and even trees wrap, twist, and 
  entwine about creatures in the area or those who enter the 
  area, holding them fast.
  An entangled creature suffers a –2 penalty to attack rolls, 
  suffers a –4 penalty to effective Dexterity, and can’t move.
  An entangled character who attempts to cast a spell must 
  make a Concentration check (DC 15) or lose the spell.
  She can break free and move half her normal speed by 
  using a full-round action to make a Strength check or an 
  Escape Artist check (DC 20).
  A creature who succeeds at a Reflex saving throw is not 
  entangled but can still move at only half speed through the 
  area.
  Each round, the plants once again attempt to entangle all 
  creatures who have avoided or escaped entanglement.
  Note: The DM may alter the effects of the spell somewhat, 
  based on the nature of the entangling plants.
  ERASE
  Transmutation
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 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 up to two pages of paper, 
  parchment, or similar surfaces.
  It removes explosive runes, glyphs of warding, sepia snake sigils,
  and arcane marks, but it does not remove illusory script or 
  symbols.
  Nonmagical writings are automatically erased if you touch 
  them and no one else is holding them.
  Otherwise, the chance is 90%.
  Magic writings must be touched, and you must roll 15+ on 
  a caster level check (1d20 + caster level) to succeed.
  (A natural 1 or 2 is always a miss on this roll).
  
  980
  If you fail to erase explosive runes, a glyph of warding, or a sepia 
  snake sigil, you accidentally activate the runes, glyph, or sigil 
  instead.
  ETHEREAL JAUNT
  Transmutation
  Level: Clr 5, Sor/Wiz 7
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You become ethereal, along with your equipment.
  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.
  Note: An ethereal creature is invisible, incorporeal, and 
  capable of moving in any direction, even up or down (albeit 
  at half normal speed).
  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 onto the Material Plane are limited to 60 
  feet.
  Force effects (such as magic missile and wall of force) and 
  abjurations affect the 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 (such as the basilisk and its 
  gaze attack).
  By contrast, treat other ethereal creatures and ethereal 
  objects as if they had become 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 6, Sor/Wiz 8
  Range: Touch (see text)
  Targets: You and one other touched creature/three levels
  Duration: 1 minute/level (D)
  Spell Resistance: Yes
  As ethereal jaunt, except you and other 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 creatures need not stay together.
  When the spell expires, all affected creatures in the 
  Ethereal Plane return to material existence.
  EXPEDITIOUS RETREAT
  Transmutation
  Level: Brd 1, Sor/Wiz 1, Travel 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Expeditious retreat provides you with amazing fleetness of 
  foot, enabling you to run in great leaps and bounds.
  Your speed and maximum jumping distances both double 
  (see the Jump skill, page 70).
  These benefits count as enhancement bonuses.
  This spell can be used for attack as well as for flight; the 
  name of the spell hints at the typical wizard’s attitude 
  toward combat.
  EYEBITE
  Transmutation [see text]
  Level: Brd 6, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You
  Duration: 1 round/three levels (see text)
  Saving Throw: See text
  Spell Resistance: Yes
  You can merely meet the gaze of a creature and speak a 
  single word to affect it with one of four magical effects: 
  charm, fear, sicken, or sleep.
  You select one of these four possible gaze attacks when 
  casting the spell.
  You retain the gaze power for 1 round for every three caster 
  levels and can use the gaze attack as a free action each 
  round.
  These effects do not affect undead creatures or extend 
  beyond the plane you currently occupy.
  You are subject to the effects of your reflected gaze and are 
  allowed any applicable saving throw.
  In the case of a reflected charm gaze, you are held (as a hold 
  monster spell).
  The four versions of the spell are as follows: Charm:
  Equivalent to the charm monster spell, except that the saving 
  throw is based on spell level 6.
  Fear: The subject flees in blind terror for 1d4 rounds.
  Once it stops fleeing, the creature refuses to face you for 10 
  minutes per your caster level.
  If subsequently confronted by you, it either cowers or bolts 
  for the nearest cover (50% chance of either).
  This is an enchantment, compulsion, mind-affecting effect; 
  it can be negated by a Will save.
  Sicken: Sudden pain and fever sweeps over the subject’s 
  body.
  An affected creature’s speed is reduced by half, it loses any 
  Dexterity bonus to Armor Class, and it suffers a –2 penalty 
  to attack rolls.
  The creature remains stricken for 10 minutes per your 
  caster level.
  The effects cannot be negated by a cure disease or heal spell, 
  but a remove curse or successful dispel magic spell is effective.
  This is a necromancy effect; it can be negated by a Fortitude 
  save.
  Sleep: The subject falls asleep.
  The creature sleeps for your caster level × 10 minutes but 
  can be slapped awake.
  
  981
  This is an enchantment, compulsion, mindaffecting effect; 
  it can be negated by a Will save.
  Note: Each round, a gaze attack automatically works against 
  one creature within range that is looking at (attacking or 
  interacting with) the gazing creature.
  Creatures can avert their eyes, which grants them a 50% 
  chance to avoid the gaze but in turn grants the gazer one-
  half concealment (20% miss chance) relative to them.
  Creatures can close their eyes or turn away entirely; doing 
  so prevents the gaze from affecting them but grants the 
  gazer total concealment (50% miss chance) relative to them.
  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.
  Thus, you can fabricate a wooden bridge from a clump of 
  trees, a rope from a patch of hemp, clothes from flax or 
  wool, and so forth.
  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 (jewelry, 
  swords, glass, crystal, etc.).
  Casting requires 1 full round per 10 cubic feet (or 1 cubic 
  foot) of material to be affected by the spell.
  Material Component: The original material.
  FEATHER FALL
  Transmutation
  Level: Brd 1, Sor/Wiz 1
  Components: V
  Casting Time: See text
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Any free-falling objects or creatures in a 10-ft. 
  radius whose weight does not total more than 300 lb./level
  Duration: Until landing or 1 round/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  The creatures or objects affected fall slowly (though faster 
  than feathers typically do).
  The rate of falling is instantly changed to a mere 60 feet a 
  round (equivalent to the end of a fall from a few feet), with 
  no damage incurred upon landing while the spell is in 
  effect.
  However, when the spell duration ceases, a normal rate of 
  fall resumes.
  The character can cast this spell with an instant utterance, 
  quickly enough to save herself if she unexpectedly falls.
  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.
  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, such as a boulder
  dropped from the top of a castle wall, the item does half 
  normal damage based on weight with no bonus for the 
  height of the drop.
  (See the DUNGEON MASTER’s Guide for information on 
  falling objects).
  The spell works only upon free-falling objects.
  It does not affect a sword blow or a charging or flying 
  creature.
  FLESH TO STONE
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject and all possessions it carries turn into a 
  mindless, inert statue.
  If the statue resulting from this spell is broken or damaged, 
  the being (if ever returned to its original state) has similar 
  damage or deformities.
  The creature is not dead (its soul doesn’t pass on), 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 Components: Lime, water, and earth.
  FLY
  Transmutation
  Level: Sor/Wiz 3, Travel 3
  Components: V, S, F/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The spell’s subject can fly with a speed of 90 feet (60 feet if
  the creature wears medium or heavy armor).
  The subject can fly up at half speed and descend at double 
  speed.
  The flying subject’s maneuverability is good.
  Using the fly spell requires 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 (see 
  page 142), plus any armor it wears.
  Should the spell duration expire while the subject is still 
  aloft, the magic fails slowly.
  The subject drops 60 feet per round for 1d6 rounds.
  If it reaches the ground in that amount of time, it lands 
  safely.
  
  982
  If not, it falls the rest of the distance (falling damage is 1d6 
  per 10 feet of fall).
  Since dispelling a spell effectively ends it, the subject also 
  falls in this way if the fly spell is dispelled.
  Arcane Focus: A wing feather from any bird.
  GASEOUS FORM
  Transmutation
  Level: Air 3, Brd 3, Sor/Wiz 3
  Components: S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Willing corporeal creature touched
  Duration: 2 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  The subject and all her gear become insubstantial, misty, 
  and translucent.
  The subject gains damage reduction 20/+1.
  Her material armor (including natural armor) becomes 
  worthless, though her size, Dexterity, deflection bonuses, 
  and armor bonuses from force armor (for example, from the 
  mage armor spell) still apply.
  She becomes immune to poison and critical hits.
  She can’t attack or cast spells with verbal, somatic, material, 
  or focus components while in gaseous form.
  (Note that this does not rule out certain spells that the 
  subject may have prepared using the metamagic feats Silent 
  Spell and Still Spell).
  As with polymorph other, the subject loses supernatural 
  abilities while in gaseous form.
  If she has a touch spell ready to use, it is discharged 
  harmlessly when the spell takes effect.
  The gaseous creature can’t run but she can fly (speed 10, 
  maneuverability perfect).
  She can pass through small holes or narrow openings, even 
  mere cracks, with all she was wearing or holding in her 
  hands, as long as the spell persists.
  She is subject to wind.
  She can’t enter water or other liquid.
  Arcane Material Components: A bit of gauze and a wisp of 
  smoke.
  GIANT VERMIN
  Transmutation
  Level: Clr 4, Drd 4
  Components: V, S, DF
  Casting Time: 1 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 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  You turn one or more normal-sized insects, arachnids, or 
  other vermin into larger forms resembling the giant 
  vermin described in the Monster Manual.
  Only one type of vermin can be transmuted (so a single 
  casting cannot affect both an ant and a fly), and all must be 
  grown to the same number of HD.
  The HD to which the vermin can be grown depends upon 
  your level; see the accompanying table.
  The DM should also consult the vermin entry in the 
  Monster Manual for more information on what abilities a 
  giant vermin is likely to have.
  A flying insect can generally carry a rider two size 
  categories smaller than itself.
  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.
  GOODBERRY
  Transmutation
  Level: Drd 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Targets: 2d4 fresh berries touched
  Duration: 1 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 enchanted berry nourishes a creature as if it were a 
  normal meal for a Medium-size 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.
  
  983
  GREATER MAGIC FANG
  Transmutation
  Level: Drd 3, Rgr 3
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 hour/level
  As magic fang, except that the enhancement bonus to attack 
  and damage is +1 per three caster levels (maximum +5).
  GREATER MAGIC WEAPON
  Transmutation
  Level: Brd 3, Clr 4, Pal 3, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 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 gives a weapon an enhancement bonus to attack 
  and damage of +1 per three caster levels (maximum +5).
  An enhancement bonus does not stack with a masterwork 
  weapon’s +1 bonus on attacks.
  Alternatively, you can affect up to fifty arrows, bolts, or 
  bullets.
  The projectiles must all be of the same type, and they have 
  to be together in one group (such as in the same quiver).
  Projectiles (but not thrown weapons) lose their 
  transmutation when used.
  If you’re a good cleric, the cleric of a good deity, or a 
  paladin, the weapon is considered blessed, which means it 
  has special effects on certain creatures.
  You can’t cast this spell on a natural weapon such as an 
  unarmed strike.
  Arcane Material Components: Powdered lime and carbon.
  HASTE
  Transmutation
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  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 his turn, the subject may take an extra partial action, 
  either before or after his regular action.
  He gains a +4 haste bonus to AC.
  He loses this bonus whenever he would lose a dodge bonus.
  He can jump one and a half times as far as normal.
  This increase counts as an enhancement bonus.
  Haste dispels and counters slow.
  Material Component: A shaving of licorice root.
  HEAT METAL
  Transmutation [Fire]
  Level: Drd 2, Sun 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Metal equipment of one creature/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)
  This spell is identical with chill metal (page 183) except that 
  it makes metal warm, hot (1d4 points of fire damage), and 
  searing (2d4 points of fire damage) instead of cold, icy, and 
  freezing.
  Enchanted metal gets a saving throw to resist.
  Just as damage from chill metal negates fire damage, so 
  damage from heat metal negates cold damage on a one-for-
  one basis.
  If cast underwater, heat metal deals half damage and boils 
  the surrounding water.
  Heat metal counters and dispels chill metal.
  IRON BODY
  Transmutation
  Level: Earth 8, Sor/Wiz 8
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  This spell transforms your body into living iron, which 
  grants you several powerful resistances and abilities.
  You gain damage reduction 50/+3.
  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 suffer a –6 Dexterity penalty 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 1d6 points of lethal damage, and 
  you are considered “armed” when making unarmed attacks 
  (a Small caster deals 1d4 points of damage, not 1d6).
  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 
  expires.
  
  984
  Arcane Material Component: A small piece of iron that was 
  once part of 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: 1 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 (such as heat metal) do not 
  function on ironwood.
  Spells that affect wood (such as wood shape) 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 +1 magic item.
  Material Component: Wood shaped into the form of the 
  intended ironwood object.
  JUMP
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  The subject gets a +30 bonus on Jump checks and does not 
  have the usual maximums for jumping distance.
  For leaps of maximum horizontal distance, the jump 
  reaches its peak (one-fourth the horizontal distance) at the 
  halfway point.
  Material Component: A grasshopper’s hind leg, which you 
  break when the spell is cast.
  KEEN EDGE
  Transmutation
  Level: Brd 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 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 normal threat range becomes 19–20.
  A threat range of 19–20 becomes 17–20.
  A threat range of 18–20 becomes 15–20.
  The spell can be cast only on piercing or slashing weapons 
  (and it does not stack with itself).
  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.
  KNOCK
  Transmutation
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 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.
  Note that the effect is limited by the area.
  A 3rd-level caster can cast a knock spell on a door of 30 
  square feet or less (for example, a standard 4-foot-by-7-foot 
  door).
  Each spell can undo up to two means of preventing egress 
  through a portal.
  Thus if a door is locked, barred, and held, or quadruple 
  locked, opening it requires two knock spells.
  LEVITATE
  Transmutation
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 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: 10 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.
  
  985
  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-
  equivalent 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 speed).
  A levitating creature who attacks with a melee or ranged 
  weapon finds itself increasingly unstable; the first attack 
  has an attack penalty of –1, the second –2, and so on, up 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.
  LIVEOAK
  Transmutation
  Level: Drd 6
  Components: V, S
  Casting Time: 10 minutes
  Range: Touch
  Target: Tree touched
  Duration: 1 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.
  For instance, “Attack any persons who come near without 
  first saying ‘sacred mistletoe’” is an eleven-word trigger 
  phrase that you could use at 11th level or higher.
  The liveoak spell triggers the tree into animating as a treant.
  Statistics for a treant can be found in the Monster Manual.
  (At the DM’s option, you can extrapolate stats for a smaller 
  tree from the treant statistics if you cast liveoak on a smaller 
  oak).
  If liveoak is dispelled, the tree takes root immediately, 
  wherever it happens to be.
  If released by you, it tries to return to its original location 
  before taking root.
  MAGE HAND
  Transmutation
  Level: Brd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Nonmagical, unattended object weighing up to 5 
  lb.
  Duration: Concentration
  Saving Throw: None
  Spell Resistance: No
  You point your finger at an object and can lift it and move it 
  at will from a distance.
  As a move-equivalent action, you can move the object up to 
  15 feet in any direction, though the spell ends if the 
  distance between you and the object ever exceeds the 
  spell’s range.
  MAGIC FANG
  Transmutation
  Level: Drd 1, Rgr 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Magic fang gives one natural weapon of the subject a +1 
  enhancement bonus to 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 subdual damage to normal damage).
  If you’re a good druid, the natural weapon is considered 
  blessed, which means it has special effects on certain 
  creatures.
  MAGIC STONE
  Transmutation
  Level: Clr 1, Earth 1
  Components: V, S, DF
  Casting Time: 1 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 up to 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 to attack and 
  damage rolls.
  The creature using the stones makes a normal ranged attack 
  to use a magic stone.
  Each magic stone that hits deals 1d6+1 points of damage 
  (including the enhancement bonus).
  Against undead creatures, this damage is doubled (2d6+2 
  points).
  MAGIC VESTMENT
  Transmutation
  Level: Clr 3, Strength 3, War 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Armor or shield touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  
  986
  Spell Resistance: Yes (harmless, object)
  You imbue a suit of armor or a shield that you touch with 
  an enhancement bonus of +1 per three caster levels 
  (maximum +5 at 15th level).
  An outfit of regular clothing counts as a suit of armor that 
  grants no AC bonus for purposes of this spell.
  Note: An enhancement bonus increases armor’s or a 
  shield’s benefit to the wearer’s AC.
  A suit of armor cannot have more than +5 in total bonuses 
  (even if some of its bonus is from other than 
  enhancement).
  MAGIC WEAPON
  Transmutation
  Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1, War 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Magic weapon gives a weapon a +1 enhancement bonus to 
  attack and damage rolls.
  If you’re a good cleric, the cleric of a good deity, or a 
  paladin, the weapon is considered blessed, which means it 
  has special effects on certain creatures.
  You can’t cast this spell on a natural weapon such as an 
  unarmed strike.
  MAKE WHOLE
  Transmutation
  Level: Clr 2
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One object of up to 10 cu. ft./level
  As mending, except 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.
  MARK OF JUSTICE
  Transmutation
  Level: Clr 5
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Touch
  Target: Creature touched
  Duration: Permanent (see text)
  Saving Throw: None
  Spell Resistance: Yes
  When moral suasion fails to win a criminal over to right 
  conduct, you can use mark of justice to encourage the 
  criminal to walk the straight and narrow path.
  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 only it on someone who 
  is willing or restrained.
  Like bestow curse, 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, however, works only if the caster is at least as 
  high level as your mark of justice.
  These restrictions apply regardless of whether the mark has 
  activated.
  MASS HASTE
  Transmutation
  Level: Brd 6, Sor/Wiz 6
  Targets: One creature/level, no two of which can be more 
  than 30 ft. apart
  As haste, except that it affects multiple creatures.
  MELD INTO STONE
  Transmutation
  Level: Clr 3, Drd 3
  Components: V, S, DF
  Casting Time: 1 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 succeed at a Fortitude save (DC 18).
  At any time before the duration expires, you can step out of 
  the stone through the surface that you entered.
  If the spell’s duration runs out 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.
  
  987
  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 succeed at a Fortitude save (DC 18), in 
  which case you are merely expelled.
  Finally, passwall expels you without damage.
  MENDING
  Transmutation
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: 10 ft.
  Target: One object of up to 1 pound
  Duration: Instantaneous
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Mending repairs small breaks or tears in objects (not warps).
  In metallic objects, it will weld a broken 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 wineskin is completely healed 
  over by mending.
  The spell can repair a magic item, but the item’s magical 
  abilities are not restored.
  (For restoring a broken magic item’s abilities, see the item 
  creation feats in Chapter 5: Feats).
  The spell cannot mend broken magic rods, staffs, or wands.
  MESSAGE
  Transmutation [Language-Dependent]
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 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 to be included in the 
  spell effect.
  When you whisper, the whispered message is audible to all 
  of the targeted creatures who are 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, however, 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 who 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 trained rogues the opportunity 
  to read your lips.
  Focus: A short piece of copper wire.
  MORDENKAINEN’S LUCUBRATION
  Transmutation
  Level: Wiz 6
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You instantly recall any one spell of up to 5th level that you 
  have used during the past 24 hours.
  The spell must have been actually cast during that time 
  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 these.
  The recovered spell is not usable until the material 
  components are available.
  MOVE EARTH
  Transmutation
  Level: 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, etc.
  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.
  Material Components: A mixture of soils (clay, loam, and 
  sand) in a small bag, and an iron blade.
  OPEN/CLOSE
  Transmutation
  Level: Brd 0, Sor/Wiz 0
  Components: V, S, F
  Casting Time: 1 action
  
  988
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Portal or object that can be opened or closed
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You can open or close (caster’s choice) a door, chest, box, 
  window, bag, pouch, bottle, 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 that 
  are of standard weight (see Table 7–7: Goods and Services, 
  page 108, and Table 7–8: Containers and Carriers, page 
  110).
  The lid of a big chest or an oversized door is beyond the 
  spell’s capability.
  Focus: A brass key.
  PASS WITHOUT TRACE
  Transmutation
  Level: Drd 1, Rgr 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Targets: One creature/level touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subjects can move through any type of terrain—mud, 
  snow, dust, etc.—and leave neither footprints nor scent.
  Tracking the subject is impossible by nonmagical means.
  PASSWALL
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 5 ft. × 8 ft. opening, 1 ft./level deep
  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.
  If the wall’s thickness is more than 1 foot per caster level, 
  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.
  PLANE SHIFT
  Transmutation
  Level: Brd 6, Clr 5, Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 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, up to eight 
  can be affected by the plane shift at the same time.
  Pinpoint 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 the 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.
  Forked rods keyed to certain planes may be difficult to 
  come by, as decided by the DM.
  PLANT GROWTH
  Transmutation
  Level: Drd 3, Plant 3, Rgr 3
  Components: V, S, DF
  Casting Time: 1 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: The first effect causes normal vegetation 
  (grasses, briars, bushes, creepers, thistles, trees, vines, etc.) 
  within long range (400 feet + 40 feet per 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 DM may allow faster movement for very small or very 
  large creatures).
  The area must have brush and trees in it for this spell to 
  take effect.
  At your option, the area can be a circle with a radius of 100 
  feet, a semicircle with a radius of 150 feet, or a quarter circle 
  with a radius of 200 feet.
  You may also designate areas within the area that are not 
  affected.
  Enrichment: The second 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.
  In many farming communities, clerics or druids cast this 
  spell at planting time as part of the spring festivals.
  Plant growth counters diminish plants.
  
  989
  POLYMORPH ANY OBJECT
  Transmutation
  Level: Sor/Wiz 8, Trickery 8
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object
  Duration: See text
  Saving Throw: Will negates (object) (see text)
  Spell Resistance: Yes (object)
  As polymorph other, except this spell 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 DM determines the duration by using the following 
  guidelines:
  Unlike polymorph other, 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 of the new form.
  As with other polymorph spells, damage sustained in the 
  new form can result in the injury or death of the 
  polymorphed creature.
  For example, it is possible to polymorph a creature into 
  rock and grind it to dust, causing damage, perhaps even 
  death.
  If the creature was changed to dust to start with, more 
  creative methods to damage it would be needed.
  Perhaps you could use a gust of wind spell to scatter the dust 
  far and wide.
  In general, damage occurs when the new form is changed 
  through physical force, although the DM will have to 
  adjudicate many of these situations.
  Also note that a polymorph effect often detracts from an 
  item’s or creature’s powers but does not add new powers 
  except perhaps movement capabilities not present in the 
  old form.
  A nonmagical object cannot be made magical by this spell.
  A magic item or weapon or other object can be 
  polymorphed into another type of magic object, but it 
  never gains abilities superior to those of the original object.
  This spell cannot create material of great intrinsic value, 
  such as copper, silver, gems, silk, gold, and platinum.
  This spell can also be used to duplicate the effects of 
  polymorph other, flesh to stone, stone to flesh, transmute mud to 
  rock, transmute water to dust, or transmute rock to mud.
  Arcane Material Components: Mercury, gum arabic, and 
  smoke.
  POLYMORPH OTHER
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Polymorph other changes the subject into another form of 
  creature.
  The new form can range in size from Diminutive to one 
  size larger than the subject’s normal form, and can have no 
  more hit dice than you have, or that the subject has, 
  (whichever is greater), and in any case the assumed form 
  cannot have more than 15 hit dice.
  You cannot change a subject into a construct, elemental, 
  outsider, or undead unless it is already that type.
  Upon changing, the subject regains lost hit points as if 
  having rested for a day (though this healing does not 
  restore temporary ability damage and provide other 
  benefits of resting for a day; and changing back does not 
  heal the creature further).
  If slain, the polymorphed creature reverts to its original 
  form, though it remains dead.
  The polymorphed creature acquires the physical and 
  natural abilities of the creature it has been polymorphed 
  into while retaining its own mind.
  Physical abilities include natural size and Strength, 
  Dexterity, and Constitution scores.
  Natural abilities include natural armor, natural weapons 
  (such as claws, bite, swoop and rake, and constriction; but 
  not petrification, breath weapons, energy drain, energy 
  effect, etc.), and similar gross physical qualities (presence or 
  absence of wings, number of extremities, etc.).
  A body with extra limbs does not allow a character to make 
  more attacks (or more advantageous two-weapon attacks) 
  than normal.
  Natural abilities also include mundane movement 
  capabilities, such as walking, swimming, and flight with 
  wings, but not magical flight and other magical forms of 
  travel, such as blink, dimension door, phase door, plane shift,
  teleport, and teleport without error.
  
  990
  Extremely high speeds for certain creatures are the result of 
  magical ability, so they are not granted by this spell.
  Other nonmagical abilities (such as an owl’s low-light 
  vision) are considered natural abilities and are retained.
  Any part of the body or piece of equipment that is separated 
  from the whole reverts to its original form.
  The creature’s new scores and faculties are average ones for 
  the race or species into which it has been transformed.
  You cannot, for example, turn someone into a mighty
  weight lifter to give the subject great Strength.
  Likewise, you cannot change the subject into a bigger or 
  more powerful version of a creature (or a smaller weaker 
  version).
  Nor can you turn the subject into a variant form of the 
  creature.
  For example, you can turn the subject into an ogre, but not 
  a half-dragon ogre.
  The subject retains its Intelligence, Wisdom, and Charisma 
  scores, level and class, hit points (despite any change in its 
  Constitution score), alignment, base attack bonus, and base 
  saves.
  (New Strength, Dexterity, and Constitution scores may 
  affect final attack and save bonuses).
  The subject retains its own type (for example, “humanoid”), 
  extraordinary abilities, spells, and spell-like abilities, but 
  not its supernatural abilities.
  The subject does not gain the supernatural abilities (such as 
  breath weapons and gaze attacks) or the extraordinary 
  abilities of the new creature.
  The subject can cast spells for which it has components.
  It needs a humanlike voice for verbal components and 
  humanlike hands for somatic components.
  The subject does not gain the spell-like abilities of its new 
  form.
  When the polymorph occurs, the creature’s equipment, if 
  any, transforms to match the new form.
  If the new form is a creature who does not use equipment 
  (aberration, animal, beast, magical beast, construct, dragon, 
  elemental, ooze, some outsiders, plant, some undead 
  creatures, some shapechangers, or vermin), the equipment 
  melds into the new form and becomes non-functional.
  Material components and focuses melded in this way 
  cannot be used to cast spells.
  If the new form uses equipment (fey, giant, humanoid, 
  some outsiders, many shapechangers, many undead 
  creatures), the subject’s equipment changes to match the 
  new form and retains its properties.
  The new form can be disorienting.
  Any time the polymorphed creature is in a stressful or 
  demanding situation (such as combat), the creature must 
  succeed at a Will save (DC 19) or suffer a –2 penalty on all 
  attack rolls, saves, skill checks, and ability checks until the 
  situation passes.
  Creatures who are polymorphed for a long time (years and 
  years) grow accustomed to their new form and can 
  overcome some of these drawbacks (DM’s discretion).
  You can freely designate the new form’s minor physical 
  qualities (such as hair color, hair texture, and skin color) 
  within the normal ranges for a creature of that type.
  The new form’s significant physical qualities (such as 
  height, weight, and gender) are also under your control, but 
  must fall within the norms for the new form’s species.
  The subject can be changed into a member of its own 
  species or even into itself.
  (If changed into itself, it does not suffer the 
  abovementioned penalties from the disorientation of a new 
  form).
  The subject is effectively disguised as an average member of 
  the new form’s race.
  If you use this spell to create a disguise, you get a +10 bonus 
  on your Disguise check.
  Incorporeal or gaseous forms cannot be assumed, and 
  incorporeal or gaseous creatures are immune to being 
  polymorphed.
  A natural shapeshifter (a lycanthrope, doppelganger, 
  experienced druid, etc.) can take its natural form as a 
  standard action.
  Material Component: An empty cocoon.
  POLYMORPH SELF
  Transmutation
  Level: Rgr 4, Sor/Wiz 4
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  As polymorph other, except that you assume the form of a 
  different creature.
  You can change your form as often as desired for the 
  duration of the spell simply by willing it so.
  Each change is a full-round action.
  You regain hit points as if having rested for a day only from 
  the initial transformation, however.
  PYROTECHNICS
  Transmutation
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 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 blinds creatures within 120 feet of the fire 
  source for 1d4+1 rounds (Will negates).
  These creatures must have line of sight to the fire to be 
  affected.
  Spell resistance can prevent blindness.
  In addition to the obvious effects, a blinded creature suffers 
  a 50% miss chance in combat (all opponents have full 
  concealment), loses any Dexterity bonus to AC, grants a +2 
  bonus to attackers’ attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a –4 penalty on 
  most Strength- and Dexterity-based skills.
  Smoke Cloud: The smoke is a writhing stream of smoke 
  billowing out from the source and forming a choking 
  cloud.
  
  991
  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 suffer –4 penalties to Strength and 
  Dexterity scores (Fortitude negates).
  These effects last for 1d4+1 rounds after the cloud 
  dissipates or after the character 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 (such as a fire elemental) used as a source takes 1 
  point of damage per caster level.
  QUENCH
  Transmutation
  Level: Drd 4
  Components: V, S, DF
  Casting Time: 1 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 fire spells in the area, though you 
  must succeed at a dispel check of 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.
  Fire-based creatures within the area take 1d6 points of 
  damage per caster level from the spell (maximum 15d6, no 
  save allowed).
  Alternatively, you can target the spell on a single magic 
  item that creates or controls flame, such as a wand of fireball 
  or a flame tongue sword.
  The item loses all its fire-based magical abilities 
  permanently unless it succeeds at a Will save.
  (Artifacts are immune to this effect).
  RARY’S MNEMONIC ENHANCER
  Transmutation
  Level: Wiz 4
  Components: V, S, M, F
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  You prepare or retain additional spells.
  In either event, the spell or spells prepared or retained fade 
  after 24 hours (if not cast).
  Pick one of these two versions:
  • Prepare: You prepare up to three additional levels of spells 
  (such as three 1st-level spells, a 2nd-level and a 1st-level 
  spell, or a 3rd-level spell).
  A cantrip counts as one-half level for these purposes.
  You prepare and cast these spells normally.
  • Retain: You retain any spell up to 3rd level that you had 
  cast up to 1 round before you started casting the mnemonic 
  enhancer.
  This restores the previously cast spell to your mind.
  Material Components: 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.
  REDUCE
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object of up to 10 cu. ft./caster 
  level
  Duration: 1 minute/level
  Saving Throw: Fortitude negates (object)
  Spell Resistance: Yes (object)
  This spell causes instant diminution of a creature or object, 
  decreasing its size and weight.
  Its height shrinks by up to 10% per caster level, to a 
  maximum reduction of 50%.
  The reduced weight is proportional to the cube of the new 
  height, as follows:
  All equipment worn or carried by a creature is reduced by 
  the spell.
  Magical properties are not decreased by this spell—a 
  smaller +3 sword is still +3, a smaller wand is still capable of 
  its normal functions, and a smaller dose of a potion still has 
  its normal effects.
  Weight, mass, and strength are affected, though.
  Thus, a hurled stone would have less mass (and cause less 
  damage), chains would be easier to burst, a rope made 
  thinner and easier to sever, and so on.
  A creature’s hit points, Armor Class, and attack rolls do not 
  change, but Strength decreases with size.
  For every 10% of reduction, a creature’s Strength score 
  suffers an enlargement penalty of –1, to a minimum score 
  of 1.
  A shrinking object may damage weaker materials affixed to 
  it, but a reduced object shrinks only as long as the object 
  itself is not damaged.
  Multiple magical effects that reduce size do not stack.
  Reduce counters and dispels enlarge.
  Material Component: A pinch of powdered iron.
  REFUGE
  Transmutation [Teleportation]
  Level: Clr 7, Sor/Wiz 9
  Components: V, S, M
  
  992
  Casting Time: 1 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—a statuette, a jeweled rod, a gem, etc.
  This object contains the power to instantaneously transport 
  its possessor across any distance within the same plane to 
  your abode.
  Once the item is transmuted, you must give it willingly to 
  an individual and at the same time inform him 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 he rends or breaks the item (a 
  standard action).
  When this is done, the individual and all that he is wearing 
  and carrying (up to a maximum of 50 lb./level) are 
  instantaneously 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 includes gems worth 1,500 gp.
  REINCARNATE
  Transmutation
  Level: Drd 4
  Components: V, S, 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 death occurred no more than one week 
  before the casting of the spell and the subject’s soul is free 
  and willing to return (see Bringing Back the Dead, page 
  153).
  If the subject’s soul is not willing to return, the spell does 
  not work; therefore, subjects who want to return receive no 
  saving throw.
  Since the dead creature is returning in a new body, all 
  physical ills and afflictions are repaired.
  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 requires 1 hour to complete.
  When the body is ready, the subject is reincarnated.
  A reincarnated character recalls the majority of his former 
  life and form.
  He retains his Intelligence, Wisdom, and Charisma scores, 
  as well as any class abilities or skills he formerly possessed.
  His class, base attack bonus, base save bonuses, and hit 
  points are unchanged.
  Strength, Dexterity, and Constitution scores depend partly 
  on his new body.
  First eliminate the character’s racial adjustments (since he 
  is no longer of his previous race) and then apply the 
  adjustments found below.
  The character’s level is reduced by 1.
  (If the character was 1st level, his new Constitution score is 
  reduced by 1).
  It’s quite possible for the change in the character’s ability 
  scores to make it difficult for him to pursue his previous 
  character class.
  If this happens, the character is well advised to become a 
  multiclass character.
  The new incarnation is determined on the following table 
  or by DM choice.
  Some bodies may make it impossible for the reincarnated 
  character to use some of his class abilities.
  For example, a caster reincarnated as a hawk can’t cast spells 
  with somatic components because he doesn’t have hands.
  The reincarnated character does gain any powers or 
  abilities associated with his new form, including forms of 
  movement and speeds, natural armor, natural attacks, etc.
  Refer to the Monster Manual for exact figures.
  A humanoid reincarnated into an animal body can speak 
  the languages it formerly knew and is a magical beast.
  A wish spell can restore a reincarnated character to his 
  original form.
  REPEL WOOD
  Transmutation
  Level: Drd 6, Plant 6
  Components: V, S
  Casting Time: 1 action
  
  993
  Range: Medium (100 ft. + 10 ft./level)
  Area: Path 120 ft. wide and 10 ft. high, emanating from 
  you
  Duration: 1 minute/level
  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 (barrels, siege 
  towers, etc.) 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 unlimber it as a 
  move-equivalent 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.
  REVERSE GRAVITY
  Transmutation
  Level: Drd 8, Sor/Wiz 7
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Up to one 10-ft. cube/2 levels (S)
  Duration: 1 round/level (D)
  Saving Throw: None (see text)
  Spell Resistance: No
  This spell reverses gravity in the spell’s area, causing all 
  unattached objects and creatures within it 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 there’s something for them to hold onto, 
  creatures caught in the area can attempt Reflex saves to 
  secure themselves when the spell strikes.
  Creatures who can fly or levitate can keep themselves from 
  falling.
  Arcane Material Components: A lodestone and iron filings.
  RIGHTEOUS MIGHT
  Transmutation
  Level: Clr 5, Strength 5
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You grow to double your height, and your gear grows 
  proportionally.
  This increase has the following effects:
  • You gain a +4 enlargement bonus to Strength.
  • Your size becomes one step larger.
  That alters your size modifier for AC and attacks (reducing 
  each by 1 if you were originally Tiny, Small, Medium-size, 
  or Large).
  • Mass increases by a factor of eight.
  • Weapons increase in size one step, increasing their 
  damage as shown below.
  For example, Jozan, a human, casts righteous might.
  He becomes Large, loses 1 from his AC and base attack 
  bonus, and gains +4 to his Strength score (from 12 to 16), 
  for an additional +2 ability bonus on melee attacks and 
  damage.
  Additionally, his morningstar is now Large, and it deals 2d6 
  points of damage instead of 1d8 (plus whatever magical 
  bonuses may apply).
  Magical properties of magic items that get bigger do not 
  change.
  ROPE TRICK
  Transmutation
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One touched piece of rope from 5 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”).
  
  994
  Creatures in the extradimensional space are hidden, 
  beyond the reach of spells (including divinations), unless 
  those spells work across planes.
  The space holds up to 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 force greater than that can pull the rope free.
  Spells cannot be cast across the interdimensional 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 in the Prime Material Plane, but it’s 
  invisible, and even creatures that can see it somehow 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: Creating an extradimensional space within or taking 
  an extradimensional space into an existing 
  extradimensional space is hazardous.
  Material Components: Powdered corn extract and a twisted 
  loop of parchment.
  RUSTING GRASP
  Transmutation
  Level: Drd 4
  Components: V, S, DF
  Casting Time: 1 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
  You corrode iron and iron alloys at a touch.
  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 large iron door or a wall of iron), a 3-foot-radius volume of 
  the metal is rusted and destroyed.
  Magical metal items 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 (up to the 
  maximum amount of protection the armor offered) 
  through corrosion.
  For example, full plate armor (AC +8) could be reduced to 
  +7 or as low as +2 in protection, depending on the die roll.
  Weapons in use by an opponent targeted by the spell are 
  more difficult to grasp.
  You must succeed at a melee touch attack against the 
  weapon.
  (See Strike a Weapon, page 136).
  A metal weapon that is hit is instantaneously 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 ferrous creatures, 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.
  SCULPT SOUND
  Transmutation
  Level: Brd 3
  Components: V, S
  Casting Time: 1 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 (such as making 
  trees sing), deaden sounds (such as making a party of 
  adventurers silent), or transform sounds into other sounds 
  (such as making a caster’s voice sound like a pig snorting).
  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.
  For instance, you can’t change your voice so that it sounds 
  as though you are giving the command word to activate a 
  magic item unless you know that command word.
  A spellcaster whose voice is changed dramatically (such as 
  into that of the aforementioned snorting pig) is unable to 
  cast spells with verbal components.
  SECRET PAGE
  Transmutation
  Level: 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 actual contents of a page so that they 
  appear to be something entirely different.
  Thus, a map can be changed to become a treatise on 
  burnishing ebony walking sticks.
  The text of a spell can be changed to show a ledger page or 
  even another spell.
  Explosive runes or sepia snake sigil can be cast upon the secret 
  page.
  A comprehend languages spell alone cannot reveal the 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.
  
  995
  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.
  Secret page can be dispelled, and the hidden writings can be 
  destroyed by means of an erase spell.
  Material Components: Powdered herring scales and will-o’-
  wisp essence.
  SHAPECHANGE
  Transmutation
  Level: Animal 9, Drd 9, Sor/Wiz 9
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  As polymorph other, except this spell enables you to assume 
  the form of any single creature of less than deity status 
  (including unique dragon types, or the like) or any single 
  object.
  The assumed form can be no smaller than a flea and no 
  larger than 200 feet in its largest dimension.
  Unlike polymorph other, this spell allows incorporeal forms 
  to be assumed.
  Your new form works like a polymorph other form.
  You still do not gain the supernatural or spell-like abilities 
  of your new form, though you do gain its extraordinary 
  abilities while keeping your own.
  You also gain the type of the new form (for example, 
  “dragon” or “magical beast”) 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.
  Thus, a new form’s poison bite is effective.
  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.
  For example, you are in combat and assume the form of a 
  will-o’-wisp.
  When this form is no longer useful, you change into a 
  stone golem and walk away.
  When pursued, you change into a flea, which hides on a 
  horse until it can hop off.
  From there, you can become a dragon, an ant, or just about 
  anything you are familiar with.
  If you use this spell to create a disguise, you get +10 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).
  SHILLELAGH
  Transmutation
  Level: Drd 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: One touched nonmagical oak club or quarterstaff
  Duration: 1 minute/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  Your own oak cudgel or unshod quarterstaff becomes a 
  weapon with a +1 enhancement bonus to attack and 
  damage rolls.
  It deals 1d10 points of damage (+1 point for the 
  enhancement bonus) when you wield it.
  If you do not wield it, it behaves as if unaffected by this 
  spell.
  SHOCKING GRASP
  Transmutation [Electricity]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature or object touched
  Duration: Permanent until discharged
  Saving Throw: None
  Spell Resistance: Yes (object)
  This spell imbues your hand with a powerful electrical 
  charge that you can use to damage an opponent.
  Your successful melee touch attack deals 1d8 points of 
  electrical damage +1 point per caster level (maximum +20).
  When delivering the jolt, you gain a +3 attack bonus if the 
  opponent is wearing metal armor (or made out of metal, 
  carrying a lot of metal, etc.).
  SHRINK ITEM
  Transmutation
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One touched object of up to 2 cu. ft./level
  Duration: 1 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 one-twelfth of its normal size in each 
  dimension (to about 1/2,000th the original volume and 
  mass).
  Optionally, you can also change its now-shrunken 
  composition to a clothlike one.
  Objects changed by a shrink item spell can be returned to 
  normal composition and size merely by tossing them onto 
  any solid surface or by a word of command from the 
  original caster.
  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.
  If shrink item is made permanent (see the permanency spell), 
  the affected object can be shrunk and expanded an 
  indefinite number of times, but only by the original caster.
  SLOW
  Transmutation
  
  996
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 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
  Affected creatures move and attack at a drastically slowed 
  rate.
  Slowed creatures can take only a partial action each turn.
  Additionally, they suffer –2 penalties to AC, melee attack 
  rolls, melee damage rolls, and Reflex saves.
  Slowed creatures jump half as far as normal.
  Slow counters and dispels haste but does not otherwise 
  affect magically speeded or slowed creatures.
  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 that 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 (DC 23 Search check for a rogue 
  [only] 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.
  (Note that the head of a worm or a snake could be thus 
  ensnared).
  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, causing no damage but tightly binding 
  it.
  An entangled creature suffers a –2 penalty to attack rolls 
  and suffers a –4 penalty to effective Dexterity.
  If the snare is anchored to an immobile object, the 
  entangled character cannot move.
  Otherwise, he can move at half speed, but can’t run or 
  charge.
  A character capable of spellcasting who is bound by this 
  spell must succeed at a Concentration check (DC 15) to cast 
  a spell.
  The snare is magical.
  To escape, the trapped creature must succeed at an Escape 
  Artist check (DC 23) or a Strength check (DC 23) that is a 
  full-round action.
  The snare has 5 hit points and AC 7.
  A successful escape from the snare breaks the loop and 
  ends the spell.
  SOFTEN EARTH AND STONE
  Transmutation
  Level: Drd 2, Earth 2
  Components: V, S, DF
  Casting Time: 1 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 (DM’s option).
  Magical, enchanted, dressed, or worked stone cannot be 
  affected.
  Earth or stone creatures are not affected.
  Creatures in mud must succeed at Reflex saves or be caught 
  for 1d2 rounds and unable to move, attack, or cast spells.
  Creatures who succeed at their saves can move through the 
  mud at half speed, and they can’t run or charge.
  Loose dirt is not as troublesome as mud, but all creatures in 
  the area are reduced to 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.
  For example, a party of adventurers trying to break out of a 
  cavern might use this spell to soften a wall.
  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 (such as a wall or a tower) by 
  softening the ground beneath it, causing it to settle.
  However, most well-built structures will only be damaged 
  by this spell, not destroyed.
  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)
  
  997
  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 total 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.
  SPIDER CLIMB
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 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 bare hands and feet to 
  climb in this manner.
  The subject climbs at half its speed.
  A creature with a Strength score of at least 20 +1 per caster 
  level can pull the subject off a wall.
  Material Components: A drop of bitumen and a live spider, 
  both of which must be eaten by the subject.
  SPIKE GROWTH
  Transmutation
  Level: Drd 3
  Components: V, S, DF
  Casting Time: 1 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 damage for each 5 feet of 
  movement through the spiked area.
  Any creature who sustains damage from this spell must also 
  succeed at a Reflex save or suffer injuries to its feet and legs 
  that slow its speed by one-third.
  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 at a Heal 
  check against the spell’s save DC.
  Spike growth is a magic trap that 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 the spike 
  growth.
  The DC is 25 + spell level, or DC 28 for spike growth.
  SPIKE STONES
  Transmutation
  Level: Drd 4, Earth 4
  Components: V, S, DF
  Casting Time: 1 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 shapes 
  themselves into long, sharp points that blend into the 
  background.
  The spike stones impede progress through an area and deal 
  damage.
  Any creature moving on foot into or through the spell’s 
  area takes 1d8 points of damage for each 5 feet of 
  movement through the spiked area.
  In addition, ground speed through the spell’s area is 
  reduced by half.
  Any creature who sustains damage from this spell must also 
  succeed at a Reflex save or suffer injuries to its feet and legs 
  that slow its speed by one-third.
  This movement 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 at 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 the spike 
  stones.
  The DC is 25 + spell level, or DC 29 for spike stones.
  STATUE
  Transmutation
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  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.
  The initial transformation from flesh to stone requires 1 
  full round after the spell is cast.
  In statue form, the subject gains hardness 8.
  The subject retains its own hit points.
  The subject can see, hear, and smell normally, but does not 
  need to eat or breathe.
  
  998
  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 is serious damage.
  The individual under the magic of a statue spell can return 
  to his normal state, act, and then return instantly to the 
  statue state (a free action) if he so desires, as long as the 
  spell duration is in effect.
  Material Components: Lime, sand, and a drop of water stirred 
  by an iron bar, such as a nail or spike.
  STONE SHAPE
  Transmutation
  Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 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.
  For example, you can make a stone weapon, a special 
  trapdoor, or a crude idol.
  Stone shape also permits you to reshape a stone door to make 
  an exit where one didn’t exist or to seal a door shut.
  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.
  STONE TO FLESH
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 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
  This spell restores a petrified creature to its normal state, 
  restoring life and goods.
  The creature must succeed at a Fortitude save (DC 15) 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 Components: A pinch of earth and a drop of blood.
  TELEKINESIS
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 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) (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 
  either a gentle, sustained force or a single short, violent 
  thrust.
  Sustained Force: A sustained force moves a creature or object 
  weighing up to 25 pounds per caster level up to 20 feet per 
  round.
  A creature can negate the effect against itself or against an 
  object it possesses with a successful Will save or with SR.
  This version of the spell lasts up to 1 round per caster level, 
  but it ends if you cease concentration.
  The weight can be moved vertically, horizontally, or both.
  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 
  against a DC set by the DM.
  Violent Thrust: Alternatively, the spell energy can be 
  expended in a single round.
  You can hurl one or more objects or creatures who are 
  within range and all within 10 feet of each other toward 
  any target within 10 feet/level of all the objects.
  You can hurl up to a total weight of 25 pounds per caster 
  level.
  You must succeed at attack rolls (one per creature or object 
  thrown) to hit the target with the items, using your base 
  attack bonus + your Intelligence modifier.
  Weapons cause standard damage (with no Strength bonus).
  Other objects cause damage ranging from 1 point per 25 
  pounds (for less dangerous objects such as a barrel) to 1d6 
  points of damage per 25 pounds (for hard, dense objects 
  such as a boulder).
  Creatures who fall within the weight capacity of the spell 
  can be hurled, but they are allowed Will saves 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).
  TELEPORT WITHOUT ERROR
  Transmutation [Teleportation]
  Level: Sor/Wiz 7, Travel 7
  
  999
  As teleport, except there is no chance you arrive off target.
  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.
  TELEPORT
  Transmutation [Teleportation]
  Level: Sor/Wiz 5, Travel 5
  Components: V
  Casting Time: 1 action
  Range: Personal and touch
  Target: You and touched objects or other touched willing 
  creatures weighing up to 50 lb./level
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Spell Resistance: No and Yes (object)
  This spell instantly transports you to a designated 
  destination.
  Distance is not a factor, but interplanar travel is not 
  possible.
  You can bring along objects and willing creatures totaling 
  up to 50 pounds per caster level.
  As with all spells where the range is personal and the target 
  is you, you need not make a saving throw, nor is SR 
  applicable to you.
  Only objects held or in use (attended) by another person 
  receive saving throws and SR.
  You must have some clear idea of the location and layout of 
  the destination.
  You can’t simply teleport to the warlord’s tent if you don’t 
  know where that tent is, what it looks like, or what’s in it.
  The clearer your mental image, the more likely the 
  teleportation works.
  Areas of strong physical or magical energies may make 
  teleportation more hazardous or even impossible.
  Note: Teleportation is instantaneous travel through the 
  Astral Plane.
  Anything that blocks astral travel also blocks teleportation.
  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’ve been there often or you have used other means (such 
  as scrying) to study the place.
  “Seen casually” is a place that you have seen more than once 
  but with which you are not very familiar.
  “Viewed once” is a place that you have seen once, possibly 
  using magic.
  “Description” is a place whose location and appearance you 
  know through someone else’s description, perhaps even 
  from a precise map.
  “False destination” is a place that doesn’t exist, such as if you 
  have mistranslated an ancient tome and tried to teleport 
  into a nonexistent treasure vault that you believe you read 
  about, or if a traitorous guide has carefully described an 
  enemy’s sanctum to you when that sanctum is completely 
  different from what the traitor described.
  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 1d10×1d10% of the distance that was 
  to be traveled.
  For example, if you tried to travel 120 miles, landed off 
  target, and rolled 5 and 3 on the two d10s, then you would 
  be 15% off target.
  That’s 18 miles, in this case.
  The DM determines the direction off target randomly, such 
  as by rolling 1d8 and designating 1 as north, 2 as northeast, 
  etc.
  If you were teleporting to a coastal city and wound up 18 
  miles out at sea, you could be in trouble.
  Similar Area: You wind up in an area that’s visually or 
  thematically similar to the target area.
  A wizard heading for her home laboratory might wind up 
  in another wizard’s laboratory or in an alchemy supply shop 
  that has many of the same tools and implements as in her 
  laboratory.
  Generally, you appear in the closest similar place, but since 
  the spell has no range limit, you could conceivably wind up 
  somewhere else across the globe.
  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.
  
  1000
  TELEPORTATION CIRCLE
  Transmutation [Teleportation]
  Level: Sor/Wiz 9
  Components: V, M
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: Circle up to 5 ft. in radius 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 teleport without error, 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, such 
  as by placing it on a raised platform.
  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 9
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes
  You must succeed at 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 by a 
  successful dispel magic spell.
  Material Component: A powder composed of diamond, 
  emerald, ruby, and sapphire dust with a total value of at 
  least 5,000 gp.
  TENSER’S TRANSFORMATION
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 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 1d6 temporary hit points per caster level, a +4 
  natural armor bonus to AC, a +2d4 Strength enhancement 
  bonus, a +2d4 Dexterity enhancement bonus, a +1 base 
  attack bonus per two caster levels (which may give you an 
  extra attack), a +5 competence bonus on Fortitude saves, 
  and proficiency with all simple and martial weapons.
  You attack opponents with melee or ranged weapons if you 
  can, even resorting to unarmed attacks if that’s all you can 
  do.
  Material Component: A potion of bull’s strength, which you 
  drink (and whose effects are subsumed by the spell effects).
  TIME STOP
  Transmutation
  Level: Sor/Wiz 9, Trickery 9
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1d4+1 rounds (apparent time)
  This spell seems to make time cease to flow for everyone 
  but you.
  
  1001
  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; however, you can 
  create spell effects and leave them to take effect when the 
  time stop spell ends.
  (The spells’ durations do not begin until the time stop is 
  over).
  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, or 
  by protection from chaos/evil/good/law, or by a magic circle 
  spell, while under the effects of time stop.
  TRANSMUTE METAL TO WOOD
  Transmutation
  Level: Drd 7
  Components: V, S, DF
  Casting Time: 1 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.
  Magic objects made of metal effectively have SR 20 + caster 
  level against this spell.
  Artifacts cannot be transmuted.
  Weapons converted from metal to wood suffer a –2 penalty 
  to attack and damage rolls.
  Armor converted from metal to wood loses 2 points of AC 
  bonus.
  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 AC bonus every time it is struck 
  by a natural attack roll of 19 or 20.
  Only a limited wish, miracle, or wish or similar magic can 
  restore a transmuted object to its metallic state.
  Otherwise, for example, a metal door changed to wood is
  forevermore a wooden door.
  TRANSMUTE MUD TO ROCK
  Transmutation
  Level: Drd 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 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.
  Creatures in the mud are 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
  Level: Drd 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 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.
  If the spell is cast upon a boulder, for example, the boulder 
  collapses into mud.
  Magical or enchanted stone is not affected by the spell.
  The depth of the mud created cannot exceed 10 feet.
  Creatures unable to levitate, fly, or otherwise free 
  themselves from the mud sink until hip- or chest-deep, 
  reducing their speed to 5 feet and giving them –2 penalties 
  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.
  For example, a 10th-level caster could convert twenty 10-
  foot cubes into mud.
  Pooling on the floor, this mud would cover an area of forty 
  10-foot squares to a depth of 5 feet.
  The falling mud and the ensuing cave-in deal 8d6 points of 
  damage to anyone caught directly beneath the area, or half 
  damage to those who succeed at Reflex saves.
  Castles and large stone buildings are generally immune to 
  the effects 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
  Transmutation
  Level: Drd 6
  
  1002
  Components: V, S
  Casting Time: 1 action
  Range: Unlimited
  Target: You
  Duration: 1 round
  You can enter any normal plant (Medium-size or larger) 
  and pass any distance to a plant of the same species 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 (“an oak tree one hundred miles due north of 
  here”), and the transport via plants spell moves you as close as 
  possible to the desired location.
  If a particular destination plant is desired (the oak tree 
  outside your druid grove, for instance), but the plant is not 
  living, the spell fails and you are ejected from the entry 
  plant.
  This spell does not function with plant creatures such as 
  shambling mounds and treants.
  The destruction of an occupied plant slays you.
  TREE SHAPE
  Transmutation
  Level: Drd 2, Rgr 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  By means of this spell, you are able to assume the form of a 
  small, 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 saves remain unaffected.
  You gain a +10 natural armor bonus to AC but have an 
  effective Dexterity score of 1.
  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
  Transmutation [Teleportation]
  Level: Drd 5, Rgr 4
  Components: V, S, DF
  Casting Time: 1 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 type, must all 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 shown in the following table:
  You may move into a tree up to one time per level (passing 
  from one tree to another counts only as moving into one 
  tree).
  The spell lasts until the duration is expended or you exit a 
  tree.
  In a thick oak forest, this means that a 10th-level druid 
  could make ten transports over the course of 10 rounds, 
  traveling up to 30,000 feet (about six miles) by doing so.
  Each transport is a full-round action.
  You can, at your option, remain within a tree without 
  transporting yourself, though 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.
  VANISH
  Transmutation [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)
  As teleport, except it teleports an object, not you.
  Creatures and magical forces (such as a delayed blast fireball 
  bead) cannot be made to vanish.
  There is a 1% chance that a vanished item is disintegrated 
  instead.
  If desired, a vanished object can be sent to a distant location 
  on the Ethereal Plane.
  In this case, the point from which the object vanished 
  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.
  VIRTUE
  Transmutation
  Level: Clr 0, Drd 0, Pal 1
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute
  Saving Throw: Will (harmless)
  
  1003
  Spell Resistance: Yes (harmless)
  The subject gains 1 temporary hit point.
  WARP WOOD
  Transmutation
  Level: Drd 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: 1 lb. of wood/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.
  At 1st level, you can warp a handaxe handle or ten crossbow 
  bolts.
  At 3rd level, you can warp the shaft of a typical shortspear.
  Boards or planks can also be affected, causing a door to be 
  sprung or a boat or ship to leak.
  Warped ranged weapons are useless.
  Warped melee weapons suffer a –4 penalty to their attack 
  rolls.
  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.
  WATER BREATHING
  Transmutation
  Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3
  Components: V, S, M/DF
  Casting Time: 1 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
  Level: Clr 3, Rgr 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Targets: One touched creature/level
  Duration: 10 minutes/level
  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).
  The creatures 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.
  WHISPERING WIND
  Transmutation
  Level: Brd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 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.
  (It can’t pass through walls, for instance).
  The 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 up to 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 one mile per hour or as quickly as one mile per 10 
  minutes.
  When the spell reaches its objective, it swirls and remains 
  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
  Level: Clr 6, Drd 7
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Targets: You and one touched creature/three levels
  Duration: 1 hour/level (D)
  Saving Throw: No and Will negates (harmless)
  Spell Resistance: No and Yes (harmless)
  You alter the substance of your body to a cloudlike vapor 
  and move through the air, possibly at great speed.
  You can take other creatures with you, each of which acts 
  independently.
  A magical wind wafts a wind walker along at up to 600 feet 
  per round (60 mph) or as slow as 5 feet per round (1/2 
  mph), as the walker wills.
  
  1004
  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, etc.
  A wind walker can regain her physical form as desired and 
  later resume the cloud form.
  Each change to and from vaporous form requires 5 rounds.
  You, however, may dismiss the spell, ending it 
  immediately.
  You may even dismiss it for individual wind walkers and 
  not others.
  While in vaporous form, subjects gain damage reduction 
  20/+1, though they may sustain damage from high winds 
  (as determined by the DM).
  No spellcasting is possible in vaporous form.
  For the last minute of the spell, a wind walker 
  automatically descends 60 feet per round (for a total of 600 
  feet), though she may descend faster if she wishes.
  This descent serves as a warning that the spell is about to 
  end.
  WOOD SHAPE
  Transmutation
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 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.
  For example, you can make a wooden weapon, fashion a 
  special trapdoor, or sculpt a crude idol.
  This spell also permits you to reshape a wood door to make 
  an exit where one didn’t exist or to seal a door shut.
  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 RECALL
  Transmutation [Teleportation]
  Level: Clr 6, Drd 8
  Components: V
  Casting Time: 1 action
  Range: Unlimited
  Target: You and objects and willing creatures totaling up 
  to 50 lb./level
  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, objects and 
  creatures weighing up to 50 pounds per caster level.
  Thus, a 15th-level cleric could transport his person and 
  objects or creatures weighing an additional 750 pounds.
  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 SR) prevents items in its 
  possession from being teleported.
  Unattended, nonmagical objects receive no saving throw.
  UNIVERSAL
  ARCANE MARK
  Universal
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: 0 ft.
  Effect: One personal rune or mark, all of which must fit 
  within 1 ft. square
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to inscribe your personal rune or 
  mark, which can be no taller than 6 inches in height and 
  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 (even stone or metal) without harm to the 
  material upon which the mark 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 their users 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 cast on a living being, normal wear gradually causes the 
  mark to fade in about a month.
  Arcane mark must be cast on an object prior to casting 
  Drawmij’s instant summons on the same object (see that spell 
  description for details).
  DETECT MAGIC
  Universal
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: 60 ft.
  Area: Quarter circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 1 minute/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 
  strength of the strongest aura.
  
  1005
  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 confuse or conceal weaker auras.
  Aura Strength: An aura’s magical power and strength 
  depend 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.
  Length Aura Lingers: How long the aura lingers depends 
  on its original strength:
  Note: Each round, you can turn to detect things 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.
  Outsiders and elementals are not magical in themselves, 
  but if they are conjured, the conjuration spell registers.
  LIMITED WISH
  Universal
  Level: Sor/Wiz 7
  Components: V, S, XP
  Casting Time: 1 action
  Range: See text
  Target, Effect, or Area: See text
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  A limited wish lets you create nearly any type of effect.
  A limited wish can do any of the following:
  • Duplicate any sorcerer/wizard spell of 6th level or lower, 
  provided the spell is not from a school prohibited to you.
  • Duplicate any other spell of 5th level or lower, provided 
  the spell is not from a school prohibited to you.
  • Duplicate any wizard/sorcerer spell of 5th level or lower 
  even if it’s from a prohibited school.
  • Duplicate any other spell of 4th level or lower even if it’s 
  from a prohibited school.
  • Undo the harmful effects of many other spells, such as 
  geas/quest or insanity.
  • Have 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 suffering 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).
  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 at least a minimum 
  level and must expend a number of XP.
  You can make these spells permanent in regard to yourself:
  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 greater 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):
  
  1006
  Additionally, the following spells can be cast upon objects 
  or areas only and rendered permanent:
  Spells cast on other creatures, objects, or locations (not on 
  you) are vulnerable to dispel magic as normal.
  The DM may allow other selected spells to be made 
  permanent.
  Researching this possible application of a spell costs as 
  much time and money as independently researching the 
  selected spell (see the DUNGEON MASTER’s Guide).
  If the DM has already determined that the application is 
  not possible, the research automatically fails.
  Note that you never learn what is possible except by the 
  success or failure of your research.
  XP Cost: See tables above.
  PRESTIDIGITATION
  Universal
  Level: Brd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 action
  Range: 10 ft.
  Target, Effect, or Area: See text
  Duration: 1 hour
  Saving Throw: None
  Spell Resistance: No
  Prestidigitations are minor tricks that novice spellcasters 
  use for practice.
  Once cast, the prestidigitation spell enables you to perform 
  simple magical effects for 1 hour.
  The effects are minor and have severe limitations.
  Prestidigitations can slowly lift 1 pound of material.
  They can color, clean, or soil items in a 1-foot cube each 
  round.
  They can chill, warm, or flavor 1 pound of nonliving 
  material.
  They cannot inflict 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.
  Characters typically use prestidigitations to impress 
  common folk, amuse children, and brighten dreary lives.
  Common tricks with prestidigitations include producing 
  tinklings of ethereal music, brightening faded flowers, 
  creating glowing balls that float over your hand, generating 
  puffs of wind to flicker candles, spicing up aromas and 
  flavors of bland food, and making little whirlwinds to 
  sweep dust under rugs.
  PURIFY FOOD AND DRINK
  Universal
  Level: Clr 0, Drd 0
  Components: V, S
  Casting Time: 1 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.
  READ MAGIC
  Universal
  Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  By means of read magic, you can read 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.
  
  1007
  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 
  successful Spellcraft check against DC 13 or a symbol with a 
  successful Spellcraft check against DC 19.
  Focus: A clear crystal or mineral prism.
  SYMBOL
  Universal [see text]
  Level: Clr 8, Sor/Wiz 8
  Components: V, S, M/DF (or V, S, M for carefully 
  engraved)
  Casting Time: 1 action or 10 minutes
  Range: 0 ft.
  Effect: One symbol
  Duration: See text
  Saving Throw: See text
  Spell Resistance: Yes
  This spell allows you to scribe any of the potent runes 
  described below.
  A symbol can be quickly scribed in the air or on some 
  surface.
  Alternatively, you can carefully inscribe it on a surface.
  The symbol harms those who trigger it (usually those who 
  pass over it, touch it, read it, etc.).
  A quickly scribed symbol has a casting time of 1 action.
  The resulting rune becomes active immediately.
  It lasts 10 minutes per caster level and glows faintly while it 
  lasts.
  Symbols of fear, hopelessness, pain, or persuasion can be used in 
  this manner.
  Symbols of death, discord, insanity, pain, sleep, and stunning 
  cannot.
  A carefully engraved symbol has a casting time of 10 
  minutes.
  The symbol is inactive when finished and remains so until 
  triggered.
  Once triggered, it becomes active and glows, usually lasting 
  10 minutes per caster level.
  Some symbols can last indefinitely once triggered.
  For example, a symbol of death ends when it has slain 150 hit 
  points worth of creatures.
  To be effective, a symbol must always be placed in plain 
  sight and in a prominent location.
  Covering or hiding the rune renders the symbol ineffective.
  As a default, a symbol is triggered whenever a creature does 
  one or more of the following, as you select: reads, touches, 
  or passes over the rune, looks at the rune, or passes through 
  a portal bearing the rune.
  In this case, “reading” the rune means any attempt to study 
  it, identify it, or fathom its meaning.
  Throwing a cover over a symbol to render it inoperative 
  triggers it if it reacts to touch.
  To trigger a symbol, a creature must be within 60 feet of the 
  rune.
  You can set special triggering conditions of your own.
  These can be as simple or elaborate as you desire.
  Special conditions for triggering a symbol 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, HD, and hit points don’t 
  qualify.
  For example, a symbol can be set to activate when a lawful 
  good creature approaches, but not when a paladin 
  approaches.
  A symbol’s triggering conditions must always be defensive 
  in nature.
  A touch-triggered symbol remains untriggered if an item 
  bearing the symbol is used to touch a creature.
  Likewise, a symbol cannot be placed on a weapon and set to 
  activate when the weapon strikes a foe.
  Once the spell is cast, a symbol’s triggering conditions 
  cannot be changed.
  You ignore the effects of your own symbols and cannot 
  inadvertently trigger them.
  When scribing a symbol quickly, you can instantly attune 
  any number of creatures to the symbol, rending them 
  immune to its effects, provided the creatures are within 60 
  feet of the rune when it is created and that you are aware of 
  their presence.
  When creating a carefully inscribed symbol, you can specify 
  a password or phrase that prevents a creature using it from 
  triggering the symbol.
  You also can attune any number of creatures to the symbol,
  but doing this can extend the casting time.
  Attuning one or two creatures takes negligible time, and 
  attuning a small group (up to ten creatures) takes 1 hour.
  Attuning a large group (up to twenty-five creatures) takes 
  one day.
  Attuning larger groups takes proportionately longer, as the 
  DM sees fit.
  When triggered, a symbol affects all creatures within a 60-
  foot radius except for you and any individuals attuned to it.
  If a symbol has a password, anyone using the password 
  remains immune to that particular rune’s effects so long as 
  the character remains within 60 feet of the rune.
  If the character leaves the radius and returns later, he must 
  use the password again.
  Once triggered, a symbol remains active until its duration 
  expires.
  Creatures who subsequently meet an active symbol’s 
  triggering conditions suffer its effects.
  A successful dispel magic removes the effects of a symbol 
  from a creature unless the symbol’s effect is instantaneous 
  (death, stunning) or the description specifies another 
  remedy (insanity).
  The rune itself can be removed by a successful dispel magic 
  targeted solely on the rune.
  An erase spell has no effect on a symbol.
  Destruction of the surface where a symbol rests destroys the 
  symbol but also triggers its effects.
  Read magic allows you to identify a symbol with a successful 
  Spellcraft check (DC 19).
  Identifying the symbol does not discharge it and allows you 
  to know the version of the symbol.
  Note: Magic traps such as symbol are hard to detect and 
  disable.
  A rogue (only) can use the Search skill to find a symbol and 
  Disable Device to thwart it.
  The DC in each case is 25 + spell level, or 33 for symbol.
  A symbol can be rendered permanent with the permanency 
  spell, provided it is carefully engraved upon a permanent, 
  nonportable surface such as a wall or door.
  
  1008
  A permanency spell extends a symbol’s basic duration of 10 
  minutes per caster level indefinitely.
  When triggered, a permanent symbol usually glows and is 
  active for about 10 minutes, but there is no limit to how 
  many times it can be triggered.
  If the symbol can affect only a limited number of hit points 
  worth of creatures, the limit applies each 10 minutes.
  For example, a permanent symbol of death could slay 150 
  hit points worth of creatures every 10 minutes.
  Known symbols include: Death: One or more creatures 
  within the radius, whose combined total hit points do not 
  exceed 150, must succeed at Fortitude saves or die.
  The symbol affects the closest creatures first, skipping 
  creatures with too many hit points to affect.
  This symbol must be carefully engraved on a surface.
  Once triggered, the symbol lasts until it has affected 150 hit 
  points worth of creatures.
  Discord: All creatures with an Intelligence score of 3 or 
  higher within 60 feet who fail a Will save immediately fall 
  into loud bickering and arguing.
  Meaningful communication is impossible.
  If the affected creatures have different alignments, there is 
  a 50% chance that they attack each other.
  Bickering lasts 5d4 rounds.
  Fighting begins 1d4 rounds into the bickering and lasts 2d4 
  rounds.
  This symbol must be carefully engraved on a surface.
  Once triggered, the symbol lasts 10 minutes per caster level.
  This version is a mind-affecting spell.
  Fear: This symbol can be scribed quickly or carefully 
  engraved on a surface.
  Creatures within the radius are afflicted by a powerful 
  version of the fear spell.
  If scribed in the air, this symbol requires a Will save to 
  resist.
  If the rune is carefully inscribed, the save DC increases by 
  4.
  Once triggered, the symbol lasts 10 minutes per caster level.
  This version is a mindaffecting spell.
  Hopelessness: All creatures within the radius must attempt 
  Will saves.
  If the rune is carefully engraved on a surface, the save DC 
  increases by 4.
  If the save fails, the creature suffers from hopelessness for 
  3d4 x 10 minutes and submits to simple demands from foes, 
  such as to surrender or get out.
  The effect is similar to that of the suggestion spell.
  If no foes are present to make demands, there is a 25% 
  chance that a hopeless creature proves unable to take any 
  action except hold its ground.
  If the creature remains free to act, there is a 25% chance it 
  retreats from the rune at normal speed.
  In either case, the creature can defend normally if attacked.
  Once triggered, the symbol lasts 10 minutes per caster level.
  This version is a mindaffecting spell.
  Insanity: One or more creatures within the radius, whose 
  combined total hit points do not exceed 150, become 
  insane (as the insanity spell; Will negates).
  The symbol affects the closest creatures first, skipping 
  creatures with too many hit points to affect.
  This symbol must be carefully engraved on a surface.
  Once triggered, the symbol lasts until it has affected 150 hit 
  points worth of creatures.
  This version is a mind-affecting spell.
  Pain: Creatures within the radius suffer wracking pains that 
  reduce Dexterity scores by 2 and impose a –4 penalty on 
  attack rolls, skill checks, and ability checks (Fortitude 
  negates).
  Both effects last 2d10 x 10 minutes.
  This symbol can be scribed quickly or carefully engraved on 
  a surface.
  If carefully inscribed, the save DC increases by 4.
  Once triggered, the symbol lasts 10 minutes per caster level.
  Persuasion: This symbol can be scribed quickly or carefully 
  engraved on a surface.
  All creatures within the radius must succeed at Will saves 
  to resist.
  If the symbol is carefully inscribed, the save DC increases by 
  4.
  If the save fails, the creature becomes the same alignment 
  as you for 1d20×10 minutes.
  During this time, affected creatures become friendly to you 
  as though subjected to charm person.
  This version is a mind-affecting spell.
  Sleep: Creatures within the radius fall into a catatonic 
  slumber if they have 8 or fewer HD (Will negates).
  Sleeping creatures cannot be awakened for 3d6×10 
  minutes.
  This symbol must be carefully engraved on a surface.
  Once triggered, the symbol lasts 10 minutes per caster level.
  This version is a mind-affecting spell.
  Stunning: One or more creatures within the radius whose 
  total hit points do not exceed 250 become stunned 
  (Fortitude negates).
  The symbol affects the closest creatures first, skipping 
  creatures with too many hit points to affect.
  A stunned creature can’t act and loses any Dexterity bonus 
  to AC.
  Attackers gain +2 bonuses to attack it.
  In addition, the stunned creatures drop what they are 
  holding.
  This symbol must be carefully engraved on a surface.
  Arcane Material Components (Quickly Scribed Symbol): A small 
  amount of mercury and phosphorus.
  Material Components (Carefully Engraved Symbol): Mercury 
  and phosphorus, plus powdered diamond and opal with a 
  total value of at least 5,000 gp each.
  WISH
  Universal
  Level: Sor/Wiz 9
  Components: V, XP
  Casting Time: 1 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 do any one of the following:
  • Duplicate any wizard or sorcerer spell of 8th level or 
  lower, provided the spell is not from a school prohibited to 
  you.
  
  1009
  • Duplicate any other spell of 6th level or lower, provided 
  the spell is not from a school prohibited to you.
  • Duplicate any wizard or sorcerer spell of 7th level or lower 
  even if it’s from a prohibited school.
  • Duplicate any other spell of 5th level or lower even if it’s 
  from a prohibited school.
  • Undo the harmful effects of many other spells, such as 
  geas/quest or insanity.
  • Create a valuable item, even a magic item, of up to 15,000 
  gp in value.
  • 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 must be cured of the same type of affliction.
  For example, you could heal all the damage your party has 
  suffered, or remove all the poison effects from 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 feat 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 these creatures anywhere else on 
  any plane regardless of local conditions.
  An unwilling target gets a Will save to negate and SR.
  • 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, the 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 and SR.
  You may wish for greater effects than these, but doing so is 
  dangerous.
  Such a wish gives you the opportunity to fulfill your request 
  without fulfilling it completely.
  (The wish may pervert your intent into a literal but 
  undesirable fulfillment or only a partial fulfillment).
  For example, wishing for a staff of the magi might get you 
  instantly transported to the presence of the staff’s current 
  owner.
  Wishing to be immortal could get you imprisoned in a 
  hidden extradimensional space (as in imprisonment), where 
  you could “live” indefinitely.
  Duplicated spells allow saves and SR as normal (but save 
  DCs are for 9th-level spells).
  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 duplicates a spell with a material component 
  that costs more than 10,000 gp, you must provide that 
  component.
  XP Cost: 5,000 XP or more (see above).
  PLAYER’S HANDBOOK 1 3.5 
  (3.5)
  ABJURATION
  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.
  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
  
  1010
  Duration: 10 min./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.
  See the Monster Manual for more about creature types.
  This spell may be used only defensively, not aggressively.
  Forcing an abjuration barrier against creatures that the spell 
  keeps at bay collapses the barrier (see Abjuration, page 172).
  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 min./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.
  A hasted creature, for example, is not hasted while inside the 
  field, but the spell resumes functioning when the creature 
  leaves the field.
  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, such as create 
  water, are not affected by an antimagic field because the 
  conjuration itself is no longer in effect, only its result).
  A normal creature (a normally encountered griffon rather 
  than a conjured one, for instance) 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.
  (See the Dungeon Master’s Guide for more about artifacts).
  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.
  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 min./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 (see Abjuration, page 172).
  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.
  ATONEMENT
  Abjuration
  
  1011
  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 (for 
  PCs) or the DM (for NPCs).
  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).
  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.
  For example, if this spell were cast on a demon that hated 
  light and was vulnerable to holy water and cold iron 
  weapons, you might use iron, holy water, and a torch in the 
  spell.
  The three items would give you a +3 bonus on your check 
  to overcome the demon’s spell resistance and add 6 to the 
  spell’s save DC.
  At the DM’s option, 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).
  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, 
  such as flesh to stone.
  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.
  
  1012
  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.
  For instance, bestow curse cannot be dispelled by dispel magic, 
  but break enchantment can dispel it.
  If the effect comes from some permanent magic item, such 
  as a cursed sword, break enchantment does not remove the 
  curse from the item, but it does frees the victim from the 
  item’s effects.
  For example, a cursed item can change the alignment of its 
  user.
  Break enchantment allows the victim to be rid of the item 
  and negates the alignment change, but the item’s curse is 
  intact and affects the next creature to pick up the item—
  even if it’s the recent recipient of the break enchantment 
  spell.
  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.
  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 min./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, such as a basilisk’s gaze.
  Also, dimensional anchor does not prevent summoned 
  creatures from disappearing at the end of a summoning 
  spell.
  DIMENSIONAL LOCK
  Abjuration
  Level: Clr 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, such as a basilisk’s gaze.
  Also, the spell does not prevent summoned creatures from 
  disappearing at the end of a summoning spell.
  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.
  
  1013
  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
  Because magic is so powerful, so too is the ability to dispel 
  magic.
  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.
  Thus, you can’t use dispel magic to repair damage caused by a 
  fireball or to turn a petrified character back to flesh.
  In these cases, the magic has departed, leaving only burned 
  flesh or perfectly normal stone in its wake.
  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.
  For example, Mialee, at 5th level, targets dispel magic on a 
  drow who is under the effects of haste, mage armor, and bull’s 
  strength.
  All three spells were cast on the drow by a 7th-level wizard.
  Mialee makes a dispel check (1d20 + 5 against DC 18) three 
  times, once each for the haste, mage armor, and bull’s strength 
  effects.
  If she succeeds on a particular check, that spell is dispelled 
  (the drow’s spell resistance doesn’t help him); if she fails, 
  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.
  Area Dispel: When dispel magic is used in this way, the spell 
  affects everything within a 20-foot radius.
  
  1014
  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 (page 170).
  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.
  ENDURE ELEMENTS
  Abjuration
  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)
  A creature protected by endure elements suffers no harm 
  from being in a hot or cold environment.
  It can exist comfortably in conditions between –50 and 140 
  degrees Fahrenheit without having to make Fortitude saves 
  (as described in the Dungeon Master’s Guide).
  The creature’s equipment is likewise protected.
  Endure elements doesn’t provide any protection from fire or 
  cold damage, nor does it protect against other 
  environmental hazards such as smoke, lack of air, and so 
  forth.
  ENTROPIC SHIELD
  Abjuration
  Level: Clr 1, Luck 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./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 (including arrows, magic arrows, 
  Melf’s acid arrow, ray of enfeeblement, and so forth) has a 20% 
  miss chance (similar to the effects of concealment).
  Other attacks that simply work at a distance, such as a 
  dragon’s breath weapon, are not affected.
  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.
  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
  
  1015
  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 (book, box, bottle, chest, coffer, coffin, door, drawer, 
  and so forth).
  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.
  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.
  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.
  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 min./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.
  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
  
  1016
  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.
  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.
  For example, creatures inside the globe would still see a 
  mirror image created by a caster outside the globe.
  If that caster then entered the globe, the images would 
  wink out, to reappear when the caster exited the globe.
  Likewise, a caster standing in the area of a light spell would 
  still receive sufficient illumination for vision, even though 
  that part of the light spell’s area that lies within the globe 
  would not be luminous.
  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.
  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 (such as 
  aberration, drow, or red dragon).
  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).
  The DM may decide that the exact glyphs available to you 
  depend on your deity.
  He or she might also make new glyphs available according 
  to the magical research rules in the Dungeon Master’s Guide.
  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).
  
  1017
  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 (such as a 
  cloud), 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.
  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 Mordenkainen’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.
  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 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  
  1018
  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.
  Warded creatures could stand before the hungriest of lions 
  and not be molested or even noticed.
  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 min./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.
  HOLD PORTAL
  Abjuration
  Level: Sor/Wiz 1
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One portal, up to 20 sq. ft./level
  Duration: 1 min./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, such as 
  a scrap of cloth from a saint’s robe or a piece of parchment 
  from a holy text.
  The reliquary costs at least 500 gp.
  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.
  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
  
  1019
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Area: 10-ft.-radius emanation from touched creature
  Duration: 10 min./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.
  The DM makes this check secretly.
  If the check fails, the diagram is ineffective.
  You can take 10 (see page 65) 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, 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.
  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.
  
  1020
  MORDENKAINEN’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.
  MORDENKAINEN’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.
  Mordenkainen’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.
  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.
  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 2d4×10 minutes.
  
  1021
  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 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 min./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 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 Mordenkainen’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.
  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.
  
  1022
  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.
  PROTECTION FROM ENERGY
  Abjuration
  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 min./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.
  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 min./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 min./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.
  
  1023
  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.
  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.
  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.
  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
  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 min./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.
  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.
  
  1024
  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.
  RESIST ENERGY
  Abjuration
  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 min./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 drowning in acid (since drowning damage comes from 
  lack of oxygen) or becoming encased in ice.
  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.
  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.
  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.
  This allows a warded cleric to heal wounds, for example, or 
  to cast a bless spell, perform an augury, summon creatures, 
  and so on.
  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).
  Thus, sequester can mask a secret door, a treasure vault, or 
  anything similar.
  The spell does not prevent the subject from being 
  discovered through tactile means or through the use of 
  devices (such as a robe of eyes or a gem of seeing).
  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.
  SHIELD OF FAITH
  Abjuration
  Level: Clr 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  
  1025
  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.
  SHIELD
  Abjuration [Force]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./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 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.
  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 min./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.
  Thus, a creature given immunity to lightning bolt is still 
  vulnerable to shocking grasp or chain lightning.
  A creature can have only one spell immunity or greater spell 
  immunity spell in effect on it at a time.
  SPELL IMMUNITY, GREATER
  Abjuration
  
  1026
  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 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The creature gains spell resistance equal to 12 + your caster 
  level.
  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 min./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.
  Thus, a charm person spell cast at you could be turned back 
  upon the caster and possibly enable you to use the charm 
  effect on that individual, but a fireball could not be turned 
  back, and neither could inflict critical wounds.
  From seven to ten (1d4+6) spell levels are affected by the 
  turning.
  The DM secretly rolls the exact number.
  When a spell is turned, the DM subtracts its level from the 
  amount of spell turning left.
  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.
  For example, if you had three levels of spell turning left and 
  were targeted by a magic missile spell heightened to 4th 
  level, you would turn three-fourths of the spell back at the 
  caster.
  You would take one-forth of the damage, while the caster 
  takes three-fourths of the damage.
  If you were targeted by a wizard’s fear spell (also a 4th-level 
  spell) in the same situation, you would have a one in four 
  (25%) chance to be affected by the spell, while the caster 
  would have a three in four (75%) chance to be affected.
  If you and a spellcasting attacker are both warded by spell 
  turning effects in operation, a resonating field is created.
  Roll randomly to determine the result.
  Arcane Material Component: A small silver mirror.
  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 min./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.
  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.
  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)
  
  1027
  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.
  CONJURATION
  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 (page 281).
  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.
  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 min./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; thus, the spell is ideal for slaying hives 
  of giant ants, for example.
  It cannot penetrate liquids, nor can it be cast underwater.
  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 rain water, 
  and it doesn’t go bad as the food does.
  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
  
  1028
  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 min./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.
  (See the Monster Manual for details on centipede swarms).
  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).
  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).
  
  1029
  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).
  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.
  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, such as 
  “900 feet straight downward”, or “upward to the northwest, 
  45-degree angle, 1,200 feet”.
  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.
  DRAWMIJ’S 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 (page 201) 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.
  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 min./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.
  
  1030
  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.
  For example, elemental swarm is a fire spell when you cast it 
  to summon fire elementals and a water spell when you use 
  it to summon water elementals.
  EVARD’S BLACK TENTACLES
  Conjuration (Creation)
  Level: 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.
  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.
  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 min./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.
  For example, a 20th-level druid could create one 20d6 
  missile, two 10d6 missiles, one 11d6 and three 3d6 missiles, 
  or any other combination totalling up to four acorns and 
  20d6 points of damage.
  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.
  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 min./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.
  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
  
  1031
  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 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 could position a gate in a hallway in order to absorb any 
  attack or force coming at you by shunting it to another 
  plane.
  Whether the denizens of that plane appreciate this tactic is, 
  of course, another matter.
  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—for instance, a bearded devil or a ghaele 
  eladrin—you may call either a single creature (of any HD) 
  or several creatures.
  You can call and control several creatures as long as their 
  HD total does not exceed your caster level.
  In the case of a single creature, you can control it if its HD 
  do not exceed twice your caster level.
  A single creature with more HD 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.
  For example, gate is a chaotic and evil spell when you cast it 
  to call a demon.
  XP Cost: 1,000 XP (only for the calling creatures function).
  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.
  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)
  
  1032
  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 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 DM should adjust saving throws by circumstance.
  For example, a creature charging down an incline that is 
  suddenly greased has little chance to avoid the effect, but its 
  ability to exit the affected area is almost assured (whether it 
  wants to or not).
  The spell can also be used to create a greasy coating on an 
  item—a rope, ladder rungs, or a weapon handle, for 
  instance.
  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.
  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).
  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.
  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.
  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 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.
  INCENDIARY CLOUD
  Conjuration (Creation) [Fire]
  Level: Fire 8, Sor/Wiz 8
  Components: V, S
  
  1033
  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.
  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 min./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.
  See the Monster Manual for details on locust swarms.
  LEOMUND’S 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.
  If made principally of wood, it must be ebony, rosewood, 
  sandalwood, teak, or the like, and all of its corner fittings, 
  nails, and hardware must be platinum.
  If constructed of ivory, the metal fittings of the chest must 
  be gold.
  If the chest is fashioned from bronze, copper, or silver, its 
  fittings must be silver or electrum (a valuable metal).
  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.
  LEOMUND’S 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—stone, 
  timber, or (at worst) sod.
  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.
  
  1034
  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 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.
  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.
  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.
  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.
  MELF’S 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.
  
  1035
  Material Component: Powdered rhubarb leaf and an adder’s 
  stomach.
  Focus: A dart.
  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—linen clothes, a hemp rope, a wooden 
  ladder, and so forth.
  The volume of the item created cannot exceed 1 cubic foot 
  per caster level.
  You must succeed on an appropriate skill check to make a 
  complex item, such as Craft (bowmaking) check to make 
  straight arrow shafts.
  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—a bit of 
  twisted hemp to create rope, and so forth.
  MORDENKAINEN’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.
  MORDENKAINEN’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).
  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.
  
  1036
  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 min./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.
  For example, if a poison has dealt 3 points of Constitution 
  damage to a character and threatens to deal more damage 
  later, this spell prevents the future damage but does not 
  repair the damage already done.
  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.
  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 min./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.
  PHANTOM STEED
  Conjuration (Creation)
  Level: Brd 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: One quasi-real, horselike creature
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You conjure a Large, quasi-real, horselike 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.
  Thus, a mount created by a 12th-level caster has the 8th, 
  10th, and 12th caster level abilities.
  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.
  14th Level: The mount can fly at its speed (average 
  maneuverability).
  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.
  
  1037
  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.
  A 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 12 HD, 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 12 HD or less, or two creatures of 
  the same kind whose Hit Dice total no more than 12.
  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 18 HD, 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 18 HD or less, or up to three 
  creatures of the same kind whose Hit Dice total no more 
  than 18.
  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 6 HD 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 6 HD 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 (fly us across the chasm, 
  help us fight a battle) to the complex (spy on our enemies, 
  protect us on our foray into the dungeon).
  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 HD of the creature called.
  For a task taking up to 1 hour per caster level, the creature 
  requires a payment of 500 gp per HD.
  A long-term task, one requiring up to one day per caster 
  level, requires a payment of 1,000 gp per HD.
  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, the DM may halve or even waive the payment.
  For instance, a celestial creature called to battle demons 
  might require a gift of only half the normal value.
  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.
  For example, a lesser planar ally is a fire spell when it calls a 
  fire elemental.
  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 12 HD, 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 12 HD or less, or up to 
  three creatures of the same kind whose Hit Dice total no 
  more than 12.
  Each 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
  
  1038
  Components: V, S
  Targets: Up to three elementals or outsiders, totaling no 
  more than 18 HD, 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 18 HD or less, or up to 
  three creatures of the same kind whose Hit Dice total no 
  more than 18.
  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 6 HD 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, page 246) 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 DM assigns your check 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 (such as “Wait 
  here” or “Defend this area against attack”), 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.
  For example, lesser planar binding is a water spell when you 
  cast it to call a water elemental.
  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.
  Forked rods keyed to certain planes or dimensions may be 
  difficult to come by, as decided by the DM.
  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.
  
  1039
  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 (see Bringing Back the Dead, page 171).
  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.
  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—a statuette, a jeweled rod, a gem, or the like.
  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).
  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 DISEASE
  Conjuration (Healing)
  
  1040
  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 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.
  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.
  Thus, if a 10th-level character has been struck by a wight 
  and drained to 9th level, restoration brings the character up 
  to exactly the minimum number of experience points 
  necessary to restore him to 10th level (45,000 XP), gaining 
  him an additional Hit Die and level functions accordingly.
  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 (such as ray of enfeeblement) or 
  cures 1d4 points of temporary ability damage to one of the 
  subject’s ability scores (such as from a shadow’s touch or 
  from poison).
  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).
  
  1041
  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.
  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.
  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.
  (See the Monster Manual for details about shambling 
  mounds).
  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.
  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.
  SOLID FOG
  Conjuration (Creation)
  Level: Sor/Wiz 4
  Components: V, S, M
  Duration: 1 min./level
  Spell Resistance: No
  
  1042
  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.
  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.
  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 1d4×10 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.
  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 min./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 (such as a harp, piano, harpsichord, alphorn, or 
  pipe organ).
  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
  
  1043
  This spell summons an extraplanar creature (typically an 
  outsider, elemental, or magical beast native to another 
  plane).
  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 creatures from the 1st-level 
  list on the accompanying Summon Monster table.
  You choose which kind of creature to summon, and you 
  can change that choice each time you cast the spell.
  Information on these creatures can be found in the Monster 
  Manual.
  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.
  For instance, a celestial porpoise may only be summoned in 
  an aquatic environment.
  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.
  For example, a summon monster I is a lawful and evil spell 
  when cast to summon a fiendish dire rat.
  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
  This spell functions like summon monster I, except that you 
  can summon one creature from the 2nd-level list or 1d3 
  creatures of the same kind from the 1st-level list.
  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 from the 3rd-level list, 1d3 
  creatures of the same kind from the 2nd-level list, or 1d4+1 
  creatures of the same kind from the 1st-level list.
  SUMMON MONSTER IV
  Conjuration (Summoning) [see text for summon monster I]
  Level: Brd 4, Clr 4, Sor/Wiz 4
  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 from the 4th-level list, 1d3 
  creatures of the same kind from the 3rd-level list, or 1d4+1 
  creatures of the same kind from a lower-level list.
  SUMMON MONSTER V
  Conjuration (Summoning) [see text for summon monster I]
  Level: Brd 5, Clr 5, Sor/Wiz 5
  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 from the 5th-level list, 1d3 
  creatures of the same kind from the 4th-level list, or 1d4+1 
  creatures of the same kind from a lower-level list.
  SUMMON MONSTER VI
  Conjuration (Summoning) [see text for summon monster I]
  Level: Brd 6, Clr 6, Sor/Wiz 6
  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 you can 
  summon one creature from the 6th-level list, 1d3 creatures 
  of the same kind from the 5th-level list, or 1d4+1 creatures 
  of the same kind from a lower-level list.
  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 from the 7th-level list, 1d3 
  creatures of the same kind from the 6th-level list, or 1d4+1 
  creatures of the same kind from a lower-level list.
  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 from the 8th-level list, 1d3 
  creatures of the same kind from the 7th-level list, or 1d4+1 
  creatures of the same kind from a lower-level list.
  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 from the 9th-level list, 1d3 
  creatures of the same kind from the 8th-level list, or 1d4+1 
  creatures of the same kind from a lower-level list.
  
  1044
  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.
  For instance, a porpoise may only be summoned in an 
  aquatic environment.
  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.
  
  1045
  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.
  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.
  For example, summon nature’s ally III is an evil and fire spell 
  when you cast it to summon a salamander.
  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.
  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.
  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.
  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.
  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.
  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.
  
  1046
  
  1047
  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.
  See the Monster Manual for details of bat, rat, and spider 
  swarms.
  Arcane Material Component: A square of red cloth.
  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 (such as a delayed blast fireball 
  bead) 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
  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.
  You can’t simply teleport to the warlord’s tent if you don’t 
  know where that tent is, what it looks like, or what’s in it.
  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.
  “Viewed once” is a place that you have seen once, possibly 
  using magic.
  “False destination” is a place that does not truly exist, such 
  as if you scryed on a enemy’s sanctum but instead viewed a 
  false vision, 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 (for 
  instance, a home that has burned to the ground).
  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 1d10×1d10% of the distance that was 
  to be traveled.
  For example, if you tried to travel 120 miles, landed off 
  target, and rolled 5 and 3 on the two d10s, then you would 
  be 15% off target.
  That’s 18 miles, in this case.
  The DM determines the direction off target randomly, such 
  as by rolling 1d8 and designating 1 as north, 2 as northeast, 
  and so forth.
  If you were teleporting to a coastal city and would up 18 
  miles out at sea, you could be in trouble.
  Similar Area: You wind up in an area that’s visually or 
  thematically similar to the target area.
  
  1048
  A wizard heading for her home laboratory might wind up 
  in another wizard’s laboratory or in an alchemy supply shop 
  that has many of the same tools and implements as in her 
  laboratory.
  Generally, you appear in the closest similar place within 
  range.
  If the DM determines 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.
  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 (such as a detailed 
  description from someone else or a particularly precise 
  map).
  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 min./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, such 
  as by placing it on a raised platform.
  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).
  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 (“an oak tree one hundred miles due north of 
  here”), and the transport via plants spell moves you as close as 
  possible to the desired location.
  If a particular destination plant is desired (the oak tree 
  outside your druid grove, for instance), 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.
  
  1049
  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 
  such as shambling mounds and treants.
  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 (which could mean a character trapped by an 
  inhabitant of another plane when the character is not on 
  the Material 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 (for 
  example, it requires a gem of 10,000 gp value to trap a 10 
  HD creature).
  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 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.
  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.
  This means that in a thick oak forest, a 10th-level druid
  could make ten transports over the course of 10 rounds, 
  traveling as far as 30,000 feet (about 6 miles) in doing so.
  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
  
  1050
  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.
  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, 
  thus allowing you to command it to clean the floor and 
  then turn your attention elsewhere 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.
  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.
  This wall can be used to seal off a passage or close a breach, 
  for 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.
  It is typically employed to close passages, portals, and 
  breaches against opponents.
  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.
  
  1051
  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.
  Thus, a 20th-level caster can create span with a surface area 
  of ten 5-foot squares.
  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 min./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).
  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).
  For example, a creature that rolled 25 on its Strength check 
  could move 5 feet in a round.
  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.
  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 min./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—floor and ceiling, opposite 
  walls, or the like—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 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.
  
  1052
  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 (see Cover, page 150).
  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—a torch, burning oil, a flaming sword, and so 
  forth—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.
  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.
  DIVINATION
  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 
  (see the Dungeon Master’s Guide for details on artifacts).
  Focus: A tiny lens of ruby or sapphire set in a small golden 
  loop.
  The gemstone must be worth at least 1,500 gp.
  ARCANE EYE
  Divination (Scrying)
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Unlimited
  Effect: Magical sensor
  Duration: 1 min./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 SIGHT
  Divination
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  
  1053
  Target: You
  Duration: 1 min./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 (page 219).
  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.
  In some cases, arcane sight may give a deceptively low 
  reading—for example, when you use it on a spellcaster who 
  has used up most of his or her daily spell allotment.
  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.
  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.
  For example, if a character is considering destroying a 
  weird seal that closes a portal, an augury might determine 
  whether that act is a good idea.
  The base chance for receiving a meaningful reply is 70% + 
  1% per caster level, to a maximum of 90%; the DM makes 
  the roll secretly.
  The DM may determine that a question is 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.
  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 min./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, 
  such as behind a door, around a corner, or in a grove of 
  trees.
  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).
  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 
  
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  powerful unnatural creatures, or even the general state of 
  the natural setting.
  For example, you could determine the location of any 
  powerful undead creatures, the location of all major sources 
  of safe drinking water, and the location of any buildings 
  (which register as blind spots).
  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.
  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, the DM should give a short 
  phrase (five words or less) 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.
  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 min./level
  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, but comprehend languages is often useful 
  when deciphering treasure maps.
  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.
  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.
  (The DM answers all questions 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 DM 
  changes, the personalities of individual deities, and so on).
  On rare occasions, this divination may be blocked by an act 
  of certain deities or forces.
  
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  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 min./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 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.
  The DM decides if a specific kind of animal or plant is 
  present.
  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 min./level (D)
  Saving Throw: None
  
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  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.
  For example, as indicated on the table, an evil outsider with 
  12 HD has an overwhelming aura of evil.
  A good cleric who casts this spell and directs it at the 
  location of such a creature for longer than 1 round loses the 
  spell and is stunned for 1 round if his character level is 6th 
  or lower.
  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:
  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 min./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.
  
  1057
  (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.
  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.
  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:
  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 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 min./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—an ordinary trapdoor underneath a pile of crates 
  would not be detected.
  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.
  
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  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 min./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, such as a cavern that floods during rain, an 
  unsafe construction, or a naturally poisonous plant.
  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 min./level (D)
  Saving Throw: Will negates; see text
  Spell Resistance: No
  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:
  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:
  
  1059
  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.
  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.
  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.
  For example, suppose the question is “Will we do well if we 
  venture into the ruined temple of Erythnul?” The DM 
  knows that a terrible troll guarding 10,000 gp and a +1 shield 
  lurks near the entrance but estimates that your party could 
  beat the troll after a hard fight.
  Therefore the divination response might be: “Ready oil and 
  open flame light your way to wealth”.
  In all cases, the DM controls what information you receive.
  If your party doesn’t act on the information, the conditions 
  may change so that the information is no longer useful.
  (For example, the troll could move away and take the 
  treasure with it).
  The base chance for a correct divination is 70% + 1% per 
  caster level, to a maximum of 90%.
  The DM adjusts the chance if unusual circumstances 
  require it (if, for example, unusual precautions against 
  divination spells have been taken).
  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.
  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 min./level
  Saving Throw: None or Will negates (harmless)
  Spell Resistance: No or Yes (harmless)
  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.
  Thus, the subject could not find the way to “a forest where a 
  green dragon lives” or “a hoard of platinum pieces”, but it 
  could find the exit to a labyrinth.
  The location must be on the same plane as you are at the 
  time of casting.
  
  1060
  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—
  bones, ivory counters, sticks, carved runes, or the like.
  FIND TRAPS
  Divination
  Level: Clr 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./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.
  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 min./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.
  Thus, if you are the subject of the spell, you would be 
  warned in advance if a rogue were about to attempt a sneak 
  attack on you, or if a creature were about to leap out from a 
  hiding place, or if an attacker were specifically targeting 
  you with a spell or ranged weapon.
  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—duck, jump right, 
  close your eyes, and so on—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.
  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.
  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 (see the 
  Dungeon Master’s Guide for details on artifacts).
  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.
  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 
  
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  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 1d4×10 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.
  Examples of legend lore results include the following.
  A divination about a mysterious magic axe you have at 
  hand: “Woe to the evildoer whose hand touches the axe, for 
  even the haft chops the hand of the evil ones.
  Only a true Son or Daughter of Stone, one who loves 
  Moradin and whom Moradin loves, may awaken the true 
  powers of the axe, and only with the sacred word ‘Rudnogg’
  on the lips”.
  A divination about a legendary paladin about whom you 
  know many details: “Vanashon has been denied the glory of 
  death and the duty of life.
  He waits patiently beneath the Forbidden Mountain”.
  (The paladin has been turned to stone in the caverns under 
  the mountain).
  A divination about ancient ruins about which you have 
  only a passing reference in a partially damaged tome: “The 
  sorcerer who called herself Ryth built a library without 
  words and a temple without gods.
  Those who read and those who pray tore it down in a night 
  and a day”.
  (These clues may be enough for you to find out more and 
  get details you need to cast a better legend lore).
  Material Component: Incense worth at least 250 gp.
  Focus: Four strips of ivory (worth 50 gp each) formed into a 
  rectangle.
  LOCATE CREATURE
  Divination
  Level: Brd 4, Sor/Wiz 4
  Components: V, S, M
  Duration: 10 min./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 (such as a 
  human or a unicorn) or a specific creature known to you.
  It cannot find a creature of a certain type (such as 
  humanoid or animal).
  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 min./level
  Saving Throw: None
  Spell Resistance: No
  You sense the direction of a well-known or clearly 
  visualized object.
  The spell locates such objects as apparel, jewelry, furniture, 
  tools, weapons, or even a ladder.
  You can search for general items such as a stairway, a sword, 
  or a jewel, in which case you locate the nearest one of its 
  kind if more than one is within range.
  Attempting to find a certain item, such as a particular piece 
  of jewelry, 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 (such as “Baron Vulden’s 
  signet ring”) 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.
  MOMENT OF PRESCIENCE
  Divination
  Level: Luck 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  
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  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 flat-footed).
  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.
  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, so 
  if you know, for example, what a typical merchant looks 
  like, the eyes do as well.
  A sample command: “Surround me at a range of four 
  hundred feet and return if you spot any dangerous 
  creatures”.
  The phrase “Surround me” directs the eyes to form an 
  equally spaced, horizontal ring at whatever range you 
  indicate, and then move with you.
  As eyes return or are destroyed, the rest automatically space 
  themselves to compensate.
  In the case of this sample command, an eye returns only if 
  it spots a creature you would regard as dangerous.
  A “peasant” that is actually a shapechanged dragon wouldn’t 
  trigger an eye’s return.
  Ten eyes can form a ring with a radius of 400 feet and 
  between themselves see everything that crosses the ring.
  Another sample command: “Spread out and search the 
  town for Arweth.
  Follow him for three minutes, staying out of sight, and then 
  return”.
  The phrase “Spread out” directs the eyes to move away from 
  you in all directions.
  In this case, each eye would separately follow Arweth for 
  three minutes once it spots him.
  Other commands that might be useful include having eyes 
  form a line in a certain manner, making them move at 
  random within a certain range, or having them follow a 
  certain type of creature.
  The DM is the final judge of the suitability of your 
  directions.
  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
  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.
  RARY’S 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 min./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.
  
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  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.
  Rary’s 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.
  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 min./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.
  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 min./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.
  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 chaos, detect evil, detect good, detect 
  law, detect magic, message, read magic, and tongues.
  SEE INVISIBILITY
  Divination
  Level: Brd 3, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./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.
  
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  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.
  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 min./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 (as determined by the DM).
  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 min./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 (as determined by the DM).
  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.
  STONE TELL
  Divination
  Level: Drd 6
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: 1 min./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 (as determined by the DM).
  You can speak with natural or worked stone.
  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 min./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.
  
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  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 min./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.
  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.
  ENCHANTMENT
  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 min./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).
  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 (such as the peak of a 
  distant mountain).
  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.
  Unless the intended recipient of a message is expecting a 
  messenger in the form of a bird or other small animal, the 
  carrier may be ignored.
  The intended recipient gains no special ability to 
  communicate with the animal or read any attached message 
  
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  (if it’s written in a language he or she doesn’t know, for 
  example).
  Material Component: A morsel of food the animal likes.
  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.
  For example, if Vadania affects 7 HD worth of animals and 
  there are several 2 HD wolves within close range, only the 
  three closest wolves are 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.
  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—for example, red dragons, hill giants, wererats, 
  lammasus, cloakers, or vampires.
  A creature subtype (such as goblinoid) is not specific 
  enough.
  Likewise, the specific alignment to be repelled must be 
  named—for example, chaotic evil, chaotic good, lawful 
  neutral, or neutral.
  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.
  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 min./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.
  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 DM must agree that the condition is reasonable and 
  has 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.
  
  1067
  For example, a bound creature can be released when a lawful 
  good creature approaches, but not when a paladin 
  approaches.
  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 (such as a labyrinth) 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 Mordenkainen’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 (silver for lycanthropes, cold iron 
  for demons, and so forth), 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.
  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 min./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.
  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 min./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.
  (A druid could calm a normal bear or wolf with little 
  trouble, but it’s more difficult to affect a trained guard dog).
  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 (such as fire, a hungry predator, or an imminent 
  attack) breaks the spell on the threatened creatures.
  
  1068
  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.
  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.
  See the Monster Manual for more information on creature 
  types.
  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; 
  see Influencing NPC Attitudes, page 72).
  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 a charmed fighter, for example, might 
  believe you if you assured him that the only chance to save 
  your life is for him to hold back an onrushing red dragon 
  for “just a few seconds”.
  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.
  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
  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.
  
  1069
  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.
  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.
  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, DF
  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.
  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 min./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.
  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.
  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.
  
  1070
  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.
  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.
  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.
  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 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, 
  page 81).
  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 (the subject is walking through a smelly 
  courtyard, the subject is talking to a guard, the guard looks 
  suspicious, and so forth).
  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.
  
  1071
  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.
  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 (see the Dungeon Master’s Guide 
  for information about NPC attitudes).
  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 (as described in Aid Another, 
  page 65).
  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.
  FEEBLEMIND
  Enchantment (Compulsion) [Mind-Affecting]
  Level: 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, giving it 
  roughly the intellect of a lizard.
  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.
  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 (such as 
  “Wait here” or “Defend this area against attack”), the spell 
  remains in effect for a maximum of one day per caster level.
  A clever recipient can subvert some instructions: For 
  example, if you order the recipient to protect you from all 
  harm, it might place you in a nice, safe dungeon for the 
  duration of the spell.
  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.
  
  1072
  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.
  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.
  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 min./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.
  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 min./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 min./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).
  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).
  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.
  
  1073
  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.
  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 (see 
  Influencing NPC Attitudes, page 72).
  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.
  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.
  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.
  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.
  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.
  
  1074
  For instance, it could recall every word from a 5-minute 
  conversation or every detail from a passage in a book.
  • 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, such as the subject recalling 
  how much it enjoyed drinking poison, is dismissed by the 
  creature as a bad dream or a memory muddied by too much 
  wine.
  More useful applications of modify memory include 
  implanting memories of friendly encounters with you 
  (inclining the subject to act favorably toward you), 
  changing the details of orders given to the subject by a 
  superior, or causing the subject to forget that it ever saw 
  you or your party.
  The DM reserves the right to decide whether a modified 
  memory is too nonsensical to significantly affect the 
  subject.
  OTTO’S 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.
  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.
  POWER WORD KILL
  Enchantment (Compulsion) [Death, Mind-Affecting]
  Level: 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.
  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.
  PRAYER
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 3, Pal 3
  Components: V, S, DF
  
  1075
  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.
  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 +2 morale bonus to Strength 
  and Constitution, a +1 morale bonus on Will saves, and a –2 
  penalty to AC.
  The effect is otherwise identical with a barbarian’s rage (see 
  page 25), except that the subjects aren’t fatigued at the end 
  of the rage.
  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 min./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.
  For example, Mialee casts sleep at one rat (1/4 HD), one 
  kobold (1 HD), two gnolls (2 HD), and an ogre (4 HD).
  The rat, the kobold, and one gnoll are affected (1/4 + 1 + 2 = 
  3-1/4 HD).
  The remaining 3/4 HD is not enough to affect the last gnoll 
  or the ogre.
  Mialee can’t choose to have sleep affect the ogre or the two 
  gnolls.
  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.
  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.
  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 stab itself, throw itself onto a spear, 
  immolate itself, or do some other obviously harmful act 
  automatically negates the effect of the spell.
  However, a suggestion that a pool of acid is actually pure 
  water and that a quick dip would be refreshing is another 
  matter.
  Urging a red dragon to stop attacking your party so that the 
  dragon and party could jointly loot a rich treasure 
  elsewhere is a likewise reasonable use of the spell’s power.
  The suggested course of activity can continue for the entire 
  duration, such as in the case of the red dragon mentioned 
  above.
  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.
  
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  For example, you might suggest that a noble knight give 
  her warhorse to the first beggar she meets.
  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) at the discretion of the DM.
  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.
  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 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 3d6×10 
  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.
  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—for example, red dragons, hill giants, 
  wererats, lammasus, or vampires.
  A creature subtype (such as goblinoid) is not specific 
  enough.
  
  1077
  Likewise, the specific alignment must be named—for 
  example, chaotic evil, chaotic good, lawful neutral, or 
  neutral.
  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 1d6×10 
  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.
  TASHA’S 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 (such as humanoid or dragon) 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.
  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 min./level
  Saving Throw: No
  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.
  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 min./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.
  EVOCATION
  BIGBY’S CLENCHED FIST
  Evocation [Force]
  Level: Sor/Wiz 8, Strength 8
  Components: V, S, F/DF
  This spell functions like Bigby’s 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 Bigby’s interposing 
  hand does, or it can bull rush an opponent as Bigby’s forceful 
  hand does, but at a +15 bonus on the Strength check.
  Clerics who cast this spell name it for their deities—Pelor’s 
  clenched fist, for example.
  Arcane Focus: A leather glove.
  BIGBY’S CRUSHING HAND
  Evocation [Force]
  Level: Sor/Wiz 9, Strength 9
  Components: V, S, M, F/DF
  This spell functions like Bigby’s 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 Bigby’s 
  grasping hand does.
  
  1078
  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.
  The crushing hand can also interpose itself as Bigby’s 
  interposing hand does, or it can bull rush an opponent as 
  Bigby’s 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—St.
  Cuthbert’s crushing hand, for example.
  Arcane Material Component: The shell of an egg.
  Arcane Focus: A glove of snakeskin.
  BIGBY’S FORCEFUL HAND
  Evocation [Force]
  Level: Sor/Wiz 6
  Components: V, S, F
  This spell functions like Bigby’s 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.
  BIGBY’S GRASPING HAND
  Evocation [Force]
  Level: Sor/Wiz 7, Strength 7
  Components: V, S, F/DF
  This spell functions like Bigby’s 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 Bigby’s 
  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 Bigby’s 
  interposing hand does.
  Clerics who cast this spell name it for their deities—Kord’s 
  grasping hand, for example.
  Arcane Focus: A leather glove.
  BIGBY’S 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
  Bigby’s Interposing hand creates a Large 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.
  A Bigby’s 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.
  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 min./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.
  
  1079
  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.
  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.
  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, such as cloth, paper, parchment, and 
  thin wood burn if the flames touch them.
  A character can extinguish burning items as a full-round 
  action.
  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.
  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 min./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; see the Monster Manual)—
  each bolt deals 3d10 points of electricity damage instead of 
  3d6.
  This spell functions indoors or underground but not 
  underwater.
  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
  
  1080
  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).
  For example, a 19th-level sorcerer generates a primary bolt 
  (19d6 points of damage) and as many as nineteen secondary 
  bolts (each of which deals half as much as the primary bolt 
  dealt).
  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 (to avoid allies in the area, for example).
  Focus: A bit of fur; a piece of amber, glass, or a crystal rod; 
  plus one silver pin for each of your caster levels.
  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 (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 who 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.
  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.
  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.
  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 (feather fall, levitate, fly, 
  
  1081
  teleport, and so forth) 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.
  For example, a contingency cast with water breathing might 
  prescribe that any time you are plunged into or otherwise 
  engulfed in water or similar liquid, the water breathing spell 
  instantly comes into effect.
  Or a contingency could bring a feather fall spell into effect any 
  time you fall more than 4 feet.
  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.
  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, Sor/Wiz 2
  Components: V, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell causes an object to radiate shadowy illumination 
  out to a 20-foot radius.
  All creatures in the area gain concealment (20% miss 
  chance).
  Even creatures that can normally see in such conditions 
  (such as with darkvision or lowlight vision) have the miss 
  chance in an area shrouded in magical darkness.
  Normal lights (torches, candles, lanterns, and so forth) are 
  incapable of brightening the area, as are light spells of 
  lower level (such as light or dancing lights).
  Higher level light spells (such as daylight) 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.
  DAYLIGHT
  Evocation [Light]
  Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: 10 min./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 (such as vampires).
  
  1082
  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.
  DEEPER DARKNESS
  Evocation [Darkness]
  Level: Clr 3
  Duration: One day/level (D)
  This spell functions like darkness, except that the object 
  radiates shadowy illumination in a 60-foot radius and the 
  darkness lasts longer.
  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.
  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.
  DESECRATE
  Evocation [Evil]
  Level: Clr 2, Evil 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: 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.
  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.
  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.
  
  1083
  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.
  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 +6).
  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.
  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.
  An earthquake cast at the top of a 100-foot cliff would sweep 
  debris 100 feet outward from the base of the cliff.
  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.
  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 (See the Dungeon 
  Master’s Guide for information on hit points for walls and 
  the like).
  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.
  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 min./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 
  
  1084
  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 
  darkdwelling 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.
  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).
  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 BLADE
  Evocation [Fire]
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Sword-like beam
  Duration: 1 min./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.
  
  1085
  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, such as 
  that granted by protection from energy (fire), fire shield (chill 
  shield), and similar magic.
  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 than 4 feet tall, such 
  as furniture and low walls.
  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.
  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.
  GUST OF WIND
  Evocation [Air]
  Level: Drd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  
  1086
  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 1d4×10 feet, taking 1d4 points of nonlethal 
  damage per 10 feet.
  If flying, a Tiny or smaller creature is blown back 2d6×10 
  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 1d6×10 feet.
  Medium creatures are unable to move forward against the 
  force of the wind, or if flying are blown back 1d6×5 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.
  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.
  For example, you may create a bless effect that aids all 
  creatures of your alignment or faith in the area, or a bane 
  effect that hinders creatures of the opposed alignment or 
  an enemy faith.
  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.
  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.
  
  1087
  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.
  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.
  The effects are cumulative and concurrent.
  No saving throw is allowed against these effects.
  
  1088
  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.
  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.
  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.
  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.
  INVISIBILITY PURGE
  Evocation
  Level: Clr 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./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.
  
  1089
  LEOMUND’S 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 
  (thus, if it’s –20° outside, inside the hut it’s 50°).
  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.
  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 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell causes an object to glow like a torch, shedding 
  bright light in a 20-footradius (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.
  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 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.
  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
  
  1090
  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).
  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.
  The DM then determines the particular effect of the 
  miracle.
  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).
  MORDENKAINEN’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 ×2.
  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 Mordenkainen’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.
  ORDER’S WRATH
  Evocation [Lawful]
  Level: Law 4
  Components: V, S
  Casting Time: 1 standard action
  
  1091
  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.
  OTILUKE’S 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
  Otiluke’s 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 (see page 176).
  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.
  OTILUKE’S 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 min./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.
  OTILUKE’S 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 min./level (D)
  Saving Throw: Reflex negates (object)
  Spell Resistance: Yes (object)
  This spell functions like Otiluke’s resilient sphere, with the 
  addition that the creatures or objects inside the globe are 
  nearly weightless.
  Anything contained within an Otiluke’s 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.
  
  1092
  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.
  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.
  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.
  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 min./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.
  RAY OF FROST
  Evocation [Cold]
  Level: Sor/Wiz 0
  
  1093
  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.
  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.
  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, such as a vampire, 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).
  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, at the option of the DM).
  Arcane Material Component: A short piece of fine copper 
  wire.
  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, such as vials, bottles, 
  flasks, jugs, windows, mirrors, and so forth.
  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.
  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
  
  1094
  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
  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.
  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.
  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 three caster levels 
  (maximum +5 at 15th 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 (such as Weapon Focus) or combat actions (such 
  as charge) 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).
  
  1095
  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, many of which have 
  individual names.
  A cleric without a deity gets a weapon based on his 
  alignment.
  A neutral cleric without a deity can create a spiritual weapon 
  of any alignment, provided he is acting at least generally in 
  accord with that alignment at the time.
  The weapons associated with each deity or alignment are as 
  follows.
  Boccob: Quarterstaff, “Staff of Boccob”
  Corellon Larethian: Longsword, “Sahandrian”
  Ehlonna: Longsword, “Jenevier”
  Erythnul: Morningstar, “Agony”
  Fharlanghn: Quarterstaff, “Traveler’s Friend”
  Garl Glittergold: Battleaxe, “Arumdina”
  Gruumsh: Spear, “Bloodspear”
  Heironeous: Longsword, “Justice-bringer”
  Hextor: Flail, “Executioner”
  Kord: Greatsword, “Kelmar”
  Moradin: Warhammer, “Soulhammer”
  Nerull: Scythe, “Lifecutter”
  Obad-Hai: Quarterstaff, “Stormstouch”
  Olidammara: Rapier, “Swiftstrike”
  Pelor: Heavy Mace, “Sunscepter”
  St. Cuthbert: Heavy Mace, “The Mace of Cuthbert”
  Vecna: Dagger, “Afterthought”
  Wee Jas: Dagger, “Discretion”
  Yondalla: Short sword, “Hornblade”
  Chaos: Battleaxe, “The Blade of Change”
  Evil: Light flail, “The Scourge of Souls”
  Good: Warhammer, “The Hammer of Justice”
  Law: Sword, “The Sword of Truth”
  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 (such 
  as a vampire) 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 (such 
  as a vampire) 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.
  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 as a 
  building, bridge, or dam, 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.
  
  1096
  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.
  TENSER’S 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 (by 
  moving too fast or by such means as a teleport spell) 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.
  UNHALLOW
  Evocation [Evil]
  Level: Clr 5, Drd 5
  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.
  For example, you may create a bless effect that aids all 
  creatures of like alignment or faith in the area, or a bane 
  effect that hinders creatures of the opposite alignment or 
  an enemy faith.
  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 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.
  WALL OF FIRE
  Evocation [Fire]
  Level: Drd 5, Fire 4, Sor/Wiz 4
  Components: V, S, M/DF
  
  1097
  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 Mordenkainen’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.
  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 min./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, including a fireball spell and red dragon breath, 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.
  The wall is primarily defensive in nature and is used to stop 
  pursuers from following you and the like.
  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.
  Thus, a 7th-level caster can create a hemisphere 10 feet in 
  radius.
  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.
  
  1098
  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, such as move 
  straight ahead, zigzag, circle, or the like.
  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—possibly 
  endangering you or your allies—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.
  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
  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.
  A 5th-level caster can create a wall up to 50 feet long and up 
  to 25 feet high, sufficient to form a cylinder of wind 15 feet 
  in diameter.
  Arcane Material Component: A tiny fan and a feather of exotic 
  origin.
  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.
  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.
  Creatures whose HD exceed your caster level are 
  unaffected by word of chaos.
  
  1099
  ILLUSION
  BLUR
  Illusion (Glamer)
  Level: Brd 2, Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./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; see page 151).
  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.
  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 min./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.
  For example, a human caster could look human, humanoid, 
  or like any other human-shaped bipedal creature.
  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.
  A battleaxe made to look like a dagger still functions as a 
  battleaxe.
  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.
  For example, a creature that touched you and realized that 
  the tactile sensation did not match the visual one would be 
  entitled to such a save.
  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)
  Emulating the natural ability of the displacer beast (see the 
  Monster Manual), 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 made from 
  displacer beast hide, twisted into a loop.
  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.
  
  1100
  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.
  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.
  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 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.
  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.
  Thus, open fields or a road can be made to resemble a 
  swamp, hill, crevasse, or some other difficult or impassable 
  terrain.
  A pond can be made to seem like a grassy meadow, a 
  precipice like a gentle slope, or a rock-strewn gully like a 
  wide and smooth road.
  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.
  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.
  
  1101
  Material Component: A glowing stick of incense or a crystal 
  rod filled with phosphorescent material.
  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.
  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.
  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.
  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 min./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, such as a trailing 
  rope.
  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 
  
  1102
  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.
  See Table 8–5: Attack Roll Modifiers and Table 8–6: Armor 
  Class Modifiers, page 151, for the effects of invisibility on 
  combat.
  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.
  LEOMUND’S 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 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 Leomund’s 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 the trapped while the object is sprinkled with a 
  special dust requiring 50 gp to prepare.
  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.
  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, such 
  as the following: “Speak only when a venerable female 
  human carrying a sack sits cross-legged within a distance of 
  one foot”.
  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 
  (footsteps, metal clanking) or to a specific noise or spoken 
  word (when a pin drops, or when anyone says “Boo”).
  Actions can serve as triggers if they are visible or audible.
  For example, “Speak when any creature touches the statue”
  is an acceptable command if the creature is visible.
  A magic mouth cannot distinguish alignment, level, Hit 
  Dice, or class except by external garb.
  
  1103
  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.
  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.
  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.
  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 min./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).
  
  1104
  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
  You become invisible (as improved 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 (for instance, 
  fleeing down a hallway) until the duration expires.
  The improved invisibility lasts for 1 round per level, 
  regardless of concentration.
  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.
  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 (see page 69) 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.
  NYSTUL’S 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.
  You could make an ordinary sword register as a +2 vorpal 
  sword as far as magical detection is concerned or make a +2 
  vorpal sword register as if it were a +1 sword or even a 
  nonmagical sword.
  If the object bearing Nystul’s 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.
  
  1105
  If the targeted item’s own aura is exceptionally powerful (if 
  it is an artifact, for instance), Nystul’s 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.
  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 min./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.
  For instance, you could create the illusion of several orcs 
  playing cards and arguing, culminating in a fistfight.
  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.
  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.
  
  1106
  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.
  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 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 who are restrained and removed from 
  the pattern still try to follow it.
  If the pattern leads its subjects into a dangerous area 
  (through flame, off a cliff, or the like), each fascinated 
  creature gets a second save.
  If the view of the lights is completely blocked (by an 
  obscuring mist spell, for instance), creatures who 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.
  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.
  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.
  Thus, you could specify the illusion of yourself and another 
  character playing chess for the duration of the spell, but 
  you could not have the illusory chess players take a break, 
  make dinner, and then resume their game.
  You could have a crossroads appear quiet and empty even 
  while an army is actually passing through the area.
  You could specify that no one be seen (including passing 
  strangers), that your troops be undetected, or even that 
  every fifth person or unit should be visible.
  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.
  A band of people standing in a meadow could be concealed 
  as an empty meadow with birds chirping, for instance.
  Direct observation may allow a save (as per a normal 
  illusion), if there is cause to disbelieve what is seen.
  Certainly onlookers in the area would become suspicious if 
  a marching army disappeared at one point to reappear at 
  another.
  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.
  SEEMING
  Illusion (Glamer)
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  
  1107
  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.
  SHADES
  Illusion (Shadow)
  Level: Sor/Wiz 9
  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.
  SHADOW CONJURATION
  Illusion (Shadow)
  Level: Brd 4, Sor/Wiz 4
  Components: V, S
  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, such as Melf’s acid arrow, 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, such as obscuring mist, 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 (so a +7 bonus resulting in AC 17 would 
  change to a +1 total bonus for a new AC of 11).
  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.
  SHADOW CONJURATION, GREATER
  Illusion (Shadow)
  Level: 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.
  SHADOW EVOCATION
  Illusion (Shadow)
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  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, such as lightning bolt, 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, such as gust of wind, have normal 
  effects except against those who disbelieve them.
  
  1108
  Against disbelievers, they have no effect.
  Objects automatically succeed on their Will saves against 
  this spell.
  SHADOW EVOCATION, GREATER
  Illusion (Shadow)
  Level: 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.
  SHADOW WALK
  Illusion (Shadow)
  Level: Brd 5, 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, when the spell effect ends, you are shunted 
  1d10×100 feet in a random horizontal direction from your 
  desired endpoint.
  If this would place you within a solid object, you are 
  shunted 1d10×1,000 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.
  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 min./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, such as command, a harpy’s captivating song, a 
  horn of blasting, and the like.
  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
  
  1109
  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).
  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.
  A party might be made to resemble a mixed band of sprites 
  led by a treant.
  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 min./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, 
  such as from another creature, a statue, from behind a door, 
  down a passage, etc.
  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.
  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.
  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 (such as command 
  or shout).
  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.
  
  1110
  NECROMANCY
  ANIMATE DEAD
  Necromancy [Evil]
  Level: Clr 3, Death 3, Sor/Wiz 4
  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; see page 218).
  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, so creating a skeleton from a 
  purple worm, for example, is not possible.
  If a skeleton is made from a corpse, the flesh falls off the 
  bones.
  The statistics for a skeleton depend on its size; they do not 
  depend on what abilities the creature may have had while 
  alive.
  The Monster Manual has game statistics for skeletons.
  Zombies: A zombie can be created only from a mostly intact 
  corpse.
  The corpse must be that of a creature with a true anatomy, 
  so a dead gelatinous cube, for example, cannot be animated 
  as a zombie.
  The statistics for a zombie depend on its size, not on what 
  abilities the creature may have had while alive.
  The Monster Manual has game statistics for zombies.
  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.
  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 (see the 
  Dungeon Master’s Guide for more information).
  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.
  BESTOW CURSE
  Necromancy
  
  1111
  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, and the DM has 
  final say on the curse’s effect.
  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.
  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 (such as a tree or shrub) doesn’t 
  receive a save and immediately withers and dies.
  This spell has no effect on the soil or surrounding plant life.
  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.
  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.
  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: 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.
  CLONE
  Necromancy
  Level: Sor/Wiz 8
  Components: V, S, M, F
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: One clone
  Duration: Instantaneous
  
  1112
  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; see 
  Bringing Back the Dead, page 171).
  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 (for example, by the gentle repose spell).
  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).
  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 (see charm 
  person).
  A nonintelligent undead creature (such as a skeleton or 
  zombie) 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.
  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).
  See the Dungeon Master’s Guide for descriptions of each 
  disease, as well as for the general effects of disease.
  CONTROL UNDEAD
  Necromancy
  
  1113
  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 min./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 (in the area of a 
  silence spell, for instance), 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.
  CREATE GREATER UNDEAD
  Necromancy [Evil]
  Level: Clr 8, Death 8, Sor/Wiz 8
  This spell functions like create undead, except that you can 
  create more powerful and intelligent sorts of undead: 
  shadows, wraiths, spectres, and devourers (see the Monster 
  Manual for more information on all types of undead).
  The type or types of undead you can create is based on your 
  caster level, as shown on the table below.
  CREATE UNDEAD
  Necromancy [Evil]
  Level: Clr 6, Death 6, Evil 6, Sor/Wiz 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 (see the Monster Manual for 
  more information on all types of undead).
  The type or types of undead you can create is based on your 
  caster level, as shown on the table below.
  You may create less powerful undead than your level would 
  allow if you choose.
  For example, at 16th level you could decide to create a 
  ghoul or a ghast instead of a mummy.
  Doing this may be a good idea, because 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 (see 
  Turn or Rebuke Undead, page 159).
  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.
  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).
  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.
  
  1114
  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 min./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 (such 
  as from inflict spells or chill touch).
  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, 
  such as hit point loss, poison, or petrification, 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 min./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.
  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).
  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.
  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 min./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.
  ENERGY DRAIN
  Necromancy
  Level: Clr 9, Sor/Wiz 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 2d4×5 
  temporary hit points for 1 hour.
  ENERVATION
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray of negative energy
  Duration: Instantaneous
  
  1115
  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 1d4×5 
  temporary hit points for 1 hour.
  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.
  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.
  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.
  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.
  (See the Dungeon Master’s Guide for more information on 
  fear-panicked creatures).
  If the Will save succeeds, the creature is shaken for 1 
  round.
  Material Component: Either the heart of a hen or a white 
  feather.
  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.
  
  1116
  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.
  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).
  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.
  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 (such as a skeleton or 
  zombie) 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.
  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.
  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
  
  1117
  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).
  INFLICT LIGHT WOUNDS
  Necromancy
  Level: Clr 1, Destruction 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).
  MAGIC JAR
  Necromancy
  Level: Sor/Wiz 5
  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).
  For example, if two 10th-level characters are attacking a hill 
  giant (12 HD) and four ogres (4 HD), you could determine 
  that there are three stronger and four weaker life forces 
  within the range, all powered by positive energy.
  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.
  
  1118
  Attempting to possess a body is a fullround 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.
  For example, a fish’s body breathes water and a troll’s body 
  regenerates.
  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.
  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
  When moral persuasion fails to win a criminal over to right 
  conduct, you can use mark of justice to encourage the 
  miscreant to walk the straight and narrow path.
  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) 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.
  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).
  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 min./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.
  
  1119
  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 min./level
  Saving Throw: Fortitude partial; see text
  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 means the creature is only 
  fatigued.
  A character that is already fatigued instead becomes 
  exhausted.
  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.
  SCARE
  Necromancy [Fear, Mind-Affecting]
  Level: Brd 2, 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.
  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.
  (Of course, the subject might die from damage even if it 
  succeeds on its save).
  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).
  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 min./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.
  
  1120
  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.
  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 min./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.
  SYMBOL OF DEATH
  Necromancy [Death]
  Level: Clr 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.
  For example, a symbol of death can be set to activate when a 
  lawful good creature approaches, but not when a paladin 
  approaches.
  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, as the 
  DM sees fit.
  
  1121
  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 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.
  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.
  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.
  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.
  
  1122
  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 enough to kill the subject.
  The temporary hit points disappear 1 hour later.
  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.
  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: No
  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: No
  Spell Resistance: Yes
  Waves of negative energy render all living creatures in the 
  spell’s area fatigued.
  This spell has no effect on a creature that is already 
  fatigued.
  TRANSMUTATION
  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 min./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 can, at the DM’s option, 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 page 74) with one week of work and a 
  DC 25 Handle Animal check.
  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 min./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.
  
  1123
  A weapon that is aligned can bypass the damage reduction 
  of certain creatures, usually outsiders of the opposite 
  alignment.
  This spell has no effect on a weapon that already has an 
  alignment, such as a holy sword.
  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 min./level (D)
  You assume the form of a creature of the same type as your 
  normal form (such as humanoid or magical beast).
  The new form must be within one size category of your 
  normal size.
  The maximum HD of an assumed form is equal to your 
  caster level, to a maximum of 5 HD at 5th level.
  You can change into a member of your own kind or even 
  into yourself.
  You retain your own ability scores.
  Your class and level, hit points, alignment, base attack 
  bonus, and base save bonuses all remain the same.
  You retain all supernatural and spell-like special attacks and 
  qualities of your normal form, except for those requiring a 
  body part that the new form does not have (such as a mouth 
  for a breath weapon or eyes for a gaze attack).
  You keep all extraordinary special attacks and qualities 
  derived from class levels (such as a barbarian’s rage ability), 
  but you lose any from your normal form that are not 
  derived from class levels (such as a dragon’s frightful 
  presence ability).
  If the new form is capable of speech, you can communicate 
  normally.
  You retain any spellcasting ability you had in your original 
  form, but the new form must be able to speak intelligibly 
  (that is, speak a language) to use verbal components and 
  must have limbs capable of fine manipulation to use 
  somatic or material components.
  You acquire the physical qualities of the new form while 
  retaining your own mind.
  Physical qualities include natural size, mundane movement 
  capabilities (such as burrowing, climbing, walking, 
  swimming, and flight with wings, to a maximum speed of 
  120 feet for flying or 60 feet for nonflying movement), 
  natural armor bonus, natural weapons (such as claws, bite, 
  and so on), racial skill bonuses, racial bonus feats, and any 
  gross physical qualities (presence or absence of wings, 
  number of extremities, and so forth).
  A body with extra limbs does not allow you to make more 
  attacks (or more advantageous two-weapon attacks) than 
  normal.
  You do not gain any extraordinary special attacks or special 
  qualities not noted above under physical qualities, such as 
  darkvision, low-light vision, blindsense, blindsight, fast 
  healing, regeneration, scent, and so forth.
  You do not gain any supernatural special attacks, special 
  qualities, or spell-like abilities of the new form.
  Your creature type and subtype (if any) remain the same 
  regardless of your new form.
  You cannot take the form of any creature with a template, 
  even if that template doesn’t change the creature type or 
  subtype.
  You can freely designate the new form’s minor physical 
  qualities (such as hair color, hair texture, and skin color) 
  within the normal ranges for a creature of that kind.
  The new form’s significant physical qualities (such as 
  height, weight, and gender) are also under your control, but 
  they must fall within the norms for the new form’s kind.
  You are effectively disguised as an average member of the 
  new form’s race.
  If you use this spell to create a disguise, you get a +10 bonus 
  on your Disguise check.
  When the change occurs, your equipment, if any, either 
  remains worn or held by the new form (if it is capable of 
  wearing or holding the item), or melds into the new form 
  and becomes nonfunctional.
  When you revert to your true form, any objects previously 
  melded into the new form reappear in the same location on 
  your body they previously occupied and are once again 
  functional.
  Any new items you wore in the assumed form and can’t 
  wear in your normal form fall off and land at your feet; any 
  that you could wear in either form or carry in a body part 
  common to both forms (mouth, hands, or the like) at the 
  time of reversion are still held in the same way.
  Any part of the body or piece of equipment that is separated 
  from the whole reverts to its true form.
  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 min./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 (from Large to Huge, for example), 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, as detailed on Table 2–2 in 
  the Dungeon Master’s Guide.
  The animal’s space and reach change as indicated on Table 
  8–4: Creature Size and Scale (page 149), 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 
  
  1124
  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, 
  which means (among other things) that you can’t use a 
  second casting of this spell to further increase the size of an 
  animal that’s still under the effect of the first casting.
  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; for 
  example, you can’t turn one subject into a hawk and 
  another into a dire wolf.
  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.
  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—
  wood, metal, stone, fabric, leather, ceramic, glass, or the 
  like.
  You may animate one Small or smaller object (such as a 
  chair) or an equivalent number of larger objects per caster 
  level.
  A Medium object (such as a coat rack) counts as two Small 
  or smaller objects, a Large object (such as a table) 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.
  The Monster Manual has game statistics for animated 
  objects.
  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 (such as a tree), 
  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 found in the Monster 
  Manual, except that plants smaller than Large don’t have 
  hardness unless the DM rules otherwise for a given case.
  Animate plants cannot affect plant creatures (such as 
  treants), nor does it affect nonliving vegetable material 
  (such as a cotton tunic or hempen rope).
  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.
  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
  
  1125
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You can animate a nonliving ropelike object, such as string, 
  yarn, cord, line, rope, or even a cable.
  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-inchdiameter 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.
  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 (see the Monster Manual), 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 (such as a 
  dog, lizard, monkey, or toad).
  If the new form would prove fatal to the creature (for 
  example, if you polymorphed a landbound target into a fish, 
  or a flying target into a toad) 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 
  (such as a lycanthrope or a doppelganger) can revert to its 
  natural form as a standard action.
  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 min./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.
  
  1126
  A creature without natural armor has an effective natural 
  armor bonus of +0, much as a character wearing only 
  normal clothing has an 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: 1 min./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 (see page 
  146).
  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.
  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 (page 128).
  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 min./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, particularly evil 
  outsiders.
  (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.
  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)
  Like a blink dog (see the Monster Manual), 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.
  
  1127
  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.
  For instance, your spells against ethereal creatures are 20% 
  likely to activate just as you go material and be lost.
  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 (such as magic missile and wall of force) 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 (such as the basilisk and its 
  gaze attack.
  Treat other ethereal creatures and objects as material.
  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: 1 min./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.
  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: 1 min./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.
  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 (see the Monster Manual).
  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.
  CHILL METAL
  Transmutation [Cold]
  Level: Drd 2
  
  1128
  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 
  (Magic item’s saving throws are covered in the Dungeon 
  Master’s Guide).
  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.
  Any heat intense enough to damage the creature negates 
  cold damage from the spell (and vice versa) on a point-for-
  point basis.
  For example, if the damage roll from a chill metal spell 
  indicates 5 points of cold damage and the subject plunges 
  through a wall of fire in the same round and takes 8 points of 
  fire damage, it winds up taking no cold damage and only 3 
  points of fire damage.
  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.
  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 (see charm person).
  You can affect a number of plant creatures whose combined 
  level or HD do not exceed twice your level.
  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 min./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 (in the area of a 
  silence spell, for instance), 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.
  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 min./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 × 10 feet long.
  
  1129
  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.
  The current, natural weather conditions are determined by 
  the DM.
  You can call forth weather appropriate to the climate and 
  season of the area you are in.
  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—fog and strong wind, for example.
  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 min./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 (for example, a 20-foot-diameter tornado 
  centered 100 feet away).
  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 counter-clockwise 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.
  (The categories of wind strength are briefly described 
  below, with more detail to be found in the Dungeon Master’s 
  Guide).
  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.
  
  1130
  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.
  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 
  (grasses, briars, bushes, creepers, hedges, thistles, trees, 
  vines, and so forth) 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.
  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 Bigby’s 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.
  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.
  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: 1 min./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.
  
  1131
  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.
  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 min./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.
  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 (see Table 2–2 in the Dungeon Master’s Guide).
  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—an enlarged +1 sword still has only a +1 
  enhancement bonus, a staff-sized wand is still only capable 
  of its normal functions, a giant-sized potion merely requires 
  a greater fluid intake to make its magical effects operate, 
  and so on.
  Multiple magical effects that increase size do not stack, 
  which means (among other things) that you can’t use a 
  second casting of this spell to further increase the size of a 
  humanoid that’s still under the effect of the first casting.
  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 min./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 DM may alter the effects of the spell somewhat, 
  based on the nature of the entangling plants.
  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.
  
  1132
  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)
  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 (such as magic missile and wall of force) 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 (such as a basilisk’s gaze 
  attack).
  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 min./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 min./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, page 77).
  This spell need not be used as part of a retreat; the name of 
  the spell merely hints at the typical wizard’s attitude 
  towards combat.
  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.
  Thus, you can fabricate a wooden bridge from a clump of 
  tress, a rope from a patch of hemp, clothes from flax or 
  wool, and so forth.
  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 (jewelry, 
  swords, glass, crystal, and the like).
  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.
  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, though faster 
  than feathers typically do.
  Feather fall instantly changes the rate at which the targets 
  fall to a mere 60 feet per round (equivalent to the end of a 
  
  1133
  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, such as a boulder 
  dropped from the top of a castle wall, the object does half 
  normal damage based on its weight, with no bonus for the 
  height of the drop.
  (See the Dungeon Master’s Guide for information on falling 
  objects).
  Feather fall works only upon free-falling objects.
  It does not affect a sword blow or a charging or flying 
  creature.
  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 min./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.
  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 min./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.
  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: 1 min./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.
  
  1134
  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.
  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 min./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 (for example, from 
  the mage armor spell) 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 (such as those that supply 
  armor or natural armor bonuses).
  Arcane Material Component: A bit of gauze and a wisp of 
  smoke.
  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 min./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.
  The Monster Manual has game statistics for centipedes, 
  spiders, and scorpions, as well as other kinds of vermin.
  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.
  The DM can extend this spell’s effects to other kinds of 
  insects, arachnids, or other vermin, such as ants, bees, 
  beetles, praying mantises, and wasps, if he so chooses.
  GLIBNESS
  Transmutation
  Level: Brd 3
  Components: S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./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 (such as discern lies 
  or zone of 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.
  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
  
  1135
  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.
  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 creatures move and act more quickly than 
  normal.
  This extra speed has several effects.
  When making a full attack action, a hasted creature may 
  make one extra attack with any weapon he is holding.
  The attack is made using the creature’s full base attack 
  bonus, plus any modifiers appropriate to the situation.
  (This effect is not cumulative with similar effects, such as 
  that provided by a weapon of speed, nor does it actually 
  grant an extra action, so you can’t use it to cast a second 
  spell or otherwise take an extra action in the round).
  A hasted creature gains a +1 bonus on attack rolls and a +1
  dodge bonus to AC and Reflex saves.
  Any condition that makes you lose your Dexterity bonus to 
  Armor Class (if any) also makes you lose dodge bonuses.
  All of the hasted creature’s modes of movement (including 
  land movement, burrow, climb, fly, and swim) increase by 
  30 feet, to a maximum of twice the subject’s normal speed 
  using that form of movement.
  This increase counts as an enhancement bonus, and it 
  affects the creature’s jumping distance as normal for 
  increased speed.
  Multiple haste effects don’t stack.
  Haste dispels and counters slow.
  Material Component: A shaving of licorice root.
  HEAT METAL
  Transmutation [Fire]
  Level: Drd 2, Sun 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.
  (Magic item’s saving throws are covered in the Dungeon 
  Master’s Guide).
  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.
  Any cold intense enough to damage the creature negates 
  fire damage from the spell (and vice versa) on a point-for-
  point basis.
  For example, if the damage roll from a heat metal spell 
  indicates 2 points of fire damage and the subject is hit by a 
  ray of frost in the same round and takes 3 points of cold 
  damage, it winds up taking no fire damage and only 1 point 
  of cold damage.
  If cast underwater, heat metal deals half damage and boils 
  the surrounding water.
  Heat metal counters and dispels chill metal.
  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 min./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.
  
  1136
  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 (such as heat metal) do not 
  function on ironwood.
  Spells that affect wood (such as wood shape) 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.
  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 min./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 min./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.
  
  1137
  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.
  A 3rd-level caster can cast a knock spell on a door of 30 
  square feet or less (for example, a standard 4-foot-by-7-foot
  door).
  Each spell can undo as many as two means of preventing 
  egress.
  Thus if a door is locked, barred, and held, or quadruple 
  locked, opening it requires two knock spells.
  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 min./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.
  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.
  For instance, “Attack any persons who come near without 
  first saying ‘sacred mistletoe’” is an eleven-word trigger 
  phrase that you could use at 11th level or higher.
  The liveoak spell triggers the tree into animating as a treant 
  (see the Monster Manual).
  At the DM’s option, you can extrapolate statistics for a 
  smaller tree from the treant statistics if you cast liveoak on a 
  smaller oak.
  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.
  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.
  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
  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.
  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 min./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.
  
  1138
  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 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 min./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.
  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).
  MELD INTO STONE
  Transmutation [Earth]
  Level: Clr 3, Drd 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  
  1139
  Duration: 10 min./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.
  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.
  (For restoring a broken magic item’s abilities, see the item 
  creation feats in Chapter 5: Feats).
  The spell cannot mend broken magic rods, staffs, or wands, 
  nor does it affect creatures (including constructs).
  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 min./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.
  MORDENKAINEN’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.
  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
  
  1140
  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.
  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.
  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).
  See page 164 for more on overland movement.
  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: 1 min./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.
  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—mud, snow, dust, or the like—and leave neither 
  footprints nor scent.
  Tracking the subjects is impossible by nonmagical means.
  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
  
  1141
  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.
  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 DM may allow faster movement for very small or very 
  large 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.
  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 DM determines the duration by using the following 
  guidelines.
  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.
  For example, it is possible to polymorph a creature into 
  rock and then grind it to dust, causing damage, perhaps 
  even death.
  If the creature was changed to dust to start with, more 
  creative methods to damage it would be needed.
  Perhaps you could use a gust of wind spell to scatter the 
  dust far and wide.
  In general, damage occurs when the new form is changed 
  through physical force, although the DM must adjudicate 
  many of these situations.
  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.
  
  1142
  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.
  POLYMORPH
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing living creature touched
  Duration: 1 min./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 (see the Monster Manual for more 
  information).
  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 (such as constrict, improved grab, and poison) but 
  does not gain the extraordinary special qualities possessed 
  by the new form (such as blindsense, fast healing, 
  regeneration, and scent) or any supernatural or spell-like 
  abilities.
  Incorporeal or gaseous creatures are immune to being 
  polymorphed, and a creature with the shapechanger subtype 
  (such as a lycanthrope or a doppelganger) can revert to its 
  natural form as a standard action.
  Material Component: An empty cocoon.
  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 (such as a fire elemental) 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
  
  1143
  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, such as a wand of fireball 
  or a flaming burst sword.
  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).
  RARY’S 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 
  (such as three 1st-level spells, a 2nd- and a 1st-level spell, or 
  a 3rd-level spell).
  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.
  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 (not one with which you are engaged 
  in combat, for instance).
  This decrease in size allows the animal to fit better into 
  tight spaces, such as the typical dungeon room or 
  subterranean passage.
  Reduce the damage dealt by the animal’s natural attacks as 
  shown on Table 2–3 in the Dungeon Master’s Guide.
  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 min./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 (see Table 
  2–3 in the Dungeon Master’s Guide).
  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, 
  which means (among other things) that you can’t use a 
  second casting of this spell to further reduce the size of as 
  humanoid that’s still under the effect of the first casting.
  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.
  REINCARNATE
  Transmutation
  Level: Drd 4
  
  1144
  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 (see Bringing Back the Dead, 
  page 171).
  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 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, the DM should create a 
  similar table of creatures of the same type or simply choose 
  the new form.
  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 who has died of old 
  age.
  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.
  Refer to the Monster Manual for details.
  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.
  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 min./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.
  
  1145
  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.
  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.
  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)
  Your height immediately doubles, and your weight 
  increases by a factor of eight.
  This increase changes your size category to the next larger 
  one, and you gain a +8 size bonus to Strength and a +4 size 
  bonus to Constitution.
  You gain a +4 enhancement bonus to your natural armor.
  You gain damage reduction 5/evil (if you normally channel 
  positive energy) or damage reduction 5/good (if you 
  normally channel negative energy).
  At 12th level this damage reduction becomes 10/evil or 
  10/good, and at 15th level it becomes 15/evil or 15/good 
  (the maximum).
  Your size modifier for AC and attacks changes as 
  appropriate to your new size category (if your original size 
  was Diminutive, Tiny, Small, Medium, or Large, the 
  modifier decreases by 1; otherwise see Size Modifier, page 
  134).
  Use Table 8–4: Creature Size and Scale to determine your 
  new space and reach.
  This spell doesn’t change your speed.
  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 (see Table 
  2–2 in the Dungeon Master’s Guide).
  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, 
  which means (among other things) that you can’t use a 
  second casting of this spell to further increase your size 
  while you are still under the effect of the first casting.
  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.
  
  1146
  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.
  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 large iron door or a wall of iron), 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.
  For example, full plate armor (AC +8) could be reduced to 
  +7 or as low as +2 in protection, depending on the die roll.
  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.
  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 (such as making 
  trees sing), deaden sounds (such as making a party of 
  adventurers silent), or transform sounds into other sounds 
  (such as making a caster’s voice sound like a pig snorting).
  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.
  For instance, you can’t change your voice so that it sounds 
  as though you are giving the command word to activate a 
  magic item unless you know that command word.
  A spellcaster whose voice is changed dramatically (such as 
  into that of the aforementioned snorting pig) is unable to 
  cast spells with verbal components.
  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.
  Thus, a map can be changed to become a treatise on 
  burnishing ebony walking sticks.
  The text of a spell can be changed to show a ledger page or 
  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.
  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 min./level (D)
  
  1147
  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 (for example, 
  dragon or magical beast) 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.
  For example, you are in combat and assume the form of a 
  will-o’-wisp.
  When this form is no longer useful, you change into a 
  stone golem and walk away.
  When pursued, you change into a flea, which hides on a 
  horse until it can hop off.
  From there, you can become a dragon, an orc, or just about 
  anything else you are familiar with.
  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).
  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 min./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.
  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 (for instance, from Large to Diminutive).
  Optionally, you can also change its now-shrunken 
  composition to a clothlike one.
  Objects changed by a shrink item spell can be returned to 
  normal composition and size merely by tossing them onto 
  any solid surface or by a word of command from the 
  original caster.
  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.
  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
  
  1148
  Spell Resistance: No
  This spell enables you to make a snare that 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.
  (The head of a worm or a snake could be thus ensnared, for 
  example).
  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 (DM’s option).
  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.
  For example, a party of adventurers trying to break out of a 
  cavern might use this spell to soften a wall.
  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 (such as a wall or a tower) by 
  softening the ground beneath it, causing it to settle.
  However, most well-built structures will only be damaged 
  by this spell, not destroyed.
  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.
  SPIDER CLIMB
  Transmutation
  Level: Drd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./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.
  
  1149
  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.
  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.
  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.
  For example, you can make a stone weapon, a special 
  trapdoor, or a crude idol.
  Stone shape also permits you to reshape a stone door to make 
  an exit where one didn’t exist or to seal a door shut.
  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.
  
  1150
  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
  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.
  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, 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 
  against a DC set by the DM.
  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 such as a barrel) to 1d6 
  points of damage per 25 pounds (for hard, dense objects 
  such as a boulder).
  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).
  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).
  
  1151
  Material Component: A powder composed of diamond, 
  emerald, ruby, and sapphire dust with a total value of at 
  least 5,000 gp.
  TENSER’S 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).
  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 (such as cloudkill) 
  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.
  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.
  Otherwise, for example, a metal door changed to wood is 
  forevermore a wooden door.
  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.
  
  1152
  If the spell is cast upon a boulder, for example, the boulder 
  collapses into 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.
  For example, a 10th-level caster could convert twenty 10-
  foot cubes into mud.
  Pooling on the floor, this mud would cover an area of forty 
  10-foot squares to 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.
  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)
  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).
  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.
  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 (such as a wagon 
  wheel or a human’s crossbow) or its equivalent per caster 
  level.
  A Medium object (such as an oar or a human’s spear) counts 
  as two Small objects, a Large object (such as a rowboat or a 
  hill giant’s greatclub) as four, a Huge object (such as a 
  wagon or a cloud giant’s morningstar) as eight, a 
  Gargantuan object (such as a keelboat) as sixteen, and a 
  Colossal object (such as a sailing ship) 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.
  
  1153
  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 min./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.
  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.
  (It can’t pass through walls, for instance).
  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.
  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.
  For example, you can make a wooden weapon, fashion a 
  special trapdoor, or sculpt a crude idol.
  This spell also permits you to reshape a wood door to make 
  an exit where one didn’t exist or to seal a door shut.
  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.
  
  1154
  UNIVERSAL
  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 (even stone or metal) 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 
  Drawmij’s instant summons on the same object (see that spell 
  description for details).
  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.
  • 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).
  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.
  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).
  Additionally, the following spells can be cast upon objects 
  or areas only and rendered permanent.
  
  1155
  Spells cast on other creatures, objects, or locations (not on 
  you) are vulnerable to dispel magic as normal.
  The DM may allow other selected spells to be made 
  permanent.
  Researching this possible application of a spell costs as 
  much time and money as independently researching the 
  selected spell (see the Dungeon Master’s Guide for details).
  If the DM has already determined that the application is 
  not possible, the research automatically fails.
  Note that you never learn what is possible except by the 
  success or failure of your research.
  XP Cost: See tables above.
  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.
  Characters typically use prestidigitation spells to impress 
  common folk, amuse children, and brighten dreary lives.
  Common tricks with prestidigitations include producing 
  tinklings of ethereal music, brightening faded flowers, 
  creating glowing balls that float over your hand, generating 
  puffs of wind to flicker candles, spicing up aromas and 
  flavors of bland food, and making little whirlwinds to 
  sweep dust under rugs.
  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).
  
  1156
  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.
  Such a wish gives the DM the opportunity to fulfil your 
  request without fulfilling it completely.
  (The wish may pervert your intent into a literal but 
  undesirable fulfillment or only a partial fulfillment).
  For example, wishing for a staff of the magi might get you 
  instantly transported to the presence of the staff’s current 
  owner.
  Wishing to be immortal could get you imprisoned in a 
  hidden extradimensional space (as by an imprisonment 
  spell), where you could “live” indefinitely.
  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.
  PLAYER’S HANDBOOK 2 
  (3.5)
  ABJURATION
  BLADE BROTHERS
  Abjuration
  Level: Bard 2, cleric 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: Two willing creatures
  Duration: 1 minute/level or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You reach out and touch two creatures, and a sparkling tether of 
  multicolored light briefly forms between them.
  One time during the duration of this spell, when one 
  subject of the spell attempts a saving throw, both recipients 
  can roll and apply the more favorable result.
  When rolling, each subject uses his own save bonus and 
  save modifiers.
  If both saving throws fail, both creatures suffer the 
  consequences of a failed save, even if the effect that 
  prompted the saving throw only affected one of the 
  subjects.
  If the affected creatures move more than 120 feet away 
  from each other after the spell is cast, the effect ends.
  CHAIN DISPEL
  Abjuration
  Level: Cleric 8, sorcerer/wizard 8
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more creatures, no two of which are 
  more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  A coruscating bolt rips through the air, humming with power as it 
  strikes each targeted creature.
  Each creature struck by this spell is affected as if by a 
  targeted dispel magic, except that you can add your caster 
  level to the dispel check, up to a maximum of 25.
  Material Component: A pair of bronze nails, each no less than 
  6 inches in length.
  CHANNELED DIVINE SHIELD
  Abjuration
  Level: Cleric 3
  Components: V, S
  Casting Time: See text
  Range: Personal
  Target: You
  Duration: 1 round/level
  As you complete this spell, a shield crafted from divine energy 
  appears before you.
  
  1157
  As you channel energy into the shield, it grows stronger and 
  stronger.
  This spell improves your defenses.
  The magnitude of this improvement depends on the 
  amount of time you spend casting the spell.
  If you cast this spell as a swift action, you gain damage 
  reduction 2/evil for the duration of this spell.
  If you cast this spell as a standard action, you gain damage 
  reduction 5/evil.
  If you cast this spell as a full-round action, you gain damage 
  reduction 8/evil.
  If you spend 2 rounds casting this spell, you gain damage 
  reduction 10/evil.
  The spell’s duration does not begin until you finish casting 
  the spell.
  You do not need to declare ahead of time how long you 
  want to spend casting the spell.
  When you begin casting this spell, you decide that you are 
  finished casting after the appropriate time has passed.
  CONDEMNATION
  Abjuration
  Level: Cleric 5, sorcerer/wizard 4
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One outsider
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You speak words of power, forcing the entity to shrink with horror.
  The outsider targeted by this spell must succeed on a Will 
  save or be stunned for 1 round and have its spell resistance 
  reduced by 10.
  DEFLECT
  Abjuration [Force]
  Level: Duskblade 2, sorcerer/wizard 2
  This spell functions like lesser deflect, except that you gain a 
  shield bonus to AC equal to 1/2 your caster level (round 
  down) against the next attack made against you before the 
  end of your next turn.
  DEFLECT, LESSER
  Abjuration [Force]
  Level: Duskblade 1, sorcerer/wizard 1
  Components: V
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round or until discharged
  With a word, you evoke a barrier of invisible force.
  You project a field of invisible force, creating a short-lived 
  protective barrier.
  You gain a deflection bonus to your AC against a single 
  attack; this bonus is equal to +1 per three caster levels 
  (maximum +5).
  You can cast this spell even when it’s not your turn; 
  however, you must cast it before your opponent makes his 
  attack roll to gain the benefit.
  DISPELLING TOUCH
  Abjuration
  Level: Duskblade 3, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One touched creature, object, or spell effect
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Your touch causes one spell to rip free of its source and dissipate 
  into nothingness.
  You can use dispelling touch to end an ongoing spell that has 
  been cast on a creature or object, or a spell that has a 
  noticeable ongoing effect.
  You make a dispel check (1d20 + your caster level, 
  maximum +10) against the spell effect with the highest 
  caster level.
  If that check fails, you make dispel checks against 
  progressively weaker spells until you dispel one spell or 
  until you fail all your checks.
  Magic items carried by a creature are not affected.
  ENERGY AEGIS
  Abjuration
  Level: Cleric 3, duskblade 3, sorcerer/wizard 3
  Components: V, DF
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A nigh-invisible ripple of magical energy courses through the 
  creature touched, granting it resistance against one type of energy 
  specified by you during the casting the spell.
  When you cast energy aegis, specify an energy type (acid, 
  cold, electricity, fire, or sonic).
  Against the next attack using this energy type that targets 
  the subject, it gains resistance 20.
  ENERGY VULNERABILITY
  Abjuration
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One or more creatures within a 10-ft.-radius 
  burst
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Silvery tendrils erupt from your outstretched arms and strike the 
  creatures you choose.
  A lingering silvery aura engulfs them thereafter.
  Energy vulnerability can affect a number of creatures with 
  total Hit Dice equal to twice your caster level or lower.
  You select which creatures are affected.
  When you cast this spell, specify an energy type (acid, cold, 
  electricity, fire, or sonic).
  
  1158
  The affected creatures gain vulnerability to that energy type 
  (they take +50% damage from that energy, even on a 
  successful save).
  Arcane Material Component: A tiny wooden shield, which the 
  caster snaps in half.
  FIELD OF RESISTANCE
  Abjuration
  Level: Sorcerer/wizard 5
  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: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  The air in this spell’s effect shimmers with arcane energy.
  A buzzing sound echoes in your mind as the flow of magic into the 
  affected area chokes off and ends.
  This spell creates a zone that impedes the flow of magic.
  The energy of this zone clings to creatures and objects, 
  granting them a shield against spells.
  All creatures in the spell’s area gain spell resistance of 11 + 
  caster level for as long as they remain in the area.
  If a creature already has spell resistance higher than this 
  amount, this spell does not affect it.
  Unlike personal spell resistance, this spell resistance 
  cannot be voluntarily lowered.
  A creature loses this spell resistance when it leaves the 
  spell’s area, and gains it again if it returns.
  MANA FLUX
  Abjuration
  Level: Cleric 5, sorcerer/wizard 5
  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: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  The air crackles and warps as you flood the area with unstable, 
  disrupting magical energy.
  The light shed by a continual flame torch flutters wildly, while 
  your magic items hum and vibrate.
  This spell creates a field of unstable magical energy.
  Any creature trying to cast a spell, use a spell-like ability, 
  activate a supernatural ability, or manifest a psionic power 
  in the spell’s area has a 20% chance of failure.
  Spell completion items, such as scrolls, also have this 
  failure chance.
  If a creature within the spell’s area has a spell failure chance 
  due to some other source, such as wearing armor, check 
  each source of spell failure chance separately.
  Feats and abilities that reduce the chance of spell failure 
  due to armor have no effect on this field.
  A failed spell uses up a spell slot or other resources as 
  appropriate.
  Magic items do not have a chance of failure, since the 
  power invested in them is too ingrained to be disrupted by 
  this spell.
  MYSTIC AEGIS
  Abjuration
  Level: Cleric 4
  Components: V, DF
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  A mantle of scintillating, multicolored light appears around you to 
  block the spell, then fades away.
  You cast mystic aegis immediately when you are targeted by 
  a hostile spell.
  You gain spell resistance equal to 12 + your caster level 
  against that spell.
  STIFLE SPELL
  Abjuration
  Level: Cleric 4, sorcerer/wizard 4
  Components: V
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature casting a spell
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  As the creature casts a spell, you utter a simple magical phrase that 
  momentarily confounds it.
  You cast this spell to distract another creature as it attempts 
  to cast a spell.
  The target must succeed on a Concentration check (DC 
  equal to 14 + your key ability modifier + the level of the 
  spell being cast) to ignore the distraction, or else it loses the 
  spell.
  CONJURATION
  BLOOD CREEPERS
  Conjuration (Creation)
  Level: Druid 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Thorny vines burst from the creature’s body, punching through 
  bone, flesh, and skin to enwrap its arms and legs and tether it to 
  the ground.
  The subject takes 1 point of piercing damage per caster 
  level (maximum 15) as the creepers rip apart its body.
  In addition, the creepers entwine securely around it, 
  trapping its legs and arms.
  The subject is immobilized (unable to move from its 
  current location) and entangled.
  Each round, the subject takes an extra 1 point of piercing 
  damage per caster level (maximum 15) unless it is able to 
  escape.
  
  1159
  A trapped creature can attempt to break free with a DC 20 
  Strength check or wriggle free with a DC 25 Escape Artist 
  check, either of which ends the spell if successful.
  Other creatures can use the aid another action as normal on 
  these checks.
  They can make attacks against these vines as if they were 
  wooden objects with a thickness of 3 inches (see Smashing 
  an Object, PH 185).
  Despite its name, blood creepers is equally effective on living 
  and nonliving creatures.
  BONES OF THE EARTH
  Conjuration (Creation) [Earth]
  Level: Druid 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Effect: One 5-ft.-diameter pillar of stone per round
  Duration: 1 round/2 levels (D)
  Saving Throw: Reflex negates
  Spell Resistance: No
  A pillar of rock explodes upward from the ground.
  Each round as a standard action, you conjure a pillar of rock 
  that bursts from a stone or earthen surface anywhere 
  within the spell’s range.
  Each pillar fills a 5-foot square and grows to a height of 20 
  feet or until it hits a barrier such as a ceiling or wall.
  A Large or smaller creature in a square where a pillar erupts 
  must succeed on a Reflex save or be carried upward by the 
  force of the pillar.
  If a pillar is created in a room with a ceiling height of 20 
  feet or less, the rock slams into the ceiling, dealing 4d6 
  points of damage to any creature atop it.
  In a location with a ceiling height of more than 20 feet, a 
  creature carried up by a pillar must succeed on a DC 20 
  Balance check or fall from the top of the pillar when it 
  reaches its maximum height.
  On a failed check, the creature plummets to the ground, 
  taking 2d6 points of damage from the fall.
  You can also cause a pillar to erupt from a vertical surface, 
  in which case any creatures in the pillar’s path must 
  succeed on their Reflex saves or take 2d6 points of damage 
  and be knocked prone.
  The pillar created is permanent and has AC 3, hardness 8, 
  and 900 hit points.
  A pillar can be climbed with a DC 20 Climb check.
  BRIGHT WORMS
  Conjuration (Creation) [Fire]
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 1 round/level (D)
  Saving Throw: Reflex half
  Spell Resistance: No
  With a loud pop, a nest of writhing worms of multicolored light 
  appears in the air.
  You create a knot of living light with wormlike tendrils 
  extending out from the mass.
  The worms hang in the air as if suspended.
  The worms drift away from the paths of your allies, but they 
  attack enemies that enter the area, lashing out with 
  lightning speed and combusting creatures that they touch.
  When you cast the spell, and in each later round at the 
  beginning of your turn, the flaming worms deal 2d6 points 
  of fire damage to any of your enemies in the area.
  The fire damage increases as you gain levels, to 3d6 per 
  round for an 11th-level caster and 4d6 per round for a 15th-
  level caster.
  Any area spell that deals cold damage eliminates the bright 
  worms from its area.
  CHANNELED DIVINE HEALTH
  Conjuration (Healing)
  Level: Cleric 4
  Components: V, S
  Casting Time: See text
  Range: See text
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You bring forth a sphere of pure healing energy.
  You pour divine power into it, slowly building the energy it holds, 
  until it is ready to mend an ally’s wounds.
  This spell allows you to heal an ally, or damage an undead 
  creature, at a range greater than touch.
  When you cast this spell, you channel energy into it.
  You can choose how long to spend casting this spell.
  If you cast this spell as a swift action, it has a range of touch, 
  and you heal a single touched creature of 1d8 points of 
  damage.
  An undead creature you touch takes this amount of damage 
  instead of being healed.
  If you cast this spell as a standard action, it has a range of 
  close, and you heal a single creature within range of
  damage equal to 1d8 points + your caster level (maximum 
  +10).
  An undead creature you designate within range takes this 
  amount of damage instead of being healed.
  If you cast this spell as a full-round casting this spell, it has a 
  range of medium, and you heal a single creature within 
  range of damage equal to 2d8 points + your caster level 
  (maximum +15).
  An undead creature you designate within range takes this 
  amount of damage instead of being healed.
  If you spend 2 full rounds casting this spell, it has a range of 
  long, and you heal a single creature within range of damage 
  equal to 4d8 points + your caster level (maximum +20).
  An undead creature you designate within range takes this 
  amount of damage instead of being healed.
  You do not need to declare ahead of time how long you 
  want to spend casting the spell.
  When you begin casting this spell, you decide that you are 
  finished casting after the appropriate time has passed.
  CLOUD OF KNIVES
  Conjuration
  Level: Cleric 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  
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  Target: You
  Duration: 1 round/level
  You conjure a cloud of sharp knives around you.
  The knives float in the air around your upper body, pointing in the 
  direction you look.
  Each round as a free action at the beginning of your turn, 
  you can release one of these knives at any target within 30 
  feet that you can see.
  This is a ranged attack that uses an attack bonus equal to 
  your caster level + your key ability modifier.
  Each successful hit deals 1d6 points of damage +1 per three 
  caster levels (maximum +5) and threatens a critical hit on a 
  roll of 19–20.
  Damage reduction applies to knife attacks from this spell.
  The knives are treated as magic for the purpose of 
  overcoming damage reduction.
  Material Component: A knife.
  Optional Material Component: Using a silvered dagger (22 gp) 
  in the casting of this spell allows the knives to overcome 
  damage reduction as if they were both magic and silver, but 
  the knives deal 1 less point of damage.
  DIMENSION HOP
  Conjuration (Teleportation)
  Level: Duskblade 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Pale motes of light dance and swirl about your fingertips.
  When you touch the creature, it disappears, leaves a cloud of motes 
  in its wake, and reappears somewhere nearby.
  You instantly teleport the subject creature a distance of 5 
  feet per two caster levels.
  The destination must be an unoccupied space within line of 
  sight.
  DIMENSION SHUFFLE
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 5
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which are more 
  than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  With a slight blue shimmer of energy and an audible pop, a 
  number of creatures around you disappear and reappear in new 
  positions.
  You instantly transfer any subject creature from its current 
  location to any other spot within 30 feet.
  You must have line of sight to its new location.
  An unwilling creature can make a Will saving throw to 
  negate this effect.
  The creature must be placed on solid ground capable of 
  supporting its weight.
  If you attempt to place a creature within a solid object or 
  into a space where it cannot fit, the spell fails.
  DIMENSION STEP
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One willing creature/3 levels, no two of which 
  are more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  All the creatures you target with this spell gain a dark, 
  shimmering pattern of runes on their shoes and feet.
  The runes blaze with arcane light for a moment.
  Less than a second later, the targets have shifted position on the 
  battlefield.
  This spell allows your allies to make a short teleport.
  All creatures targeted by this spell can teleport a distance 
  equal to their base land speed.
  A target can teleport to any square within its line of sight.
  This movement does not provoke attacks of opportunity.
  A creature can teleport up to a ledge, down to the base of a 
  flight of stairs, and so forth as long as it observes the 
  restrictions and limits given above.
  EXPLOSIVE RUNE FIELD
  Conjuration (Fire)
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  You infuse an area with arcane patterns that shift and slide along 
  the ground.
  They seethe with arcane energy, and an occasional bolt of energy 
  surges from them with a bright flash.
  This spell creates a hazardous field of energy similar to that 
  created by an explosive runes.
  spell.
  Unlike that spell, the runes created by this spell detonate 
  when they come into contact with a living creature other 
  than the caster.
  Any creature that begins its turn in the spell’s area must 
  attempt a Reflex save.
  On a failed save, the creature takes 4d6 points of fire 
  damage.
  Moving through the spell’s area is hazardous at best.
  Creatures that move at their normal speed must succeed on 
  Reflex saves to avoid the spell’s explosive effects.
  Creatures that move at half speed through the spell’s area 
  can avoid the damage just as if they had succeeded on their 
  saves.
  Material Component: A piece of parchment scribed with 
  runes.
  The runes must be drawn with silver-flecked ink (25 gp).
  
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  HEALING SPIRIT
  Conjuration (Healing)
  Level: Bard 4, cleric 4, druid 4, paladin 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One conjured healing spirit
  Duration: 1 round/2 levels
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless); see text
  A 1-foot-diamater ball of light appears and moves by your 
  command, healing those it touches.
  You conjure an incorporeal object of magical energy that 
  appears in any square within range.
  This healing spirit resembles a 1-foot-diameter ball of light.
  It sheds bright illumination in a 10-foot radius and 
  shadowy illumination for another 20 feet.
  A healing spirit cannot be affected by attacks or spells.
  A healing spirit flies at a speed of 30 feet with perfect 
  maneuverability.
  In the round you cast the spell and at the start of your turn 
  once per round thereafter, you can direct the healing spirit 
  to move and touch a creature by entering its space.
  The spirit’s touch carries positive energy, healing a living 
  creature of 1d8 points of damage.
  Since undead are powered by negative energy, a healing 
  spirit damages them instead of healing them.
  The spirit can affect an unwilling target (such as an undead) 
  by succeeding on an incorporeal touch attack, using your 
  base attack bonus and a Strength bonus of +0.
  An undead creature hit by such an attack can use spell 
  resistance against the effect and is allowed a Will save for 
  half damage.
  If a healing spirit travels farther from you than the spell’s 
  range, it winks out of existence and the spell ends.
  INVEST HEAVY PROTECTION
  Conjuration (Healing)
  Level: Cleric 5
  This spell functions like invest light protection, except that it 
  cures 5d4 points of damage +1 per two caster levels 
  (maximum +12) and grants damage reduction 5/evil.
  Undead creatures take an extra 5 points of damage from 
  any weapon or physical attack capable of overcoming good 
  damage reduction.
  INVEST LIGHT PROTECTION
  Conjuration (Healing)
  Level: Cleric 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous; see text
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless); see text
  You invest the target with an infusion of divine energy.
  His wounds knit shut, while the power you grant to him helps 
  ward off future injuries.
  You heal a living creature you touch of 1d4 points of 
  damage +1 per two caster levels (maximum +3).
  In addition, the creature touched gains damage reduction 
  1/evil for 1 minute.
  Like cure light wounds, this spell deals damage to undead 
  creatures instead of curing them.
  In addition, on a failed save undead creatures take an extra 
  1 point of damage from any weapon or physical attack 
  capable of overcoming good damage reduction for 1 
  minute.
  INVEST MODERATE PROTECTION
  Conjuration (Healing)
  Level: Cleric 3
  This spell functions like invest light protection, except that it 
  cures 3d4 points of damage +1 per two caster levels 
  (maximum +6) and grants damage reduction 3/evil.
  Undead creatures take an extra 3 points of damage from 
  any weapon or physical attack capable of overcoming good 
  damage reduction.
  KELGORE’S GRAVE MIST
  Conjuration/Necromancy [Cold]
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft. radius spread, 20 ft. high
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: See text
  With a gesture, you create a cloud of clammy, thin mist.
  The light in the area seems to dim as the mist appears, and a slight 
  wind washes over the area, sending a chill down your spine.
  This spell creates a thin mist within the spell’s area.
  The mist is too thin to have any effect on vision, but the 
  necromantic energy infused within it hampers the living.
  All living creatures within the mist become fatigued and 
  take 1d6 points of cold damage per round.
  If the spell fails to overcome a creature’s spell resistance, 
  the subject takes the cold damage but ignores the fatigue.
  Material Component: A handful of dirt taken from a 
  graveyard or tomb.
  LUMINOUS ASSASSIN
  Conjuration (Summoning)
  Level: Sorcerer/wizard 5
  This spell functions like lesser luminous assassin, except that 
  the assassin has the statistics provided below.
  
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  LUMINOUS ASSASSIN, GREATER
  Conjuration (Summoning)
  Level: Sorcerer/wizard 7
  This spell functions like luminous assassin, except that the 
  assassin has the statistics provided below.
  LUMINOUS ASSASSIN, LESSER
  Conjuration (Summoning)
  Level: Sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One summoned assassin
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You conjure a vaguely humanoid being composed of yellow light.
  
  1163
  It wields a radiant blade and moves with unearthly grace.
  A lesser luminous assassin appears above one creature within 
  range and drops onto it, slashing and stabbing.
  The assassin attacks as it falls, and the target creature is 
  considered flat-footed against this initial attack.
  Place the assassin in any square adjacent to the creature that 
  can hold the assassin.
  The assassin’s statistics are provided below.
  After its initial attack, a luminous assassin attacks its target 
  every round, taking its turn after your turn is completed.
  It fights intelligently and does not need to be directed by 
  you.
  If the creature flees, the assassin pursues it to the best of its 
  ability.
  If the creature dies or escapes, the assassin waits for you to 
  direct it to another creature (a free action).
  You cannot command the assassin to do anything except 
  attack creatures or wait (do nothing but defend itself), nor 
  can you direct it to attack another creature if the originally 
  targeted creature still lives and is within the spell’s range.
  The assassin and all its possessions vanish when the spell’s 
  duration expires.
  Focus: A serrated dagger.
  MAGIC CONVALESCENCE
  Conjuration (Healing)
  Level: Bard 5, cleric 5, druid 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius emanation centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You alter the flow of magic about your body so that spells heal you.
  Whenever a creature, including you, casts a spell within the 
  area of this spell, you heal 1 hit point per level of the spell 
  cast.
  The effect of each spell cast is resolved prior to your 
  receiving the healing.
  Material Component: A specially prepared, scented ointment.
  MELF’S UNICORN ARROW
  Conjuration
  Level: Sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Targets: One creature or up to five creatures, 
  no two of which are more than 15 ft. apart
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  The shimmering, transparent form of a unicorn flies forward, its 
  corporeal horn lowered in a charge at its enemy.
  A translucent unicorn shape appears in midair and speeds 
  toward the target of this spell.
  If you succeed on a ranged touch attack, the horn slams 
  into the target and deals 1d8+8 points of damage.
  In addition, the target is subject to a bull rush, and must 
  make a Strength check (with appropriate modifiers for a 
  bull rush) against a DC of 21.
  If the check is failed, the subject is pushed back 5 feet, plus 
  5 feet for every 5 points by which it failed the check.
  You can conjure an additional unicorn arrow for every three 
  caster levels beyond 5th, up to five at 17th level.
  You can have them strike a single creature or several 
  creatures, but each horn can strike only one creature.
  You must designate targets before you make your attack 
  rolls.
  A creature struck by more than one horn is only required to 
  make one Strength check to avoid the bull rush, but the DC 
  of the check increases by 2 for each horn beyond the first 
  that strikes it.
  Focus: An ivory replica of a unicorn (25 gp).
  REGROUP
  Conjuration (Teleportation)
  Level: Duskblade 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One willing creature/level
  
  1164
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You teleport your companions to your side.
  Each subject of this spell teleports to a square adjacent to 
  you.
  If those squares are occupied or cannot support the 
  teleported creatures, the creatures appear as close to you as 
  possible, on a surface that can support them, in an 
  unoccupied square.
  SCATTERING TRAP
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One 5-ft. square/2 levels
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  Areas you designate on the floor flare dimly.
  This spell imbues a number of 5-foot squares you designate 
  with a teleportation trap.
  A creatures moving through one of these squares and 
  failing its saving throw is teleported 1d6 squares in a 
  random direction (use the Missing with a Thrown Weapon 
  diagram, PH 158).
  If reaching the destination involves teleporting the subject 
  into a solid space such as within a wall, the subject is 
  forcibly shunted into the nearest open space and takes 1d6 
  points of damage.
  When you cast this spell, the 5-foot squares you designate 
  do not have to be adjacent but must all be within 30 feet of 
  one another.
  Material Component: A pinch of dandelion seeds.
  STAND
  Conjuration (Teleportation)
  Level: Duskblade 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One willing prone creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a swift upward gesture of your arms and a single clarion 
  command (“Stand!”), you enable the prone creature to safely rise to 
  its feet.
  The subject creature immediately stands, without 
  provoking attacks of opportunity.
  SUMMON GOLEM
  Conjuration (Summoning)
  Level: Cleric 9, sorcerer/wizard 9
  Components: V, S, F
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned golem
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You wave your hand over a lump of flesh, clay, stone, or iron while 
  chanting a lengthy incantation.
  Moments later, a golem of similar substance appears in a flash of 
  light to serve you.
  You summon a flesh, clay, stone, or iron golem.
  The golem begins acting at the start of your next turn and 
  follows your simple commands.
  The golem disappears when it is destroyed or when the 
  spell’s duration expires.
  Focus: A small lump of preserved flesh, dried clay, 
  unworked stone, or iron ore.
  TOXIC WEAPON
  Conjuration (Creation)
  Level: Duskblade 4, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Piercing or slashing weapon touched
  Duration: 1 hour or until discharged
  Saving Throw: Fortitude negates; see text
  Spell Resistance: No
  You touch the weapon, and an oily liquid appears on its surface.
  When you cast this spell, you coat the target weapon with 
  poison.
  The next successful melee attack with that weapon delivers 
  the poison.
  The poison deals 1d10 points of Constitution damage 
  immediately and another 1d10 points of Constitution 
  damage 1 minute later.
  Each instance of damage can be negated by a Fortitude save 
  (DC equal to this spell’s save DC).
  If the weapon has not scored a successful hit after 1 hour, 
  the poison becomes inert and evaporates.
  DIVINATION
  ALTER FORTUNE
  Divination
  Level: Bard 3, cleric 3, druid 3, sorcerer/wizard 3
  Components: V, X
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  With a single utterance, you create a momentary distortion that 
  engulfs and confounds your foe.
  You change the flow of chance, causing the subject to 
  immediately reroll any die roll it just made.
  It must abide by the second roll.
  XP Cost: 200 XP.
  CROWN OF CLARITY
  Divination
  Level: Druid 3, ranger 2, sorcerer/wizard 3
  Components: V, S, F
  
  1165
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D) or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A crown of magical energy appears upon your head.
  For a moment, your vision blurs and a slight buzz fills your ears.
  These distractions pass, leaving you with sharpened senses.
  You create an arcane crown that grants the wearer a +2 
  competence bonus on Listen and Spot checks.
  As an immediate action, the creature wearing a crown of 
  clarity can discharge its magic to gain a +8 bonus on a single 
  Spot or Listen check.
  The spell ends after the wearer uses the crown in this 
  manner.
  The crown occupies space on the body as a headband, hat, 
  or helm.
  If the crown is removed, the spell immediately ends.
  Focus: A pewter hoop 6 inches in diameter.
  HUNTER’S EYE
  Divination
  Level: Ranger 2
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Your vision blurs for a moment.
  When it clears, you can see through your enemies’ skin to spot their 
  arteries, organs, and other vulnerable points.
  Your slice into a foe with uncanny precision, allowing you 
  to strike a foe’s vulnerable points and deal extra damage.
  This spell grants you the sneak attack ability.
  You deal an extra 1d6 points of damage per three caster 
  levels.
  If you already have the sneak attack ability, this damage 
  stacks with it.
  INSIGHT OF GOOD FORTUNE
  Divination
  Level: Bard 2, cleric 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 minute/level or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You toss a small golden die.
  It rolls toward the creature you choose, then disappears in a tiny 
  golden flash of light.
  The subject of the spell becomes unusually lucky.
  Once during the spell’s duration, when he makes an attack 
  roll, skill check, saving throw, or ability check, he rolls 
  twice and takes the better result.
  He must choose to use this ability before the check is 
  attempted, and the spell expires once the second die is 
  rolled.
  Material Component: A gold die (worth 20 gp).
  LINKED PERCEPTION
  Divination
  Level: Druid 2, ranger 1
  Components: V, DF
  Casting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius emanation centered on you
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Your senses are muddied for a moment, but when they clear, your 
  sight and hearing are improved.
  This spell imparts to all allies in its area a shared awareness 
  of their surroundings.
  Each ally in the area (including yourself ) gains a +2 bonus 
  on Spot and Listen checks per each ally in the area.
  For example, if you and three allies are in the area, each of 
  you gains a +6 bonus.
  MASTER’S TOUCH
  Divination
  Level: Bard 2, cleric 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a mere utterance, you grant the creature special insight into 
  how best to complete a task at hand.
  You cast this spell immediately before the target makes a 
  skill check.
  The subject envisions how a master might accomplish the 
  same task, gaining a +4 insight bonus on its skill check.
  Master’s touch has no effect on skill checks that represent 
  effort over more than 1 round of time (Craft checks, for 
  example).
  SURE STRIKE
  Divination
  Level: Duskblade 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round or until discharged
  You gain a fleeting glimpse into the future, enough to guide your 
  impending attack.
  You cast this spell immediately before you make an attack 
  roll.
  You can see into the future for that attack, granting you a +1 
  insight bonus per three caster levels on your next attack 
  roll.
  VISIONS OF THE FUTURE
  Divination
  Level: Cleric 8
  Components: V, S
  Casting Time: 10 minutes
  
  1166
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged
  You view events slightly before they happen, gaining time to react 
  to them.
  You gain a +2 sacred bonus on all saving throws and +2 
  dodge bonus to Armor Class.
  Once during the spell’s duration, as an immediate action, 
  you can choose to discharge the spell to gain a greater 
  bonus.
  When you discharge the spell in this manner, you gain a 
  sacred bonus on all saving throws and a dodge bonus to 
  your Armor Class equal to 1/2 your caster level (maximum 
  +25).
  This bonus lasts until the beginning of your next turn.
  DUAL-SCHOOL
  DOOM SCARABS
  Conjuration/Necromancy
  Level: Duskblade 3, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: See text
  A swarm of scarabs surges from your outstretched hand.
  These insects rip and bite at all living creatures in the area, then 
  return to you with life essence stolen from their victims.
  This spell has two effects.
  It deals 1d6 points of damage per two caster levels 
  (maximum 10d6) to all creatures in the area.
  Spell resistance does not apply to this damage.
  However, spell resistance does apply to the spell’s 
  secondary effect.
  If you overcome a creature’s spell resistance, you gain 1d4 
  temporary hit points as the scarabs feast on the creature’s 
  arcane energy and bleed it back into you.
  You gain these temporary hit points for each creature 
  whose spell resistance you overcome.
  You never gain temporary hit points from creatures that do 
  not have spell resistance.
  The temporary hit points gained from this spell last for up 
  to 1 hour.
  KELGORE’S FIRE BOLT
  Conjuration/Evocation [Fire]
  Level: Duskblade 1, sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: See text
  You conjure a shard of red-hot rock and hurl it toward an
  opponent.
  As it streaks through the air, a nimbus of arcane energy crackles 
  around it.
  This spell conjures a small orb of rock and sheathes it in 
  arcane energy.
  This spell deals 1d6 points of fire damage per caster level 
  (maximum 5d6).
  If you fail to overcome the target’s spell resistance, the spell 
  still deals 1d6 points of fire damage from the heat and force 
  of the conjured orb’s impact.
  Material Component: A handful of ashes.
  SLASHING DISPEL
  Abjuration/Evocation
  Level: Duskblade 5, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Area: One creature or 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You rip away the spell energy infused within a creature, turning it 
  into a harmful burst of energy that burns into the creature before 
  dissipating.
  This spell functions like dispel magic (PH 223), except as 
  noted here.
  Any creature that has a spell effect removed from it takes 2 
  points of damage per level of the dispelled effect.
  If a creature loses the effects of multiple spells, it takes 
  damage for each one.
  ENCHANTMENT
  BLACK KARMA CURSE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Cleric 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a word and a gesture, you compel the bewildered creature to 
  attack itself.
  If the target creature’s saving throw fails, it immediately 
  takes damage as if it had hit itself with its currently wielded 
  weapon (or natural weapon).
  If the creature has more than one eligible attack form, it 
  uses the one that deals the most damage.
  HESITATE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3, beguiler 3, cleric 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level (D); see text
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  
  1167
  In the eyes of your enemy, you seem large, powerful, and 
  indomitable.
  You fill a subject with doubts and misgivings, making it 
  believe it is inferior to you.
  On a failed save, the subject can take no action other than a 
  move action on its current turn.
  Hesitate confers no special bonuses for attackers attempting 
  to hit the subject; the subject still defends itself.
  If you attack the affected creature, the spell ends 
  immediately.
  Each round, as a swift action at the start of its turn, the
  subject can attempt a new saving throw to end the effect.
  If the save succeeds, the subject can then act normally.
  You can cast this spell even when it’s not your turn; 
  however, you must cast it at the start of your opponent’s 
  turn to gain the benefit.
  INCITE RIOT
  Enchantment [Mind-Affecting]
  Level: Bard 5, beguiler 5, sorcerer/wizard 5
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which are more 
  than 30 ft. apart
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You sow discord among your enemies, spurring them to physical 
  violence.
  Each creature that fails its saving throw attacks the nearest 
  creature on its next turn, whether friend or foe.
  An affected creature attacks with whatever weapon is in 
  hand, or with natural weapons.
  An unarmed creature attacks with an unarmed strike.
  An affected creature not already adjacent to another 
  creature will move or (if possible) charge the nearest 
  creature; if the nearest creature is not within range of a 
  charge, the subject moves toward the nearest creature along 
  the most efficient route.
  INEVITABLE DEFEAT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: None and Will negates; see text
  Spell Resistance: Yes
  You touch the creature with your hand, and it teeters on the edge of 
  unconsciousness.
  You draw a cloud over the subject’s mind, dealing 3d6 
  points of nonlethal damage.
  No saving throw is allowed against this effect.
  Each round on its turn, the subject must succeed on a Will 
  save or take another 3d6 points of nonlethal damage.
  If the saving throw is successful, the damage for that round 
  is negated and the spell ends.
  OVERWHELM
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 6, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You grip the creature’s head, and a surge of magical energy 
  overwhelms its senses.
  With a touch, you deal nonlethal damage to the subject 
  equal to the creature’s current hit point total.
  ROUSE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 1, duskblade 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  With a loud snap of your fingers, you cause any sleeping creatures 
  in the spell’s area to awaken.
  This spell has no effect on creatures that are unconscious 
  due to being reduced to negative hit points, or that have 
  taken nonlethal damage in excess of their current hit 
  points.
  STAY THE HAND
  Enchantment (Charm) [Mind-Affecting]
  Level: Bard 1, beguiler 2, cleric 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 immediate action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your words invoke compassion and mercy in the merciless.
  If the target creature fails its save against stay the hand, it 
  refrains from attacking you or targeting you with spells for 
  the remainder of the current round.
  You can cast this spell during an opponent’s turn after the 
  opponent announces its intention to attack you or target 
  you with a spell.
  If the opponent becomes subject to this spell, it can choose 
  a new target to attack, but it takes a –4 circumstance penalty 
  on its attack roll due to the sudden change of intentions at 
  the last second.
  Likewise, the subject of this spell can redirect a spell that 
  had been targeted on you, but it must succeed on a 
  Concentration check (DC 15 + the spell’s level) or the spell 
  is wasted.
  WHELM
  Enchantment (Compulsion) [Mind-Affecting]
  
  1168
  Level: Beguiler 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You thrust one arm forward toward your foe, palm open and 
  fingers splayed.
  The creature reels as an invisible surge of power invades its mind.
  You launch a magical assault that wears at the target’s mind, 
  dealing 1d6 points of nonlethal damage if it fails its saving 
  throw.
  For every two caster levels beyond 1st, you deal an extra 
  1d6 points of nonlethal damage to the subject, to a 
  maximum of 5d6 at 9th level.
  WHELM, MASS
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One living creature/level
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a sweep of your arm, creatures reel as an invisible surge of 
  magical power invades their minds.
  This spell functions like whelm, except that it affects 
  multiple targets and it deals 1d6 points of nonlethal damage 
  per caster level to each subject, to a maximum of 10d6 at 
  10th level.
  WHELMING BLAST
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You stretch your arms before you, spread your hands wide, and 
  unleash an invisible cone of magical power that assails the minds 
  of the creatures within it.
  You assail the mental faculties of creatures in the area, 
  dealing 1d6 points of nonlethal damage per two caster 
  levels (maximum 5d6 at 10th level) to each creature that 
  fails its save.
  EVOCATION
  BIGBY’S DISRUPTING HAND
  Evocation [Force]
  Level: Sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One hand of force
  Duration: 1 minute (D)
  Saving Throw: None
  Spell Resistance: Yes
  A small, spectral human hand springs into existence before your 
  target.
  It hovers in the air, ready to deliver a backhanded blow.
  Like Bigby’s interposing hand, this spell creates a magical 
  construct in the form of a human hand.
  The hand targets a single opponent of your choice within 
  range.
  You choose this opponent as you cast the spell.
  You can target a different opponent with this spell by 
  taking a move action to do so.
  When the subject of Bigby’s disrupting hand attempts to cast 
  a spell, the hand punches him.
  This attack causes no damage, but it forces the subject to 
  make a Concentration check with a DC equal to this spell’s 
  save DC.
  If the subject fails the check, the hand’s blow ruins his 
  casting attempt.
  The hand is about 1 foot long.
  It has hit points equal to half your full normal hit points, 
  and its AC is 20 (+4 size, +6 natural).
  It makes saving throws using your total save bonuses and 
  takes damage from spells and attacks as normal.
  Focus: A soft glove.
  BIGBY’S HELPFUL HAND
  Evocation [Force]
  Level: Sorcerer/wizard 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: One hand of force
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  A magical construct in the shape of a hand appears next to you.
  Its fingers open toward you, waiting for you to hand it an item.
  This spell creates a hand of magical force that holds items 
  for you, helps you complete long, involved tasks, and 
  otherwise aids you.
  The spell grants you a +2 competence bonus on Craft, 
  Disable Device, and Open Lock checks for the duration of 
  the spell.
  It can hold a single object weighing up to 20 pounds.
  You can grasp the object that the hand carries or place an 
  object in its grasp as a swift action.
  The hand remains in your square at all times.
  It matches your speed, and you can bring the hand and the 
  object along with you if you use dimension door, teleport, and 
  similar spells.
  You cannot order the hand to move away from you.
  If you are separated from the hand, the spell immediately 
  ends.
  The hand is about 1 foot long.
  It has hit points equal to half your full normal hit points, 
  and its AC is 20 (+4 size, +6 natural).
  It makes saving throws using your total save bonuses and 
  takes damage from spells and attacks as normal.
  Focus: A soft glove.
  
  1169
  BIGBY’S STRIKING FIST
  Evocation [Force]
  Level: Duskblade 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  A large glowing fist, the size of a human torso, appears in front of 
  the creature and slams into it with great force.
  The attack bonus of this striking fist equals your caster level 
  + your key ability modifier + 2 for the hand’s Strength score 
  (14).
  The fist deals 1d6 points of nonlethal damage per two caster 
  levels (maximum 5d6) and attempts a bull rush (PH 154).
  The fist has a bonus of +4 plus +1 per two caster levels on 
  the bull rush attempt, and if successful it knocks the 
  subject back in a direction of your choice.
  This movement does not provoke attacks of opportunity.
  A subject that succeeds on its Reflex save takes half damage 
  and is not subject to the bull rush attempt.
  Material Components: Three glass beads.
  BIGBY’S TRIPPING HAND
  Evocation [Force]
  Level: Duskblade 1, sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  A large glowing hand, the size of a human torso, appears in front 
  of the creature and sweeps at its legs.
  The large hand sweeps at the target creature’s legs in a 
  tripping maneuver (PH 158).
  This trip attempt does not provoke attacks of opportunity.
  Its attack bonus equals your caster level + your key ability 
  modifier + 2 for the hand’s Strength score (14).
  The hand has a bonus of +1 on the trip attempt for every 
  three caster levels, to a maximum of +5 at 15th level.
  Material Components: Three glass beads.
  BIGBY’S WARDING HAND
  Evocation [Force]
  Level: Sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One hand of force
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A spectral human hand springs into existence.
  It pushes into the target, forcing him back as he attempts to move.
  This spell creates a hand of pure force that hinders the 
  subject’s ability to move.
  You designate a target when casting this spell.
  You can change the spell’s target by taking a move action to 
  do so.
  This spell has no effect on Huge or larger creatures.
  If the target of the spell attempts to move, it must make a 
  Strength check (DC 12 + your key ability modifier).
  If this check fails, the creature moves at half speed.
  The target must make a new check each round to overcome 
  the hand’s hindering force.
  The hand is about 1 foot long.
  It has hit points equal to half your full normal hit points, 
  and its AC is 20 (+4 size, +6 natural).
  It makes saving throws using your total save bonuses and 
  takes damage from spells and attacks as normal.
  Focus: A soft glove.
  BLEAKNESS
  Evocation [Darkness, Evil]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, 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: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  A pulsing darkness bleeds from your body.
  You conjure up a cloud of inky darkness laced with life-
  sucking energy from the Negative Energy Plane.
  Living creatures in the area take 1d6 points of damage each 
  round, starting in the round when they enter the area and 
  at the beginning of their turns each round they remain in 
  the area.
  The damage can be prevented by any effect that protects 
  against negative energy, such as death ward.
  In addition, undead gain turn resistance +4 and fast healing 
  3 for as long as they remain in the area of the spell.
  Bleakness counters or dispels any light spell of equal or 
  lower level.
  BLESSING OF THE RIGHTEOUS
  Evocation [Good]
  Level: Cleric 4, paladin 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: All allies in a 40-ft.-radius burst centered on you
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A sudden burst of warm, radiant light engulfs you and your allies.
  The light fades quickly but lingers on the weapons of those affected.
  You bless yourself and your allies.
  You and your allies’ melee and ranged attacks deal an extra 
  1d6 points of holy damage and are considered good-aligned 
  for the purpose of overcoming damage reduction.
  CHANNELED PYROBURST
  Evocation [Fire]
  Level: Duskblade 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: See text
  
  1170
  Range: Medium (100 ft. + 10 ft./level)
  Area: See text
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A sphere of fiery energy comes into being before you.
  You channel energy into it, causing it to bubble and seethe with 
  power.
  When you have poured enough energy into the sphere, you send it 
  flying into your foes.
  This spell creates a bolt of fiery energy that blasts your 
  enemies.
  The spell’s strength depends on the amount of time you 
  spend channeling energy into it.
  If you cast this spell as a swift action, it deals 1d4 points of 
  fire damage per two caster levels (maximum 10d4) against a 
  single target of your choice.
  If you cast this spell as a standard action, it deals 1d6 points 
  of fire damage per caster level (maximum 10d6) to all 
  creatures in a 10-foot-radius spread.
  If you cast this spell as a full-round action, it deals 1d8 
  points of fire damage per caster level (maximum 10d8) to 
  all creatures in a 15-foot-radius spread.
  If you spend 2 rounds casting this spell, it deals 1d10 points 
  of fire damage per caster level (maximum 10d10) to all 
  creatures in a 20-foot-radius spread.
  You do not need to declare ahead of time how long you 
  want to spend casting the spell.
  When you begin casting this spell, you decide that you are 
  finished casting after the appropriate time has passed.
  CROWN OF SMITING
  Evocation
  Level: Cleric 3, paladin 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D) or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A crown of divine energy appears upon the target’s brow.
  The holy symbol of the caster’s faith is set at the front of the crown.
  You create a magic crown infused with divine energy 
  harmful to enemies of your faith.
  Choose a single alignment (chaotic, evil, good, or lawful) 
  when you cast this spell.
  Once per minute, the crown’s wearer gains a +2 divine 
  bonus on damage rolls on his next melee or ranged attack if 
  his target has the designated alignment.
  The crown’s wearer must decide to use this extra damage 
  before making his attack.
  If he misses, the extra damage is lost.
  As an immediate action, the creature wearing a crown of 
  smiting can discharge its magic to gain a +8 divine bonus on 
  damage on a single attack.
  The spell ends after the wearer uses the crown in this 
  manner.
  The crown occupies space on the body as a headband, hat, 
  or helm.
  If the crown is removed, the spell immediately ends.
  Focus: A silver hoop 6 inches in diameter costing 25 gp.
  CRUSHING GRIP
  Evocation
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 3 rounds
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  You conjure a band of energy that slowly squeezes your opponent.
  As the band tightens, it restricts his movement and eventually 
  holds him in place, rigid with paralysis.
  This spell has one effect on an opponent when you begin 
  casting it.
  At the beginning of your next turn, when you finish casting
  the spell, it has a second effect.
  When you start casting this spell, your target takes a –2 
  penalty on attacks, checks, saves, and AC.
  He also takes a 20-foot penalty to speed.
  This effect does not allow a saving throw, but spell 
  resistance applies.
  If you fail to overcome the target’s spell resistance, you 
  immediately stop casting the spell, and the secondary effect 
  does not take place.
  When you complete the casting of this spell, your target 
  must make a Fortitude saving throw or be paralyzed.
  Even if the target makes this saving throw, this spell’s 
  initial effect continues to affect him for the spell’s duration.
  This spell’s duration begins after you have completed 
  casting it.
  DETONATE
  Evocation [Death, Fire]
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  The creature you point at explodes in a massive spray of fire.
  If the target fails its saving throw, this spell slays the 
  creature, and the explosion extends out to a 20-foot-radius 
  burst around it.
  Creatures in this area take 1d6 points of fire damage per 
  caster level (maximum 20d6), though they can attempt 
  Reflex saves for half damage.
  The exploded creature’s remains are scattered and 
  vaporized, leaving nothing but dry ash.
  If the target succeeds on its saving throw, it is wracked by a 
  series of small explosions and takes 7d6 points of fire 
  damage.
  If this damage kills the creature, it explodes as described 
  above.
  Detonate has no effect on creatures that have immunity to 
  fire.
  Material Component: A tindertwig and a piece of string.
  
  1171
  DIVINE RETALIATION
  Evocation [Force]
  Level: Cleric 3, paladin 4
  Components: V, S, DF
  Casting Time: 1 swift action
  Range: 0 ft.
  Effect: Magic weapon of force
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  A spectral weapon composed of pure force energy springs into 
  existence next to you.
  Each time a foe strikes you, the weapon springs into action, 
  chopping into your foe and dealing a grievous wound.
  This spell creates a divine weapon that mimics your deity’s 
  favored weapon.
  Any time you are struck for damage by a melee attack, this 
  weapon strikes at your foe.
  It has a base attack bonus equal to your caster level + your 
  Str modifier or Wis modifier (your choice).
  It deals damage as per your deity’s favored weapon, and is of 
  a size equal to your current size.
  The weapon gains a bonus on damage rolls equal to 1-1/2 
  times your Str modifier or Wis modifier (your choice).
  There is no limit to the number of attacks that this weapon 
  can make.
  If a hydra bites at and hits you six times, this weapon in 
  turn strikes at the hydra six times.
  The weapon has reach or range appropriate to its type.
  It shares a space with you.
  If you are Large or larger, it counts as occupying each 
  square of the space you fill.
  DRIFTS OF THE SHALM
  Evocation
  Level: Druid 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 5-ft. square/level (S)
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You call upon the power of Obad-Hai and conjure forth a great 
  drift of snow, leaves, or smoldering ash.
  Druids of Obad-Hai routinely evoke the drifts of their lord 
  to delay their enemies, to buy themselves time in the face 
  of a sudden threat, and simply to decorate their groves.
  You create drifts of snow, leaves, or ash 3 feet thick.
  It costs 2 squares of movement to enter a drift-covered 
  square.
  Additional effects apply based on the type of drift.
  A snow drift ripples with freezing energy.
  Anyone moving through or located in a snow drift takes 3 
  points of cold damage each round.
  If any part of a leaf drift comes in contact with fire 
  (anything from a torch to a fireball will do), the whole drift 
  instantly ignites.
  The heat from the burning leaves deals 2d6 points of fire 
  damage to anyone in the inferno.
  An ash drift smolders with dying embers.
  Anyone moving through or located in an ash drift takes 3 
  points of fire damage each round.
  ELECTRIC VENGEANCE
  Evocation [Electricity]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 immediate action
  Range: 5 ft.
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  As the creature strikes you, an arc of lightning springs from your 
  body and blasts the creature in return.
  You can cast this spell only when another creature has just 
  dealt hit point damage to you with a melee attack.
  When you cast electric vengeance, a blast of lightning arcs 
  from your body into the subject’s; the arc deals 2d8 points 
  of electricity damage +1 point per caster level (maximum 
  +10).
  ELECTRIC VENGEANCE, GREATER
  Evocation [Electricity]
  Level: Sorcerer/wizard 5
  Saving Throw: Fortitude partial
  This spell functions like electric vengeance, except as noted 
  here.
  This spell deals 5d8 points of damage +1 per caster level 
  (maximum +15), and the target of the spell must succeed on 
  a Fortitude save or be dazed until the end of your next turn.
  PRISMATIC MIST
  Evocation
  Level: Sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 30-ft.-radius spread
  Duration: 1 minute/level
  Saving Throw: See text
  Spell Resistance: No
  You call forth a thin, multihued mist that fills the area.
  Small incandescent lights, no brighter than candles, drift lazily 
  throughout the mist.
  The mist is too thin to obscure vision or provide 
  concealment, but walking through it is hazardous.
  Each round, a creature that begins its turn in the area of the 
  spell, or that enters the mist during its turn, is subject to 
  one or more of the following effects based on the 
  (randomly determined) color of the mist in the area around 
  the creature.
  Consult the table below to determine the color of the mist 
  and its effect.
  
  1172
  RADIANCE
  Evocation [Good, Light]
  Level: Cleric 5, druid 5, sorcerer/wizard 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft.-radius emanation centered on you
  Duration: 1 round/level (D); see text
  Saving Throw: None
  Spell Resistance: No
  A bright, scintillating light shines from your body.
  For the duration of this spell, you emanate a bright light 
  that undead find uncomfortable.
  The illumination within the area is bright, the equivalent of 
  a daylight spell.
  Undead in the area are dazzled for as long as they remain in 
  the radius and for 1d6 rounds thereafter.
  Radiance counters or dispels any darkness spell of equal or 
  lower level.
  RAY OF THE PYTHON
  Evocation
  Level: Bard 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 minute
  Saving Throw: Reflex negates; see below
  Spell Resistance: Yes
  A ray of pulsing yellow light springs from your hand.
  It strikes your target and wraps around him like a snake, 
  hampering his ability to move and attack.
  This spell creates a ropey strand of arcane energy that 
  restricts a creature’s movements.
  A creature struck by this ray can only make one attack per 
  round and cannot make attacks of opportunity.
  In addition, the creature’s speed is reduced by 10 feet.
  After the spell has been in effect for 1 round, at the start of 
  its turn in each round thereafter, the subject is allowed a 
  Reflex save to resist the spell’s effects.
  If the save succeeds, the creature ignores the spell’s effects 
  for that round.
  It must make a new save each round, regardless of the 
  result of a previous save.
  RIGHTEOUS BURST
  Evocation [Good]
  Level: Cleric 7
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft.-radius burst centered on you
  Duration: Instantaneous
  Saving Throw: None or Will half; see text
  Spell Resistance: Yes
  Holy light blasts from your upraised fist.
  This spell heals every ally in the area of 1d8 points of 
  damage +1 per caster level (maximum +35).
  Every enemy in the area takes 1d8 points of damage +1 per 
  caster level (maximum +35).
  Enemies are allowed Will saves to halve the damage.
  Material Component: A handful of silver dust (worth 15 gp).
  SEEKING RAY
  Evocation
  Level: Duskblade 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous; see text
  Saving Throw: None
  Spell Resistance: Yes
  A ray of electricity springs from your hand.
  It snakes around obstacles, cover, and other impediments on its 
  way toward your target.
  You create a ray that deals 4d6 points of electricity damage 
  if it strikes your target.
  While this ray requires a ranged touch attack to strike an 
  opponent, it ignores concealment and cover (but not total 
  concealment or total cover), and it does not take the 
  standard penalty for firing into melee.
  In addition to the damage it deals, the ray creates a link of 
  energy between you and the subject.
  If this ray struck the target and dealt damage, you gain a +4 
  bonus on attacks you make with ray spells (including 
  another casting of this one, if desired) against the subject 
  for 1 round per caster level.
  If you cast seeking ray a second time on a creature that is still 
  linked to you from a previous casting, the duration of the 
  new link overlaps (does not stack with) the remaining 
  duration of the previous one.
  SONIC SHIELD
  Evocation
  
  1173
  Level: Bard 3, duskblade 5, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  The air around you shifts and shimmers as a field of pure sonic 
  energy forms before you.
  This shield repels all attacks with a blast of energy that sends the 
  attacker stumbling backward.
  This spell grants you a +4 def lection bonus to AC.
  In addition, anyone who successfully hits you with a melee 
  attack takes 1d8 points of sonic damage and must make a 
  Fortitude saving throw or be knocked 5 feet away from you 
  into an unoccupied space of your choice.
  If no space of sufficient size is available for it to enter, it 
  instead takes an extra 1d8 points of sonic damage.
  THUNDER FIELD
  Evocation
  Level: Bard 4, druid 6, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
  The air around you crackles with the distant boom of thunder.
  A dome of translucent golden energy surrounds the spell’s area.
  The dome shakes and rattles, while the muffled sounds of explosive 
  blasts echoes from it.
  Any creature within the dome is knocked into the air by the 
  powerful, ear-splitting blasts.
  This spell creates an area of turbulent, sonic energy.
  For the duration of the spell, any creature that starts its turn 
  in the spell’s area must make a Fortitude save or take 1d8 
  points of sonic damage.
  In addition, affected creatures must make a Reflex save or 
  be knocked prone.
  If a creature is already prone, failing this save has no effect 
  on it.
  WRACK EARTH
  Evocation [Earth]
  Level: Druid 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Spell Resistance: No
  You stomp your foot, causing a shockwave to shoot out from you.
  When you cast this spell, earth and stone blast upward 
  along a 30-foot line, smashing creatures and knocking them 
  out of the way.
  This spell deals 1d6 points of bludgeoning damage per 
  caster level (maximum 15d6) to every creature it contacts 
  and creates a 5-foot-wide mound of stone and rubble along 
  the path of the line.
  Creatures within the area that fail their Reflex saves are 
  moved to a random side of the rubble.
  The rubble created is difficult terrain that requires 2 
  squares of movement to enter.
  Creatures that succeed on their saving throws take half 
  damage and are not moved by the mound of rubble.
  ILLUSION
  BLINDING COLOR SURGE
  Illusion (Glamer)
  Level: Beguiler 2, sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: You and one creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You point at the target of this spell.
  The colors of your clothing, skin, and hair shine for a brief moment 
  before they surge away from you, forming a multicolored ray that 
  strikes your target.
  You disappear as the colors of your body and items leap from you 
  into the beam.
  The target clutches his eyes and staggers.
  You strip the color from your body and gear, turn it into a 
  lance of energy, and hurl it at a target.
  When you cast this spell, you target a creature with the 
  colors stripped from your form.
  The target must make a Will save or be blinded for 1 round.
  You also gain the benefit of invisibility, for the duration of 
  this spell, even if the target creature succeeds on its save or 
  if its spell resistance protects it.
  Focus: A small prism.
  CROWN OF VEILS
  Illusion (Figment)
  Level: Bard 2, beguiler 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D) or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A shimmering halo of energy surrounds the target’s head like a 
  crown.
  It flashes a spectrum of colors before fading away.
  This spell creates a magic crown infused with illusion 
  magic.
  The spell’s recipient gains a +2 competence bonus on 
  Disguise and Hide checks.
  As an immediate action, the creature wearing the crown of 
  veils can discharge its magic to gain a +8 competence bonus 
  on a single Disguise or Hide check.
  The spell ends after the wearer uses the crown in this 
  manner.
  The crown occupies space on the body as a headband, hat, 
  or helm.
  If the crown is removed, the spell immediately ends.
  
  1174
  Focus: A brass hoop 6 inches in diameter.
  FRIEND TO FOE
  Illusion (Phantasm) [Mind-Affecting]
  Level: Bard 5, beguiler 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One living creature/level, none of which are 
  more than 30 ft. apart
  Duration: 1 round/level (D); see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your enemies transform into what they each hate the most, 
  suddenly turning against each other.
  You overlay phantasmal images over your enemies, making 
  them appear to each other as loathsome and despicable, 
  implanting an urge to kill and destroy the object of their 
  ire.
  Orcs might see each other as elves or dwarves, demons 
  might see angels, and so on.
  All subjects receive a Will save to see through the 
  phantasm.
  Each individual failing its save turns on the closest ally and 
  attacks until the first time it deals damage, which causes the 
  spell to end for that attacker.
  Material Component: A swatch of white silk.
  LEGION OF SENTINELS
  Illusion (Shadow)
  Level: Beguiler 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius emanation centered on a point in space
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  A phalanx of spectral swordfighters appears.
  Their blades are drawn, and they stand ready to strike.
  A ghostly, incorporeal swordfighter appears in each square 
  covered by this spell’s area.
  A swordfighter can share a space with another creature or 
  object.
  Each swordfighter threatens the squares adjacent to it and 
  can make one attack of opportunity per round.
  The swordfighters do not hinder movement, block terrain, 
  or block line of effect.
  They can flank an opponent with each other and with your 
  allies.
  Each swordfighter has hit points equal to twice your caster 
  level and an Armor Class of 25.
  It makes saving throws or checks with a bonus equal to 
  your caster level.
  Material Component: A pewter swordfighter miniature 
  figure.
  MIRROR IMAGE, GREATER
  Illusion (Figment)
  Level: Bard 4, beguiler 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 immediate action
  Range: Personal; see text for mirror image (PH 254)
  Target: You
  Duration: 1 minute/level (D)
  Several illusory duplicates of you pop into being.
  This spell functions like mirror image, except that an 
  additional image is created in each round after the first, up 
  to a maximum of eight concurrent images.
  If all images are destroyed, the spell ends.
  This spell also differs from mirror image in that you can cast 
  this spell even when it’s not your turn.
  PHANTOM BATTLE
  Illusion (Figment)
  Level: Bard 3, beguiler 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create an illusory horde of snarling ogres, fierce orcs, and 
  proud knights in armor, all locked in battle.
  Creatures in the area move cautiously as they are caught up in the 
  phantom melee.
  This spell creates the illusion of a fierce battle.
  Your enemies move cautiously and pass up the opportunity 
  to strike their foes, since the roar and confusion of the 
  battle distracts them.
  All creatures within the area of the spell that fail their 
  saving throws cannot make attacks of opportunity.
  In addition, all creatures within the area are considered 
  flanked.
  A creature ignores these effects when it leaves the spell’s 
  area.
  If a creature reenters the spell’s area after leaving it, the 
  creature can attempt another save to resist the spell if its 
  initial save failed.
  A creature that enters the area for the first time after the 
  spell is cast must also make a saving throw to resist the 
  effect.
  A phantom battle spell produces noise appropriate to a mob 
  of creatures locked in battle.
  Anyone in the battle can plainly see that the conjured 
  fighters are no threat, since they strike solely at other 
  phantom warriors, but the din, tumult, and confusion make 
  it difficult to focus on the true foes at hand.
  A creature that succeeds on its save can still see the spectral 
  outline of the illusion, but is able to block out the 
  distraction and fight as normal.
  When you cast this spell, you can choose for it not to affect 
  a number of allies you designate less than or equal to your 
  caster level.
  VERTIGO FIELD
  Illusion (Pattern)
  Level: Beguiler 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  
  1175
  Duration: 1 round/level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You create a field of swirling patterns of color, light, and motion.
  Creatures in the area stagger as the barrage of sensations overloads 
  their senses and leaves them overcome with vertigo.
  This spell creates a field of illusory magic that hampers the 
  movement and senses of any creature that enters it.
  The area within the field counts as difficult terrain.
  Attacks made through or from inside the field have a 20% 
  miss chance.
  A creature that begins its turn inside the field must make a 
  Fortitude save or become nauseated for 1 round.
  Once a creature fails this save, it does not need to make 
  another save against this effect.
  When you cast this spell, you can choose for this 
  nauseating effect not to apply to a number of allies you 
  designate less than or equal to your caster level.
  Those allies still treat the vertigo field as difficult terrain and 
  have the 20% miss chance on attacks.
  VERTIGO
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Bard 2, beguiler 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: Will disbelief
  Spell Resistance: No
  You cripple a target with sensations of falling.
  The subject of this spell becomes dizzy as the ground seems 
  to drop away beneath its feet.
  The subject must succeed on a DC 10 Balance check at the 
  start of each turn to take a move action.
  If it fails, it cannot move.
  If it fails the check by 5 or more, it falls prone.
  While affected, the subject also takes a –2 penalty on attack 
  rolls and saving throws.
  Airborne creatures receive a +4 bonus on saves against this 
  spell and do not need to make the Balance checks.
  NECROMANCY
  BLADE OF BLOOD
  Necromancy
  Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, 
  sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level or until discharged
  Saving Throw: None
  Spell Resistance: No
  Red blood erupts along the weapon’s blade, bludgeon, or point.
  The blood drips to spatter in thick, viscous drops upon the ground.
  This spell infuses the weapon touched with baleful energy.
  The next time this weapon strikes a living creature, blade of 
  blood discharges.
  The spell deals an extra 1d6 points of damage against the 
  target of the attack.
  You can voluntarily take 5 hit points of damage to empower 
  the weapon to deal an extra 2d6 points of damage (for a 
  total of 3d6 points of extra damage).
  The weapon loses this property if its wielder drops it or 
  otherwise loses contact with it.
  CROWN OF THE GRAVE
  Necromancy
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S, M, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D) or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A ring of ghostly fog surrounds the target’s head.
  With a swirl, the fog dissipates, leaving behind a crown made of 
  human bones.
  This spell creates a magic crown that grants its wearer the 
  power to command undead.
  Once per minute, the crown’s wearer can issue a one-word 
  order to an undead creature, as per the command spell.
  The undead creature must make a Will save to resist this 
  effect.
  Even though command is normally a mind-affecting spell, 
  the crown channels holy or unholy energy (depending on 
  your alignment; neutral casters choose one or the other) to 
  compel obedience.
  In addition, a cleric who wears the crown can expend a use 
  of his turn or rebuke undead ability to increase this ability’s 
  save DC by 4.
  As an immediate action, the creature wearing a crown of the 
  grave can discharge its magic to gain a +4 bonus on a single 
  turn or rebuke undead attempt.
  The spell ends after the wearer uses the crown in this 
  manner.
  The crown occupies space on the body as a headband, hat, 
  or helm.
  If the crown is removed, the spell immediately ends.
  Material Component: A pinch of grave dirt.
  Focus: A wooden hoop 6 inches in diameter.
  MARK OF DOOM
  Necromancy
  Level: Cleric 3, paladin 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  With a mighty invocation to your deity, you mark a creature as a 
  target of your holy judgment.
  The ground shakes, the air grows still, and all wild animals in the 
  air become suddenly quiet and fearful as your deity passes 
  judgment upon the target.
  This spell marks an opponent as an enemy of your faith, 
  one who must pay for his transgressions.
  
  1176
  As long as the subject insists on fighting, it suffers divine 
  punishment from your deity.
  The subject of this spell takes 1d6 points of damage each 
  time it casts a spell that causes damage or disables a 
  creature, makes a melee or ranged attack, or uses spell-like 
  or supernatural abilities to harm other creatures.
  The subject of this spell must have an alignment that 
  opposes yours on at least one axis—evil if you are good, 
  lawful if you are chaotic, and so on.
  For example, a chaotic good cleric can place a mark of doom 
  upon a lawful good, lawful evil, or neutral evil opponent.
  A neutral caster can use this spell against any good, evil, 
  lawful, or chaotic foe.
  MARK OF JUDGMENT
  Necromancy
  Level: Cleric 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One creature/3 levels, no two of which are more 
  than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You call upon your deity to mark your foes as enemies of the faith.
  Divine energy surges through the area, and for a brief moment a 
  holy symbol of your deity shines from the forehead of each targeted 
  creature.
  You and your allies see the mark of judgment on a creature 
  and know to strike it in preference over other unmarked 
  targets.
  Whenever a creature succeeds on a melee or ranged attack 
  against any subject of a mark of judgment spell, that attacker 
  heals 2 points of damage.
  The targets of this spell must have an alignment that 
  opposes yours on at least one axis—evil if you are good, 
  lawful if you are chaotic, and so on.
  For example, a lawful good cleric can place a mark of 
  judgment upon a chaotic good, chaotic neutral, lawful evil, 
  neutral evil, or chaotic evil opponent.
  A neutral caster can use this spell against any good, evil, 
  lawful, or chaotic foe.
  PLAGUE
  Necromancy [Evil]
  Level: Cleric 7, druid 7, sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One living creature/level, no two of which are 
  more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Your skin crawls as you utter the words and complete the gestures 
  of this spell.
  Suddenly, one or more of the target creatures seem overcome by a 
  dreadful malady.
  The subjects contract a disease selected from the table 
  below, which strikes immediately (no incubation period).
  The disease progresses rapidly; the subjects must attempt 
  additional saves each round, instead of each day.
  Use plague’s DC for all saves.
  See page 292 of the Dungeon Master’s Guide for more 
  information on these diseases.
  PULSE OF HATE
  Necromancy [Evil]
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: 20 ft.
  Area: 20-ft.-radius emanation centered on you
  Duration: 1 round/level
  Saving Throw: Will half
  Spell Resistance: Yes
  A red light pulses at your feet, sending malign waves of energy 
  through the area that damage your enemies.
  Starting in the round you cast it, pulse of hate deals 2d6 
  points of unholy damage per round, on your turn, to all 
  enemies in the area.
  Arcane Material Component: A heart-shaped locket and a pin.
  TRANSMUTATION
  ANIMALISTIC POWER
  Transmutation
  Level: Cleric 2, druid 2, duskblade 2, ranger 2, 
  sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A sparkling nimbus of green light appears around the creature.
  As the light fades, the creature seems a shade larger and assumes a 
  more animalistic, even feral countenance.
  You imbue the subject with an aspect of the natural world.
  The subject gains a +2 enhancement bonus to Strength, 
  Dexterity, and Constitution.
  Material Component: A bit of animal fur, feathers, or skin.
  ANIMALISTIC POWER, MASS
  Transmutation
  Level: Cleric 7, druid 7, sorcerer/wizard 7
  
  1177
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which are more 
  than 30 ft. apart
  This spell functions like animalistic power, except that it 
  affects multiple creature.
  AS THE FROST
  Transmutation [Cold]
  Level: Druid 7, sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  With a crystalline tinkling, your body transforms into a figure of 
  ice and cold, your equipment melding into your new form.
  Your skin becomes brilliant blue and transparent, with glimpses of 
  liquid beneath.
  Frost forms across your hands and arms, dripping down to form 
  knifelike icicles.
  Your breath hisses white in the bitterly cold air surrounding you.
  Snow swirls about you as your presence freezes the air’s moisture.
  Ice crystals spread from your footprints.
  Your creature type changes to outsider.
  Unlike other outsiders, you can be brought back to life if 
  you die in this form.
  You gain the following qualities and abilities:
  • Immunity to cold.
  • Damage reduction 10/magic and piercing.
  • At the beginning of your action, creatures within 15 feet 
  of you take 2d6 points of cold damage per round.
  A creature that takes damage from this effect must make a 
  Fortitude save (DC 17 + your key ability modifier) or be 
  slowed, as the slow spell, for the remaining duration of as the 
  frost.
  Spell resistance applies to this effect.
  Material Component: A chunk of ice or crystal.
  BALEFUL BLINK
  Transmutation
  Level: Bard 4, sorcerer/wizard 4
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: No
  You cause the creature to wink in and out of existence erratically, 
  much to its chagrin.
  You curse one creature to a frustrating existence on the 
  edge of the Ethereal Plane.
  The subject shimmers between the Ethereal Plane and the 
  Material Plane, has a 50% miss chance on any melee or 
  ranged attacks (as if the target of the attack had total 
  concealment), and there is a 50% chance that any spell she 
  casts does not have an effect on the desired plane while she 
  blinks between the planes.
  Because the magic of the spell only causes the subject to 
  blink when attacking or casting, attackers have no miss 
  chance against her, and spells cast against her affect her 
  normally.
  Because the blinking is so rapid, she cannot attempt to 
  blink through walls or move in the Ethereal Plane.
  The subject of a baleful blink spell can cast spells on itself 
  with impunity; in this case, it has no miss chance because 
  the target of its spell (itself) travels along with the spell.
  The subject can also target creatures on the Ethereal Plane, 
  but still has a 50% chance of failure on attacks and spells.
  Spells with the force descriptor are unaffected by the effect 
  of baleful blink.
  BURNING RAGE
  Transmutation
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  As you imbue an ally with this spell, a nimbus of shimmering blue 
  flame surrounds him.
  He winces in pain as the flames scorch his flesh, but when the 
  eldritch power flows into him, his muscles surge with might.
  This spell imbues a creature with burning magical energy 
  that enhances the subject’s strength and endurance.
  The searing energy also burns and injures the subject.
  The subject of this spell gains a +1 bonus on attack rolls, a 
  +2 bonus on damage rolls, and damage reduction 2/magic.
  This spell’s burning energy deals 4 points of fire damage to 
  the subject at the start of each of its turns until the spell’s 
  duration expires or you dismiss the effect.
  CALL OF STONE
  Transmutation
  Level: Druid 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/2 levels
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A beam of sickly gray energy strikes the target of this spell.
  He acquires an ashen tone to his skin.
  With each passing moment, the grayish tone becomes deeper in 
  color as the target transforms into a stone statue.
  This spell slowly transforms a creature into an inanimate 
  stone statue.
  The target must make a Fortitude save each round for the 
  duration of spell at the start of its turn or take a cumulative 
  10-foot penalty to speed and a –2 penalty to Dexterity.
  If the target’s speed drops to 0 feet, it cannot move.
  If the target fails four or more saves, it permanently 
  transforms into a statue as if affected by flesh to stone.
  Any effect or spell that reverses flesh to stone also cures this 
  condition.
  CELERITY
  Transmutation
  Level: Bard 4, sorcerer/wizard 4
  
  1178
  This spell works like lesser celerity, except that you pull even 
  more time into the present.
  When you cast this spell, you can immediately take a 
  standard action, as if you had readied an action.
  You can even interrupt another creature’s turn when you 
  cast this spell.
  However, after you take the standard action granted by this 
  spell, you are dazed until the end of your next turn.
  CELERITY, GREATER
  Transmutation
  Level: Sorcerer/wizard 8
  This spell works like celerity, except upon casting this spell 
  you can immediately take a full-round action (or a standard 
  action plus a move action, or two move actions).
  After performing this action, you are dazed until the end of 
  your next turn.
  CELERITY, LESSER
  Transmutation
  Level: Bard 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You borrow a slice of time from the future, pulling it into the 
  present so that you can act.
  Upon casting this spell, you can immediately take a move 
  action.
  After performing this action, you are dazed until the end of 
  your next turn.
  CHASING PERFECTION
  Transmutation
  Level: Cleric 6, druid 6, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Energy courses through the creature touched.
  Its muscles grow and become more defined, it starts to move with 
  greater alacrity and grace, and its bearing increases.
  The subject improves in all ways.
  It gains a +4 enhancement bonus to each of its ability 
  scores.
  Material Component: A statuette of a celestial or fiend worth 
  50 gp.
  CROWN OF MIGHT
  Transmutation
  Level: Cleric 3, duskblade 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D) or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A crown of plain copper appears upon the recipient’s head.
  The crown has a front piece fashioned to resemble a bull’s head.
  This spell creates a crown of magical energy that grants the 
  spell’s recipient a +2 enhancement bonus to Strength.
  As an immediate action, the creature wearing a crown of 
  might can discharge its magic to gain a +8 enhancement 
  bonus to Strength for 1 round.
  The spell ends after the wearer uses the crown in this 
  manner.
  The crown occupies space on the body as a headband, hat, 
  or helm.
  If the crown is removed, the spell immediately ends.
  Focus: A copper hoop 6 inches in diameter.
  CROWN OF PROTECTION
  Transmutation
  Level: Cleric 3, duskblade 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D) or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A shimmering crown of force appears upon the recipient’s head.
  A barely visible shield of force projects forward from it, warding off 
  attacks aimed at its wearer.
  This spell creates a crown of magical energy that grants the 
  spell’s recipient a +1 deflection bonus to AC and a +1 
  resistance bonus on all saves.
  As an immediate action, the creature wearing a crown of 
  protection can discharge its magic to gain a +4 deflection 
  bonus to AC or a +4 resistance bonus on saves for 1 round.
  The spell ends after the wearer uses the crown in this 
  manner.
  The crown occupies space on the body as a headband, hat, 
  or helm.
  If the crown is removed, the spell immediately ends.
  Focus: An iron hoop 6 inches in diameter.
  CURSE OF ARROW ATTRACTION
  Transmutation
  Level: Cleric 3, ranger 2, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You surround a creature in a nimbus of emerald light that seems 
  to draw missiles toward it.
  The subject is cursed so that missile weapons veer toward 
  him and strike with extreme force.
  The subject takes a –5 penalty to Armor Class against any 
  ranged attack, including projectile weapons, thrown 
  weapons, and ranged touch attacks.
  In addition, any critical threats on such attacks are 
  automatically confirmed.
  
  1179
  DANCING BLADE
  Transmutation
  Level: Bard 5, sorcerer/wizard 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  With a word and a gesture, the sword in your hand leaps to life 
  with a swooping salute.
  This spell animates a melee weapon currently in your 
  possession, causing it to fight your foes as you direct it.
  Once each round as a free action, you can direct the blade 
  to attack an adjacent foe (a weapon with reach can attack a 
  foe 10 feet away).
  The weapon’s bonus on attack rolls is equal to your caster 
  level + your key ability modifier, plus any enhancement 
  bonus the weapon might have.
  It deals damage equal to the normal damage of the weapon, 
  plus your key ability modifier and any enhancement bonus 
  or other bonus on damage inherent in the weapon.
  The weapon attacks once per round.
  Despite the spell’s name, it works on any melee weapon 
  (not just blades).
  While your weapon is dancing, it cannot make attacks of 
  opportunity, and you are not considered armed with the 
  weapon.
  It remains in your space and accompanies you everywhere, 
  whether you move by physical or magical means.
  The weapon cannot be disarmed.
  Focus: The melee weapon that serves as the target of the 
  spell.
  DRAGONSHAPE
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 9
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You feel a fire burning deep within you.
  Crimson scales quickly grow over your body, a pair of great wings 
  sprouts from your shoulders, and your body expands in size until 
  you stand as tall as a house!
  You take on the form and abilities of a mature adult red 
  dragon (see below for your new statistics).
  You gain 150 temporary hit points, which disappear at the 
  end of the spell’s duration.
  You do not gain the normal spellcasting ability of your new 
  form.
  See the description of the new polymorph subschool on 
  page 95 for more details.
  
  1180
  ENERGY SURGE
  Transmutation [see text for lesser energy surge]
  Level: Duskblade 3, sorcerer/wizard 3
  This spell functions like lesser energy surge, except that the 
  attack deals an extra 2d6 points of energy damage.
  ENERGY SURGE, GREATER
  Transmutation [see text for lesser energy surge]
  Level: Sorcerer/wizard 6
  This spell functions like lesser energy surge, except that the 
  attack deals an extra 3d6 points of energy damage.
  ENERGY SURGE, LESSER
  Transmutation [see text]
  Level: Sorcerer/wizard 2
  Components: V
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon
  Duration: 1 round
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a single utterance, you sheath the weapon in elemental 
  energy—dripping acid, vaporous ice, crackling electricity, smoking 
  flame, or thunderous air.
  You temporarily imbue a weapon with elemental energy.
  When you cast this spell, specify an energy type (acid, cold, 
  electricity, fire, or sonic).
  This spell is a spell of that type, and the target weapon is 
  sheathed in that energy.
  If the attack is successful, it deals an extra 1d6 points of 
  damage of the specified energy type.
  ETHEREALNESS, SWIFT
  Transmutation
  Level: Beguiler 5, cleric 5, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One willing creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a single word and a quick wave of your hand, the creature 
  disappears.
  The subject becomes ethereal until the end of its next turn.
  If, at the end of the spell’s duration, the subject creature 
  rematerializes within a solid object or in an occupied space, 
  it is shunted off to the nearest open space and takes 1d6 
  points of damage per 5 feet so traveled.
  EVARD’S MENACING TENTACLES
  Transmutation
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Two black tentacles sprout from your shoulder blades and arch 
  over your shoulders.
  The tentacles have 10-foot reach and are animate.
  Each round as a free action, starting on the turn when you 
  cast the spell, you can direct each tentacle to attack one 
  opponent within reach.
  The tentacles use your base attack bonus and Strength 
  score, and each deals bludgeoning damage equal to 1d8 
  points + your Str modifier.
  The tentacles threaten the area within their reach, and each 
  can make one attack of opportunity per round.
  The tentacles also grant you a +4 bonus on Climb checks.
  Material Component: A piece of octopus, squid, or carrion 
  crawler tentacle.
  HALT
  Transmutation
  Level: Bard 3, beguiler 3, duskblade 3, sorcerer/wizard 3
  Components: V
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You utter the word “Halt!” and, in that instant, the creature’s feet 
  stick to the floor.
  The subject creature’s feet (or whatever pass for its feet) 
  become momentarily stuck to the floor.
  The creature must stop moving, and cannot move farther in 
  its current turn.
  This spell has no effect on creatures that are not touching 
  the ground (such as flying creatures), and the subject can 
  still use a standard action (if it has one available in this 
  round) to move by means of teleportation magic.
  You can cast this spell even when it’s not your turn; 
  however, you must cast it before your opponent finishes its 
  movement on its current turn to gain the benefit.
  INCREASE VIRULENCE
  Transmutation
  Level: Assassin 2, bard 2, blackguard 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Target: Vial of poison or creature touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  Ribbons of green and black energy engulf your hand and pass into 
  the vial or creature you touch.
  You make the poison in a vial or a creature more lethal.
  The DCs for all saving throws against the poison increase 
  by 2.
  Material Component: Licorice root.
  LONGSTRIDER, MASS
  Transmutation
  Level: Druid 5, ranger 4
  
  1181
  Components: V
  Casting Time: 1 swift action
  Range: 60 ft.
  Area: 60-ft.-radius emanation centered on you
  Duration: 1 hour/level (D)
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  Reality bends at your behest, speeding up your allies.
  All allies in the area gain a +10-foot enhancement bonus to 
  their speed scores.
  METEORIC STRIKE
  Transmutation [Fire]
  Level: Cleric 5, druid 4, paladin 4
  Components: V, S
  Casting Time: 1 swift action
  Range: 0 ft.
  Target: Your melee weapon
  Duration: 1 round or until discharged
  Saving Throw: None or Reflex half; see text
  Spell Resistance: See text
  Your melee weapon bursts into orange, red, and gold flames, and 
  shining sparks trail in its wake.
  Your next successful melee attack deals extra fire damage 
  equal to 1d6 points + 1d6 points per four caster levels.
  In addition, the flames splash into all squares adjacent to 
  the target.
  Any creatures standing in these squares take half damage 
  from the explosion, with a Reflex save allowed to halve this 
  again.
  If a creature has spell resistance, it applies to this splash 
  effect.
  You are not harmed by your own meteoric strike.
  You can cast meteoric strike before you make an unarmed 
  attack.
  If you do, your unarmed attack is considered armed.
  RENEWED VIGOR
  Transmutation
  Level: Bard 5, cleric 4, druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Effect: 30-ft.-radius burst centered on you
  Duration: Instantaneous; see text
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  With a word and a gesture, you suffuse an area with a soft golden 
  light, bestowing a second wind to creatures within.
  When you cast this spell, you remove the fatigued 
  condition from any creature in the area and cause 
  exhausted creatures to become fatigued.
  In addition, affected creatures gain a +2 bonus to 
  Constitution for 1 round per caster level.
  SHARE TALENTS
  Transmutation
  Level: Bard 1, cleric 2, ranger 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Targets: Two willing creatures touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You touch two allies, and for a moment their features change so 
  that they seem to blend their appearances into one new creature.
  When you cast this spell on two subjects, you create a 
  mystical link between them.
  For the duration of the spell, the subjects gain a +2 bonus 
  on any skill checks they make, as long as at least one of the 
  characters has 1 rank or more in the skill.
  In addition, if either character has ranks in a skill that is not 
  normally usable by untrained characters (such as Tumble), 
  the other character can make untrained checks using that 
  skill.
  Material Component: A knotted rope.
  STRETCH WEAPON
  Transmutation
  Level: Bard 2, cleric 2, duskblade 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 swift action
  Range: 0 ft.
  Target: Melee weapon wielded
  Duration: One attack
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  With a single utterance, the weapon in your hand elongates 
  without becoming awkward or weighty.
  The affected weapon stretches, extending toward its target, 
  though it can be wielded normally.
  The spell adds an additional 5 feet of reach to a melee 
  weapon for a single attack.
  TROLLSHAPE
  Transmutation (Polymorph)
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your muscles ripple, and you hear bones crackling underneath 
  your now mottled green skin as your form reshapes to that of a 
  horrid troll.
  You take on the form and abilities of a troll (MM 247).
  You gain 30 temporary hit points, which disappear at the 
  end of the spell’s duration.
  See the description of the new polymorph subschool on 
  page 95 for more details.
  UNIVERSAL
  MYSTIC SURGE
  Universal
  Level: Sorcerer/wizard 4
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  
  1182
  Duration: 1 round
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You utter a phrase, and magical power begins to swell within you.
  The subject of mystic surge is able to channel a greater 
  amount of magical energy into the next spell it casts before 
  this spell’s duration expires.
  That spell’s save DC increases by 2, and its effective caster 
  level increases by 1.
  POWER OF FAERÛN (3.5)
  ILLUSION
  FOOL’S GOLD
  Illusion [Glamer]
  Level: Bard 2, merchant prince 3, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Metal objects of up to 10 cu. in. in volume/level
  Duration: 1 hour/level
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  This spell makes metal objects, such as a bronze statue or a 
  handful of copper coins, appear to be made of gold.
  You can affect 10 cubic inches of metal—the equivalent of 
  about 150 coins or 3 pounds—per level.
  If you want to affect multiple objects, such as a chest full of 
  coins, you only need to touch one of the objects, providing 
  that all of the other objects to be affected are in contact
  with one another.
  Material Component: A powdered gem of at least 5 gp in 
  value sprinkled over the object(s).
  RACES OF DESTINY (3.5)
  ABJURATION
  INSIGNIA OF ALARM
  Abjuration
  Level: Bard 2, cleric 2, paladin 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 400 ft. + 40 ft./level spread, centered on you
  Target: All wearers of special insignia within range
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell alerts all wearers of a specific insignia (see below) 
  within range.
  Such creatures hear a single mental “ping” (as the alarm 
  spell, page 197 of the Player’s Handbook) when this spell is 
  cast.
  This spell requires significant preparation.
  Before using this spell you must forge specially crafted 
  insignias.
  These can be crafted in the form of amulets, badges, rings, 
  or any similar object, but each one must bear the same logo, 
  crest, or symbol.
  Each insignia costs 10 gp.
  Militias, guilds, or churches within a city use this spell to 
  call all its members together.
  Focus: A specially prepared insignia (see above).
  INSIGNIA OF WARDING
  Abjuration
  Level: Cleric 3, paladin 3
  Components: V, S, F
  Casting Time: 1 standard action
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell works just like insignia of alarm except the 
  insignia wearers also gain a +1 divine bonus to AC and on 
  Fortitude saves.
  URBAN SHIELD
  Abjuration
  Level: City 7
  Components: V, S, M, DF
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round/level
  The city itself shields you from harm, leaning in to protect 
  you with its walls, lampposts, and other structures.
  You gain cover (+4 bonus to AC, +2 bonus on Reflex saves) 
  against all attacks and spells.
  At the same time, the city reshapes itself to accommodate 
  your attacks.
  Against your attacks and spells, enemies within the city 
  never benefit from cover that would be gained from the 
  walls, objects, or other parts of the city and its structures.
  You must be within a community no smaller than a small 
  city to cast this spell.
  Material Component: A chip of stone or brick.
  CONJURATION
  CITY STRIDE
  Conjuration (Teleportation)
  Level: Bard 6, City 6
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: You and touched objects or touched willing 
  creatures
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Spell Resistance: No and Yes (object)
  This spell instantly transports you from one community to 
  a second designated community.
  Each community must be at least as large as a small city (see 
  page 137 of the Dungeon Master’s Guide).
  
  1183
  The destination city 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 along 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.
  Only objects held or in use (attended) by another person 
  receive saving throws and spell resistance.
  You must have visited the destination city at some point in 
  the past.
  You do not have precise control over your arrival point; you 
  appear at a randomly determined safe location within the 
  borders of the city (not within a building).
  Material Component: A chip of city stone or brick from the 
  selected destination.
  INSIGNIA OF HEALING
  Conjuration (Healing)
  Level: Bard 3, cleric 3
  Components: V, S, F
  Casting Time: 1 standard action
  Duration: Instantaneous
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless); see text
  This spell works just like insignia of alarm except the 
  insignia wearers are instead healed by positive energy.
  The spell cures 1d8 points of damage +1 point per caster 
  level (maximum +10) to all wearers of the insignia.
  Since undead are powered by negative energy, this spell 
  deals damage to them instead of curing their wounds.
  Any undead creature can apply spell resistance and attempt 
  a Will save to take half damage.
  UNSEEN SERVANT, MASS
  Conjuration (Creation)
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One invisible, mindless, shapeless servant/level
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  This spell functions as unseen servant, except that it creates 
  multiple servants.
  It is most often used by arcane spellcasters to entertain 
  large numbers of guests, or by adventuring spellcasters to 
  gather up large treasure hoards in a short period of time.
  Material Component: A ball of twine and wooden splinters.
  DIVINATION
  CHOOSE DESTINY
  Divination
  Level: Destiny 9
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You gain a limited ability to discern a successful path for 
  your actions.
  For the duration of the spell, any time you make an attack 
  roll, skill check, ability check, or saving throw, you may roll 
  twice and select which die roll to use.
  COMMUNE WITH CITY
  Divination
  Level: City 4
  Components: V, S
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  You become one with a community that you are in, 
  attaining knowledge of the surrounding community.
  You instantly gain knowledge of as many as three facts 
  from among the following subjects: the population of the 
  community, the dominant race within the community and 
  the percentage of the population it encompasses, any given 
  race’s percentage of the total population, the level of the 
  highest-level character in a given class, the type and 
  alignment of one of the community’s power centers (if the 
  community has more than one, roll randomly), a significant 
  economic factor affecting trade within the city, or a major 
  news item within the city (see Gather Information, page 74 
  of the Player’s Handbook).
  DISCERN BLOODLINE
  Divination
  Level: Bard 1, sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature per round
  Duration: Concentration, up to 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster can instantly tell the race of the targeted 
  individual, plus any inherited templates possessed by the 
  target (such as celestial or half-dragon).
  Each round that the caster remains concentrating he can 
  determine the race and inherited templates of another 
  target.
  Material Component: A drop of blood.
  LOCATE CITY
  Divination
  Level: Bard 1, ranger 1, sorcerer/wizard 1
  
  1184
  Components: V
  Casting Time: 1 round
  Range: 10 miles/level
  Area: 10 miles/level radius circle, centered on you
  Duration: Instantaneous
  You sense the distance and direction to the nearest 
  community of a minimum size designated by you at the 
  time of casting.
  For instance, you could choose to find the nearest 
  community at least as large as a village, or you could choose 
  to locate only the nearest metropolis.
  This spell measures the distance to the “nearest”
  community as the minimum distance one would have to 
  travel to reach the city without moving through solid 
  objects.
  Thus, a caster on the surface isn’t likely to locate a 
  subterranean city half a mile beneath his feet, even if the 
  next closest community is 5 miles away overland.
  OMEN OF PERIL
  Divination
  Level: Cleric 1, Destiny 1, druid 1
  Components: V, F
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: Instantaneous
  A brief supplication grants you a vision that hints at how 
  dangerous the immediate future is likely to be.
  Based on an assessment of the caster’s immediate 
  surroundings and likely path of travel, the caster receives 
  one of three visions: safety, peril, or great danger.
  The base chance for receiving an accurate reply is 70% + 1% 
  per caster level, to a maximum of 90%; the DM makes the 
  roll secretly.
  If the omen of peril is successful, you receive one of three 
  fleeting visions:
  • Safety: The caster isn’t in any immediate danger.
  If he continues on his present course (or remains where he 
  is if he’s been stationary for some time before casting the 
  spell), he’ll face no significant monsters, traps, or challenges 
  for the next hour or so.
  • Peril: The caster will face challenges typical of an 
  adventure: challenging but not overwhelming monsters, 
  dangerous traps, and other hazards for the next hour or so.
  • Great danger: The caster’s very life is at grave risk.
  He will likely face powerful NPCs or deadly traps in the 
  next hour.
  If the roll fails, you receive one of the other two results, 
  determined randomly by the DM, and you don’t necessarily 
  know you failed because the DM rolls secretly.
  Choosing which vision is “correct” takes some educated 
  guesswork on the part of the DM, who should assess the 
  party’s likely courses of action and what dangers they’re 
  likely to face.
  The form that an omen of peril takes depends on whether the 
  caster worships a specific deity, venerates nature as a druid, 
  or simply upholds abstract principles.
  A druid might see a white dove for safety, a dark cloud 
  obscuring the sun for peril, and a forest fire for great 
  danger.
  A cleric of Fharlanghn might see a vision of a straight road 
  for safety, a crossroads for peril, and a washed-out bridge for 
  great danger.
  Unlike the more powerful augury, an omen of peril doesn’t 
  respond to a specific question.
  It only indicates the level of danger likely for the next hour, 
  not what form the danger will take.
  Focus: A set of marked sticks, bones, or similar tokens of at 
  least 25 gp value.
  SCHOLAR’S TOUCH
  Divination
  Level: Bard 1, cleric 1, sorcerer/wizard 1
  Components: V, S, M, F
  Casting Time: 1 standard action
  Range: Personal
  Target: One book/round
  Duration: Concentration, up to 1 round/level
  With this spell you can touch a book or scroll and absorb 
  the knowledge contained within as if you had just read it.
  This is equivalent to a solid reading but not deep study—
  the character does not gain perfect recall of the 
  information, just whatever he would have gotten from 
  reading it completely once.
  If you can’t read the language of the source, the spell has no 
  effect.
  This spell cannot be used to prepare spells or to cast magical 
  scrolls, nor does it have any effect when reading a magical 
  book (such as a tome of understanding).
  Material Component: A scrap of parchment and a pinch of 
  tinder.
  Focus: A thin crystal disc.
  ENCHANTMENT
  CHARM PERSON, MASS
  Enchantment (Charm) [Mind-Affecting]
  Level: Bard 4, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One or more creatures, no two of which can be 
  more than 30 ft. apart
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell functions like charm person, except that mass 
  charm person 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.
  INSIGNIA OF BLESSING
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Cleric 3, paladin 3
  Components: V, S, F
  Casting Time: 1 standard action
  Duration: 1 min./level
  
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  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell functions just like insignia of alarm except that 
  the insignia wearers are also filled with courage.
  Each insignia wearer gains a +1 morale bonus on attack 
  rolls and on saving throws against fear effects.
  PROUD ARROGANCE
  Enchantment (Charm)
  Level: Bard 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature/level, no two of which can be more 
  than 30 ft. apart
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell lets a group of creatures resist effects that 
  convince them they should not be following their present 
  course of action.
  The creatures affected gain a +4 resistance bonus on saves 
  against charm, compulsion, and fear effects.
  The proud arrogance spell only functions for creatures of the 
  same race as the caster.
  In other words, a human wizard casting the spell can target 
  only humans with it.
  Material Component: A piece of polished brass.
  EVOCATION
  CITY LIGHTS
  Evocation [Light]
  Level: City 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You temporarily absorb all nearby artificial light and release 
  it as a flare.
  Any artificial light (including magical and mundane 
  sources) flickers out momentarily, then a burst of light 
  flares from you.
  All creatures within the area (except you) are blinded for 1 
  round if they fail a Fortitude save; regardless of the saving 
  throws success, all creatures in the area are dazzled for 1 
  minute.
  Afterward, the lights return to normal.
  Sightless creatures are unaffected.
  The spell only functions if at least four active artificial light 
  sources (torches, lanterns, light spells, and so forth) are 
  within 60 feet of the caster.
  The spell’s name refers to its most common use (in well-lit 
  city streets), but it can function in any area with sufficient 
  lighting.
  City lights counters or dispels any darkness spell of equal or 
  lower level, such as darkness.
  Material Component: A pinch of tinder.
  STALWART PACT
  Evocation
  Level: Cleric 5, Destiny 5 Components; V, S, DF, XP
  Casting Time: 10 minutes
  Range: Touch
  Target: Willing living creature touched
  Duration: Permanent until triggered, then 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell allows the target to enter a binding agreement 
  with a deity, who provides a measure of protection when 
  the need is dire.
  Once this spell is cast, the pact remains dormant until the 
  target is reduced to fewer than half of her full normal hit 
  points.
  The target immediately gains 5 temporary hit points per 
  caster level, damage reduction 5/magic, and a +4 luck 
  bonus on saving throws.
  The hit points, damage reduction, and saving throw bonus 
  disappear when the spell ends.
  XP Cost: 250 XP.
  ILLUSION
  FRIENDLY FACE
  Illusion (Glamer)
  Level: Bard 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  You subtly change your appearance so that it seems 
  particularly friendly to the viewer.
  You gain a +5 circumstance bonus on Diplomacy and 
  Gather Information checks made to influence or gain 
  information from creatures with Intelligence scores of 3 or 
  higher, as long as those creatures aren’t already hostile 
  toward you.
  This spell does not alter your appearance in any significant 
  way, and thus provides no bonus on Disguise checks.
  PHANTOM GUARDIANS
  Illusion (Figment)
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One illusory figure/level
  Duration: 1 hour/level
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  This spell creates the illusion of one or more Small or 
  Medium figures of a chosen humanoid race.
  Each figure is effectively a minor image, and can appear 
  dressed in any way the caster chooses.
  When the spell is cast, each figure is given a brief set of 
  orders to follow for the spell’s duration, such as “walk back 
  and forth along that wall” or “stand by this gate”.
  The orders can be different for each figure.
  
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  These instructions can’t be changed later.
  The illusory figures can’t speak or react to their 
  surroundings—they are typically used to scare off would-be 
  intruders (as the spell’s name suggests).
  Material Component: A piece of charcoal.
  SHADOW GUARDIANS
  Illusion (Shadow)
  Level: Sorcerer/wizard 5
  Saving Throw: Will disbelief (if interacted with)
  As phantom guardians, except that the figures are partially 
  real.
  Each guardian has the statistics noted below (regardless of 
  its actual size or appearance).
  In addition to the brief orders given to each new shadow 
  guardian, the caster can give each guardian a simple trigger 
  that causes it to attack, such as “attack anyone approaching 
  within 30 feet” or “attack anyone not wearing these colors”.
  The shadow guardians have no special visual acuity—
  invisibility, disguises, and the like can easily fool them.
  The shadow guardians deal normal damage.
  Against a creature that recognizes a shadow guardian as an 
  illusion, it deals only 50% normal damage.
  €Shadow Guardian: Medium construct; HD 4d8; hp 18; Init 
  +1; Spd 30 ft.; AC 17, touch 17, f lat-footed 15; Base Atk +2; 
  Grp +4; Atk +4 melee (1d8+2, weapon); AL N; SV Fort +2, 
  Ref +4, Will +4; Str 14, Dex 14, Con —, Int —, Wis 14, Cha 
  1.
  WINDING ALLEYS
  Illusion (Phantasm) [Mind-Affecting]
  Level: Bard 3, City 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The subject suddenly feels as if the walls of the city are 
  closing in around him.
  If the subject fails a Will save, he believes he is trapped in a 
  maze of narrow city alleys that twist and turn in circles.
  The subject remains in his current location, but is 
  effectively stunned as long as the spell lasts.
  Each round at the end of his turn, the subject may attempt a 
  DC 15 Intelligence check to escape the maze and end the 
  effect.
  If the subject takes any damage, the spell immediately ends.
  The spell must be cast in a community no smaller than a 
  small town, otherwise it has no effect.
  NECROMANCY
  DELAY DEATH
  Necromancy
  Level: Cleric 3, Destiny 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject of this powerful spell is unable to die from hit 
  point damage.
  While under the protection of this spell, the normal limit 
  of –9 hit points before a character dies is extended without 
  limit.
  A condition or spell that destroys enough of the subject’s 
  body to prohibit raise dead (such as a disintegrate effect) still 
  kills the creature, as does death brought about by ability 
  score damage or drain, level drain, or a death effect.
  The spell does not prevent the subject from entering the 
  dying state by dropping to –1 hit points.
  It merely prevents death as a result of hit point loss.
  If the subject has fewer than –9 hit points when the spell’s 
  duration expires, he or she dies instantly.
  TRANSMUTATION
  ANIMATE CITY
  Transmutation
  Level: City 9
  Components: V, S, DF
  Casting Time: 1 round
  Range: 60 ft.
  Area: 60-ft.-radius emanation, centered on you
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  The buildings and other structures of the city attack your 
  enemies.
  Every round on your turn, every enemy within the spell’s 
  area is subject to one melee attack as if from a Gargantuan 
  animated object (slam +15 melee, 2d8+10 damage).
  The animated city’s attacks disregard cover and 
  concealment (even invisibility is useless).
  In addition, all enemies within the area of the spell move at 
  half normal speed (regardless of their mode of movement).
  Damage dealt to the animated city structures has no effect.
  You may cast this spell only when within a community at 
  least as large as a small city (see page 137 of the Dungeon 
  Master’s Guide).
  BESTOW CURSE, GREATER
  Transmutation
  Level: Bard 6, cleric 7, Destiny 7, sorcerer/wizard 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  The spellcaster places a curse on the creature touched, 
  choosing one of the three following effects:
  • One ability score is reduced to 1, or two ability scores take 
  –6 penalties (minimum 1).
  • –8 penalty on attack rolls, saving throws, ability checks, 
  and skill checks.
  
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  • Each turn, the subject has a 25% chance to act normally; 
  otherwise, he takes no action.
  You may also invent your own curse, but it should be no 
  more powerful than those described above, and the DM has 
  final say on the curse’s effect.
  A greater curse cannot be dispelled, nor can it can be 
  removed with a break enchantment, limited wish, or remove 
  curse spell.
  A miracle or wish spell removes the greater curse, but each 
  greater curse also must have a single means of removing it 
  with some deed that the spellcaster designates.
  The deed must be something that the subject can 
  accomplish within one year (assuming he undertakes it 
  immediately).
  For example, the deed might be “slay the dragon under 
  Castle Bluecraft”, or “climb the tallest mountain in the 
  world”.
  The cursed victim can have help accomplishing the task.
  CITY’S MIGHT
  Transmutation
  Level: City 8
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level; see text
  You draw upon a city and its inhabitants for additional 
  strength.
  You gain an enhancement bonus to Strength and 
  Constitution, as well as damage reduction, based on the size 
  of the community you are in (see page 137 of the Dungeon 
  Master’s Guide).
  If you are not within 100 feet of a community when the 
  spell is cast, the spell has no effect.
  If you move more than 100 feet from the community 
  before the duration elapses, the spell’s effect ends 
  immediately.
  For example, you could retain the effect while adventuring 
  within the city’s sewers, but heading to a dungeon a mile 
  away would end the effect.
  Material Component: A chip of city stone or brick.
  ROOFTOP STRIDER
  Transmutation
  Level: Assassin 1, City 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  You can run across rooftops or similar uneven surfaces 
  much more easily than normal.
  You gain a +5 competence bonus on Balance and Jump 
  checks.
  You automatically succeed on all Jump checks to clear a 
  horizontal distance of 5 feet or less.
  You do not need to make Balance checks for running or 
  charging across a sloped surface.
  Material Component: A chip of roof tile.
  SKYLINE RUNNER
  Transmutation
  Level: City 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  You can walk normally on any city surface as if it were level 
  ground.
  This includes perfectly vertical walls, glass windows, and 
  even clothes-drying lines.
  Your movement speed remains unchanged, even when 
  walking straight up a wall.
  WARP DESTINY
  Transmutation
  Level: Destiny 6
  Components: V, S
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You reshape your personal fate to potentially avoid some 
  tragic action, but the ripples caused in your destiny have 
  unpleasant side effects for a brief period.
  After learning the result of a saving throw that you have 
  rolled, you may cast this spell to reroll the save, but with an 
  insight bonus equal to your caster level (maximum +20).
  Alternatively, if you are struck in combat you can apply the 
  insight bonus to your AC against the attack (even if flat-
  footed); if your new AC exceeds the attack roll, the attack 
  misses you.
  Casting this spell has a side effect: until the start of your 
  next turn, you take a –4 penalty on all saving throws and to 
  your AC.
  RACES OF FAERÛN (3.0)
  ABJURATION
  STONE BODY
  Abjuration
  Level: Clr 6 (gnome), Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  
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  Duration: 1 minute/level (D)
  As iron body, except as follows.
  You gain damage reduction 20/+2.
  You are vulnerable to all special attacks that affect stone 
  golems.
  You gain a +4 enhancement bonus to Strength and a –4 
  penalty to Dexterity (to a minimum Dexterity score of 1).
  Your speed is reduced to half normal.
  Your weight increases by a factor of three.
  Arcane Material Component: A small piece of stone that was 
  once part of either a stone golem, a greater earth elemental, 
  or a castle’s outer wall.
  CONJURATION
  AERIAL SUMMONING DANCE
  Conjuration (Summoning)
  Level: Clr 4
  Components: V, S, DF
  Casting Time: 3 rounds
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned Large air elemental
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  As summon monster VI, except as noted above and that 
  casting the spell requires a flying dance by the caster and at 
  least four aarakocra, all of whom are treated as participating 
  in the spellcasting for the purpose of provoking attacks of 
  opportunity and maintaining concentration.
  SPORE CLOAK
  Conjuration (Creation)
  Level: Drd 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  You become shrouded in a dense cloud of yellow mold 
  spores.
  You can see through the cloud with ease and are not 
  affected by it in any way, but it provides you one-half 
  concealment (20% miss chance).
  The cloak of swirling yellow spores travels with you and 
  does not leave a trail as you move.
  Anyone who passes through your square, or anyone whom 
  you successfully overrun, bull rush, grapple, or who 
  otherwise shares your area must make a Fortitude saving 
  throw or suffer 1d6 points of temporary Constitution 
  damage; another Fortitude saving throw is required 1 
  minute later to avoid taking 2d6 points of temporary 
  Constitution damage.
  As long as the spore cloak is active, you are immune to 
  fungal infestations such as the spores of brown or yellow 
  mold and the rotting touch of violet fungi.
  If you fail a saving throw against a fire spell or effect, the 
  spores are instantly burnt away and the spell ends.
  If you are in direct sunlight, the spell continues but the 
  spores become inert until you reach shelter.
  Inert spores continue to provide one-half concealment but 
  cannot infest others and do not provide protection from 
  fungal attacks.
  DIVINATION
  COMMUNE WITH EARTH
  Divination
  Level: Clr 5, Drd 5 (dwarf)
  As commune with nature, except you instantly gain 
  knowledge of the ground, minerals, bodies of water, people, 
  general animal population, burrowing or subterranean 
  creatures, fungi, and so on.
  The spell is only effective in hills, mountains, or 
  underground (including mines).
  The spell operates in a radius of one-half mile per level of 
  the caster and to a depth of one-quarter mile per level.
  DETECT METAL AND MINERALS
  Divination
  Level: Clr 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: 60 ft.
  Area: Quarter-circle emanating from you to the extreme of 
  the range
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect large accumulations of metals and other 
  minerals, whether worked or unworked.
  The spell will detect everything from a vein of iron ore to a 
  pile of gold coins, even through solid stone or other 
  barriers.
  When you cast this spell, you must concentrate on at least 
  10 pounds of the metal or mineral you’re searching for.
  If an accumulation of that metal 10 pounds or larger is 
  within the spell area, you will unerringly sense it (most 
  coins are 50 to the pound).
  The amount of information revealed depends on how long 
  you study a particular area:
  1st Round: Presence or absence of the particular metal or 
  mineral.
  2nd Round: Approximate weight of the metal or mineral.
  3rd Round: Distance and direction (measured in a straight 
  line) to the metal or mineral.
  As long as the spell is active, you can change the metal or 
  mineral you’re trying to detect by simply concentrating on 
  a different sample (it takes a standard action to refocus on 
  the new sample).
  Thus you could search for gold, then switch to adamantine, 
  then seek out sources of iron.
  If you stop concentrating on a sample, the spell ends.
  If your sample is unworked, you will detect only unworked 
  accumulations of the metal, such as ore deposits and 
  mineral veins.
  You will only detect worked metal, such as gold coins or 
  mithral armor, if your sample is likewise refined.
  Note: Each round you can turn to detect things in a new 
  area.
  The spell can penetrate any nonmagical solid barrier.
  
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  Material Component: A 10-pound sample of the metal or 
  mineral to be detected.
  ENCHANTMENT
  VERRAKETH’S SHADOW CROWN
  Enchantment (Charm) [Mind-Affecting]
  Level: Brd 3
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Created by the legendary Shadowking of the Talfir, 
  Verraketh’s shadow crown cloaks the top of your head in a 
  crown of magical shadow.
  For the duration of this spell, your bardic music abilities tap 
  the Shadow Weave instead of the Weave.
  You receive a +4 competence bonus on Perform checks 
  while under the effects of this spell.
  The effects of this spell do not stack with the Shadow 
  Weave Magic feat.
  EVOCATION
  LAWFUL SWORD
  Evocation
  Level: Pal 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to channel the power of law into your 
  sword, or any weapon you choose.
  The weapon acts as a +5 magic weapon and deals double 
  damage against chaotic opponents.
  It emits a magic circle against chaos (as the spell).
  If the magic circle is broken before the spell’s duration 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 lawful 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.
  SHADOW CANOPY
  Evocation [Darkness]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cylinder 25 ft. high with diameter 100 ft. + 50 
  ft./level
  Duration: 1 hour/level
  Saving Throw: Will negates or none (object)
  Spell Resistance: Yes or no (object)
  You create a field of shadow.
  The outer surface of the field is impenetrable to normal 
  vision and darkvision, granting 100% concealment to 
  creatures and objects within the spell’s area.
  A creature under the effect of blacklight cannot see through 
  the field.
  The interior of the field casts a deep shadow on everything 
  within, reducing normal vision to 5 feet; creatures with 
  darkvision can see normally within the field.
  Light, including sunlight, cannot penetrate the field.
  Creatures that would normally be adversely affected by 
  sunlight, such as shades and vampires, are able to function 
  normally within the field.
  You can cast the spell on a point in space, but the effect is 
  stationary unless you cast it on a mobile object.
  You can cast the spell on a creature, and the effect radiates 
  from the creature and moves as it moves.
  Unattended objects and points in space do not get saving 
  throws or benefit from spell resistance to resist this spell.
  Shadow canopy counters or dispels any light spell of equal or 
  lower level.
  Light spells of equal level have no effect on shadow canopy, 
  but light spells of higher level counter or dispel shadow 
  canopy.
  Material Component: A handful of coal dust and the dried 
  eyeball of any diurnal creature.
  NECROMANCY
  HANDFANG
  Necromancy [Evil]
  Level: Clr 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: No
  You create a fanged, biting mouth in the palm of your hand.
  When you lay your hand upon a creature, the mouth deals 
  1d6 points of damage.
  If the target makes a successful Reflex save, she suffers only 
  half damage.
  If the target fails her Reflex save, you may start a grapple as 
  a free action without provoking an attack of opportunity.
  If you establish a hold, the fanged mouth sinks its teeth 
  into the target’s flesh and continues to bite for an additional 
  1d6 points of damage each round until the hold is broken 
  or the spell ends.
  Additionally, the fanged mouth delivers venom to a 
  grappled foe when you achieve a hold, dealing 1d6 points of 
  temporary Constitution damage (initial and secondary).
  A Fortitude save negates each instance of the poison 
  damage.
  
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  MASS CONTAGION
  Necromancy
  Level: Clr 5, Drd 5, Sor/Wiz 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more creatures, no two of whom can be 
  more than 30 ft. apart
  As contagion, except as noted above.
  PLAGUE CARRIER
  Necromancy
  Level: Clr 3, Drd 3, Sor/Wiz 4
  Duration: See text
  As contagion, except that the target is not stricken 
  immediately: there is an incubation period.
  During the incubation period the target can transmit the
  disease to others but shows no symptoms until his 
  incubation period has ended.
  TRANSMUTATION
  BURROW
  Transmutation
  Level: Clr 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Your hands sprout claws as hard as stone.
  You can use these claws to burrow through earth, sand, 
  clay, and gravel (but not solid rock), excavating with 
  enough speed to move through the earth at a speed of 10 
  feet, much like a badger.
  You can use the claws as weapons that deal 1d6 points of 
  damage.
  If your normal unarmed damage is greater than 1d6, the 
  damage does not change.
  You are considered armed while this spell is in effect.
  Arcane Material Component: A tuft of fur from a burrowing 
  animal, and a tiny replica of a shovel.
  SHAPE METAL
  Transmutation
  Level: Clr 4, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Metal or metal object touched, up to 10 cu. ft. + 1 
  cu. ft./level
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  As stone shape, except as noted above and that you affect 
  metal instead of stone.
  You may employ this spell in combat with a successful 
  melee touch attack.
  Shape metal successfully used in this way against a target’s 
  armor reduces the armor’s protection by 1d6 points of 
  Armor Class (armor such as studded leather that mostly 
  made of nonmetal materials take half damage from this 
  spell).
  If used against a shield, weapon, or metallic creature, the 
  spell deals 1d6 points of damage per 2 caster levels, 
  bypassing the target’s hardness (or damage reduction in the 
  case of a creature).
  Touching an unwilling creature or an item held by an 
  unwilling creature requires a melee touch attack and 
  provokes an attack of opportunity from the defender.
  You may ready an action to touch a creature, its armor, its 
  shield, or its weapon when it attempts to strike you; this 
  does not provoke an attack of opportunity (you are using 
  the creature’s movement to come into contact with it).
  Arcane Material Component: A piece of wire, bent 
  approximately into the desired shape and touched to the 
  metal while the verbal component is uttered.
  RACES OF STONE (3.5)
  DIVINATION
  EYE OF STONE
  Divination (Scrying)
  Level: Sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You create an invisible magical sensor that can move 
  through solid stone and send you visual information.
  This spell functions like the arcane eye spell (see page 200 of 
  the Player’s Handbook), except that you can move the sensor 
  through stone.
  TRANSMUTATION
  EARTH GLIDE
  Transmutation
  Level: Druid 8, sorcerer/wizard 8
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You give the subject the ability to glide through earth and 
  stone as easily as an earth elemental does.
  The affected creature can glide through stone, dirt, or 
  almost any other sort of earth except metal as easily as a fish 
  swims through water.
  Its burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence.
  A move earth spell cast on an area containing the affected 
  creature flings the creature back 30 feet and stuns the 
  creature for 1 round unless it succeeds on a DC 15 
  Fortitude save.
  
  1191
  EARTH HAMMER
  Transmutation
  Level: Cleric 5, paladin 3
  Components: V
  Casting Time: 1 swift action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You infuse one melee weapon with the power of the earth.
  The base damage of the weapon improves by one step (as if 
  the weapon were one size category larger).
  Regardless of the weapon’s normal material and damage 
  type, the weapon deals bludgeoning damage and overcomes 
  damage reduction as if it were made of adamantine.
  If this spell is cast on a weapon made of a different special 
  material (such as alchemical silver), the properties of that 
  material are replaced with those of adamantine for the 
  duration of the spell.
  HARMONIZE
  Transmutation
  Level: Bard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  You blend magic and music seamlessly.
  While this spell is in effect, starting a bardic music effect 
  requires only a move action.
  Concentrating on a bardic music effect that requires 
  concentration still requires a standard action.
  HARMONIZE, GREATER
  Transmutation
  Level: Bard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  You blend magic and music seamlessly.
  While this spell is in effect, starting a bardic music effect 
  requires only a move action.
  In addition, concentrating on a bardic music effect that 
  requires concentration only requires a move action.
  For example, this benefit means that you can maintain 
  concentration on a bardic music effect and cast a spell, 
  make an attack, or begin (or maintain) another bardic 
  music effect.
  STONE FIST
  Transmutation
  Level: Cleric 2, paladin 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your fists turn into menacing, rocky lumps capable of 
  inflicting deadly wounds.
  While this spell is in effect, your unarmed attacks do not 
  provoke attacks of opportunity, and they deal lethal 
  bludgeoning damage.
  The damage that your unarmed attacks deal increases as 
  well, according to your size as given on the table below.
  If your unarmed strike already deals more damage than the 
  indicated amount, you always use the higher value.
  In addition, if you are a dwarf or a goliath under the effects 
  of this spell, your unarmed attacks overcome damage 
  reduction as if they were cold iron weapons.
  WALK THE MOUNTAIN’S PATH
  Transmutation
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You infuse the subject with the strength and power of the 
  earth, granting it great ability to climb, jump, and 
  maneuver through mountain pathways.
  While under the effect of this spell, a creature is not slowed 
  by slopes (see page 89 of the Dungeon Master’s Guide for 
  information on terrain effects), gains a climb speed equal to 
  its base land speed, and gains a +10 enhancement bonus on 
  Jump checks and Balance checks.
  Material Component: A small rock or pebble taken from the 
  top of a mountain.
  RACES OF THE DRAGON 
  (3.5)
  ABJURATION
  PEACEFUL SERENITY OF IO
  Abjuration
  Level: Bard 2, cleric 2, druid 2
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature plus one additional creature/four 
  levels, no two of which are more than 30 ft. apart
  Duration: 10 minutes
  
  1192
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You croon an ancient, wordless melody, and a sense of calm settles 
  about those around you.
  You fill the subject with the peacefulness and balance of 
  Io’s great Song, granting it a +4 morale bonus on 
  Concentration checks, and saves against compulsions and 
  fear effects for 10 minutes.
  If the subject is under the influence of compulsion or fear 
  effects when receiving the spell, those effects are 
  suppressed for the duration of the spell.
  CONJURATION
  CREATE TRAP
  Conjuration
  Level: Sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One trap; see text
  Duration: 12 hours
  Saving Throw: No
  Spell Resistance: No
  You throw a small gear, and when it hits the ground a trap 
  springs up at the place you designate.
  You create a CR 1 trap selected from the following list: 
  basic arrow trap, fusillade of darts, scything blade trap, or 
  spear trap (DMG 70–71).
  You can locate the 5-foot-by-5-foot trigger in any square of 
  your choice within the range of this spell.
  Once create trap is cast, the trap is active and ready to be 
  sprung, with every design feature installed.
  Material Component: A miniature bronze gear.
  GNOME BLIGHT
  Conjuration (Creation)
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cloud spreads in 20-ft. radius, 20 ft. high
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  You blow a mixture of pollen and ground mandrake root from 
  your palm toward the targeted area.
  The granules are carried by a directed wind and explode into a 
  cloud of yellow dust and seed.
  Gnome blight creates a thick cloud of agonizingly itchy 
  pollen similar to that created by fog cloud, except that the 
  pollen is sickening.
  Living creatures in the cloud become sickened.
  This condition lasts as long as a creature is in the cloud and 
  for 1d4+1 rounds after it leaves.
  (Roll separately for each sickened individual).
  Any creature that succeeds on its save but remains in the 
  cloud must continue to save each round on your turn.
  Creatures with sensitive olfactory senses (such as gnomes 
  or creatures with the scent ability) take a –4 penalty on 
  their saving throws.
  Material Component: Flower pollen and ground mandrake 
  root.
  HOARD LIFE
  Conjuration (Healing)
  Level: Sorcerer 4
  Components: V, S, F
  Casting Time: 1 minute
  Range: Personal and touch
  Target: You
  Duration: 1 hour/level (D)
  You clasp your hands around a gem.
  A flash goes off, and then a feeling of deep weariness passes through 
  you.
  The gem now bears a spark of light within it.
  Although true healing magic is usually the province of the 
  divine, dragon sorcerers have devised an arcane method of 
  creating a “reserve” of health for use in emergencies.
  This spell siphons off hit points from the caster and 
  temporarily stores them in a gem for later retrieval.
  When you cast this spell, you deal nonlethal damage equal 
  to twice your caster level to yourself, and you become 
  fatigued.
  (If you are immune to nonlethal damage, this spell 
  automatically fails).
  At any point during the spell’s duration, you can use a 
  standard action while holding the gem to heal yourself of 
  an amount of damage equal to the nonlethal damage the 
  spell dealt to you.
  This healing can’t cause you to exceed your full normal hit 
  points; any healing in excess of this amount is lost.
  Triggering this effect ends the spell’s duration (so you can’t 
  portion out the healing over multiple uses).
  Triggering the healing does not provoke attacks of 
  opportunity.
  If the spell’s duration elapses before you have triggered the 
  healing, you gain no benefit from the spell.
  Casting this spell a second time automatically ends the 
  duration of any previous casting of the spell that you have 
  performed.
  Focus: A gem worth at least 50 gp.
  Special: A dragonblooded character, or a character with the 
  dragon type, casts this spell at +1 caster level.
  MANIFEST DRAGON HERITAGE
  Conjuration (Creation)
  Level: Sorcerer 5
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One wyvern
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  With a shuddering gasp, you dig your nails into your flesh as 
  though pulling the skin from your bones.
  A glistening wyvern appears before you.
  This spell creates a wyvern that springs forth from your 
  body.
  It appears where you designate and acts immediately, on 
  your turn.
  It attacks your opponents to the best of its ability.
  
  1193
  You must be able to speak Draconic to communicate with 
  the wyvern, or have some form of telepathic 
  communication that does not require a shared language.
  If you can communicate with the wyvern, you can direct it 
  not to attack, to attack particular enemies, or to perform 
  other actions.
  The conjured creature gains bonus hit points equal to twice 
  your caster level.
  If it is killed, the caster takes 2d6 points of damage.
  MANIFEST DRAGON HERITAGE, GREATER
  Conjuration (Creation)
  Level: Sorcerer 8
  Effect: One dragon turtle
  As manifest dragon heritage, except that you create a dragon 
  turtle.
  STICKY FLOOR
  Conjuration (Creation)
  Level: Sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-by-10-ft. square
  Duration: 1 hour/level
  Saving Throw: Reflex partial
  Spell Resistance: No
  For an instant, a translucent sheen that only you can see falls 
  across the area you designate.
  Creatures that are within or that enter the area of a sticky 
  floor spell are immediately stuck in place and entangled.
  A successful Reflex save means the creature can move from 
  its space but is still considered entangled as long as it 
  remains in the area.
  A creature stuck in place can break loose by using a 
  standard action to make a DC 15 Strength check or Escape 
  Artist check.
  Each round at the beginning of your turn, any creature 
  within the area must succeed on another Reflex save to 
  avoid becoming stuck in place again.
  The effect of this spell even extends through footwear, so 
  merely removing your boots doesn’t free you from the 
  effect.
  Creatures not in contact with the surface of the ground 
  (such as flying, burrowing or incorporeal creatures) are 
  unaffected by sticky floor.
  Kobold sorcerers often use this spell to protect their lairs, 
  and some theorize that they learned it from dragons.
  Material Component: A drop of hardened tree sap, which 
  must be eaten by the caster.
  SUMMON ASPECT OF BAHAMUT
  Conjuration (Summoning, Good)
  Level: Cleric 7, sorcerer 7/wizard 7
  Components: V, S, F/DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One aspect of Bahamut
  Duration: Concentration (maximum of 1 round/level) + 
  1 round
  Saving Throw: None
  Spell Resistance: No
  You send a plea to Bahamut and are answered by the appearance 
  of a long, sinuous dragon covered in silver-white scales that sparkle 
  and gleam.
  If you are a nongood spellcaster, you cannot cast this spell.
  By casting this spell, you request Bahamut to send you one 
  of his aspects.
  Otherwise, the aspect 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 aspect (it understands 
  Celestial, Common, and Draconic), you can direct it not to 
  attack, to attack particular enemies, or to perform other 
  actions before the duration elapses.
  More information on the aspect of Bahamut can be found 
  on page 152 of this book.
  Arcane Focus: A silver dragon scale.
  WALL OF SCALES
  Conjuration (Creation)
  Level: Sorcerer 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Dragonhide wall whose area is up to one 5-ft. 
  square per level (S)
  Duration: 1 minute/level
  Saving Throw: See text
  Spell Resistance: No
  You blow a dragon scale from your palm, and before you sprouts a 
  wall of glittering scales, pulsing like living flesh.
  You create a barrier of living dragonhide that is anchored to 
  the ground or floor, or between two vertical surfaces.
  A wall of scales is 1 inch thick per two 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.
  You can create a wall of scales in almost any shape you desire, 
  provided it is anchored in some fashion.
  It need not be vertical, and you can shape it into a circular 
  or dome-shaped enclosure about yourself or another 
  creature.
  The wall can be destroyed by normal means of dealing 
  damage, as well as by disintegrate spells and so forth.
  It is immune to acid and fire.
  In addition, the wall of scales has damage reduction 5/magic.
  For every five caster levels above 5th, this damage 
  reduction increases by 5, reaching a maximum of 20/magic 
  at 20th level.
  Each 5-foot square of wall has 10 hit points per inch of 
  thickness.
  A section of wall whose hit points are reduced to 0 is 
  breached.
  It is not possible to break a wall of scales with a Strength 
  check.
  It is possible, but difficult, to trap mobile opponents within 
  or under a wall of scales, provided the wall is shaped so it can 
  hold the creatures.
  Creatures can avoid entrapment with successful Reflex 
  saves.
  Material Component: A pristine dragon scale.
  
  1194
  ENCHANTMENT
  POWER WORD DEAFEN
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 3
  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: See text
  Saving Throw: None
  Spell Resistance: Yes
  A single word from your lips overwhelms your foe’s hearing.
  You utter a single word of power that instantly causes one 
  creature of your choice to become deafened, whether the 
  creature can hear the word or not.
  The duration of the spell depends on the target’s current hit 
  point total, as shown below.
  Any creature that currently has 101 or more hit points is 
  unaffected by power word deafen.
  POWER WORD DISABLE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 5
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 50 hp or less
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  A word you speak puts your target on the brink of collapse.
  You utter a single word of power that instantly reduces the 
  hit points of one creature of your choice to 0.
  Any creature that currently has 51 or more hit points is 
  unaffected by power word disable.
  POWER WORD DISTRACT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 4
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 150 hp or less
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  A single word from your lips renders your foe vulnerable and 
  distracted.
  You utter a single word of power that instantly causes one 
  creature of your choice to become briefly distracted, 
  whether the creature can hear the word or not.
  The creature is treated as flat-footed until its next turn.
  Any creature that currently has 151 or more hit points is 
  unaffected by power word distract.
  POWER WORD FATIGUE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 1
  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: See text
  Saving Throw: None
  Spell Resistance: Yes
  With a syllable, you sap vigor from your target.
  You utter a single word of power that instantly causes one 
  creature of your choice to become fatigued, whether the 
  creature can hear the word or not.
  (A fatigued creature instead becomes exhausted for the 
  spell’s duration, then reverts to being fatigued).
  The duration of the spell depends on the target’s current hit 
  point total, as shown below.
  Any creature that currently has 101 or more hit points is 
  unaffected by power word fatigue.
  POWER WORD MALADROIT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 75 hp or less
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  You speak a word to make your target ungainly and awkward.
  You utter a single word of power that instantly causes one 
  creature of your choice to become clumsier, dealing 2 
  points of damage to its Dexterity, whether the creature can 
  hear the word or not.
  The specific effect and duration of the spell depend on the 
  target’s current hit point total, as shown below.
  Any creature that currently has 75 or more hit points is 
  unaffected by power word maladroit.
  
  1195
  POWER WORD NAUSEATE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 6
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 150 hp or less
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  You speak a word of power so disgusting that your target retches.
  You utter a single word of power that instantly causes one 
  creature of your choice to become nauseated, whether the 
  creature can hear the word or not.
  The duration of the spell depends on the target’s current hit 
  point total, as shown below.
  Any creature that currently has 151 or more hit points is 
  unaffected by power word nauseate.
  POWER WORD PAIN
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 1
  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: See text
  Saving Throw: None
  Spell Resistance: Yes
  A word you speak causes continuing pain to your target.
  You utter a single word of power that instantly deals 1d6 
  points of damage to one creature of your choice, and 
  another 1d6 points in every round thereafter for as long as 
  the spell lasts.
  The duration of the spell depends on the target’s current hit 
  point total, as shown below.
  Any creature that currently has 101 or more hit points is 
  unaffected by power word pain.
  POWER WORD PETRIFY
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 8
  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
  With a mere word, you turn your target to stone.
  You utter a single word of power that instantly causes one 
  creature of your choice to become petrified, whether the 
  creature can hear the word or not.
  Any creature that currently has 101 or more hit points is 
  unaffected by power word petrify.
  POWER WORD SICKEN
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 2
  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: See text
  Saving Throw: None
  Spell Resistance: Yes
  You speak a mildly revolting word of power.
  You utter a single word of power that instantly causes one 
  creature of your choice to become sickened, whether the 
  creature can hear the word or not.
  The duration of the spell depends on the target’s current hit 
  point total, as shown below.
  Any creature that currently has 101 or more hit points is 
  unaffected by power word sicken.
  POWER WORD WEAKEN
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 75 hp or less
  Duration: See text
  Saving Throw: None
  
  1196
  Spell Resistance: Yes
  With a word, you sap strength from your target.
  You utter a single word of power that instantly causes one 
  creature of your choice to become weaker, dealing 2 points 
  of damage to its Strength, whether the creature can hear 
  the word or not.
  The specific effect and duration of the spell depend on the 
  target’s current hit point total, as shown below.
  Any creature that currently has 75 or more hit points is 
  unaffected by power word weaken.
  UNFETTERED GRASP
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sorcerer/wizard 2
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One grappling or pinned creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You speak a word of emancipation.
  Upon casting this spell, you force the target creature to 
  immediately attempt a grapple check.
  If it succeeds on that check, the creature immediately ends 
  and escapes from any grapple or pin that it is currently 
  subject to (even if it isn’t the creature’s turn).
  Typically, this spell is used to free an ally from the grasp of 
  a creature that is larger and/or stronger than the ally.
  This spell was developed by dragonborn sorcerers to better 
  face the threat of their enormous dragon enemies (many of 
  which have the ability to snatch up smaller foes).
  EVOCATION
  GHOSTLY TAIL
  Evocation [Force]
  Level: Sorcerer 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Effect: Evoked tail
  Duration: 1 hour/level
  A partially translucent, scaled tail uncoils from behind you, as if it 
  had always been there, and slaps at foes that leave themselves open 
  to attack.
  You evoke a partially translucent, scaled tail that can attack 
  foes that are vulnerable to attacks of opportunity.
  If your foe takes an action that would provoke an attack of 
  opportunity from you, even if you are not holding a melee 
  weapon that would normally threaten your foe, your 
  evoked dragon’s tail attacks the target with a melee touch 
  attack, dealing 2d6 points of damage on a successful hit.
  You can only strike with a ghostly tail if you have not already 
  taken your allowed number of attacks of opportunity in the 
  round.
  Special: A dragonblooded character, or a character with the 
  dragon type, deals an extra 1 point of damage per level with 
  a ghostly tail (maximum 20 points).
  LOCAL TREMOR
  Evocation [Earth]
  Level: Cleric 2, druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft. line
  Duration: 1 minute/level or until expended; see text
  Saving Throw: Reflex negates
  Spell Resistance: No
  The earth around your feet begins to ripple, and a directed shock 
  wave of tectonic force is released that shoots through the ground.
  Immediately upon completion of the casting of this spell 
  and as often as once per round thereafter, you can cause the 
  ground to shake along a 30-foot line.
  You can produce a number of these tremors equal to your 
  caster level (maximum five).
  The tremors begin at your location and extend in the 
  direction you indicate; any creature caught standing within 
  the area must make a Reflex save or fall prone.
  A spellcaster caught standing on one of these squares must 
  make a Concentration check (DC 20 + spell level) or lose 
  any spell that was being attempted.
  You need not produce a tremor immediately upon 
  finishing the casting of this spell.
  You can perform other actions, even the casting of other 
  spells, between producing new tremors.
  Calling up a new tremor in any round after the spell has 
  been cast requires a standard action (as you refocus your 
  concentration on the spell).
  TAIL SLAP
  Evocation [Force]
  Level: Sorcerer 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Effect: Evoked tail
  Duration: 1 round/level
  A partially translucent, scaled tail uncoils from behind you and 
  savagely slaps at your foe.
  You evoke a dragon’s tail that you can use to strike at a 
  target once per round as a standard action (including the 
  round in which you evoke it) that deals 1d6 points of 
  damage per two levels (to a maximum of 10d6 points of 
  damage) if you hit your foe with a melee touch attack.
  In addition, if a subject of up to one size category larger 
  than you fails a Strength check (DC equal to your caster 
  level + 12) against your first attack, the driving force of the 
  
  1197
  tail slap pushes your foe back 5 feet plus another 5 feet for 
  every 5 points of damage your foe takes.
  If a wall or other solid object prevents the subject from 
  being pushed back, the subject instead slams into the object 
  and takes an extra 2d6 points of damage from the impact 
  (no save).
  The movement of your foe caused by a tail slap does not 
  provoke attacks of opportunity.
  The chance to push your foe back is only gained on the 
  attack you make in the round when you initially cast the 
  spell.
  Special: A dragonblooded character, or a character with the 
  dragon type, has a chance to push back a foe with every 
  attack it makes during the spell’s duration, instead of just 
  the first attack made in the round when the spell is cast.
  TAIL SWEEP
  Evocation [Force]
  Level: Sorcerer 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 feet
  Area: 10-foot-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A partially translucent, scaled tail uncoils from behind you and 
  sweeps through the area, then vanishes as quickly as it appeared.
  You evoke a dragon’s tail that savagely sweeps through the 
  space around you in a 10-foot radius, dealing 1d6 points of 
  damage per level to all creatures that fail a Reflex saving 
  throw and half that damage to creatures that succeed on the 
  save.
  Creatures that fail the Reflex save are also knocked prone.
  Special: A dragonblooded character, or a character with the 
  dragon type, casts this spell at +1 caster level.
  WINGS OF BOUNDING
  Evocation [Force]
  Level: Sorcerer 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Immense, partially translucent wings unfurl from behind you for 
  an instant just before you jump, helping you achieve incredible 
  distance or height.
  You evoke immense, partially translucent wings that grant 
  you a +20 circumstance bonus on a Jump check you make 
  in the same round when you cast the spell.
  In addition, if you are intentionally jumping down from a 
  height and you succeed on the DC 15 Jump check to do so, 
  you take falling damage as if you had dropped 30 fewer feet 
  than you actually did.
  Special: A dragonblooded character, or a character with the 
  dragon type, gains an additional +1 bonus on the Jump 
  check for every two caster levels (maximum +10).
  WINGS OF COVER
  Evocation [Force]
  Level: Sorcerer 2
  Components: V, S
  Casting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Immense, partially translucent wings unfurl from behind you and 
  completely shield you from the sight of your enemies for a single 
  heartbeat.
  Your evoked wings grant cover against a specific attack.
  If your foe is about to attack you with a melee, ranged, spell, 
  or psionic attack, you can cast this spell immediately, 
  creating a hemispherical barrier (or a spherical barrier if 
  you are not standing on solid ground) of force shaped like 
  dragon wings.
  The wings of force last just long enough to disrupt your 
  foe’s line of effect to you, providing you total cover against a 
  single attack with a weapon, spell, or psionic power.
  Your foe’s first attack in this round cannot be made and is 
  wasted against you, though he could decide to take any 
  other action, including choosing to attack one of your allies 
  instead, or take a full attack action that grants him 
  additional melee attacks against you in this round (if your 
  foe is of high enough level to have additional attacks).
  The wings unfurl and then dissipate an instant later.
  Your foe could choose to attack the area in which you have 
  taken cover with an area attack (such as a fireball spell).
  In this case, you gain a +8 bonus to AC (if applicable) and a 
  +4 bonus on Reflex saves.
  Special: A dragonblooded character, or a character with the 
  dragon type, can provide cover for one additional adjacent 
  ally for every three caster levels.
  WINGS OF FLURRY
  Evocation [Force]
  Level: Sorcerer 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Immense, scaled wings unfurl from behind you and beat at nearby 
  foes in a savage flurry before vanishing as quickly as they 
  appeared.
  You evoke flickering dragon’s wings that strike at every 
  target in range, dealing 1d6 points of damage per caster 
  level to all designated targets within 30 feet that fail a 
  Reflex saving throw and half that damage to creatures that 
  succeed on the save.
  Creatures that fail the Reflex save are also dazed for 1 
  round.
  Special: A dragonblooded character, or a character with the 
  dragon type, casts this spell at +1 caster level.
  WINGS OF SWIFT FLYING
  Evocation [Force]
  Level: Sorcerer 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  
  1198
  Target: You
  Duration: 1 hour/level or until underlying flight effect 
  lapses; see text
  Immense, partially translucent wings unfurl from behind you and 
  begin to beat expertly against the air, accelerating your flight.
  After you have already cast fly or overland flight or are 
  enjoying some other temporary power or magical flight 
  effect, you can cast wings of swift flying to increase your 
  speed.
  This spell evokes ghostly, translucent wings that add 30 feet 
  to your fly speed granted by the underlying spell for that 
  spell’s duration.
  When the underlying flight effect’s duration elapses, the 
  wings of swift flying spell also immediately ends.
  Only characters who are already enjoying the effect of 
  flight granted by a spell, power, or other temporary magical 
  or psionic effect can make use of this spell.
  Characters who are flying through some other means (such 
  as natural wings of their own) gain no benefit from casting 
  this spell.
  Special: A dragonblooded character, or a character with the 
  dragon type, adds an additional 10 feet to her fly speed 
  when this spell is cast (total 40-foot bonus to fly speed).
  ILLUSION
  INSTANT DIVERSION
  Illusion (Figment)
  Level: Bard 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal; see text
  Target: You
  Duration: 1 round
  As you spin around, you produce residual images of yourself, each 
  of which splits off from your body and moves away.
  One or more illusory doubles of you appear, spinning off 
  from your original location as you turn in a circle.
  You create one double plus one for every four caster levels 
  you have (minimum one, maximum five).
  You are then free to go elsewhere while your doubles move 
  away in a manner of your choosing.
  The doubles move at your speed and can emit minor 
  sounds such as footsteps or metal clanking, but they can 
  only be made to move, withdraw, or run.
  Any successful attack against an illusory double destroys it.
  A double’s Armor Class is equal to 10 + your size modifier + 
  your Dex modifier.
  Figments seem to react normally to area spells (such as 
  looking as though they are burned or dead after being hit 
  by a fireball).
  TRANSMUTATION
  ESSENCE OF THE DRAGON
  Transmutation
  Level: Sorcerer 2
  Components: S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing living creature touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  With the touch of your bloodied hand, your ally’s appearance 
  shifts.
  Her eyes become slitted, and a shimmer of scales ghosts 
  momentarily across her skin.
  You confer the dragon type on the touched creature.
  For the duration of the spell, that creature counts as a 
  dragon for the purpose of spell effects, magic item wielder 
  requirements, favored enemy bonuses, and other factors 
  that depend on a creature’s type.
  The subject of the spell is immune to magic sleep and 
  paralysis effects and ignores the frightful presence of 
  dragons.
  The recipient also receives darkvision out to 60 feet and 
  low-light vision.
  It is also now vulnerable to harmful effects that specify 
  dragons, such as dragon bane weapons.
  Material Component: A drop of blood from a dragon or 
  dragon-descended creature.
  GHOSTLY RELOAD
  Transmutation
  Level: Sorcerer/wizard 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Hand, light, or heavy crossbow
  Duration: 1 hour or until expended; see text
  Saving Throw: No
  Spell Resistance: No
  Shimmering ghostly hands pull your crossbow’s string back into 
  the catch as you prepare to fire another bolt.
  After the wielder shoots a projectile from the crossbow 
  affected by this spell, the magic immediately cocks the 
  crossbow so that the weapon can be loaded again.
  Ghostly reload pulls the string of a hand crossbow or light 
  crossbow into place once per caster level (maximum ten 
  times at caster level 10th) and the string of a heavy 
  crossbow into place once per two caster levels (maximum 
  five times at caster level 10th).
  Cumulative castings of ghostly reload do not stack.
  This spell allows the crossbow’s wielder to fire a light 
  crossbow or heavy crossbow as a standard action and move 
  in the same round.
  If the character benefits from a high base attack bonus, the 
  crossbow can be fired multiple times as a full attack, but 
  only if ghostly reload can be applied to each attack in that 
  round.
  Focus: A crossbow.
  MIGHTY WALLOP
  Transmutation
  Level: Sorcerer/wizard 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: One bludgeoning melee weapon
  Duration: 1 minute/level
  Saving Throw: None (object)
  
  1199
  Spell Resistance: No (object)
  The head of the weapon you touch is suddenly encased in a filmy 
  halo that only you can see, extending out from the weapon to a 
  distance of several inches.
  Mighty wallop increases the damage of a bludgeoning melee 
  weapon by one size category without increasing the 
  dimensions or weight of the weapon.
  For a Small weapon, find the weapon’s damage value on the 
  table below and adjust it to the value in the right-hand 
  column for the duration of the spell.
  For a Medium or larger weapon, refer to Table 2–2: 
  Increasing Damage by Weapon Size (DMG 28).
  Focus: A melee weapon.
  MIGHTY WALLOP, GREATER
  Transmutation
  Level: Sorcerer/wizard 3
  Duration: 1 hour/level
  As mighty wallop, except that the bludgeoning melee 
  weapon damage increases by one size category for every 
  four caster levels you have, to a maximum of five size 
  categories or up to an effective size of Colossal.
  For a Small weapon that increases by more than one size 
  category, begin by referring to the table in the mighty wallop 
  spell description.
  Once the weapon has been adjusted to an effective size of 
  Medium, or if it was already a Medium or larger weapon, 
  refer to Table 2–2: Increasing Damage by Weapon Size 
  (DMG 28).
  SENSE OF THE DRAGON
  Transmutation
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As you finish casting the spell on yourself, a mild ringing arises 
  inside your head that changes pitch depending on the locations of 
  objects and creatures around you.
  The subject gains augmented nonvisual senses out to a 
  distance of 30 feet.
  The subject does not need to make Spot or Listen checks to 
  pinpoint the location of a creature within 30 feet, provided 
  that it has line of effect to that creature.
  Any opponent the subject cannot see still has total 
  concealment against the recipient of this spell, and the 
  subject still has the normal miss chance when attacking 
  foes that have concealment.
  Visibility still affects the movement of the subject, and the 
  recipient of this spell is still denied its Dexterity bonus to 
  Armor Class against attacks from creatures it cannot see.
  Sense of the dragon can be made permanent with a 
  permanency spell in regard to yourself for a cost of 1,500 XP.
  Material Component: A worn dragon scale.
  STEAL SIZE
  Transmutation
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature larger than you
  Duration: 1 minute/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You throw the powdered iron toward your target, and the creature 
  shrinks before your eyes—just as you simultaneously grow larger.
  You eclipse, balance, or minimize the size advantage of 
  another creature.
  A target that fails a Fortitude save shrinks by one size 
  category, halving its height, length, and width and dividing 
  its weight by eight, as the reduce person spell, while you grow 
  by one size category, doubling your height, length, and 
  width and multiplying your weight by eight, as the enlarge 
  person spell.
  If the spell ends for either of you, the spell ends for both of 
  you.
  Material Component: A dash of powdered iron.
  RACES OF THE WILD (3.5)
  CONJURATION
  SUMMON DEVOTED ROC
  Conjuration (Summoning)
  Level: Sky 9
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned roc
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a particularly powerful roc.
  It appears where you designate (assuming the space is large 
  enough to hold a Gargantuan creature) and acts 
  immediately, on your turn.
  You may command the roc telepathically as a free action, 
  allowing you to direct its actions as you desire.
  The roc has normal statistics for a creature of its kind (see 
  page 215 of the Monster Manual), with the addition of a +5 
  enhancement bonus on its attack rolls, damage rolls, and 
  saving throws.
  
  1200
  Its natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction.
  SUMMON DIRE HAWK
  Conjuration (Summoning)
  Level: Druid 2, Sky 2
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned dire hawk
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a dire hawk (see page 189).
  It appears where you designate and acts immediately, on 
  your turn.
  You may command the dire hawk telepathically as a free 
  action, allowing you to direct its actions as you desire.
  ILLUSION
  WOODLAND VEIL
  Illusion (Glamer)
  Level: Druid 2, ranger 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more creatures, no two of which can be 
  more than 30 feet apart
  Duration: 10 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell makes its subjects blend in with natural 
  surroundings, hiding them and quieting the sounds they 
  make.
  All targets gain a +5 competence bonus on Hide and Move 
  Silently checks while outdoors in a natural setting.
  The spell has no effect in urban settings or indoors 
  (including dungeons).
  Those affected by this spell can see and hear each other and 
  themselves as if unaffected by the spell.
  Any affected creature moving more than 30 feet from 
  another target loses the bonuses the spell provides.
  TRANSMUTATION
  AERIAL ALACRITY
  Transmutation
  Level: Sky 4, sorcerer/wizard 4
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You become quicker and more maneuverable while 
  airborne.
  Your fly speed increases by 30 feet, and your 
  maneuverability when flying improves by one category, to 
  a maximum of perfect (see page 20 of the Dungeon Master’s 
  Guide).
  While airborne, you gain a +1 dodge bonus to Armor Class 
  and on Reflex saves.
  DUST TO DUST
  Transmutation
  Level: Cleric 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  A golden ray springs from your pointing finger.
  You must make a successful ranged touch attack to hit your 
  intended target.
  A corpse or undead creature struck by the ray takes 1d8 
  points of damage per two caster levels (maximum 10d8).
  Any Large or smaller creature reduced to 0 or fewer hit 
  points by this spell is disintegrated, leaving behind only a 
  trace of fine dust.
  The ray has no effect on objects that are not corpses; thus, 
  the creature’s equipment is unaffected.
  A creature that makes a successful Fortitude takes half 
  damage.
  ENDURING FLIGHT
  Transmutation
  Level: Sky 3, sorcerer/wizard 4
  Components: V
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: See text
  You can carry more weight aloft while flying, and your 
  flight lasts longer than normal.
  You can fly at normal speed when wearing medium armor 
  or carrying up to a medium load.
  If your ability to fly (whether natural or magical) has a 
  limited duration, that duration is doubled.
  This spell lasts as long as you remain airborne; it ends the 
  moment you land.
  MASTERY OF THE SKY
  Transmutation [Air]
  Level: Sky 8
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  The air around you shapes itself to assist you and interfere 
  with your foes’ attacks.
  While airborne, you gain a +2 competence bonus on attack 
  rolls and damage rolls.
  Your maneuverability becomes perfect, and your 
  movement (whether airborne or not) is unaffected by 
  winds of less than hurricane strength (see page 95 of the 
  Dungeon Master’s Guide).
  
  1201
  The winds whipping around you (the equivalent of a 
  windstorm) cause ranged weapon attacks made against you 
  to automatically miss, and even siege weapons take a –4 
  penalty on attack rolls.
  Melee attacks made against you by Huge or smaller 
  creatures have a 50% miss chance.
  Medium or smaller creatures cannot enter your space (such 
  as to bull rush you or tumble through your space).
  This spell has no effect if cast underwater or in an airless 
  environment.
  RAPTOR’S SIGHT
  Transmutation
  Level: Druid 1, ranger 1, Sky 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Your visual acuity improves dramatically.
  You gain a +5 competence bonus on Spot checks.
  If you have 5 or more ranks in Spot, you take only half the 
  normal range increment penalty for ranged attacks (–1 per 
  range increment instead of –2).
  RETURNING WEAPON
  Transmutation
  Level: Assassin 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 swift action
  Range: Touch
  Target: One thrown weapon
  Duration: 1 round/level (D)
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  The weapon targeted by this spell gains the ability to return 
  to the hand of its thrower (as the returning special ability 
  described on page 225 of the Dungeon Master’s Guide).
  SANDSTORM (3.5)
  ABJURATION
  ANTIFIRE SPHERE
  Abjuration
  Level: Sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Area: 10-ft.-radius emanation from touched creature
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  You bring into being a mobile, spherical energy field that 
  protects against fire.
  All creatures within the area of the spell gain immunity to 
  fire damage.
  In addition, the sphere prevents the entrance of any 
  creature with the fire subtype and hedges out such 
  creatures that are in the area when the spell is cast.
  You must overcome a creature’s spell resistance to keep it at 
  bay.
  CLOAK OF SHADE
  Abjuration
  Level: Cleric 1, druid 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The subject is wrapped in an envelope of perfect shade.
  Inside the cloak, the temperature is one band lower than 
  the actual temperature (see Heat Dangers, page 12), but the 
  spell has no effect on unearthly or hotter heat, nor does it 
  offer any protection against fire damage.
  The target is treated as though it is in shade, thereby 
  protected from sunburn, able to begin recovering from sun 
  glare, and able to begin healing nonlethal damage taken 
  from exposure to heat.
  Cloak of shade has no effect on light, daylight, sunburst, and 
  similar magical light effects, and it offers no protection 
  from damage that creatures vulnerable to sunlight might 
  take from the sun.
  DISPEL WATER
  Abjuration
  Level: Bard 4, cleric 5, druid 4, sorcerer/wizard 5, Thirst 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Area: See text
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: See text
  You call on the power of the waste to counter and dismiss 
  water creatures, spells, and effects.
  However, dispel water cannot counter an instantaneous spell 
  or effect.
  You choose to use dispel water in one of three ways: to dry 
  up a body of water, to counter a water-based spell or effect, 
  or to dismiss an extraplanar creature of the water subtype.
  Dry Up Water: This effect instantly destroys 200 cubic feet 
  of water per level.
  Remaining water rushes in to fill the void.
  Cast in a large body of water, such as an ocean, the 
  destruction of 1,000 or more cubic feet of water produces a 
  strong current that pulls boats and creatures down.
  Creatures caught in the current must make a DC 20 Swim 
  check to avoid going under.
  A creature that fails the Swim check is pulled down to a 
  depth of 10 feet per caster level and must hold its breath or 
  begin to drown (see page 304 of the Dungeon Master’s Guide).
  The current might capsize vessels: The chance is 95% for a 
  craft shorter than 20 feet long, 50% for one from 20 to 60 
  feet long, and 20% for one over 60 feet long.
  
  1202
  Counterspell: Used in this way, dispel water targets a 
  spellcaster and is cast as a counterspell (see page 170 of the 
  Player’s Handbook).
  It only counters spells and spell-like abilities that have the 
  water descriptor, or appear on the Water domain spell list, 
  or clearly involve water (such as create food and water, sleet 
  storm, and wall of ice).
  To successfully counter the other spell, you must make a 
  dispel check (1d20 + your caster level, maximum +20) 
  against a DC equal to 11 + the spell’s caster level.
  Dismiss Water Creature: Cast in this way, dispel water targets a 
  single extraplanar creature of the water subtype within 
  range.
  The creature can negate the effect with a successful Will 
  save (and its spell resistance, if any, applies).
  If it fails to save or resist the spell, the creature is forced 
  back to its home plane.
  FREEDOM OF BREATH
  Abjuration
  Level: Cleric 2, druid 2, paladin 2, ranger 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject can breathe freely in conditions that ordinarily 
  inhibit respiration, such as sandstorms.
  While freedom of breath is in effect, the subject does not 
  make Constitution checks to avoid the onset of suffocation 
  unless no breathable substance is available (such as for a 
  human underwater or buried under sand).
  The spell also protects against stenches, such as those 
  produced by a troglodyte or a stinking cloud spell.
  The subject does not have to make saves or checks against 
  nausea and similar effects from strong odors.
  Freedom of breath also grants a +2 bonus on Fortitude saves 
  and Constitution checks to resist poisonous vapors, such as 
  those from a volcanic caldera or a cloudkill spell, for the 
  duration of the spell.
  Material Component: A sliver of mica.
  HALO OF SAND
  Abjuration [Earth]
  Level: Druid 2, ranger 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Halo of sand creates a thin band of sand that swirls and 
  twists around your body, helping to deflect incoming 
  attacks.
  The sand does not make it difficult for others to see you, 
  but it grants a +1 deflection bonus to AC.
  This deflection bonus increases by 1 for every three caster 
  levels above 3rd, to a maximum of +4 at caster level 12th.
  IMPEDE SUN’S BRILLIANCE
  Abjuration
  Level: Druid 1, ranger 1, Summer 1
  Components: S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cylinder (10-ft. radius, 20 ft. high)
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell reduces the sun’s light to a comfortable glow in a 
  stationary area, dropping the temperature by 20 degrees.
  Creatures inside the effect gain a one-step improvement in 
  protection against heat, are not subject to sunburn, and can 
  begin to recover from sun glare and nonlethal damage due 
  to heat (see Chapter 1).
  Impede sun’s brilliance has no effect on light, daylight, sunburst,
  and similar magical light effects, and it offers no protection 
  from damage that creatures vulnerable to sunlight might 
  take from the sun.
  PROTECTION FROM DESSICATION
  Abjuration
  Level: Cleric 3, druid 2, ranger 2, sorcerer/wizard 3, 
  Summer 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 min./level or until discharged
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature gains temporary immunity to 
  dehydration of any kind.
  While protected by the spell, the subject cannot become 
  dehydrated even if it takes dessication damage.
  Once the spell has prevented a total of 10 points of damage 
  from dehydration per caster level (maximum 100 points), 
  whether that damage is dessication damage or nonlethal 
  damage, it is discharged.
  SKIN OF THE CACTUS
  Abjuration
  Level: Druid 4, ranger 3, Summer 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell grants a living creature the toughness, resilience, 
  and needles of a cactus.
  The effect grants a +3 enhancement bonus to the creature’s 
  existing natural armor bonus.
  This enhancement bonus increases to +4 at caster level 10th 
  and to a maximum of +5 at caster level 13th.
  In addition to the enhancement bonus, skin of the cactus 
  causes the subject to grow needles from its skin, clothing, 
  or armor.
  
  1203
  Any creature grappling the subject or striking it with 
  natural weapons takes 1d6 points of piercing damage from 
  the needles.
  Finally, the subject of this spell is protected from nonlethal 
  damage due to dehydration.
  Skin of the cactus provides the subject with a +4 bonus on 
  saves to resist becoming dehydrated from heat or exposure, 
  but it offers no protection against dessication damage or 
  spells that cause a target to become dehydrated.
  The enhancement bonus provided by skin of the cactus 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, much as a character wearing only 
  normal clothing has an armor bonus of +0.
  Material Component: A cactus spine.
  SURELIFE
  Abjuration
  Level: Repose 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 min./level
  This spell protects you against some condition—such as 
  being immersed in boiling oil or buried under an 
  avalanche—that would ordinarily cause certain death.
  You can protect yourself only against a natural occurrence 
  or nonmagical condition, not against a spell or the action of 
  a creature (such as the breath of a dragon or the swords of a 
  group of bandits).
  At the time of the casting, you must specify the condition 
  against which you wish to protect yourself, and the spell is 
  effective against only that condition.
  Should you be subjected to that condition during the 
  duration of the spell, you feel no discomfort and take no 
  damage from the condition, though the spell does not 
  protect any items you carry.
  If you are still subject to the condition at the end of the 
  spell’s duration, you experience its full normal effects.
  Material Component: An ointment of peach syrup and 
  cinnabar.
  TRANSCRIBE SYMBOL
  Abjuration
  Level: Rune 8, sorcerer/wizard 8
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Magic symbol touched
  Duration: 10 minutes or until discharged
  Saving Throw: None
  Spell Resistance: No
  You place a protective spell upon your hand that allows you 
  to touch an untriggered magic sigil (such as a glyph of 
  warding or symbol of death), and even move it, without 
  triggering it.
  To pick up the symbol in this manner, you must make a 
  successful caster level check (DC 20 + spell level).
  Failure indicates that you trigger the magic sigil.
  If the check is successful, you transfer the sigil to your 
  hand.
  You can then use a standard action to place it upon a surface 
  of the sort on which it can normally be inscribed.
  The transferred sigil works normally thereafter and retains 
  its original triggering conditions, although its new location 
  might make those conditions difficult or impossible to 
  achieve.
  You can maintain the magic sigil on your hand as long as 
  you concentrate, up to the duration of the spell.
  If your concentration lapses or the spell duration expires 
  while the sigil is stored, it immediately triggers upon you 
  (and only you), even if you would normally not meet its 
  trigger conditions.
  The effect has the same saving throw and spell resistance 
  aspects as the original sigil did.
  The only safe way to rid yourself of a stored sigil is to place 
  it upon a suitable surface.
  Focus: A piece of slate that is smooth on one side.
  CONJURATION
  ASHSTAR
  Conjuration (Creation) [Evil]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft. level)
  Effect: One ashstar; see text
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: No
  You create a magical construct called an ashstar.
  It shoots from your hand and hovers in the air anywhere 
  within the limit of the range.
  Each round, you can move the ashstar anywhere within 
  range by spending a move action to concentrate on the new 
  position.
  The ashstar gives off a reddish light, akin to the hazy light 
  within a sandstorm, providing shadowy illumination in a 
  20-foot radius.
  A creature you designate within 10 feet of the ashstar that 
  takes damage from any source must make a Fortitude 
  saving throw.
  On a failed save, the damage is considered dessication 
  damage, and the victim becomes dehydrated.
  An ashstar can be attacked as if it were an object.
  It has hardness 10 and 20 hit points.
  BLAST OF SAND
  Conjuration (Creation) [Earth]
  Level: Druid 4, Sand 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  Sand sprays from your outstretched palm with enough 
  force to strip flesh from bone and scour surfaces.
  
  1204
  The spell deals 1d6 points of damage per caster level 
  (maximum 10d6).
  Do not divide damage from sand scour by four when 
  applying it to objects.
  Material Component: A pinch of sand.
  DESERT DIVERSION
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  A gray ray flecked with red springs from your outstretched 
  hand.
  You must make a ranged touch attack to hit the target.
  A target struck is covered with a glittering red field that 
  usurps some forms of planar travel.
  Forms of travel taken over by desert diversion include 
  dimension door, ethereal jaunt, etherealness, gate, greater teleport,
  plane shift, shadow walk, teleport, teleport object, teleportation 
  circle, and similar spells and spell-like abilities.
  If the subject of desert diversion casts one of the above spells, 
  he and those traveling with him (or anyone using the gate 
  or teleportation circle) are diverted.
  This spell can also be cast upon a gate or teleportation circle,
  thereafter diverting all who use the affected spell for the 
  duration of desert diversion.
  Subjects are diverted to a wasteland location, chosen by the 
  caster or randomly determined.
  Until desert diversion ends or is dispelled, the subjects of the 
  spell cannot use any of the abovementioned spells to travel 
  from the area.
  If they try, the casting simply returns them to the same 
  spot in the middle of the waste.
  When the duration expires, the diversion ends, and 
  subjects return to their point of origin.
  FLASHFLOOD
  Conjuration (Creation) [Water]
  Level: Cleric 8, druid 8
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 120 ft.
  Area: Cone-shaped spread
  Duration: 1 round
  Saving Throw: See text
  Spell Resistance: No
  You create a roaring, frothing wall of water 10 feet high that 
  erupts from where you stand and surges forward, sweeping 
  away or smashing down nearly everything in its path.
  The effect lasts for 1 round, although the water created by 
  the spell does not disappear after 1 round, during which 
  time creatures on the ground within the area cannot move 
  or attack.
  A spellcaster on the ground must make a Concentration 
  check (DC 20 + spell level) to successfully cast a spell.
  The force of the water and debris deals those caught in the 
  area 1d6 points of nonlethal damage plus another 1d6 
  points per five caster levels (maximum 4d6).
  Any creature or object that is not soundly secured is pushed 
  violently to the outer edge of the area.
  If this forces the creature or object into a solid surface, it 
  takes 8d6 points of damage.
  A creature holding onto a sturdy object can make a DC 20 
  Strength check to avoid being moved.
  A creature not already holding onto such an object can 
  make a DC 20 Reflex save or Swim check to grab one.
  A creature of Huge size or larger can make a DC 30 
  Strength check to dig in its feet and simply withstand the 
  oncoming wave.
  A creature that fails any of these checks falls prone in 
  addition to being swept away.
  The specific effect and aftereffects of a flashflood spell on the 
  environment depend on the nature of the terrain where it 
  is cast.
  When the spell is completed, a total volume of 100,000 
  cubic feet of water (400 5-foot squares, in a 120-ft. cone, 10 
  feet deep) is left behind.
  This water behaves like ordinary water—draining away and 
  leaving puddles in most cases, or perhaps forming a shallow 
  lake or pond.
  Unless the caster has taken care to create the flashflood in a 
  cleared area, however, the water left behind is full of debris, 
  dirt, and perhaps a few corpses.
  Such water is unfit to drink.
  Cave, Cavern, or Tunnel: The sudden surge of water knocks 
  down support beams, but otherwise has no real effect, aside 
  from filling the tunnel with water to a depth of 10 feet.
  If the area is insufficient to support 100,000 cubic feet of 
  water, the water level rises above 10 feet until the entire 
  volume is filled, or it spills outward from the confines of 
  the original 400 squares.
  What happens is based on the layout of the area.
  In the case of level terrain, the water simply drains away 
  over the course of a minute or so, leaving pools in 
  depressions from which it cannot drain.
  When the ground in a tunnel is not level, the water might 
  flood sections of the tunnel.
  In such cases, determine whether the flooded area is 
  sufficient to contain the entire volume of water created—
  and, if not, how deeply the water floods the next level up.
  Any creatures caught in water over their heads might 
  drown.
  For example, Miyish casts flashflood in the dungeon of a 
  ruined castle.
  The dungeon’s total volume is only 40,000 cubic feet (160 
  squares, with a 10-foot ceiling).
  The remaining 60,000 cubic feet of water has to go 
  somewhere, so it rushes up and out the entrance to the 
  dungeon.
  Since the terrain above the dungeon is another level of the 
  castle, and is basically watertight, the water collects up 
  here.
  The total volume of this level is 80,000 cubic feet (320 
  squares, with a 10-foot ceiling), leaving 20,000 cubic feet of 
  air.
  Since the water has nowhere to go but up, and it has gone 
  as high as it can, the water on this level is 7-1/2 feet deep 
  (60,000 cubic feet divided by 8,000—the square footage of 
  320 5-foot squares).
  
  1205
  If Miyish can’t swim or breathe water, he has made a grave 
  tactical error by casting flashflood in an area too small to 
  contain it.
  Cliffs: Casting flashflood at the base of a cliff has no effect on 
  the cliff.
  Casting flashflood from the top of a cliff can force creatures 
  and objects over the edge, so that they take falling damage.
  Open Ground: Creatures on open ground are safest from the 
  worst effects of flashflood.
  They might be knocked prone by the force of the water, or 
  even swept 120 feet (24 squares) away, but they are not in 
  any particular danger of drowning or being crushed.
  Structure(s): Any structure standing on open ground takes 
  60 points of damage, enough to collapse a typical wooden 
  building, but not a structure built of stone, masonry, or 
  reinforced masonry.
  Hardness reduces this damage, but it isn’t 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).
  The debris is swept away by the flashflood.
  River, Lake, or Marsh: The river, lake, or marsh overflows its 
  banks, though with rivers the effect is transitory.
  In the case of lakes and marshes, determine how much the 
  body of water overflows, given the 100,000 cubic feet of 
  water added to it.
  Only calculate this amount if the total surface area of the 
  lake or marsh is less than 40,000 square feet—and even 
  then, it’s only academic unless it is important to determine 
  whether something on the shore gets wet.
  HABOOB
  Conjuration (Creation) [Air, Earth]
  Level: Cleric 3, druid 3, ranger 3, Sand 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft. level)
  Effect: Abrasive dust spreads in 20-ft. radius, 20 ft. high
  Duration: 1 min./level
  Saving Throw: None or Reflex half; see text
  Spell Resistance: No
  A thick haze of swirling dust and sand swirls out from the 
  point you designate.
  The effect obscures all sight, including darkvision, beyond 
  5 feet.
  A creature within 5 feet has concealment.
  Creatures farther away have total concealment.
  Unprotected, nonmagical flames are automatically 
  extinguished, and there is a 50% chance that protected 
  flames will be snuffed.
  In addition to obscuring sight, the swirling dust abrades 
  any creature within it or attempting to move through it.
  Any creature passing through the haze takes 1d4 points of 
  damage per two caster levels (maximum 5d4), with no save 
  allowed.
  If you conjure haboob so that it appears where creatures are 
  located, each creature takes damage as if passing through 
  the haze.
  Such creatures take half damage with a successful Reflex 
  save, but if these creatures do not leave the affected area at 
  their next opportunity, they take full damage from the 
  abrading sands (no save) as if they had voluntarily entered 
  the area.
  Any creature that remains within the affected area for more 
  than 1 round likewise takes damage automatically (no save).
  A moderate wind (11+ mph) disperses the dust in 8 rounds; 
  a strong wind (21+ mph) disperses it in 4 rounds.
  This spell does not function underwater.
  Material Component: A pinch of ash, dust, or sand.
  HYDRATE
  Conjuration (Healing)
  Level: Bard 2, cleric 2, druid 2, paladin 2, ranger 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Will half; see text
  Spell Resistance: Yes; see text
  This spell allows you to create moisture within the body of 
  a living creature, healing damage from dehydration.
  Hydrate heals 2d8 points +1 point per caster level 
  (maximum +10) of dessication damage, removes all 
  nonlethal damage from dehydration, and clears up any 
  lingering effects of the dehydrated condition.
  When cast on a creature of the fire subtype, hydrate deals 
  damage instead of healing.
  Such a creature can apply spell resistance and attempt a 
  Will save to take half damage.
  MEPHIT MOB
  Conjuration (Summoning) [see text]
  Level: Bard 6, druid 6, Thirst 7
  Components: V, S
  Casting Time: 1 minute
  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 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons 2d6 mephits of a kind you designate.
  These are average mephits, as described in the Monster 
  Manual and in Chapter 6 of this book.
  The mephits appear where you choose and act immediately, 
  on your turn.
  They attack your opponents to the best of their ability.
  If you can communicate with the mephits, you can direct 
  them not to attack, to attack particular enemies, or to 
  perform other actions.
  You can dismiss them singly, or in groups, at any time.
  Summoned mephits cannot summon or otherwise conjure 
  another creature, nor can they use any teleportation or 
  planar travel abilities.
  Mephits cannot be summoned into an environment that 
  cannot support them.
  When you use a summoning spell to summon an air, earth, 
  fire, or water creature, it is a spell of that type.
  For example, mephit mob is an earth spell when you cast it to 
  summon salt mephits.
  SANDSTORM
  Conjuration (Creation) [Air, Earth]
  
  1206
  Level: Druid 6
  Components: V, S
  Casting Time: 1 standard action
  Range: 40 ft./level
  Area: 40 ft./level radius cylinder 40 ft. high
  Duration: 10 min./level
  Saving Throw: Fortitude negates
  Spell Resistance: No
  You create a duststorm or sandstorm.
  Sandstorm uses the parameters of control winds (see page 214 
  of the Player’s Handbook), differing from that spell as shown 
  above and as follows.
  A spellcaster who knows sandstorm need not be in an area of 
  exposed, sandy soil to create the effects described below—
  this spell conjures both sand and wind.
  Duststorm Strength: For every three caster levels, you can 
  increase or decrease wind strength by one level.
  Wind speeds of less than severe are insufficient to carry 
  suspended sand.
  (Wind strength and related duststorm effects are briefly 
  summarized below, with more detail found on page 16).
  Each round on your turn, creatures in the area must make 
  Fortitude saves or suffer the effects of being in the wind, as 
  well as the effects of suspended grit.
  A severe wind (31+ mph) causes minor ship and building 
  damage, and creates a duststorm with fine grains of sand 
  that reduces visibility, smothers unprotected flames, and 
  even chokes protected flames.
  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.
  Wind of this speed creates a sandstorm that badly reduces 
  visibility and deals 1d3 points of nonlethal damage each 
  round to anyone caught out in the open.
  Hurricane force winds (75+ mph) destroy wooden 
  buildings, sometimes uproot even large trees, and cause 
  most ships to founder.
  Wind of this speed creates a flensing sandstorm that 
  severely reduces visibility and deals 1d3 points of lethal 
  damage each round to anyone caught out in the open.
  A tornado (175+ mph) destroys all nonfortified buildings 
  and often uproots large trees.
  Tornado-force sandstorms are of the flensing variety.
  SUMMON DESERT ALLY I
  Conjuration [Summoning]
  Level: Druid 1, ranger 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 dustform creature (see page 161).
  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 creature 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.
  This spell conjures one of the creatures from the 1st-level 
  list on the accompanying Summon Desert 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.
  SUMMON DESERT ALLY II
  Conjuration [Summoning]
  Level: Druid 2, ranger 2
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like summon desert ally I, except that 
  you can summon one 2nd-level creature or 1d3 1st-level 
  creatures of the same kind.
  SUMMON DESERT ALLY III
  Conjuration [Summoning]
  Level: Druid 3, ranger 3
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like summon desert 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.
  SUMMON DESERT ALLY IV
  Conjuration [Summoning]
  Level: Druid 4, ranger 4
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like summon desert 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.
  SUMMON DESERT ALLY V
  Conjuration [Summoning]
  Level: Druid 5
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like summon desert 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.
  SUMMON DESERT ALLY VI
  Conjuration [Summoning]
  Level: Druid 6
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like summon desert 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.
  
  1207
  SUMMON DESERT ALLY VII
  Conjuration [Summoning]
  Level: Druid 7
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like summon desert 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.
  SUMMON DESERT ALLY VIII
  Conjuration [Summoning]
  Level: Druid 8
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like summon desert 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.
  SUMMON DESERT ALLY IX
  Conjuration [Summoning]
  Level: Druid 9, Sand 9
  Effect: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like summon desert 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
  WALL OF MAGMA
  Conjuration (Creation) [Earth, Fire]
  Level: Cleric 5, druid 6, sorcerer/wizard 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Wall of molten stone whose area is up to one 5-ft. 
  square/level (S)
  Duration: 1 min./level
  Saving Throw: See text
  Spell Resistance: Yes
  This spell creates a wall of thick magma that glows with a 
  dull red heat.
  It merges into adjoining rock surfaces, melting the rock at 
  the point of connection to form a smooth bond.
  The wall can seal off a passage or breach, but the intense 
  heat causes flammable materials in contact with the wall of 
  magma to catch fire instantly.
  A wall of magma is 1 inch thick per four caster levels.
  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.
  You can shape a wall of magma into sheets and curves, but 
  the molten wall cannot form domes or unsupported 
  horizontal surfaces more than 5 feet across.
  The wall need not be vertical but must rest upon a firm 
  foundation; it must merge with and be solidly supported by 
  existing stone.
  The wall cannot hold complex forms such as crenellations.
  It is possible (though difficult) to form the wall into a ring 
  to enclose creatures, but they can avoid this with successful 
  Reflex saves.
  
  1208
  The wall sends forth waves of heat, dealing 2d6 points of 
  fire damage to creatures within 10 feet and 1d6 points of 
  fire damage to those past 10 feet but within 20 feet.
  Unlike a wall of fire, both sides of a wall of magma radiate 
  heat.
  Since it is molten, the wall cannot be broken as such, but an 
  object or creature could force its way through.
  It costs 4 squares of movement to move through a square 
  containing a wall of magma, but creatures of the earth 
  subtype can pass through the wall at normal speed.
  A wall of magma deals 5d6 points of fire damage +1 point of 
  fire damage per caster level (maximum +20) to creatures 
  passing through it, the same amount each round to any 
  creature within it, and 2d6 points of fire damage per round 
  for 1d3 rounds after a creature leaves the area of the wall.
  It deals double damage to undead and creatures with the 
  water subtype.
  The wall can be destroyed normally by a disintegrate spell.
  If any 5-foot section of the wall takes 40 points of cold 
  damage or more in a round, that section hardens into 
  normal stone (hardness 8, 15 hit points per inch of 
  thickness), which can then be chipped or broken as normal 
  (DC 20 Strength check, +2 per inch of thickness).
  Do not divide cold damage by four, as normal for objects.
  Casting create water on the surface of a wall of magma creates 
  a cloud of steamy fog that fills a cube with the dimensions 
  of the length of wall affected.
  The fog dissipates after 10 minutes.
  Only the surface of the stone hardens; the wall is not cooled 
  completely.
  Wall of magma can be made permanent with a permanency 
  spell.
  A permanent wall of magma that is chilled by cold damage 
  stays solid for 10 minutes, then returns to its molten state.
  Arcane Material Component: A small piece of pumice, 
  obsidian, or other volcanic rock.
  WALL OF SALT
  Conjuration (Creation) [Earth]
  Level: Cleric 4, druid 4, sorcerer/wizard 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Salt 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 gleaming wall of salt crystal that merges 
  into adjoining rock surfaces.
  The wall can seal off a passage or breach, or be used to 
  construct new walls.
  A wall of salt is 1 inch thick per caster 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.
  You can form a wall of salt into nearly any shape desired.
  The wall 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 or as a ramp.
  If such a span is more than 20 feet long, the wall must be 
  arched and buttressed, reducing the spell’s area by half.
  For example, a 10th-level caster could create a salt span 
  with a surface area of five 5-foot squares.
  The wall can be crudely shaped to allow crenellations, 
  battlements, and so forth, by likewise reducing the area.
  The wall can be destroyed normally by a disintegrate spell or 
  by chipping and breaking.
  Each 5-foot square of the wall has 3 hit points per inch and 
  hardness 2.
  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 + 1 per inch of 
  thickness.
  Directing a constant blast of water at a wall of salt (for 
  example, a geyser from a decanter of endless water) dissolves 
  the mineral, dealing 10 points of damage per minute 
  (which hardness does not reduce).
  It is possible, but difficult, to trap mobile opponents within 
  or under a wall of salt, provided the wall is shaped so it can 
  hold the creatures.
  Creatures can avoid entrapment with successful Reflex 
  saves.
  Arcane Material Component: A crystal of rock salt.
  WALL OF SAND
  Conjuration (Creation) [Earth]
  Level: Cleric 4, druid 4, sorcerer/wizard 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Sand wall whose area is up to one 10-ft. 
  square/level (S)
  Duration: 1 min./level (D)
  Saving Throw: See text
  Spell Resistance: No
  You cause a flat, vertical wall of churning sand to spring up.
  The wall is 1 inch thick per caster level and covers up to a 
  10-foot square area per caster 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.
  No form of physical attack can harm a wall of sand directly, 
  but each 10-foot section has 2 hit points per inch of 
  thickness for determining whether an attack passes 
  through it.
  The wall reduces damage dealt by attacks that pass through 
  it.
  It essentially absorbs damage, so attacks must deal more 
  damage than the wall has hit points to have any effect on a 
  target on the other side of the wall of sand.
  Breaches in the wall close immediately after the attack that 
  made them passes through.
  The sand blocks line of effect for any fire spell.
  Creatures on the opposite side of the wall from an attack’s 
  origin have total concealment against that attack.
  Moving through a wall of sand requires a Strength check 
  (DC 10 + 1 per inch of thickness).
  Those who fail must stop in the space from which they 
  attempted to enter the wall.
  Any creature that attempts to pass through a wall of sand 
  must also make a Fortitude save or be blinded for 1d4+1 
  rounds.
  (Creatures without eyes are not subject to this effect).
  
  1209
  A creature passing through the roiling wall does not leave a 
  usable breach for others.
  All nonmagical flames are extinguished if carried through a 
  wall of sand.
  The spells control sand and move earth can breach and hold 
  open a break in a wall of sand.
  It is possible, but difficult, to trap mobile opponents within 
  a wall of sand, provided the wall is shaped so it can hold the 
  creatures.
  Creatures can avoid entrapment with successful Reflex 
  saves.
  A wall of sand is treated like normal sand for the duration of 
  the spell, so it can be affected by any spell or effect that 
  affects sand, such as transmute sand to stone or transmute sand 
  to glass.
  The wall still lasts only for its normal duration, even if its 
  consistency changes.
  A wall of sand can be made permanent with a permanency 
  spell.
  Arcane Material Component: A handful of sand.
  WALL OF WATER
  Conjuration (Creation) [Water]
  Level: Cleric 4, druid 4, sorcerer/wizard 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall of water 1 ft. thick whose area is up to one 10-
  ft. square/level (S)
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You cause a vertical wall of swirling water to appear.
  You can double the area of the wall’s effect by halving its 
  thickness.
  Any creature attempting to pass through a square occupied 
  by a wall of water must make a Swim check (DC 14 + your 
  spellcasting ability modifier) or become trapped in the 
  water, unable to move.
  A creature trapped in this fashion can attempt another 
  Swim check each round and might drown (see Drowning, 
  page 304 of the Dungeon Master’s Guide).
  If you conjure the wall so that it appears where creatures 
  are, each creature must make a Swim check or become 
  trapped; those that succeed can choose on which side they 
  wish to emerge from the water.
  Any nonmagical flame is extinguished if carried through a 
  wall of water.
  Few forms of physical attack can harm a wall of water 
  directly.
  Thrown weapons are ineffective through it, and attacks 
  with other ranged weapons are made with a –2 penalty for 
  every 5 feet of wall through which they must pass (in 
  addition to normal range penalties; minimum penalty –2).
  A breach in the wall closes immediately after the attack that 
  made it goes through.
  The water blocks line of effect for any fire spell.
  Creatures on one side of the wall have cover against those 
  on the other side unless the creature making the attack is 
  under the effect of freedom of movement.
  If any 5-foot section of water takes 20 or more points of fire 
  damage in a single round, that section evaporates into 
  steamy fog that lasts for 1 minute.
  If any 5-foot section of wall takes 20 or more points of cold 
  damage in 1 round, that length freezes for 10 minutes.
  Treat a frozen section as a wall of ice instead.
  In either instance, do not divide damage by four, as is 
  normal for objects.
  Control water can open and hold open a breach in a wall of 
  water, so long as that spell can affect enough of the wall.
  A wall of water can be made permanent with a permanency 
  spell.
  Arcane Material Component: A vial of water.
  DIVINATION
  LOCATE WATER
  Divination
  Level: Cleric 1, druid 1, ranger 1, sorcerer/wizard 1
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Cone-shaped emanation
  Duration: Concentration, up to 10 min./level
  Saving Throw: None
  Spell Resistance: No
  You sense the direction of a substantial body of water.
  The amount of information revealed depends on how long 
  you search a particular area.
  1st Round: Presence or absence of water.
  2nd Round: Number of water sources in the area and the 
  rough size of the largest one present.
  3rd Round: The size (see below) and location of each source 
  of water.
  If a water source is outside your line of sight, then you 
  discern its direction but not its exact location.
  Size: For the purpose of this spell, the size categories of 
  bodies of water are as follows.
  Small: A small pond or pool (200 cubic feet or less) or a 
  brook (5 feet across or smaller).
  Medium: A large pond or small lake (up to 20,000 cubic 
  feet) or a good-sized stream (up to 30 feet across).
  Large: A large lake (up to 10 million cubic feet) or a broad 
  river.
  Vast: An ocean or an inland sea.
  Creatures cannot be found by this spell.
  The spell ignores small quantities of water, such as filled 
  bottles and skins.
  The spell reveals nothing about the quality of the water or 
  how easy it is to reach.
  The presence of fire or magma within the spell’s area blocks 
  it.
  Arcane Focus: A forked hazel wand.
  ENCHANTMENT
  DESERT BINDING
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sand 8, sorcerer/wizard 8
  Components: V, S, M
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  
  1210
  Duration: See text (D)
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  This spell functions like binding (see page 204 of the Player’s 
  Handbook), except as noted here.
  Sand in the Hourglass: The subject assumes the form of a 
  minute portion of sand, each grain of which looks like its 
  head.
  Held in a clear glass container, usually an hourglass, the 
  subject remains aware of its surroundings (from multiple 
  viewpoints) and can speak (from multiple, tiny mouths), 
  but cannot leave the hourglass, attack, or use any other 
  abilities.
  The subject does not need to breathe, eat, or drink while 
  subject to sand in the hourglass, nor does it age.
  Shattering the hourglass before the spell ends slays the 
  bound creature, and its body remains sand (effectively 
  destroyed).
  The duration is one year per caster level, after which time 
  the victim reforms into its original shape, destroying the 
  hourglass.
  Reduce the save DC by 4.
  Wind in the Waste: The subject is transformed into a 
  howling wind blowing across the waste.
  The victim retains knowledge of its prior existence, but has 
  no abilities other than to howl with the wind.
  Because of its insubstantial nature, the subject is nearly 
  impossible to define or specifically locate.
  The DM might allow the victim to be found through 
  special means or through powerful magic (such as limited 
  wish).
  The duration is one year per caster level, after which time 
  the subject returns to its original shape in the location 
  where it was first subjected to wind in the waste.
  Reduce the save DC by 4.
  Material Component: As the binding spell; see page 204 of the 
  Player’s Handbook.
  SLEEP MOTE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Druid 5, sorcerer/wizard 5
  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; see text
  Saving Throw: Will partial
  Spell Resistance: Yes
  You create a dust devil composed of slumber-inducing 
  particles.
  It flies at a speed of 30 feet per round (perfect 
  maneuverability), and you can concentrate on controlling 
  its every movement or specify a simple program.
  Directing the vortex’s movement is a move action, while 
  changing its programmed movement is a standard action.
  If you don’t move or program the vortex, it merely stays at 
  rest, spinning and howling.
  The vortex dissipates if it exceeds the spell’s range.
  If the sleep mote enters a space with a creature, it stops 
  moving for the round and causes a magical slumber to 
  come upon any creature whose space it completely engulfs 
  that fails a Will saving throw (thus, creatures larger than 
  Medium size have immunity to a sleep mote).
  Even on a successful Will saving throw, affected creatures 
  are sleepy, and take a –2 penalty on all Wisdom, 
  Intelligence, and Charisma checks for the spell’s duration.
  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 mote has no effect on unconscious creatures.
  Arcane Material Component: A pinch of fine sand and a live 
  cricket.
  SYMBOL OF THIRST
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Cleric 6, sorcerer/wizard 6, Thirst 6
  Components: V, S, M
  Casting Time: 10 minutes
  Range: 0 ft.; see text
  Target: One symbol
  Duration: See text
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell functions like symbol of death (see page 289 of the 
  Player’s Handbook), except that all creatures within 60 feet of 
  a symbol of thirst are consumed by a terrible sense of thirst 
  (as the tormenting thirst spell; see below) for 10 minutes per 
  caster level.
  Note: Magic traps, such as symbol of thirst, are hard to detect 
  and disable.
  A rogue (only) can use the Search skill to find a symbol of 
  thirst and Disable Device to thwart it.
  The DC in each case is 25 + spell level, or 32 for symbol of 
  thirst.
  Material Component: Mercury and phosphorus, plus 
  powdered diamond and opal with a total value of at least 
  5,000 gp.
  TORMENTING THIRST
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3, sorcerer/wizard 3, Thirst 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell fills the subject with a terrible sense of thirst.
  Desperate and unable to focus on any other goal, it must 
  drink as deeply as it can.
  The affected creature runs to the nearest body of water in 
  sight, grabs and empties the closest container of water or 
  liquor (even those carried by allies), or runs toward the 
  nearest known source of water.
  No matter how much the subject drinks, the sensation of 
  thirst is not quenched.
  If denied the opportunity to quench its thirst, an affected 
  creature flies into a rage similar to the barbarian class 
  feature (see page 25 of the Player’s Handbook).
  The subject attacks friend and foe alike in its quest to find 
  water, though not necessarily with lethal force.
  
  1211
  EVOCATION
  BODY BLAZE
  Evocation [Fire]
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal; see text
  Target: You
  Duration: 1 round/level (D)
  You are surrounded in flame, which does not harm you or 
  your equipment.
  When you move, you leave a vertical trail of flame in your 
  wake.
  The sheet of flame left behind you is up to 20 feet high, 2 
  inches wide, and lengthens as you move, exactly following 
  the path you take across a horizontal surface—you leave no 
  trail on vertical surfaces or through the air because the 
  sheet of flame must be anchored on a horizontal surface.
  The blazing wall deals 2d6 points of fire damage +1 point of 
  fire damage per caster level (maximum +20) to any creature 
  passing through it.
  If you pass through a square more than once, the damage 
  dealt by the wall to creatures moving through that square 
  does not increase.
  You take no damage from your own blazing wall.
  If you overrun a creature or otherwise manage to pass 
  through its square, 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 section goes out.
  Material Component: A small piece of phosphorus.
  FLAYWIND BURST
  Evocation [Air, Earth]
  Level: Cleric 5, druid 5, Sand 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 round
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  This spell produces a brief windstorm (approximately 70 
  mph), filled with scouring, supernatural grit that literally 
  strips flesh.
  In addition to the possible effects of the wind, creatures 
  within the area of a flaywind burst spell take 1d6 points of 
  damage per caster level (maximum 10d6) from the scouring 
  sands.
  A successful Reflex save halves this damage.
  A creature within the area of flaywind burst must make a 
  Fortitude save or experience the effects of the wind’s force.
  A Small or smaller creature is knocked down and rolled 
  1d4×10 feet, taking 1d4 points of nonlethal damage per 10 
  feet.
  If flying, a Small or smaller creature is blown back 2d6×10 
  feet and takes 2d6 points of nonlethal damage.
  Medium creatures are knocked prone, or if flying are 
  blown back 1d6×10 feet.
  Large or Huge creatures are unable to move forward against 
  the force of the blast, or if flying are blown back 1d6×5 feet.
  Gargantuan or larger creatures can move normally within a 
  flaywind burst.
  Flaywind burst can’t move a creature beyond its range.
  In addition to the effects noted, flaywind burst can do 
  anything else that a windstorm-force sandstorm would be 
  expected to do, such as briefly obscure vision, heel over a 
  boat, or blow gases and vapors to the limit of its area.
  Material Component: A pinch of sand and the wing feather of 
  a vulture.
  PARBOIL
  Evocation [Fire]
  Level: Cleric 5, sorcerer/wizard 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You flash-heat the air in an area, boiling the blood and 
  baking the brains of creatures caught inside.
  The hot air deals 6d6 points of fire damage and 2d4 points 
  of Intelligence damage.
  Creatures that make successful Fortitude saves take half fire 
  damage and no Intelligence damage.
  Arcane Material Component: Water and a pinch of sulfur.
  SCIMITAR OF SAND
  Evocation [Earth]
  Level: Druid 2, sorcerer/wizard 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Scimitar of grinding sand
  Duration: 1 min./level (D)
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  A curved, 3-foot-long blade of sand springs forth from your 
  hand, screaming and churning like a caged sandstorm.
  Attacks with a scimitar of sand are melee touch attacks.
  The blade deals 1d6 points of damage, +1 point per two
  caster levels (maximum +10).
  The blade is not solid, so your Strength modifier does not 
  apply to the damage.
  You can use a scimitar of sand without penalty even if you 
  lack proficiency with a normal scimitar.
  In addition to being dealt damage, a creature struck by your 
  weapon must succeed on a Fortitude save or become 
  dehydrated.
  Arcane Material Component: A pinch of sand, salt, and iron 
  filings.
  SEARING EXPOSURE
  Evocation [Fire, Light]
  Level: Druid 4, sorcerer/wizard 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  
  1212
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You expose the target to the effect of hours of exposure to 
  severe heat and the desert sun in only a moment.
  The subject must make a Fortitude saving throw or take 
  1d4 points of nonlethal damage per caster level (maximum 
  15d4).
  Nonlethal damage that exceeds the subject’s hit points is 
  considered lethal damage.
  In addition, the subject is dazzled (as if by sun glare), 
  dehydrated, and sunburned (see Chapter 1).
  Protection from heat and exposure (such as keepcool salve 
  or a hydration suit; see Chapter 4) helps mitigate these 
  effects, providing the target with a +4 bonus on the 
  Fortitude save.
  A creature wearing heavy clothing or armor takes a –4 
  penalty on the Fortitude saving throw, but is not 
  sunburned.
  Those that succeed on their Fortitude saves take half 
  damage, are dehydrated, and are dazzled for 1d4+1 rounds.
  Arcane Material Component: A shard of thick glass.
  STORM MOTE
  Evocation [Air, Earth]
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cylinder (5-ft. radius, 10 ft. high)
  Duration: 1 round/level
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You create a whirling vortex of sand.
  It flies at speed of 60 feet per round (perfect 
  maneuverability), and you can concentrate on controlling 
  its every movement or specify a simple program.
  Directing the vortex’s movement is a move action, while 
  changing its programmed movement is a standard action.
  If you don’t move or program the vortex, it merely stays at 
  rest, spinning and howling.
  The vortex dissipates if it exceeds the spell’s range.
  If a storm mote enters a space with a creature, it stops 
  moving for the round and deals 2d8 points of damage to the 
  creature.
  A successful Fortitude save reduces damage by half.
  Those outside the vortex have concealment against those 
  inside.
  The vortex extinguishes all nonmagical flame.
  Arcane Material Component: A pinch of sand.
  NECROMANCY
  ASHEN UNION
  Necromancy
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude half and Fortitude partial; see 
  text
  Spell Resistance: Yes
  You drain all the moisture from the body of a living 
  creature, dealing it 1d6 points of dessication damage per 
  two caster levels (maximum 10d6).
  A creature that makes a successful Fortitude save takes half 
  damage.
  If the subject takes damage from the spell (whether its first 
  save was successful or not) equal to more than half of its 
  current hit points, it must make another Fortitude saving 
  throw or die as its body expels all remaining fluid, leaving 
  behind only a fragile husk that powders to ash at the least 
  touch.
  A victim’s equipment is unaffected.
  A creature that is affected but not slain by the spell is 
  dehydrated (see page 15).
  Material Component: A piece of dried fruit and a pinch of 
  dust.
  BLACK SAND
  Necromancy [Darkness, Evil]
  Level: Cleric 3, Sand 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 1 min./level
  Saving Throw: Reflex negates; see text
  Spell Resistance: Yes
  This spell creates an area of black sand (see page 20), 
  infused with shadowstuff and negative energy.
  A region of black sand literally swallows light, emitting 
  magical darkness rising to a height of 20 feet over the 
  surface.
  Creatures that come in contact with the sand take 1d4 
  points of damage per round from negative energy (no save).
  Those reduced to 0 hit points crumble into black sand 
  themselves.
  Creatures can make Reflex saves to avoid being caught in 
  the area upon which the spell is first cast.
  Only the surface of the sand is affected by the spell, so 
  creatures burrowing beneath an area of black sand are 
  unaffected unless they break its surface.
  Creatures that do so immediately take damage from the 
  spell.
  Black sand can be made permanent with a permanency spell.
  CHOKING SANDS
  Necromancy
  Level: Cleric 5, druid 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous; see text
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  You coat the target’s lungs with dust and sand.
  The target can cough up the sand by taking a full-round 
  action and making a Fortitude save.
  
  1213
  If it chooses not to do so, it must make Constitution checks 
  to avoid suffocation (see page 304 of the Dungeon Master’s 
  Guide).
  Material Component: A tiny stuffed animal filled with sand.
  DESICCATE
  Necromancy
  Level: Cleric 2, druid 2, sorcerer/wizard 2, Thirst 2
  Components: V, S, M
  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 evaporate moisture from the body of a living creature, 
  dealing it 1d6 points of dessication damage per two caster
  levels (maximum 5d6) and making it dehydrated (see page 
  15).
  A successful Fortitude save results in half damage and 
  negates the dehydration.
  A plant or elemental of the water subtype takes 1d8 points 
  of damage per caster level (maximum 10d8).
  An elemental of the earth subtype takes only 1d4 points of 
  damage per two caster levels (maximum 5d4).
  Material Component: A pinch of dust.
  DESICCATE, MASS
  Necromancy
  Level: Cleric 6, druid 6, sorcerer/wizard 6, Thirst 5
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature/level, no two of which can be 
  more than 30 ft. apart
  This spell functions like desiccate, except that it affects 
  multiple creatures.
  MUMMIFY
  Necromancy
  Level: Cleric 6, druid 6, sorcerer/wizard 6
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You flash-dry a creature, killing it and preserving it in an 
  instantaneous mummification process.
  A creature that makes a successful Fortitude saving throw 
  instead takes 6d6 points of dessication damage and is 
  dehydrated.
  If the damage kills the target, it is still mummified.
  Arcane Material Component: A strip of salted cloth.
  PARCHING TOUCH
  Necromancy
  Level: Sorcerer/wizard 1, Thirst 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature or creatures touched (up to 
  one/level)
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  Your hand glows with a dull, ruby light, and your touch 
  drains moisture from the body of a living creature, dealing 
  1d6 points of dessication damage.
  A plant or elemental of the water subtype instead takes 1d8 
  points of dessication damage.
  A touched creature also takes 1 point of Constitution 
  damage and is dehydrated unless it makes a successful 
  Fortitude saving throw.
  You can use this melee touch attack up to once per caster 
  level.
  SUNSTROKE
  Necromancy
  Level: Druid 1, sorcerer/wizard 1, Summer 2
  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; see text
  Spell Resistance: Yes
  You cause a living creature to experience the effects of 
  heatstroke.
  The target takes 2d6 points of nonlethal damage.
  If the target fails a Fortitude save, it immediately becomes 
  fatigued, or exhausted if already fatigued.
  Since this spell causes heatstroke, the damage and fatigue 
  dealt can only be healed after that condition is treated 
  properly (see page 13).
  WITHER
  Necromancy
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This spell drains moisture from the body of a living 
  creature.
  The target takes 1d6 points of dessication damage per caster 
  level (maximum 10d6) and is dehydrated (see page 15).
  A creature that makes a successful Fortitude save takes half 
  damage and is not dehydrated.
  A plant or elemental of the water subtype instead takes 1d8 
  points of dessication damage per caster level (maximum 
  15d8).
  Material Component: A pinch of powdered bone.
  TRANSMUTATION
  AWAKEN SAND
  Transmutation
  
  1214
  Level: Druid 6, Sand 6
  Components: V, S, DF, XP
  Casting Time: 24 hours
  Range: Touch
  Target: 15-ft. area of sand touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You awaken a region of sand, or similar material, to 
  humanlike sentience.
  To succeed, you must make a DC 18 Will save.
  The awakened sand is friendly toward you.
  You have no special empathy or connection with sand you 
  awaken, although it serves you in specific tasks or 
  endeavors if you communicate your desire to it.
  The sand creature you awaken has the same statistics as a 
  Huge animated object with a base land speed of 40 feet and 
  a burrow speed of 20 feet.
  Unlike normal animated objects, awakened sand beings 
  have the earth subtype, and their Intelligence, Wisdom, 
  and Charisma scores are each 3d6.
  A sand being has immunity to polymorphing.
  The awakened sand can speak one language you know, plus 
  one additional language that you know per point of 
  Intelligence bonus (if any) it has.
  A sand creature can engulf Large or smaller creatures as a 
  standard action.
  It cannot make a slam attack during a round in which it 
  engulfs.
  The sand creature merely has to move over the opponents, 
  affecting as many as it can cover.
  Opponents can make attacks of opportunity against the 
  creature, but if they do so they are not entitled to a saving 
  throw.
  Those who do not attempt attacks of opportunity must 
  succeed on a DC 19 Reflex save or be engulfed; on a 
  success, they are pushed back or aside (opponent’s choice) 
  as the creature moves forward.
  Engulfed opponents are considered grappled and are 
  trapped within the sand creature’s body.
  The sand creature deals 1d6+3 points of damage to trapped 
  opponents each round after the one in which it engulfed 
  them.
  Opponents that need to breathe risk suffocation (see page 
  304 of the Dungeon Master’s Guide).
  The save DC is Strength-based.
  Sand creatures are amorphous and can do anything sand 
  would be expected to do—hide perfectly atop other sand, 
  form into dunes and drifts, and pour through small 
  openings (although passing through an opening two size 
  categories smaller than the creature takes a full-round 
  action).
  XP Cost: 500 XP.
  CONTROL SAND
  Transmutation
  Level: Cleric 3, druid 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Dust or sand in a volume of 10 ft./level wide by 10 
  ft./level long by 2 ft./level deep (S)
  Duration: 10 min./level (D)
  Saving Throw: None; see text
  Spell Resistance: No
  Depending on the version you choose, control sand raises or 
  lowers fine particles of material, such as dust or sand.
  For either version, the caster can reduce one horizontal 
  dimension by half and double the other horizontal 
  dimension.
  Lower Sand: This effect causes sand to reduce its depth by as 
  much as 2 feet per caster level, to a minimum depth of 1 
  inch.
  The dust and sand is lowered within a square-shaped 
  depression whose sides are up to 10 feet long per caster 
  level.
  In extremely large and deep sand piles, such as a sand dune, 
  the spell creates a pit that sweeps creatures downward 
  (without dealing damage), putting them at risk and 
  rendering them unable to leave by normal movement for 
  the duration of the spell.
  When cast on earth elementals, dust paraelementals, and 
  other earth- or dust-based creatures, this spell acts as a slow 
  spell (Will negates).
  The spell has no effect on other creatures.
  Raise Sand: This effect causes dust and sand to rise in height, 
  just as the lower sand version causes it to lower.
  Creatures and objects on top of the dust or sand are raised 
  along with the top level of sand.
  FLESH TO SALT
  Transmutation
  Level: Druid 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You call the essence of salt forth in the target, dealing 1d6 
  points of damage per two caster levels (maximum 10d6).
  If the target takes more than half of its current hit points in 
  damage from the spell, it must make a Fortitude saving 
  throw or its body completely crystallizes.
  The subject, but not its carried gear, turns into a mindless, 
  inert statue.
  If a statue resulting from this spell is broken or damaged, 
  the subject has similar damage or deformities if ever 
  returned to its original state.
  The creature is not dead, but it does not seem to be alive 
  either when viewed with spells such as deathwatch.
  The transformed creature takes on the consistency of rock 
  salt (hardness 2, 5 hp per inch of thickness).
  Salt statues are extremely susceptible to dissolution by 
  water—if exposed to flooding or heavy rain, they take 
  damage that is not reduced by hardness.
  A constant blast of water (for example, a geyser from a 
  decanter of endless water) deals 10 points of damage per 
  minute.
  A steady rain deals 1 point of damage per minute.
  A stone to flesh spell affects salt as if it were stone, returning 
  an affected creature to its original state.
  Material Component: A lump of rock salt.
  
  1215
  FLESH TO SALT, MASS
  Transmutation
  Level: Druid 7, sorcerer/wizard 7
  Target: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like flesh to salt, except that it affects 
  multiple creatures.
  You can transform one additional creature for every four 
  caster levels, to a maximum of five creatures at 20th level.
  FUSE SAND
  Transmutation [Earth]
  Level: Druid 5, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Up to two 10-ft. cubes per level (S)
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  This spell causes normal sand to melt slightly and stick, 
  forming a relatively soft and porous building material (see 
  Dungeon Waste Terrains, page 31).
  Any creature in the sand is allowed a Reflex save to escape 
  before the area hardens.
  Creatures that are unable to escape become trapped and 
  must be broken out.
  A creature trapped beneath the surface begins to suffocate 
  (see page 304 of the Dungeon Master’s Guide).
  The fused sand has hardness 3 and 5 hp per inch of 
  thickness, and a break DC of 22.
  Material Component: A glass marble.
  MANTLE OF THE FIERY SPIRIT
  Transmutation
  Level: Cleric 9, druid 8
  Components: V, S, M, XP
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Mantle of the fiery spirit permanently grants the target the 
  fire subtype.
  Material Component: A burning lump of coal and a fire opal 
  worth 5,000 gp.
  XP Cost: 2,000 XP.
  SANDFORM
  Transmutation
  Level: Druid 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  This spell transforms your body, along with all equipment 
  worn or carried, into living sand.
  You take the form of an ooze, and you gain immunity to 
  poison, sleep effects, paralysis, polymorphing, and stunning 
  for the duration of the spell.
  You are not subject to extra damage from critical hits or 
  flanking.
  Since, unlike an ooze, you are not mindless and retain your 
  Intelligence, Wisdom, and Charisma scores, you can still be 
  affected by mind-affecting spells and abilities.
  While in sandform, you don’t experience the environmental 
  effects of heat or dehydration, but you can still take fire or 
  dessication damage.
  You become blind, but you gain blindsight out to 60 feet.
  Your base attack bonus, base saves, alignment, level, class, 
  hit points, type (and subtype), extraordinary abilities, spells, 
  and spell-like abilities remain unchanged, but your 
  supernatural abilities are suppressed in sandform.
  You can cast spells for which you have components.
  The new form can be disorienting.
  Any time you are in a demanding situation (such as 
  combat), you must succeed on a DC 19 Will save or take a –
  2 penalty on all attack rolls, saves, skill checks, and ability 
  checks until the situation passes.
  While in sandform, you have a base land speed of 20 feet.
  You can pass through openings as small as a quarter of an 
  inch in diameter, although passing through a space two or 
  more size categories smaller than yours takes a full-round 
  action.
  You also gain a natural attack—an abrasive slam with a 
  gritty pseudopod that grants 5 additional feet of reach.
  A successful hit deals bludgeoning damage according to 
  your size:
  The number of times you can attack with this pseudopod 
  each round is determined by your base attack bonus, and 
  you apply 1-1/2 times your Strength bonus on damage as 
  though attacking with a two-handed weapon.
  However, you cannot wield weapons while in sandform.
  In sandy terrain, you gain a burrow speed equal to your 
  base land speed.
  You also gain a +10 circumstance bonus on all Hide checks 
  and you have concealment.
  Upon death, you revert to your original form.
  Material Component: A handful of sand taken from an 
  elemental with the earth subtype.
  SCALDING MUD
  Transmutation [Earth, Fire]
  Level: Druid 6, sorcerer/wizard 6
  
  1216
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Duration: Permanent; see text
  Saving Throw: See text
  Spell Resistance: No
  This spell functions as transmute rock to mud (see page 295 of 
  the Player’s Handbook), except that it can be cast on sand, 
  earth, and unworked, nonmagical rock (within the normal 
  restrictions for transmute rock to mud), and the mud created 
  is boiling hot.
  Creatures mired in the hot mud take 5d6 points of fire 
  damage per round, while those completely submerged in 
  the sludge take 10d6 points of fire damage per round.
  Creatures atop the mud (such as those standing on straw) 
  take 1d6 points of fire damage each round from hot steam.
  Damage from boiling mud continues for 1d3 rounds after 
  exposure ceases, but this additional damage is only 1d6 
  points of fire damage per round.
  The transmuted material cools after a period of 1 round per 
  caster level.
  The number of dice of damage the mud deals is halved each 
  round after this duration expires.
  The transmuted rock remains as mud even after it cools.
  It eventually dries into soil, as per transmute rock to mud.
  Arcane Material Component: A pinch of a mixture of clay, 
  sulfur, and water.
  SLIPSAND
  Transmutation
  Level: Druid 4, ranger 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One 10-ft.-cube region of slipsand/level
  Duration: Permanent
  Saving Throw: See text
  Spell Resistance: No
  This spell turns an area of natural sand into a pit of deadly 
  slipsand (see page 25).
  Supernatural sandlike materials, such as black sand or 
  slumber sand, are not affected by the spell.
  A creature unable to free itself from the slipsand 
  immediately sinks to the bottom and must hold its breath 
  or begin to suffocate.
  If slipsand is cast on a structure of fused sand or on a sandy 
  foundation, it causes the affected part (or more) of the 
  structure to collapse.
  If the spell is cast on a building’s material, slipsand spreads 
  out to fill the available space, possibly burying those within 
  its area.
  The collapsing structure is also dangerous (see Cave-ins and 
  Collapses, page 66 of the Dungeon Master’s Guide).
  Slipsand creates a magic trap that is difficult to detect.
  A character must succeed on a Survival check (DC equals 
  the save DC of the spell) to notice a pit of slipsand.
  Running or charging characters have no chance to detect 
  the trap.
  A rogue can find the trap with a successful Search check, 
  but cannot disable it.
  The DC is 25 + spell level, or 29 for slipsand.
  Material Component: A pinch of slipsand.
  SOUL OF THE WASTE
  Transmutation [Earth]
  Level: Cleric 3, druid 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  You meld your body and possessions into an accumulation 
  of sand, dust, ash, or even loose earth.
  The area 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 sand.
  While in the sand, you remain aware of the passage of time, 
  can cast spells on yourself, and can still hear on the surface 
  above you, but you cannot see or communicate.
  Since the substance you inhabit is an accumulation of many 
  particles, it is difficult to damage the material (and you).
  If some creature were to shovel or otherwise remove 
  sufficient sand from the area so that you no longer fit 
  within it, you are expelled and take 5d6 points of damage.
  Any time before the duration expires, you can step out of 
  the sand (or become physical while still partially or wholly 
  within the sand).
  If the spell’s duration expires or the effect is dispelled 
  before you voluntarily exit, you are violently expelled and 
  take 5d6 points of damage.
  The following spells affect you if cast upon the sand you are 
  occupying: Control sand and move earth merely move you 
  along with their effects.
  Transmute sand to glass or transmute sand to stone expels you 
  and slays you instantly unless you make a DC 18 Fortitude 
  save, in which case you are expelled and take 5d6 points of 
  damage.
  TRANSMUTE SAND TO GLASS
  Transmutation [Earth]
  Level: Druid 5, sorcerer/wizard 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 a mass of normal sand of any depth 
  into solid glass permanently.
  Any creature in the sand is allowed a Reflex save to escape 
  before the area is hardened to glass.
  Creatures unable to escape the area become trapped and 
  must be broken out.
  A creature so caught can break free by making a Strength 
  check to break the glass or by dealing damage to the glass.
  Glass has hardness 1, 1 hit point per inch of thickness, and a 
  break DC of 12, +1 per inch of thickness.
  A creature partially caught in the glass takes a –2 penalty on 
  attack rolls and a –4 penalty to Dexterity, and is unable to 
  move.
  When breaking glass, a creature takes 1d6 points of damage 
  each time it makes a successful Strength check to break 
  free.
  
  1217
  If broken free by others, the creature takes 1d6 points of 
  damage from broken glass.
  A creature trapped beneath the surface of the glass may 
  begin to suffocate (see page 304 of the Dungeon Master’s 
  Guide).
  Arcane Material Component: A mixture of crushed glass and 
  sand.
  TRANSMUTE SAND TO STONE
  Transmutation [Earth]
  Level: Druid 5, sorcerer/wizard 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 a mass of sand of any depth into solid 
  stone permanently.
  Any creature in the sand is allowed a Reflex save to escape 
  before the area is hardened to stone.
  If the creature fails its save, it is entangled and can’t move.
  It is not considered helpless, however, and it can break out 
  by damaging the stone.
  Stone has hardness 8 and 15 hit points per inch of 
  thickness.
  The creature can also make a Strength check to break free.
  The break DC is 20, +2 per inch of thickness of the stone.
  Transmute sand to stone counters and dispels transmute stone 
  to sand.
  Arcane Material Component: Sand, dirt, and water.
  TRANSMUTE STONE TO SAND
  Transmutation [Earth]
  Level: Druid 5, sorcerer/wizard 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 turns natural, uncut, or unworked stone of any 
  sort into an equal volume of sand.
  If the spell is cast upon a boulder, for example, the boulder 
  collapses into a heap of sand.
  Magical stone is not affected by this spell.
  The depth of the sand created cannot exceed 10 feet.
  If transmute stone to sand is cast upon the ceiling of a cavern 
  or tunnel, the sand falls to the floor and scatters in a pile 5 
  feet deep.
  For example, a 10th-level caster could convert twenty 10-
  foot cubes into sand.
  Piling on the floor, this sand would cover an area of forty 
  10-foot squares to a depth of 5 feet.
  The falling sand 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 generally have immunity 
  to this spell, since transmute stone to sand 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 sand remains until a successful dispel magic or transmute 
  sand to stone spell restores its substance—though not 
  necessarily its form.
  Arcane Material Component: Sandstone and granite.
  UNEARTHLY HEAT
  Transmutation
  Level: Sorcerer/wizard 5, Summer 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  Your touch raises the effective body temperature of the 
  target as though it were exposed to unearthly heat.
  Each round, the subject takes 1d6 points of lethal damage 
  and 1d4 points of nonlethal damage.
  A creature can make a Fortitude save each round for the 
  spell’s duration to negate the damage.
  A creature that takes damage from the spell is fatigued (or 
  exhausted if it is already fatigued).
  Partially protected creatures can reduce the effects and 
  make Fortitude saves to avoid damage and fatigue each 
  round (see Protection against Heat, page 14).
  A creature wearing heavy clothing or armor takes a –4 
  penalty on its save.
  VITRIFY
  Transmutation [Earth]
  Level: Sand 7, sorcerer/wizard 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/5 levels (S)
  Duration: Permanent
  Saving Throw: See text
  Spell Resistance: No
  This spell transforms normal sand of any depth into crude 
  glass.
  The sand is instantly heated to the melting point and then 
  slowly hardens in its new form.
  Objects on or in the sand sink into the hot glass.
  A creature is allowed a Reflex save to escape before the area 
  is changed.
  A creature that fails its save and that is unable to levitate, 
  fly, or otherwise free itself sinks partway into the molten 
  glass, reducing its speed to 5 feet and giving it a –2 penalty 
  on attack rolls and to AC.
  Creatures of the earth subtype can move only 10 feet per 
  round slower in molten glass.
  If a creature is only partially in the area (such as a Large or 
  larger creature on the edge of the effect), it still takes full 
  damage, but its speed is reduced only by half (instead of to 5 
  feet).
  
  1218
  A creature caught in molten glass takes 10d6 points of fire 
  damage on the first round.
  The transmuted material cools over a period of 10 rounds.
  Each round, the number of dice of damage the cooling glass 
  deals is reduced by one, until it deals no damage.
  The glass is solid enough to trap creatures by the sixth 
  round.
  Creatures unable to escape the glass before it hardens 
  become trapped and must be broken out.
  A creature so caught can break free by making a Strength 
  check to break the glass or by dealing damage to the glass.
  Glass has hardness 1, 1 hit point per inch of thickness, and a 
  break DC of 12, + 1 per inch of thickness.
  A creature partially caught in the glass takes a –2 penalty on 
  attack rolls, a –4 penalty to Dexterity, and is unable to 
  move.
  When breaking glass, a creature takes 1d6 points of damage 
  each time it makes a successful Strength check to break 
  free.
  If broken free by others, the creature takes 1d6 points of 
  damage from broken glass.
  A creature trapped beneath the surface of the glass might 
  begin to suffocate (see page 304 of the Dungeon Master’s 
  Guide).
  Arcane Material Component: A small glass marble.
  WASTE STRIDER
  Transmutation
  Level: Druid 1, ranger 1, Sand 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: One touched creature/level
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject can move through desert environments 
  without hindrance, ignoring movement penalties and 
  penalties on skill checks for all types of desert and waste 
  terrain.
  This spell does not grant a subject immunity to other ill 
  effects of waste environments, such as heat and sun.
  WHISPERING SAND
  Transmutation [Language-Dependent]
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: See text
  Target: One creature/level
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  Sand, ash, or dust serves as a conduit for your conversation 
  with other creatures in far-removed locales.
  You fix in your mind the identity of the creatures with 
  whom you wish to communicate (you must know, have 
  met, or know the name of the targets), and then speak.
  You know immediately which of the targets can respond, if 
  any—if the targets possess the appropriate sandy focus (see 
  below), or if the targets are located in areas of sand, dust, or 
  ash, the spell functions; if not, it immediately ends.
  Barriers and distance are not a factor, as long as both you 
  and the targets have the appropriate focus and are on the 
  same plane.
  If contact is achieved, the sand whispers your messages 
  back and forth for the duration of the spell, no matter your 
  distance from each other, gleaning a message from a sound 
  akin to wind on sand.
  The spell does not transcend language barriers.
  Focus: At least 1 pound of sand, dust, or ash.
  SAVAGE SPECIES (3.0)
  ABJURATION
  COUNTERMOON
  Abjuration
  Level: Drd 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One lycanthrope
  Duration: 12 hours
  Saving Throw: Will negates (D)
  Spell Resistance: Yes
  This spell stops a lycanthrope from changing form, 
  preventing both voluntary shapechanging via the alternate 
  form ability and involuntary shapechanging because of 
  lycanthropy.
  The subject retains whatever form he or she had when the 
  spell was cast for the duration; even death does not cause 
  reversion to normal form until the spell ends.
  Natural lycanthropes gain a +4 bonus on the saving throw 
  against this spell.
  Material Component: A hair, scale, or other cast-off item from 
  the creature to be affected.
  DAWN
  Abjuration
  Level: Drd 0, Rgr 1
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: All creatures within a 15-ft.-radius burst centered 
  on you
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes
  All sleeping creatures in the affected area awaken.
  Those who are unconscious because of subdual damage 
  wake up and become staggered (see Subdual Damage in 
  Chapter 8 of the Player’s Handbook).
  This spell does not affect dying creatures.
  DISSONANT CHANT
  Abjuration [Sonic]
  Level: Brd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  
  1219
  Area: 100-foot radius emanation
  Duration: 1 round/level (D)
  Saving Throw: None (see text)
  Spell Resistance: Yes
  You create a distracting and discordant chant.
  Affected creatures that attempt spellcasting or other 
  activities that require concentration must make 
  Concentration checks (DC 18 + Int or Cha modifier, for 
  wizards or sorcerers respectively) to succeed.
  Activities that already require Concentration checks, such 
  as casting defensively, have their DC increased by the save 
  DC of this spell –10.
  For example, this spell cast by a wizard with 14 Intelligence 
  would have a DC of 14; a cleric trying to cast spiritual 
  weapon within the area would have to succeed on a 
  Concentration check against DC 21 (15 + 2 for spiritual 
  weapon spell level + 14 for dissonant chant save DC – 10 = 21).
  Creatures within the area gain a bonus on saving throws 
  against language-dependent effects equal to this spell’s DC 
  –10.
  While this spell does not allow a saving throw, the save DC 
  for the spell is calculated normally (10 + spell level + Int or 
  Cha modifier) to determine the modifier to the 
  Concentration checks of those within the spell’s area.
  HOLY STAR
  Abjuration
  Level: Clr 7
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Effect: Protective star of energy
  Duration: 1 round/level (D)
  You create a glowing mote of energy that stays near your 
  shoulder, providing light equal to a candle.
  It has three functions, and you can designate which 
  function to activate as a free action on your turn.
  Spell Turning: The holy star can turn 1d4+3 spell levels as 
  the spell turning spell.
  Any spell levels turned are gone for the remainder of the 
  spell (the holy star does not recover these spent levels every 
  time you choose this function).
  If all spell levels are expended, this function no longer 
  works, but the other functions still do.
  Cover: The holy star gives you a +10 cover bonus to Armor 
  Class without affecting your actions.
  Fire Bolt: The holy star lashes out with a beam of energy as a 
  ranged touch attack against a creature up to 90 feet away, 
  dealing fire damage equal to 1d4 +1 point per two caster 
  levels (maximum +10).
  MAJOR RESISTANCE
  Abjuration
  Level: Brd 2, Clr 2, Drd 2, Pal 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You imbue the subject with a strong magical energy that 
  protects her from harm, granting a +3 resistance bonus on 
  saves.
  Arcane Material Component: A miniature cloak of fine cloth.
  MAW OF CHAOS
  Abjuration [Chaotic, Force]
  Level: Sor/Wiz 9
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 15-ft.-radius emanation
  Duration: 1 round/level
  Saving Throw: Will half (see text)
  Spell Resistance: Yes (see text)
  You create a yawning area of roiling purple-red energy 
  resembling a great mouth.
  This field of energy has the following effects upon 
  anything that touches or enters it.
  First, all creatures except you take 1 point of damage per 
  caster level.
  Spell resistance applies to the damage (but not the other 
  effects of the spell).
  Those affected by the spell make a Will saving throw every 
  round.
  A successful saving throw halves the damage in that round.
  Second, the chaotic energy makes it difficult to 
  concentrate.
  Any activity that involves concentration (such as casting a 
  spell or using a spell-like ability) requires a Concentration 
  check (DC 25 + spell level) to succeed.
  Creatures with the chaotic subtype are unaffected by this 
  spell.
  Material Component: A jawbone with teeth.
  REJECTION
  Abjuration
  Level: Clr 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Reflex negates
  As repulsion, except as noted above.
  SUPERIOR RESISTANCE
  Abjuration
  Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You imbue the subject with a powerful magical energy that 
  protects him from harm, granting a +6 resistance bonus on 
  saves.
  Arcane Material Component: A miniature cloak of fine cloth.
  
  1220
  CONJURATION
  BRIDGE OF SOUND
  Conjuration (Creation) [Sonic]
  Level: Brd 2, Clr 3, Sor/Wiz 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One bridge of sound 5 ft. wide, 1 in. thick, and up 
  to 10 ft./level long
  Duration: Concentration plus 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You create a ribbonlike, weightless, unbreakable, invisible 
  bridge of sound.
  The bridge must be anchored to solid objects at both ends, 
  but otherwise can be at any angle.
  Like a wall of force, it must be continuous and unbroken 
  when formed.
  It is typically used to cross a chasm or a hazardous space.
  Creatures can move on the bridge of sound without penalty, 
  since it is no more slippery than a typical dungeon floor.
  It is only a physical barrier to solid objects and has no effect 
  on spells, line of sight, gaze attacks, ethereal creatures, or 
  incorporeal creatures and objects.
  The bridge of sound can support a maximum of 200 pounds 
  per caster level.
  Creatures that cause the total weight on the bridge of sound 
  to exceed this limit sink through the bridge as if it weren’t 
  there.
  A bridge of sound is temporarily negated within the area of a 
  silence spell, causing anything on it to fall.
  If the silence effect ends or is dispelled before the bridge’s 
  duration expires, the bridge is once again whole.
  CRAWLING DARKNESS
  Conjuration (Creation)
  Level: Clr 5
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You bring into being a shroud of dark, writhing tentacles 
  around your body.
  The tentacles do not interfere with your movement or 
  spellcasting, but they provide you one-half concealment 
  (20% miss chance) and totally hide your features.
  You get a +4 competence bonus on grapple checks, Climb 
  checks, and Escape Artist checks.
  Crawling darkness automatically protects you with a feather 
  fall effect if you ever fall more than 3 feet and allows you to 
  use water walk at will.
  INKY CLOUD
  Conjuration (Creation)
  Level: Clr 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: 30 ft.
  Area: Cloud that spreads underwater in a 30-ft. radius, 
  centered on you
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  The inky cloud created by this spell billows out from your 
  location.
  The cloud obscures all sight, including darkvision, beyond 
  5 feet.
  A creature within 5 feet has one-half 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 current (11+ mph) disperses the cloud in 4 
  rounds; a strong current (21+ mph) disperses the cloud in 1 
  round.
  The spell functions only underwater.
  Material Component: A small vial containing the ink of a 
  squid or octopus.
  LAOGZED’S BREATH
  Conjuration (Creation)
  Level: Clr 3, Sor/Wiz 3
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  As stinking cloud, except as noted above and that the 
  nauseating vapors persist for 10 rounds.
  SPIDER PLAGUE
  Conjuration (Summoning) (see text)
  Level: Clr 8
  Components: V, S
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1d4+1 summoned creatures
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell summons 1d4+1 celestial (NG) or fiendish (NE) 
  Huge monstrous spiders.
  They appear where you designate and act immediately, on 
  your turn.
  They attack your opponents to the best of their ability.
  If you can communicate with the spiders, you can direct 
  them not to attack, to attack particular enemies, or to 
  perform other actions.
  When you use a summoning spell to summon an evil or 
  good creature, it is a spell of that type.
  Spiders
  €Celestial Huge Monstrous Hunting Spider: CR 6; Huge 
  outsider; HD 10d8+10; hp 55; Init +3; Spd 40 ft., climb 30 ft.; 
  AC 16, touch 11, flat-footed 13; Atk +9 melee (2d6+6 plus 
  poison, bite); SA poison, web, smite evil; SQ vermin traits, 
  darkvision 60 ft., acid/cold/electricity resistance 15, DR 
  5/+2, SR 20; SV Fort +8, Ref +6, Will +3; Str 19, Dex 17, Con 
  12, Int 3, Wis 10, Cha 2.
  Skills: Climb +16, Hide +2, Jump +10, Spot +15.
  Smite Evil (Su): Once per day the spider can make a normal 
  attack to deal +10 damage against an evil foe.
  Poison: Injury, Fortitude saving throw (DC 22), initial and 
  secondary damage 1d8 Strength.
  
  1221
  Skills: Monstrous hunting spiders receive a +4 racial bonus 
  on Hide checks, a+6 racial bonus on Jump checks, and a +8 
  racial bonus on Spot checks.
  €Fiendish Huge Monstrous Hunting Spider: CR 6; Huge 
  outsider; HD 10d8+10; hp 55; Init +3; Spd 40 ft., climb 30 ft.; 
  AC 16, touch 11, flat-footed 13; Atk +9 melee (2d6+6 plus 
  poison, bite); SA poison, web, smite good; SQ vermin traits, 
  darkvision 60 ft., cold/fire resistance 15, DR 5/+2, SR 20; SV 
  Fort +8, Ref +6, Will +3; Str 19, Dex 17, Con 12, Int 3, Wis 
  10, Cha 2.
  Skills: Climb +16, Hide +2, Jump +10, Spot +15.
  Smite Good (Su): Once per day the spider can make a 
  normal attack to deal +10 damage against a good foe.
  Poison: Injury, Fortitude saving throw (DC 22), initial and 
  secondary damage 1d8 Strength.
  Skills: Monstrous hunting spiders receive a +4 racial bonus 
  on Hide checks, a+6 racial bonus on Jump checks, and a +8 
  racial bonus on Spot checks.
  VILE DEATH
  Conjuration (Calling) [Evil]
  Level: Clr 9, Sor/Wiz 9
  Components: V, S, M/DF
  Casting Time: 1 hour
  Range: Touch
  Target: One corporeal undead creature
  Duration: Permanent (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You summon the spirit of a fiend from the depths of Hell or 
  the Abyss and bind it into the body of a corporeal undead 
  creature.
  Both the undead creature and the fiend get a Will saving 
  throw to negate the effects of vile death.
  Some fiends may voluntarily fail the save if you swear to 
  dismiss the effect after a certain task or an amount of time.
  Similarly, some undead may voluntarily fail the save in 
  order to gain the fiend’s power, even temporarily.
  Binding the fiend applies the fiendish template from the 
  Monster Manual to the undead creature.
  The resulting creature is independent of you, and may act 
  on its own, and its initial attitude toward you is indifferent.
  Arcane Material Component: A bit of brimstone.
  VIPERGOUT
  Conjuration (Summoning) (see text)
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Effect: 1d4+3 summoned creatures
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell summons 1d4+3 fiendish (CE) or celestial (CG) 
  Medium-size vipers (snakes), which leap forth from your 
  location to attack your enemies.
  If you can communicate with the vipers, you can direct 
  them not to attack, to attack particular enemies, or to 
  perform other actions.
  When you use a summoning spell to summon an evil or 
  good creature, it is a spell of that type.
  Material Component: A snakeskin.
  Vipers
  €Medium-Size Fiendish Viper: CR 1; Medium-size 
  outsider; HD 2d8; hp 9; Init +3; Spd 20 ft., climb 20 ft., swim 
  20 ft.; AC 16, touch 13, flat-footed 13; Atk +4 melee (1d4–1 
  plus poison, bite); SA poison, smite good; SQ scent, 
  darkvision 60 ft., cold/fire resistance 5, SR 4; SV Fort +3, 
  Ref +6, Will +1; Str 8, Dex 17, Con 11, Int 3, Wis 12, Cha 2.
  Skills and Feats: Balance +11, Climb +11, Hide +12, Listen +9, 
  Spot +9; Weapon Finesse (bite).
  Smite Good (Su): Once per day the fiendish viper can deal 
  +2 damage against a good foe.
  Poison: Injury, Fortitude saving throw (DC 11), initial and 
  secondary damage 1d6 Constitution.
  €Medium-Size Celestial Viper: CR 1; Medium-size 
  outsider; HD 2d8; hp 9; Init +3; Spd 20 ft., climb 20 ft., swim 
  20 ft.; AC 16, touch 13, flat-footed 13; Atk +4 melee (1d4–1 
  plus poison, bite); SA poison, smite evil; SQ scent, 
  darkvision 60 ft., acid/cold/electricity resistance 5, SR 4; SV 
  Fort +3, Ref +6, Will +1; Str 8, Dex 17, Con 11, Int 3, Wis 12, 
  Cha 2.
  Skills and Feats: Balance +11, Climb +11, Hide +12, Listen +9, 
  Spot +9; Weapon Finesse (bite).
  Smite Evil (Su): Once per day the celestial viper can deal +2 
  damage against an evil foe.
  Poison: Injury, Fortitude saving throw (DC 11), initial and 
  secondary damage 1d6 Constitution.
  EVOCATION
  BLOOD WIND
  Evocation
  Level: Clr 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 caster levels)
  Target: A single creature with Intelligence of 4 or higher
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject may take a full attack action to use one of its 
  natural weapons as if it were a thrown weapon with a 20-
  foot range increment.
  The subject may do so every round while the spell is in 
  effect.
  The subject gestures with the natural weapon as if making a 
  melee attack.
  The effect of this attack always emanates from the subject’s 
  location.
  The attack does not get a flanking bonus or help a 
  combatant get one.
  The subject uses its highest melee attack bonus, and deals 
  damage normally if it hits.
  All normal modifiers to ranged combat apply.
  If the subject has more than one natural weapon, it may 
  choose which weapon to use during each round the spell is 
  in effect.
  BUOYANT LIFTING
  Evocation
  Level: Drd 2
  
  1222
  Components: V, S, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One willing swimming or floating creature or 
  object (total weight up to 200 lb./level)
  Duration: 10 minutes/level (D) (see text)
  Saving Throw: None
  Spell Resistance: No
  You command the water supporting or surrounding a 
  swimming or floating creature or object to rise and hold the 
  creature above the surface of the water.
  An object so lifted may contain creatures or other objects 
  (for example, a boat).
  The creature must be willing to be lifted in this manner, 
  and an object must be unattended or possessed by a willing 
  creature.
  The spell causes a smooth wave of water to rise under the 
  subject and hold it 20 feet above the rest of the water’s 
  surface.
  If obstructions prevent the subject from being raised that 
  high (such as being in a cave with a low ceiling), the wave 
  lifts the subject until it touches the obstruction.
  The subject is otherwise resting at the top of this wave 
  (rescuing it from drowning if it was a sinking air-breather) 
  and can swim away under its own power or be moved by 
  others (such as with a rope).
  If the subject is removed from the wave, it collapses gently 
  and the spell ends.
  CACOPHONIC BURST
  Evocation [Sonic]
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You cause a burst of low, discordant noise to erupt at the 
  chosen location.
  It deals 1d6 points of sonic damage per caster level 
  (maximum 15d6) to all creatures within the area.
  Cacophonic burst cannot penetrate the area of a silence spell.
  HAILSTONES
  Evocation [Cold]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One frigid globe/five levels
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  You create frigid globes that strike your enemies.
  You must succeed on a ranged touch attack roll to hit.
  The hailstone deals 5d6 points of cold damage (Reflex save 
  half ).
  If you create extra frigid globes (at 10th level or higher, to a 
  maximum of four globes at 20th level), all globes must be 
  aimed at enemies that are all within 30 feet of each other.
  Material Component: A handful of crystal globes.
  SONOROUS HUM
  Evocation [Sonic]
  Level: Brd 2, Clr 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  After you cast this spell, the next spell you cast within the 
  duration that requires concentration to maintain is 
  maintained for you until the sonorous hum spell expires.
  This effect allows you to cast other spells, even another
  spell that also requires concentration.
  If the spell maintained by the sonorous hum has a shorter 
  duration than that of this spell, the maintained spell expires 
  as it normally would and you gain no further benefits from 
  this casting of sonorous hum.
  The sound created by the spell is as loud as a person in 
  armor walking at a slow pace trying not to make noise 
  (normally a DC 5 Listen check to detect).
  You may end the sonorous hum as a free action.
  For example, you could cast this spell, then cast detect 
  thoughts, and this spell maintains the concentration on detect 
  thoughts while you cast discern lies and maintain 
  concentration on that spell yourself.
  You control all aspects of both spells, so you could change 
  the orientation of the detect thoughts effect and select a 
  different target for your discern lies spell in the same round.
  SOUND LANCE
  Evocation [Sonic]
  Level: Clr 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  Sound lance causes a projectile of intense sonic energy 
  sound to leap unerringly from you to a target within range.
  The sound does 1d6 points of sonic damage per caster level, 
  to a maximum of 10d6.
  The sound lance strikes unerringly, unless the target has 
  total cover or total concealment.
  A sound lance cannot penetrate the area of a silence spell.
  WALL OF LIMBS
  Evocation
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Wall of whirling limbs up to 20 ft. long/caster 
  level, or a ring of whirling limbs with a radius of up to 5 
  ft./two caster levels, either form 20 ft. high
  
  1223
  Duration: 1 round/level (D)
  Saving Throw: Reflex half or Reflex negates (see text)
  Spell Resistance: Yes
  An immobile, vertical curtain of whirling limbs springs 
  into existence.
  The limbs resemble your own forelimbs.
  Any creature passing through the wall takes 1d6 points of 
  bludgeoning damage per caster level (maximum 15d6), 
  with a Reflex save for half damage.
  If you evoke the wall 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.
  The wall of limbs provides one-half cover (+4 AC, +2 Reflex 
  saves) against attacks made through it.
  ILLUSION
  DREAM CASTING
  Illusion (Phantasm) [Mind-Affecting] (see text)
  Level: Sor/Wiz 6
  Components: V, S
  Casting Time: 1 hour
  Range: Unlimited
  Target: You and one dreamer
  Duration: 1 day/level (see text)
  Saving Throw: Will negates (harmless) and Will negates
  Spell Resistance: Yes (harmless) and yes
  As the dream spell, except as noted above; also, you can alter 
  the sleeping person’s dreams to produce a specific desired 
  effect.
  The dreamer gets a Will saving throw to resist the 
  additional effects of this spell; if he succeeds, the dream 
  casting spell can only send a message in the manner of the 
  dream spell.
  If the saving throw fails, you decide what additional effect 
  the message carries.
  Fear: Your image in the dream is surrounded by 
  intimidating imagery and an aura of power.
  For the duration of the spell, any time the dreamer can see 
  you or knows you are present, he is shaken.
  This is a compulsion and fear effect.
  Charm: Your image in the dream appears particularly 
  helpful and kind.
  For the duration of the spell, the dreamer is under the 
  effect of a charm monster spell.
  This is a charm effect.
  Rage: Your image in the dream taunts and harasses the 
  dreamer.
  For the duration of the spell, any time the dreamer can see 
  you or knows you are present, he preferentially attacks you 
  if in a combat situation.
  The dreamer gains a +2 morale bonus on saving throws, 
  attack rolls, ability checks, skill checks, and weapon 
  damage rolls while under this effect.
  This is a compulsion effect.
  Harrow: Your image in the dream behaves in a bizarre and 
  irrational manner.
  For the duration of the spell, the dreamer behaves in an 
  unusual manner, gaining two random traits from Table 5–5: 
  One Hundred Traits in the DUNGEON MASTER’s Guide 
  (reroll any physical traits, such as baldness).
  If the dreamer can see you or knows you are present, he 
  acts bewildered.
  ILLUSORY PIT
  Illusion (Figment)
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Image 10 ft. by 10 ft. by 20 ft.
  Duration: Permanent
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  This spell creates the illusion of a pit 10 feet square and 20 
  feet deep.
  It may be cast on a flat surface (such as a floor) or in an open 
  space (such as on an actual pit to conceal its contents).
  It appears absolutely real when viewed.
  If it is cast on a solid floor, objects dropped into the pit do 
  not fall, instead resting in place on top of the pit as if 
  levitating or as if the pit were covered with a wall of force.
  If it is cast in an open space, objects dropped into the pit 
  appear to fall into it until they pass below the bottom of the 
  spell’s area (at which point they vanish) or come to rest on a 
  solid object within the spell’s area (at which point they 
  appear to float within the pit).
  Detection abilities that do not require sight work normally 
  on the pit, instantly revealing it to be illusory (for example, 
  a creature with blindsight or a character feeling the ground 
  with a pole would realize that there is no pit) or covered in 
  some invisible way.
  Touching the illusion does not cause it to disappear.
  The bottom of the illusory pit may be bare, or it may contain 
  metal spikes, a humanoid skeleton, filth, or any 
  combination you desire, chosen at the casting of the spell.
  STALKING SPELL
  Illusion (Glamer)
  Level: Sor/Wiz 8
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  As improved invisibility, except as noted above and that the 
  creature is hidden from hearing and scent as well.
  The subject radiates silence to a radius of 5 feet and neither 
  leaves a scent nor can be detected by the scent ability.
  NECROMANCY
  AWAKEN UNDEAD
  Necromancy [Evil]
  Level: Clr 6, Sor/Wiz 7
  Components: V, S, M, XP
  Casting Time: 1 action
  Range: Close (25 ft. plus 5 ft./2 levels)
  Targets: All mindless undead within a circle 25 ft. in 
  radius plus 5 ft./2 levels
  Duration: Permanent (D)
  Saving Throw: None (harmless)
  
  1224
  Spell Resistance: Yes (harmless)
  This spell grants Intelligence to mindless undead such as 
  skeletons and zombies.
  Undead with Intelligence scores are unaffected.
  Each mindless undead creature within the radius gains an 
  Intelligence score of 1d6+4.
  A subject of the spell cannot gain a higher Intelligence 
  than is typical for its original kind.
  A skeletal dog simply has Intelligence 2, while a skeletal 
  orc uses the 1d6+4 die roll but can’t have a score higher 
  than 8.
  Awakened undead do not regain any skills, feats, or 
  extraordinary abilities they had in life, but they do gain skill 
  points ([4 + Int mod] × HD)and feats (one for first Hit Die, 
  one for each three HD thereafter) normally after being 
  awakened.
  Undead regain the armor and weapon proficiencies they 
  had in life (assume the undead were formerly NPC warriors 
  unless your DM specifies otherwise) and will don armor 
  and take up weapons while obeying your commands.
  A zombie fighter can wear any armor and wield any simple 
  or martial weapon, while a zombie warhorse can wear any 
  armor.
  Awakened undead gain a +2 profane bonus on their Will 
  saving throws to resist being controlled.
  Material Component: A humanoid fingerbone.
  XP Cost: 200 XP.
  DESICCATING BUBBLE
  Necromancy
  Level: Sor/Wiz 2
  Components: S, M/DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 3-ft.-radius sphere of air
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  A globe of supernaturally dry air rolls in whichever 
  direction you point and engulfs those it strikes.
  It moves 30 feet per round and can leap up to 30 feet to 
  strike a target.
  If it enters a space with a creature, it stops moving for the 
  round and deals 2d4 points of damage as it evaporates 
  moisture from the target.
  (The subject can negate this damage with a successful 
  Reflex save).
  Oozes, creatures composed of water (such as water 
  elementals), and creatures with the aquatic subtype take 
  2d6 points of damage.
  The bubble moves as long as you actively direct it (a move-
  equivalent action for you); otherwise, it merely stays at rest.
  The surface of the bubble has a spongy, yielding 
  consistency (similar to that of a soap bubble, but not fragile 
  and allowing objects to pass through it without affecting 
  the spell) and so does not cause damage except by 
  absorbing moisture.
  It cannot batter down large obstacles.
  The bubble winks out if it exceeds the spell’s range.
  Arcane Material Component: A tiny bag or bladder filled with 
  air, and a sprinkle of dust.
  SKELETAL GUARD
  Necromancy [Evil]
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One or more fingerbones
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a number of loyal skeletons from fingerbones.
  All skeletons are Medium-size, with the normal Monster 
  Manual statistics for their kind, except that their effective 
  Hit Dice as far as turning is concerned is equal to your 
  caster level.
  You can create one skeleton per caster level.
  These skeletons count toward the number of Hit Dice of 
  undead you can have in your control (2 HD worth per 
  caster level, as with the animate dead spell).
  Unlike the animate dead spell, these skeletons try to remain 
  within 60 feet of you.
  If this distance is exceeded, a skeleton becomes inert until 
  you return to within 60 feet of it.
  Material Component: One fingerbone from a Medium-size 
  creature and one onyx gem worth 50 gp per skeleton to be 
  created.
  The skeleton that forms from the fingerbone is that type of 
  creature.
  UNDEAD MASK
  Necromancy [Evil]
  Level: Clr 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You imbue the subject with powerful transformative magic, 
  granting it some of the characteristics of the undead type.
  The subject’s flesh seems necrotic and rotting, much like 
  that of a zombie.
  Nonintelligent undead ignore the subject unless the 
  subject attacks the undead.
  Any spell or effect that affects undead also affects the 
  subject.
  The subject can be turned, destroyed, rebuked, or 
  commanded as an undead of its Hit Dice (and gets no 
  saving throw to resist the result).
  Negative energy effects (such as inflict spells) heal the 
  subject, while positive energy effects (such as cure spells) 
  harm her.
  An undead creature is immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, and disease.
  It is immune to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage.
  The subject loses its Constitution score while the spell is in 
  effect, along with any bonus hit points from Constitution.
  The subject is immune to any effect that requires a 
  Fortitude save unless the effect also works on objects.
  
  1225
  An undead spellcaster uses its Charisma modifier when 
  making Concentration checks.
  The subject’s other ability scores are unaffected.
  The subject retains its skills and feats.
  Material Component: A pinch of vampire dust.
  TRANSMUTATION
  AIR BREATHING
  Transmutation
  Level: Clr 3, Drd 3, Sor/Wiz 3
  Components: S, M/DF
  Casting Time: 1 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 air freely.
  Divide the duration evenly among all the creatures you 
  touch.
  The spell does not make creatures unable to breathe water.
  Air breathing dispels and counters water breathing.
  Arcane Material Component: A short reed or piece of straw.
  AWAKEN CONSTRUCT
  Transmutation
  Level: Clr 9, Sor/Wiz 9
  Components: V, S, M, XP
  Casting Time: 8 hours
  Range: Touch
  Target: One construct
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell awakens a humanoid-shaped construct to 
  humanlike sentience.
  The spell does not work on constructs that are only 
  constructs temporarily (such as objects affected by an 
  animate objects spell).
  The awakened creature is independent of both you and the 
  being who originally made it, though it is initially friendly 
  toward both you and its maker.
  Material Component: The brain of a humanoid that has been 
  dead less than 8 hours.
  XP Cost: 5,000 XP.
  BLINDSIGHT
  Transmutation
  Level: Clr 3, Drd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell grants the subject the blindsight ability out to a 
  range of 30 feet.
  (For details, see Blindsight in Chapter 3 of the DUNGEON 
  MASTER’s Guide).
  CAMOUFLAGE
  Transmutation
  Level: Drd 1, Rgr 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You change your coloring to match the environment 
  surrounding you.
  The spell grants you a +10 circumstance bonus on your 
  Hide checks.
  CLOUD WINGS
  Transmutation
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action)
  Range: Tough
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes(harmless)
  This spell increases the subject’s fly speed by 30 feet.
  It has no effect on other modes of movement, nor does it 
  allow the subject to fly if it cannot already do so.
  EARTH REAVER
  Transmutation [Fire]
  Level: Clr 4, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread, +10 ft./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You point at a spot on the ground, and the earth at that 
  point erupts in a shower of rock, dirt, and fire.
  Creatures and objects within the area take 7d6 points of 
  damage; the damage is 4d6 impact and 3d6 fire.
  Those that fail the saving throw are knocked prone.
  EMBRACE THE WILD
  Transmutation
  Level: Drd 3, Rgr 3
  Components: V, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  This spell allows you to adopt the nature and some abilities 
  of a wild animal.
  You retain your own form, but you gain the natural and 
  extraordinary senses of the creature you choose, as well as 
  its skill ranks (though these do not stack with any ranks 
  
  1226
  you already have in the same skills), for the duration of the 
  spell.
  Thus, depending on your choice of animal, you could gain 
  blindsight, scent, and ranks in Listen, Spot, or other skills.
  Embrace the wild does not grant you the animal’s natural 
  attacks, methods of locomotion, feats, or nonsensory 
  extraordinary abilities, such as trample or improved grab.
  Focus: Hide, skin, or feathers of the selected animal, or an 
  item or component of its lair.
  You must have obtained the focus from the animal yourself.
  EXTEND TENTACLES
  Transmutation
  Level: Clr 4, Sor/Wiz 4
  Components: V, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Originally developed by medusas, this spell lengthens your 
  tentacles, increasing the reach of your tentacle attacks by 5 
  feet.
  The tentacles attack as normal.
  This spell can also increase the length of a medusa’s snakes 
  so they may make normal attacks with a 10-foot reach, or 
  they may start a grapple after a successful attack as if you 
  had the improved grab ability.
  If the snakes get a successful hold, they can constrict on 
  any following round for 1d3 points of damage plus your 
  Strength modifier with a successful grapple check.
  FINS TO FEET
  Transmutation
  Level: Clr 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 minute
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell transforms tails or finned extremities into 
  humanoid legs and feet.
  Transformed Medium-size creatures have a land speed of 30 
  feet, Small and smaller creatures have a land speed of 20 
  feet, and Large and larger creatures have a land speed of 40 
  feet.
  This is a common spell among merfolk, naga, and tritons.
  FLAME WHIPS
  Transmutation
  Level: Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Effect: Flaming whips
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Your forelimbs transform into flaming whips.
  Attacks with these flaming whips replace any natural 
  attacks you had with those limbs, and deal 5d6 points of fire 
  damage +1 point per caster level (maximum +20) each.
  While this spell is in effect, you may not cast spells with 
  material components, nor may you carry items with your 
  forelimbs.
  Any items worn on your forelimbs cease functioning while 
  the spell is active.
  FORESTFOLD
  Transmutation
  Level: Drd 4, Rgr 3
  As camouflage, except as noted above and that you gain a +20 
  circumstance bonus on Hide and Move Silently checks.
  FOX’S CUNNING
  Transmutation
  Level: Brd 2, Clr 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creature becomes smarter.
  The spell grants an enhancement bonus to Intelligence of 
  1d4+1 points, adding the usual benefits to Intelligence-
  related skills.
  Wizards who receive fox’s cunning do not gain extra spells, 
  but the save DCs for their spells increase.
  Arcane Material Component: A few hairs, or a pinch of dung, 
  from a fox.
  FUSE ARMS
  Transmutation
  Level: Clr 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature with at least four arms or tentacles 
  touched
  Duration: 10 minutes/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You cause a creature’s multiple arms or tentacles to fuse 
  together into a single pair of stronger limbs.
  Only limbs that the creature can use as arms or grasping 
  limbs are affected by the spell (so basilisks and monstrous 
  centipedes, neither of which use their limbs to attack or 
  manipulate objects, are unaffected).
  For every set of limbs fused into the primary set of limbs, 
  the creature gains +4 to Strength when using those fused 
  limbs (affecting activities that would use those limbs, but 
  not activities relying on its bite, legs, and so on).
  For example, a girallon under the effect of this spell would 
  have one pair of arms and Strength 30 for the purpose of 
  using those arms.
  A behir, which has three pairs of limbs that it can use as 
  arms, would end up with one pair of arm-limbs with a +8 
  
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  bonus to Strength for those arms (its six legs would be 
  unaffected).
  The loss of limbs reduces the number of attacks available to 
  the subject.
  GIRALLON’S BLESSING
  Transmutation
  Level: Clr 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You give the subject one additional pair of arms for every 
  four caster levels.
  Each arm ends in a hand with fingers and an opposable 
  thumb.
  The spell can create a maximum of five pairs of arms, but 
  the size of the subject limits the number of pairs of 
  additional arms it can have: one for Small, two for Medium-
  size, three for Large, or four for a Huge or larger creature.
  The creature’s original arms (if any) are its primary arms, 
  and all others are secondary limbs (if the subject had no 
  arms, the arms created by the spell are its primary arms).
  The new limbs can be confusing.
  In a stressful or demanding situation, such as combat, the 
  subject must make a Will save (DC 19) or take a –2 penalty 
  on all attack rolls, saves, skill checks, and ability checks 
  until the situation passes.
  Nonmagical clothing or armor is destroyed by the 
  transformation, but magic armor and clothing shifts to 
  accommodate the new arms.
  The additional arms do not allow additional attacks or 
  several simultaneous physical tasks.
  They do not increase the subject’s reach.
  However, they do allow the subject to use items designed 
  for creatures with more than two arms, or to use a two-
  handed item and another piece of equipment.
  For instance, a subject could wield a greatsword while 
  using a shield.
  Material Component: A few strands of girallon hair.
  IMPROVED BLINDSIGHT
  Transmutation
  Level: Clr 5, Drd 4, Sor/Wiz 4
  As blindsight, except as noted above and that the blindsight 
  granted by the spell has a 60-foot range.
  IMPROVED ENLARGE
  Transmutation
  Level: Sor/Wiz 5
  Range: Touch
  Duration: 10 minutes/level
  As enlarge, except as noted above.
  IMPROVED REDUCE
  Transmutation
  Level: Sor/Wiz 5
  Range: Touch
  Duration: 10 minutes/level
  As reduce, except as noted above.
  INCARNATE CONSTRUCT
  Transmutation
  Level: Clr 9, Sor/Wiz 9
  Components: V, S, M, XP
  Casting Time: 8 hours
  Range: Touch
  Target: One construct
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell turns a humanoid-shaped construct into a living 
  creature.
  The spell does not work on constructs that are only 
  constructs temporarily (such as objects affected by an 
  animate objects spell).
  The construct gains the incarnate construct template (see 
  Chapter 10).
  The incarnated creature is independent of both you and the 
  being who originally made it, though it is initially friendly 
  toward both you and its maker.
  Material Component: The heart of a humanoid that has been 
  dead less than 8 hours.
  XP Cost: 5,000 XP.
  JAGGED TOOTH
  Transmutation
  Level: Drd 3, Rgr 3
  Target: One natural slashing or piercing weapon of target 
  creature
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As keen edge, except as noted above.
  LION’S CHARGE
  Transmutation
  Level: Drd 1, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You provide the subject with the powerful charging ability 
  of the lion.
  When the subject charges, he can make a full attack in the 
  same round.
  Material Component: A hair from a lion’s mane.
  LOW-LIGHT VISION
  Transmutation
  Level: Asn 1, Rgr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  
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  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You give the subject creature lowlight vision.
  Arcane Material Component: A small candle.
  MINOR SERVITOR
  Transmutation
  Level: Clr 7, Sor/Wiz 5
  Components: V, S, M, XP
  Casting Time: One day
  Range: Touch
  Effect: One object up to 1 cu. ft./level
  Duration: Permanent (D)
  Saving Throw: None (object)
  Spell Resistance: Yes (object)
  You imbue an inanimate object with mobility and a 
  semblance of life.
  The animated object is friendly toward you.
  You have no special empathy or connection with the object, 
  although it serves you in specific tasks or endeavors if you 
  communicate your desires to it.
  The object can be of any nonmagical material, including 
  wood, metal, stone, fabric, leather, ceramic, and glass.
  You can also animate masses of raw matter, such as water, a 
  rock from a wall, or a rock on the ground, as long as the 
  volume of material does not exceed 1 cubic foot per caster 
  level.
  For each cubic foot of volume, the animated object has 1 
  Hit Die.
  The object gains an Intelligence score (roll 3d6) and a 
  Charisma score (roll 1d3) from the spell.
  Other statistics for animated objects are found in the 
  Monster Manual.
  Material Component: A piece or handful of material of the 
  same type as the object to be animated.
  XP Cost: 250 XP per cubic foot of material affected.
  PLANT BODY
  Transmutation
  Level: Drd 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You imbue the subject with powerful transformative magic, 
  granting it some of the characteristics of the plant type.
  The subject’s skin becomes covered over with moss and ivy, 
  not unlike the appearance of a shambling mound.
  Any spell or effect that affects plant creatures also affects 
  the subject.
  A plant creature is immune to critical hits, mind-affecting 
  effects, poison, sleep, paralysis, stunning, and polymorphing.
  The subject’s ability scores, skills, and feats are unaffected 
  (although its new form may make it difficult or impossible 
  for the subject to use certain skills or feats).
  RAPID BURROWING
  Transmutation
  Level: Clr 2, Drd 1, Rgr 2, Sor/Wiz 2
  Components: V, S, F/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell increases the touched creature’s burrow speed by 
  20 feet.
  It has no effect on other modes of movement, nor does it 
  allow the subject to burrow if it cannot already do so or the 
  ability to burrow through stone if it cannot already do so.
  SCENT
  Transmutation
  Level: Drd 2, Rgr 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You give the subject an enhanced sense of smell, equivalent 
  to the scent ability of some monsters.
  This ability allows the creature to detect approaching 
  enemies, sniff out hidden foes, and track by sense of smell.
  Creatures with the scent ability can identify familiar odors 
  just as humans do familiar sights.
  For more details, see Scent in the introduction to the 
  Monster Manual.
  Arcane Material Component: A sprinkle of mustard and 
  pepper, and a drop of sweat.
  SPEAK TO ALLIES
  Transmutation [Language-Dependent]
  Level: Brd 2, Sor/Wiz 2
  Targets: Any number of allied creatures, no two of which 
  may be more than 30 ft. apart
  As message, except as noted above and that you and the 
  recipients don’t have to mouth the words or whisper, which 
  means that those skilled in reading lips have no 
  opportunity to learn the messages.
  SPELL FLOWER
  Transmutation
  Level: Clr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You are able to hold the charge on one touch spell per 
  forelimb of your body as long as you don’t use that limb to 
  cast other spells or touch anything with it.
  Each touch spell you cast resides in a different forelimb.
  
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  For the duration of this spell, any touch spells you cast are 
  only discharged if you cast another spell with that forelimb 
  or touch something with that forelimb.
  For example, a human sorcerer casts this spell, then casts 
  chill touch and holds the charge in his left hand, then casts 
  shocking grasp and holds the charge in his right hand.
  Because of the spell flower, he can hold the charge on both of 
  these spells at the same time.
  If he cast another spell with a somatic component (which 
  requires the use of one of his hands), he immediately loses 
  one of his held touch spells (his choice), but if the spell he 
  casts is also a touch spell, he may immediately hold the 
  charge in the available hand.
  If he chooses to attack with a touch spell, it works 
  normally.
  Since he has multiple limbs that are considered armed, he 
  may make an off-hand attack with the other touch spell in 
  the same round (with the normal penalties for fighting 
  with two weapons).
  A marilith spellcaster could do the same as the sorcerer in 
  the previous example, except that she could hold the 
  charge on up to six touch spells.
  She could also use any of her spell-like or supernatural 
  abilities, since those do not interfere with holding the 
  charge.
  If the spell flower ends, the most recent touch spell cast 
  remains as a held charge and all other held spells dissipate.
  STONE BODY
  Transmutation
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  This spell transforms your body into living stone.
  You gain damage reduction 10/–.
  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 cold and fire of all kinds.
  However, you also become vulnerable to all special attacks 
  that affect stone golems.
  You gain a +4 enhancement bonus to your Strength score, 
  but you take a –4 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 1d6 points of normal damage, 
  and you are considered armed when making unarmed 
  attacks (a Small caster deals 1d4 points of damage, not 1d6).
  If your natural attacks already deal more than 1d6 points of 
  damage, use the greater value.
  Your weight increases by a factor of three, 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 
  expires.
  Material Component: A small piece of stone that was once 
  part of either a stone golem, a greater earth elemental, or a 
  castle.
  WEAPON OF ENERGY
  Transmutation (see text)
  Level: Clr 4, Sor/Wiz 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Person
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: Fortitude (object, harmless)
  Spell Resistance: None
  You cause a weapon to gain the ability to deal energy 
  damage in addition to its other abilities, similar to how a 
  flaming burst weapon deals extra fire damage on a hit or 
  critical hit.
  The weapon can deal acid, cold, electricity, fire, or sonic 
  damage, chosen by you at the time of casting.
  The weapon deals +1d6 damage of that energy type on a 
  successful hit.
  On a critical hit, the weapon deals an additional +1d10 
  points of energy damage.
  If the weapon’s critical multiplier is ×3, add +2d10 points of 
  energy damage instead, and if the multiplier is ×4, add 
  +3d10 points of bonus energy damage.
  This spell can be cast on a weapon that already deals energy 
  damage, but if the weapon already creates the same type of 
  damage as the spell, the effects do not stack.
  For example, if cast on a +1 flaming longsword to give it 
  additional fire damage, the spell has no effect, but it can 
  give the weapon any of the other types of energy damage.
  This spell has a subtype that is the same as the energy 
  created by the target weapon.
  For example, weapon of energy is a fire spell when used to 
  give a weapon bonus fire damage.
  WINGS OF THE SEA
  Transmutation
  Level: Clr 2, Drd 1, Rgr 1, Sor/Wiz 2
  Components: S, M
  Casting Time: 1 action
  Range: Touch
  Target: You or person touched
  Duration: 1 minute/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell increases the touched creature’s swim speed by 
  30 feet.
  It has no effect on other modes of movement, nor does it 
  give the subject a swim speed if it does not already have 
  one.
  Material Component: A drop of water.
  
  1230
  SERPENT KINGDOMS (3.5)
  ABJURATION
  FANG TRAP
  Abjuration
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, DF/M
  Casting Time: 1 standard action
  Range: Touch
  Target or Area: Object touched or area up to 5 sq. 
  ft./level
  Duration: Permanent until discharged (D)
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  While casting this spell, you physically trace the area or 
  handle the object to be trapped.
  A fang trap functions like a glyph of warding, except that it 
  can’t be made to activate on the basis of faith or alignment, 
  and you can’t be caught in your own fang trap.
  A fang trap is usually cast on a specific spot, such as a 
  doorway or an area of floor.
  It can be set to distinguish between humans and Scaled 
  Ones, or between beings wearing particular items and 
  those who are not.
  The trigger can’t be a symbol, but it may be one or more 
  specific items (for example, “six metal rings on digits, no 
  more and no less”).
  When a fang trap discharges, the subject is held immobile 
  for 1 round.
  A successful Fortitude saving throw frees the subject after 
  that period without further effect.
  A failed save means the subject takes 1d4 points of piercing 
  and bludgeoning damage per caster level from the bite of a 
  pair of unseen jaws.
  Material Component: A fang from any snake.
  CONJURATION
  LAOGZED’S BREATH
  Conjuration (Creation)
  Level: Cleric 3, sorcerer/wizard 3
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  As stinking cloud, except that the nauseating vapors persist 
  for 10 rounds.
  LAVA MISSILE
  Conjuration (Creation) [Fire]
  Level: Cleric 2, druid 2
  Components: V, S, DF
  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: Reflex half
  Spell Resistance: No
  A missile of lava darts forth from your fingertip and strikes 
  its target, dealing 1d4 points of fire damage.
  The missile strikes unerringly if the target has less than 
  total cover or concealment.
  Specific parts of a creature can’t be singled out.
  A target that fails its saving throw catches on fire (see 
  Catching on Fire in the Dungeon Master’s Guide).
  For every two caster levels, you gain an additional missile—
  two at 4th level, three at 6th level, four at 8th level, and the 
  maximum of five at 10th 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.
  A lava missile cures firenewts of 1d4 points of damage.
  This spell was first used by firenewt clerics of Kossuth.
  LAVA SPLASH
  Conjuration (Creation) [Fire]
  Level: Cleric 5, druid 4
  Components: V, S, DF, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cylinder (20-foot radius, 20 feet high)
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  This spell creates a wave of lava that rises up and showers 
  the designated area.
  Each creature in the area takes 1d4 points of fire damage 
  per caster level (maximum 15d6).
  Lava splash acts as a cure moderate wounds spell to firenewts.
  This spell was first used by firenewt clerics of Kossuth.
  Focus: A fist-sized lump of volcanic rock.
  EVOCATION
  VENOM BOLT
  Evocation [Acid]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 100 ft.
  Area: 100-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex half, Fortitude partial (see text)
  Spell Resistance: Yes
  You release a beam of fell energy from your eye, mouth, 
  fingertip, or tail tip that travels in a straight line.
  Every creature in its path takes 2d8 points of acid damage, 
  though the beam is not actually composed of any acidic 
  substance.
  A successful Reflex save halves this damage.
  Furthermore, every creature in the path of the venom bolt 
  must also make a successful Fortitude save or be paralyzed 
  for 1d4+1 rounds.
  Success means the subject is slowed for 1 round.
  Creatures do not block the beam, but walls and other solid 
  barriers do.
  
  1231
  Yuan-ti and their creations (such as tainted ones and 
  broodguards) are immune to the effects of this spell, as are 
  creatures with the Snake Blood feat (see Feats in 
  FORGOTTEN REALMS Campaign Setting).
  Other Scaled Ones are immune to the paralysis effect and 
  need not save against it.
  Material Component: A drop of venom from any sort of 
  poisonous snake.
  WHIRL OF FANGS
  Evocation [Force]
  Level: Cleric 6, sorcerer/wizard 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall or plane of darting jaws up to 20 ft. 
  long/level, or a ringed wall of whirling jaws with a radius 
  up to 5 ft./2 levels; either form 20 ft. high
  Duration: 1 min./level (D)
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create an immobile curtain of snapping, serpent-fanged 
  jaws shaped of pure force.
  You can choose to orient this barrier at any angle from 
  vertical to horizontal at the time of casting.
  The force jaws race to bite at any creature other than you
  that comes into contact with them.
  Any creature passing through the curtain takes 12d4 points 
  of damage, 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 
  curtain.
  Each such creature can avoid the wall (ending up on the 
  side of its choice, where feasible) and thus take no damage 
  by making a successful Reflex save.
  A successful Reflex save means the creature has reached 
  either side of the wall without taking any damage.
  A creature inside a whirl of fangs takes 2d4 points of damage 
  (Reflex save for half) on its turn each round that it remains 
  in contact with the effect.
  You can move through or remain within your own whirl of 
  fangs without taking damage.
  Accordingly, many Yuan-ti spellcasters “wear” this spell as a 
  sort of immobile cloak when fighting formidable foes.
  TRANSMUTATION
  ABILITY RIP
  Transmutation
  Level: Sorcerer/wizard 7
  Components: V, S, M
  Casting Time: 1 hour
  Range: Touch
  Targets: Two living creatures
  Duration: 1 hour/level
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  You rip a supernatural ability of your choice away from one 
  creature and transfer it to another.
  The two creatures must be within 30 feet of each other and 
  remain conscious throughout the casting of the spell.
  In exchange for this new ability, the recipient permanently 
  loses a supernatural ability it already possesses.
  If it has none to exchange, it instead loses two class levels 
  (or 2 Hit Dice if it has no class levels).
  Class features cannot be transferred by means of this spell.
  The spell fails if used to transfer an ability to a creature that 
  lacks the proper body parts, size, or other criterion for its 
  use, or if the target creature has fewer than 2 Hit Dice and 
  no supernatural abilities to trade.
  Either subject may negate the transfer with a successful 
  Fortitude save.
  Material Component: A caterpillar in a cocoon.
  ERUPT
  Transmutation [Fire]
  Level: Cleric 9
  Components: V, S, DF
  Casting Time: 1 minute
  Range: Touch
  Area: Burst with a radius of 100 ft./level
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You draw molten lava up through the ground.
  Every creature within the area that fails a Fortitude saving 
  throw takes 10 points of fire damage per caster level and 
  catches on fire (see Catching on Fire, page 303 of the 
  Dungeon Master’s Guide).
  Furthermore, anyone wearing metal armor who fails the 
  saving throw is also affected as though by a heat metal spell.
  A successful saving throw negates the heat metal effect and 
  halves the damage.
  Structures and unattended objects automatically take full 
  damage (no save).
  Erupt leaves its entire area a blackened ruin incapable of 
  supporting plant or animal life for a full year.
  HANDFANG
  Transmutation
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You create a fanged, biting mouth in the palm of your hand.
  When you lay your hand upon a creature by making a 
  touch attack, the mouth deals 1d8 points of damage.
  If you scored a critical hit with your touch attack, you may 
  start a grapple as a free action without provoking an attack 
  of opportunity.
  If you establish a hold, the fanged mouth sinks its teeth 
  into the target’s flesh and continues to bite for an additional 
  1d6 points of damage each round until the hold is broken 
  or the spell ends.
  RAZORSCALES
  Transmutation
  Level: Cleric 2, druid 2, ranger 2, sorcerer/wizard 2
  Components: V, DF/M
  Casting Time: 1 standard action
  
  1232
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your scales become razor-sharp.
  While this spell is in effect, you deal lethal instead of 
  nonlethal damage when grappling.
  If are not a Scaled One, this spell automatically fails.
  Material Component: A thin-bladed razor.
  SCENT
  Transmutation
  Level: Druid 2, ranger 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You give the target an enhanced sense of smell, equivalent 
  to the scent ability of some monsters.
  This ability allows the creature to detect approaching 
  enemies, sniff out hidden foes, and track by sense of smell.
  Creatures with the scent ability can identify familiar odors 
  just as humans do familiar sights.
  The creature can detect opponents within 30 feet by sense 
  of smell.
  If the opponent is upwind, the range increases to 60 feet; if 
  downwind, it drops to 15 feet.
  Strong scents, such as smoke or rotting garbage, can be 
  detected at twice the ranges noted above.
  Overpowering scents, such as skunk musk or troglodyte 
  stench, can be detected at triple normal range.
  When a creature detects a scent, the exact location is not 
  revealed—only its presence somewhere within range.
  The creature can take a partial action to note the direction 
  of the scent.
  If it moves within 5 feet of the source, the creature can 
  pinpoint that source.
  A creature with the scent ability can follow tracks by smell, 
  making a Wisdom check to find or follow a track.
  The typical DC for a fresh trail is 10 (no matter what kind of 
  surface holds the scent).
  This DC increases or decreases depending on the strength 
  of the quarry’s odor, the number of creatures, and the age of 
  the trail.
  For each hour that the trail is cold, the DC increases by 2.
  The ability otherwise follows the rules for the Track feat.
  Creatures tracking by scent ignore the effects of surface 
  conditions and poor visibility.
  Arcane material Components: A sprinkle of mustard and 
  pepper, and a drop of sweat.
  SERPENT ARROW
  Transmutation
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to eight wooden projectiles, all of which must 
  be in contact with each other at the time of casting
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  You imbue wooden arrows or darts with the potential to 
  turn into Tiny vipers (see the Snake entry, page 280 of the 
  Monster Manual for statistics).
  These missiles remain rigid and harmless until fired or 
  hurled.
  They need not be used by the caster.
  If a serpent arrow hits, the snake automatically bites the 
  target creature, dealing 1 point of damage plus poison 
  (injury, Fortitude DC 11, initial and secondary damage 1d6 
  Con).
  The missile remains in snake form for the remaining 
  duration of the spell, attacking their original opponents to 
  the best of their ability, continuing to bite it even if the 
  target dies.
  If the serpent arrow misses its target or the designated 
  opponent moves outside of the snake’s ability to attack 
  (such as via flying or teleportation), the creature attacks the 
  nearest opponent.
  If you can communicate with the viper, you can direct it to 
  attack particular enemies.
  When the duration of the spell expires, any focus that 
  became a viper melts away, leaving nothing behind.
  Focuses that did not turn into serpent arrows retain their 
  natural form.
  Material Component: A scale from any sort of snake.
  TRAIT REMOVAL
  Transmutation
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 hour
  Range: Touch
  Target: One touched living creature
  Duration: 1 hour/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You temporarily remove one extraordinary or supernatural 
  ability of your choice from the target creature.
  This spell does not work on constructs, oozes, or undead.
  Material Component: A pinch of ash.
  VENOMFIRE
  Transmutation [Acid]
  Level: Cleric 3, druid 3, ranger 4
  Components: V, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Fortitude negates (harmless)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You cause the subject’s venom to become caustic, dealing 
  an additional 1d6 points of acid damage per caster level 
  with each use.
  This spell has no effect on creatures that do not naturally 
  produce poison.
  Material Component: A drop of acid.
  
  1233
  SHINING SOUTH (3.5)
  ABJURATION
  DISPEL FOG
  Abjuration
  Level: Cleric 2, druid 2, ranger 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Up to four 10-ft. cubes/level (S)
  Duration: 1 min./level; see text
  Saving Throw: Fortitude half; see text
  Spell Resistance: Yes
  You make normal or magical fog within the affected area 
  instantly and completely vanish.
  This spell is effective against fog and mist from any source, 
  including spells such as obscuring mist or cloudkill, but not 
  against bodies of water, precipitation, or smoke.
  The dispelled area stays clear for 1 minute per level 
  regardless of other conditions—after that, it can fill in 
  again if there is sufficient fog in the surrounding vicinity.
  Natural fog is automatically cleared in the affected area; 
  natural fog reform within 1 minute after the expiration of 
  the spell.
  Magical fog (such as that from a fog cloud spell) requires you 
  to make a dispel check (1d20 + your caster level, maximum 
  +10) against the spell to clear the area.
  The DC for this dispel check is 11 + the spell’s caster level.
  Success means the spell is dispelled in the area you 
  designate, but magic fogs covering large areas might not be 
  completely cleared away by dispel fog.
  Creatures in fog or mist form who are in the area must 
  succeed on a Fortitude save or take 2d10 points of damage.
  Even those who make their saves must immediately assume 
  another shape.
  EASY TRAIL
  Abjuration
  Level: Druid 2, ranger 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Saving Throw: None (harmless)
  Spell Resistance: Yes (harmless)
  You radiate energy that gently pushes plants aside, allowing 
  easy movement and hiding your trail after you pass.
  Creatures in the effect (including the caster) find the 
  undergrowth held aside as they pass.
  This essentially provides a “trail” through any terrain (see 
  Table 9–5: Terrain and Overland Movement, page 164 of 
  the Player’s Handbook).
  Once you have passed, plants return to their normal shapes.
  The DC to track anyone who traveled within the effect is 
  increased by 5 (the equivalent of hiding the trail).
  This spell cannot push or hold plant creatures aside.
  ENTROPIC SHIELD, MASS
  Abjuration
  Level: Cleric 3
  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: 1 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  This spell functions like entropic shield, except that it affects 
  multiple creatures.
  LAND WOMB
  Abjuration
  Level: Druid 4, hathran 4, ranger 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: You and one other creature/level
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You descend into a protective bubble in the earth 10 feet 
  below where you are standing.
  It appears as though the ground opened up and swallowed 
  you.
  A land womb only opens through tillable soil, not rock.
  One additional creature per caster level can accompany you 
  into the land womb.
  Such creatures must be touching one another, with at least 
  one touching you (a ring of hands, for instance).
  Creatures inside the land womb can breath and speak 
  normally, but the space is too tight to move about in or cast 
  spells with somatic components.
  The surface above the land womb cannot be sensed without 
  magical means, and anything within the land womb cannot 
  be detected by divination spells of 4th level or lower.
  At the end of the duration, or upon the spell’s dismissal, 
  everything inside the land womb returns to the spot where 
  it stood before the spell took effect.
  PROTECTION FROM WINGED FLYERS
  Abjuration
  Level: Cleric 1, druid 1, paladin 1, sorcerer/wizard 1
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  The spell functions like protection from evil, except that the 
  bonuses apply to attacks from creatures that have wings and 
  a fly speed.
  Summoned creatures that fly with wings cannot touch the 
  subject.
  Spell resistance can allow a creature to overcome this 
  protection and touch the warded creature.
  Arcane Material Component: A feather or bat wing.
  
  1234
  REDIRECT SPELL
  Abjuration
  Level: Cleric 3, paladin 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You create a magical connection between you and an ally 
  such that any spells targeting the ally (rather than an area or 
  effect) are redirected to you.
  For example, magic missiles cast at your ally target you 
  instead.
  Both you and your ally must be within range of a spell for 
  the redirect to occur.
  If your ally is within range of the caster but you are not, the 
  spell targets your ally normally.
  Should you and the subject of the spell move out of range 
  of each other, the spell ends.
  SAFE CLEARING
  Abjuration
  Level: Ranger 3
  Components: V, S
  Casting Time: 1 full round
  Range: Touch
  Area: 30-ft.-radius spread
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes (object)
  You make an area safe from attacks, as if the entire space 
  were under a sanctuary spell.
  Once the spell is cast, its area is immobile.
  Any opponent attempting to strike or otherwise directly 
  attack a creature within the area, even with a targeted spell, 
  must attempt a Will save.
  If the save succeeds, the opponent can attack normally and 
  is unaffected by the spell.
  If the save fails, the opponent cannot follow through with 
  the attack, that part of its action is lost, and it can’t directly 
  attack anyone in the safe clearing for the duration of the 
  spell.
  Those not attempting to attack creatures inside the warded 
  area remain unaffected.
  This spell does not prevent the warded creatures from 
  being affected by area or effect spells.
  Those inside the safe clearing cannot attack without 
  breaking the spell, even if they are unaffected by it.
  CONJURATION
  DALTIM’S FIERY TENTACLES
  Conjuration (Creation) [Fire]
  Level: Sorcerer/wizard 5
  Saving Throw: None and Reflex half; see text
  This spell functions similarly to Evard’s black tentacles, except 
  that the tentacles are limned in blue-white fire.
  Every creature within the area of the spell takes 1 point of 
  fire damage per caster level (maximum 15 points) each 
  round.
  A successful Reflex save halves this damage, but a character 
  grappled by the tentacles cannot make the save.
  LIGHTNING FOG
  Conjuration [Electricity]
  Level: Sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Fog spreads in a 20-ft. radius, 20 ft. high
  Duration: 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: No
  You conjure a smoky cloud that fills the area with small 
  electrical discharges.
  The smoke obscures all sight as a fog cloud does.
  In addition, the discharges deal 1d4 points of electricity 
  damage plus 1 point per caster level (maximum +15) to 
  everything within the cloud on your turn each round.
  As with a fog cloud spell, wind disperses the smoke, and the 
  spell can’t be cast underwater.
  SHUFFLE
  Conjuration (Teleportation)
  Level: Druid 6, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One or more willing creatures touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You grant one creature, plus one additional creature for 
  every five caster levels, the ability to teleport a short 
  distance as a move action.
  Each subject can use the ability once per round, on its turn, 
  to travel to a spot it knows intimately or can see, which can 
  be no more than 5 feet per two caster levels away 
  (maximum 50 feet at 20th level).
  Creatures affected by this spell can carry objects, as long as 
  the weight of those objects doesn’t exceed the subject’s 
  maximum load.
  If a subject of shuffle would arrive in an area occupied by 
  solid material, that attempted teleport simply fails.
  SPARKLES
  Conjuration (Creation)
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 10-ft.-radius/level spread
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: No
  You create a cloud of multicolored, sparkling motes that 
  shower down and attach to any living creature in the area.
  
  1235
  The sparkles visibly outline anything to which they stick, 
  cannot be removed by nonmagical means, continue to 
  twinkle and glow until the spell fades, and visibly outline 
  invisible things in the area for the duration of the spell.
  Any creature covered by motes takes a –40 penalty on Hide 
  checks.
  This spell is popular during festivals in Halruaa, where the 
  wizards cast it over the cities from their skyships and let the 
  motes decorate the celebrants.
  However, others have found more practical uses for it, 
  including exposing invisible and hiding foes.
  Arcane Material Component: A pinch of ground mica.
  DIVINATION
  ARCANE SENSITIVITY
  Divination
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  With a touch, you instantly determine if a creature can cast 
  arcane spells and the maximum spell level it can cast.
  EVOCATION
  DARSSON’S CHILLING CHAMBER
  Evocation [Cold]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5ft./2 levels)
  Area: Up to a 10-ft. cube/level (S)
  Duration: 1 hour/level (D)
  Saving Throw: See text
  Spell Resistance: Yes
  You lower the temperature in the affected area to the level 
  of extreme cold (as defined under Cold Dangers, page 302 
  of the Dungeon Master’s Guide).
  For every minute spent in the area, a creature vulnerable to 
  cold takes 1d6 points of lethal damage (no save).
  In addition, a creature must make a Fortitude save (DC 15, 
  +1 per previous check) or take 1d4 points of nonlethal 
  damage.
  Those wearing metal armor, as well as those coming in 
  contact with metal that has been in the area for at least 1 
  hour, are affected as if by a chill metal spell.
  This spell was originally developed as a means of preserving 
  food (cast inside cellars), but wizards quickly determined 
  that it could be used as a deterrent (on long hallways or in 
  treasure vaults, for example) or for creating a comfortable 
  environment for cold-loving pets.
  Darsson’s chilling chamber can be made permanent with a 
  permanency spell.
  DARSSON’S COOLING BREEZE
  Evocation [Air]
  Level: Druid 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Effect: Line-shaped breeze emanating out from a point 
  you designate within 10 feet of you to the extreme of the 
  range
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You create a light breeze (approximately 9 mph) that 
  originates from a point you designate, affecting all 
  creatures, gasses, clouds, and fogs in its path.
  Any airborne vapors, fumes, clouds, smoke, and gasses drift 
  away from the point at a speed of 80 feet per round and 
  dissipate in one-fourth the normal time.
  In addition to the effects noted, the cooling breeze can do 
  anything that a normal breeze would be expected to do.
  It can move wind chimes, scatter pieces of paper or 
  parchment, cause candle or hearth flames to flicker, and so 
  forth.
  Darsson’s cooling breeze can be made permanent with a 
  permanency spell.
  DARSSON’S FIERY FURNACE
  Evocation [Fire]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Up to one 10-ft. cube/level (S)
  Duration: 1 hour/level (D)
  Saving Throw: See text
  Spell Resistance: Yes
  You raise the temperature in the affected area to the level of 
  extreme heat (as defined under Heat Dangers, page 303 of 
  the Dungeon Master’s Guide).
  For every minute spent breathing the air in the area, a 
  creature vulnerable to heat takes 1d6 points of lethal 
  damage (no save).
  In addition, the creature must make a Fortitude save every 
  5 minutes (DC 15, +1 per previous check) or take 1d4 points 
  of nonlethal damage.
  Those wearing heavy clothing or any sort of armor take a –4 
  penalty on their saves.
  In addition, those wearing metal armor, as well as those 
  coming in contact with metal that has been in the area for
  at least 1 hour, are affected as if by a heat metal spell.
  This spell was originally developed as a means of cooking 
  food (cast inside cauldrons, brick ovens, and smoke 
  houses), but wizards quickly determined that it could be 
  used as a deterrent (on long hallways or in treasure vaults, 
  for example) or for creating a comfortable environment for 
  heat-loving pets.
  Darsson’s fiery furnace can be made permanent with a 
  permanency spell.
  FIERY VISION
  Evocation [Fire]
  
  1236
  Level: Cleric 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Two rays of fire per round
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  Immediately on completion of the spell, and once per 
  round thereafter, you can emit two fiery rays from your 
  eyes, targeting one or two opponents within range as a free 
  action during your turn each round.
  A successful ranged touch attack is required to strike with 
  each beam, and one that hits deals 4d6 points of fire 
  damage.
  You need not use your eye rays while the spell is in effect; 
  other actions, such as spellcasting, can be performed.
  However, each round after the first you can use a standard 
  action (concentrating on the spell) to use the eye rays.
  MYCONTIL’S LAST RESORT
  Evocation
  Level: Sorcerer/wizard 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Area: 30-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You unleash deadly explosive power, similar to the effects 
  of a retributive strike created by breaking a staff of power (see 
  page 245 of the Dungeon Master’s Guide for more 
  information).
  The spell converts any remaining spell slots in your mind 
  into a blast of magical energy.
  All creatures within 10 feet of you take 8 points of damage 
  per spell slot remaining, creatures between 11 and 20 feet 
  take 6 points per spell slot, and creatures between 21 and 30 
  feet take 4 points per remaining spell slot.
  You take maximum damage and are allowed no saving 
  throw.
  It is widely thought that Mycontil and his assistants used 
  this spell in a circle magic ceremony to defeat the Arkaiun 
  barbarian chieftain, Reinhar I of Dambrath, during 
  Dambrath’s invasion of Halruaa.
  Mycontil and his assistants vanished after the blast and 
  were presumed destroyed.
  There has been no other recorded use of the spell.
  Material Component: The finger bone of an archmage that 
  has been packed in diamond dust worth 5,000 gp for 1 
  week.
  ROCKBURST
  Evocation
  Level: Cleric 3, druid 2, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half or Fortitude negates; see text
  Spell Resistance: No
  You cause a stone object, with volume of at least 8 cubic 
  feet, to explode.
  Rock shards fly outward from the detonation, and all 
  creatures within the area of the spell take 1d4 points of 
  damage plus 1 point per caster level (maximum +15).
  A successful Reflex save halves this damage.
  A magic stone object, or a nonmagic stone object in the 
  possession of another creature, gets a Fortitude save to 
  negate the effect.
  Creatures cannot be affected by rockburst.
  STONEFIRE
  Evocation [Fire]
  Level: Cleric 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Area: One 5-ft. square + one 5-ft. square/four levels
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You cause natural, nonliving stone to combust, emitting 
  thick black smoke and sending forth waves of heat.
  Anyone touching the burning rock takes 2d6 points of fire 
  damage each round, while the intense heat coming from 
  the stone deals 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 burning stone deals its damage to all creatures in the 
  area when it appears and on your turn each round.
  Undead take double damage from stonefire.
  Ignited stone is consumed by the flames at the rate of 1 foot 
  of thickness per round (so a 10-foot-thick wall covered with 
  stonefire would require 10 rounds to burn through).
  Burning away load-bearing walls, columns, or other 
  supports might cause cave-ins or collapses.
  See Cave-Ins and Collapses, page 66 of the Dungeon Master’s 
  Guide.
  If the burning stone takes 20 points of cold damage or more 
  in 1 round, the flames go out.
  (Do not divide cold damage by 4, as normal for objects).
  STREAMERS
  Evocation
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One or more streamers
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You cause a number of glowing, red streamers to shoot 
  forth from the your hand when you cast the spell.
  You may fire one streamer, plus one additional streamer for 
  every three levels beyond 9th (to a maximum of four 
  streamers at 18th level).
  Each streamer targets one creature; multiple streamers can 
  each be targeted at a different creature, or many streamers 
  can target one creature.
  
  1237
  A streamer moves on its own, pursuing its target without 
  your concentration, hovering in the same space as the 
  target with a readied touch attack.
  Whenever the target next takes any sort of action, the 
  streamer makes a touch attack against it (at the caster’s base 
  attack bonus).
  On a successful attack roll, the streamer deals 5d10 points 
  of damage.
  If a target takes no actions for the duration of the spell, the 
  streamers around it disappear with no effect.
  Streamers can be attacked (AC 20), but only magic weapons 
  have any effect on them.
  Any successful attack destroys a streamer.
  Material Component: 6-inch strand of red spider silk.
  SUN BOLT
  Evocation [Light]
  Level: Cleric 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 round
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  A ray of burning sunlight springs from your hand.
  You must make a ranged touch attack to hit your target.
  A creature struck by the bolt is blinded for 1 round and 
  takes 2d6 points of damage.
  Creatures harmed by sunlight take double damage.
  Undead always take double damage, as do fungi, molds, 
  oozes, and slimes; undead damaged by sunlight (such as 
  vampires) always take triple damage.
  A successful Reflex save negates the blindness.
  TIDAL WAVE
  Evocation
  Level: Sorcerer/wizard 9
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: Long (400 ft. + 40 ft./level)
  Area: A wave 75 ft. high and 500 ft. wide
  Duration: 1 min./level; see text
  Saving Throw: None
  Spell Resistance: No
  You create a moving wall of water that can drown 
  swimmers, swamp ships, and flood port cities.
  Upon completion of the spell, the tidal wave forms and 
  moves from the starting point you designate in the 
  direction you specify at a speed of 150 feet per round for 
  the duration of the spell, or until it strikes land.
  Any creature swimming in the water as the tidal wave hits 
  it must make a DC 30 Swim check each round to remain 
  afloat.
  Creatures that succeed are washed forward by the tidal 
  wave and must continue to make Swim checks each round.
  Creatures that fail the check are sucked beneath the tidal 
  wave and forced 8d10 feet below the surface of the water, 
  taking 4d6 points of nonlethal damage.
  The wave passes over submerged creatures, which are 
  subject to drowning (see page 304 of the Dungeon Master’s 
  Guide).
  Any Medium or smaller ship caught in the path of the tidal 
  wave takes 6d10 points of damage, while larger ships take 
  an additional 6d10 points of damage per size category they 
  are larger than Medium.
  Furthermore, the ship is carried along by the tidal wave for 
  a number of feet equal to the number of points of damage 
  taken ×5.
  For example, a sailing ship that takes 66 points of damage is 
  carried in the surge of the wave for 330 feet.
  If the movement of the ship results in a collision with 
  another ship or with land, the ship takes additional damage 
  (see below).
  Any creatures and equipment aboard the ship that are not 
  lashed down are swept off the decks and into the sea (and 
  creatures are then subject to the Swim checks noted above).
  If a tidal wave drives up onto shore, it deals 6d10 points of 
  damage to everything in its path within 200 feet of the 
  shore, 3d10 points of damage to everything farther than 200 
  feet but within 400 feet of the shore, and 1d10 points of 
  damage to everything farther than 400 feet but within 1,000 
  feet of shore.
  Any ships in port or washed ahead of the tidal wave take 
  6d10 points of damage in addition to any taken for being 
  struck by the wave (see above) and end up 5d10×10 feet 
  inland when they come to rest.
  Material Component: A plank of wood smacked against the 
  surface of the water.
  XP Cost: 500 XP.
  NECROMANCY
  CIRCLET OF ENERVATION
  Necromancy
  Level: Sorcerer/wizard 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 6-inch circlet of negative energy
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  You form a small ring of negative energy in your hand, 
  which harms neither you nor your equipment.
  The circlet launches from your hand, and you must succeed 
  on a ranged touch attack to strike your target.
  A struck creature takes 2d6 points of damage and gains one 
  negative level (a Fortitude save negates the negative level).
  No sooner do you hurl the circlet than another one appears 
  in your hand, ready to be launched again on your next turn.
  Negative levels from circlet of enervation function exactly 
  like those gained from the enervation spell.
  Since undead are powered by negative energy, this spell 
  heals 2d6 points of damage when it strikes an undead, 
  rather than harming it.
  Further, each time an undead creature is struck by the 
  circlet, it gains 5 temporary hit points.
  The spell has no effect on constructs or inanimate objects.
  Focus: A jet bracelet worth 100 gp.
  KYRISTAN’S MALEVOLENT TENTACLES
  Necromancy
  
  1238
  Level: Sorcerer/wizard 6
  Saving Throw: None and Fortitude negates; see text
  Spell Resistance: Yes
  This spell functions similarly to Evard’s black tentacles, except 
  that the tentacles are formed of negative energy.
  Living creatures grappled by the tentacles gain one 
  negative level each round unless they succeed on Fortitude 
  saves.
  STICKS AND STONES
  Necromancy
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One Small pile of debris
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You animate a pile of rocks, branches, limbs, and other 
  debris into the crude shape of a skeletal creature of 
  Medium size that immediately attacks whatever foe you 
  designate.
  You can change the animated creature’s chosen target as a 
  move action.
  The creature’s combat statistics are those of a 2 HD 
  humanoid skeleton, except that it also has a wight’s energy 
  drain supernatural ability (see the Skeleton and Wight 
  entries in the Monster Manual for details).
  WALL OF PAIN
  Necromancy [Evil]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, F
  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: Will negates
  Spell Resistance: Yes
  You fill an area with horrid energy that inflicts severe pain 
  upon any who pass through it.
  Affected creatures take a –2 penalty on all attacks, saving 
  throws, and checks while inside the area of the wall.
  Further, the wall deals 1d4 points of nonlethal damage per 
  caster level (to a maximum of 15d4) per round to anyone 
  caught in it.
  Focus: A miniature scourge.
  TRANSMUTATION
  BRITTLESKIN
  Transmutation
  Level: Druid 3, ranger 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You cause a creature’s natural armor to crystallize and 
  become brittle.
  Whenever the affected creature is hit in combat, part of the 
  crystallized hide cracks and shatters, dealing it additional 
  lethal damage equal to its natural armor bonus.
  Thus, if a creature with +3 natural armor is affected by this 
  spell, it takes an extra 3 points of damage each time it is 
  struck by a melee, ranged, or natural weapon.
  The creature’s actual Armor Class does not change.
  CORAL GROWTH
  Transmutation
  Level: Druid 3, sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 5 ft. cube of coral/level (S)
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You cause living, submerged coral to grow at an accelerated 
  pace in a shape you control.
  Since you control the form, you can cause the coral to grow 
  into a wall, a large ball, and so forth.
  You are limited in the size of the new coral, but this is not 
  dependent upon the amount of existing material—a tiny 
  piece can be used as a starter seed for the new growth, so 
  long as that piece is alive.
  Coral growth is popular for constructing buildings and 
  statues out of coral in Halruaa.
  It is also a favorite of various aquatic races for building 
  underwater cities.
  Material Component: A small piece of coral.
  JUMP, MASS
  Transmutation
  Level: Druid 3, ranger 3, sorcerer/wizard 3
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One creature/level, no two of which can be more 
  than 30 ft. apart
  This spell functions like jump, except that it affects a group 
  of creatures in an area, all of which gain a +10 enhancement 
  bonus on Jump checks.
  The enhancement bonus increases to +20 at caster level 
  10th, and to +30 (the maximum) at caster level 14th.
  Pirates on the Great Sea are fond of this spell during 
  boarding actions.
  ROCK CATCH
  Transmutation
  Level: Cleric 2, ranger 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  
  1239
  A single creature you touch gains the ability to catch hurled 
  rocks of Small to Large size (including projectiles of a 
  similar shape and size, such as catapult ammunition).
  Once per round, as an immediate action (a free action taken 
  during another creature’s turn), when the subject of this 
  spell would normally be hit by a rock, he can make a Reflex 
  save to catch it.
  The DC for catching a Small or smaller rock is 15, 20 for a 
  Medium one, and 25 for a Large one.
  Caught rocks must be subsequently dropped as part of the 
  action.
  SEA LEGS
  Transmutation
  Level: Bard 1, cleric 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You grant a creature the ability to maneuver easily while 
  aboard ship, even during inclement weather.
  Any creature affected by a sea legs spell automatically 
  succeeds on Balance checks (DC 20 or lower) made due to 
  sloped surfaces and slightly slippery conditions.
  Furthermore, the creature can move at its normal speed 
  while balancing on a ship’s deck, rather than half speed.
  See the Balance skill description in the Player’s Handbook for 
  more information.
  STONE TRAP
  Transmutation
  Level: Cleric 7, sorcerer/wizard 7
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Stone object up to 200 lb./level
  Duration: See text
  Saving Throw: None
  Spell Resistance: No
  You cause a block of stone to turn invisible and hover at a 
  designated point in the air.
  The stone remains there until triggered, either by special 
  conditions set by you or by a command word you choose.
  Once triggered, the stone trap turns visible and falls 
  naturally.
  The stone of the stone trap can be positioned so that it holds 
  up additional material within the weight limit of the spell.
  For example, a 2,200-pound stone with stone trap cast on it 
  by a 13th-level cleric could support an additional 400 
  pounds.
  This additional weight could be placed on top of the stone 
  in midair, the stone could function as a plug in a hole in a 
  ceiling, and so on.
  As a trap, the suspended stone has an attack bonus equal to 
  your caster level.
  Any creatures hit by the stone when it falls take 1d6 points 
  of damage for every 200 pounds of weight, plus 1d6 points 
  of damage for every 10 feet the stone falls, for a maximum 
  of 20d6 points of damage.
  Anything atop the stone might deal additional damage, but 
  such supplementary material can only deal damage above 
  and beyond the maximum (20d6) if it doesn’t rely on the 
  fall to deal that damage.
  The conditions for triggering a stone trap can be as simple or 
  as elaborate as you desire.
  Special conditions can be based on a creature’s name, 
  identity, or alignment, but otherwise must be based on 
  observable actions or qualities.
  Other intangibles such as level, class, Hit Dice, and hit 
  points don’t qualify.
  For example, a stone trap can be set to activate when a lawful 
  evil creature approaches, but not when a blackguard 
  approaches.
  Arcane Material Component: A drop of blood and a pebble.
  SUSPENSION
  Transmutation
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Any nonliving object up to 1,000 lb./level
  Duration: 1d4 days + 1 day/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell functions like levitate, except as noted above and 
  as follows.
  You can mentally direct the object to move up or down as 
  much as 45 feet each round for the duration of the spell; 
  doing so is a move action.
  When you cease concentration, the object remains in place 
  for the duration of the spell.
  Material Component: A small leather loop suspended from a 
  bent wire of gold.
  SILVER MARCHES (3.0)
  EVOCATION
  ALICORN LANCE
  Evocation [Force]
  Level: Clr 2, Drd 2 (Lurue)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Short (25 ft. + 5 ft./2 levels)
  Effect: Horn of force
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You create a horn of force on your forehead, similar in size 
  and shape to a unicorn’s horn.
  At any time up until the spell expires, you may launch the 
  horn at a single target as a free action.
  Striking the target requires a successful touch attack.
  If the horn hits, it is destroyed and deals 3d6 points of force 
  damage to the target creature and outlines it in silver-
  colored faerie fire for the remaining duration of the spell.
  If it misses, the spell dissipates.
  
  1240
  ILLUSION
  ALUSTRIEL’S BANNER
  Illusion (Figment)
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Effect: Figment of a banner and sound of a trumpet or 
  horn
  Duration: 1 round/level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  An early spell created by Alustriel, this illusion has been 
  circulated among the arcane spellcasters of Silverymoon 
  and to others beyond the city.
  A simplified form of minor image, it allows you to cause a 
  banner (such as a battle standard, family crest, or other 
  identifying device) to appear anywhere within range, 
  accompanied by musical fanfare or the sound of a horn 
  blowing.
  The banner may appear large or small (up to 10 feet square), 
  new or old, clean or dirty, and of any color or pattern you 
  desire and bearing any identifying images you desire.
  The banner sheds light as a light spell.
  You can move it anywhere within range as a move-
  equivalent action.
  The fanfare or horn is normally of the sort announcing the 
  presence of an important person or a military unit, 
  although the spell can create any sort of horn signal.
  Normally, casters use the spell to rally troops or direct 
  people to a particular location, especially at night when its 
  light aspect becomes more useful.
  Material Component: A horn or trumpet, whether normal 
  size or miniature.
  TRANSMUTATION
  FAVOR OF YATHAGHERA
  Transmutation
  Level: Clr 3, Drd 3 (Lurue)
  Components: V, S, DF
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Target: One unicorn or equine animal
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  You give the target creature large feathered wings in the 
  manner of a pegasus, allowing it to fly with a speed of 100 
  feet (average maneuverability).
  The creature reacts to these wings as if they were naturally 
  part of its body and can use them immediately.
  Ride checks to manipulate the mount are made as if it were 
  not flying (so a rider familiar with horses can handle a 
  flying horse just as easily as a normal one).
  The spell gets its name from the Elvish name for Lurue: 
  Yathaghera the Winged Queen, ruler of the pegasi and 
  unicorns of Evermeet.
  SONG AND SILENCE (3.0)
  ABJURATION
  FOCUSING CHANT
  Abjuration
  Level: Brd 1
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: Up to 5 rounds/level (D)
  Saving Throw: None (harmless)
  Spell Resistance: Yes (harmless)
  You can use focusing chant to block out distractions from the 
  task at hand.
  Upon casting the spell, you gain a +1 circumstance bonus 
  on attack rolls or on one type of skill or ability check for as 
  long as you continue to do the same thing every round.
  You can attend to the task without concentrating on 
  focusing chant, but no speech is possible because you must 
  continue to mutter the syllables of the chant to maintain 
  the spell.
  If you spend a round doing anything else, the spell ends.
  For example, you could use focusing chant to gain a +1 
  circumstance bonus on Climb checks just before you start 
  climbing a tall cliff, or on Decipher Script just before you 
  begin deciphering ancient runes.
  In combat, you can gain the bonus on your attack rolls as 
  long as you continue to attack the same opponent with the 
  same weapon every round.
  You can still move freely and change tactics—for example, 
  you could charge a monster one round, attempt to disarm it 
  with your rapier the second round, and simply attack it on 
  the third round.
  But if you attack a different monster, switch weapons, or 
  spend a round doing something other than attacking, the 
  benefit is lost.
  JOYFUL NOISE
  Abjuration
  Level: Brd 1
  Components: S, F
  Casting Time: 1 round
  Range: 10 ft.
  Area: 10-ft.-radius emanation centered on you
  Duration: Concentration (see text)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  By making a strumming, drumming, or whistling gesture, 
  you negate any magical silence in the area.
  This zone of negation moves with you and lasts as long as 
  you continue the performance.
  The silence is not dispelled but simply held in abeyance; it 
  remains in effect outside the area of the joyful noise.
  Thus, this spell is usually used to move a group out of range 
  of a silence effect.
  Focus: The caster’s instrument.
  
  1241
  CONJURATION
  HEALTHFUL SLUMBER
  Conjuration (Healing)
  Level: Brd 3
  Components: V, S, F
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Living creatures within range
  Duration: 1 day
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Healthful slumber doubles the subjects’ natural healing rate.
  Each affected creature regains twice the hit points it 
  otherwise would have during that day, depending on 
  activity level.
  Focus: The caster’s instrument.
  SUMMON INSTRUMENT
  Conjuration (Summoning)
  Level: Brd 2
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Effect: One musical instrument
  Duration: Concentration plus 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell conjures one instrument of the type the caster 
  typically favors.
  The quality of this summoned instrument can vary widely 
  (roll 1d6): poor (1), average (2–5), or masterwork (6).
  Only one instrument appears per casting, and it cannot be 
  exchanged for another.
  The caster can, however, reject the instrument simply by 
  dismissing the spell.
  This is a real instrument temporarily borrowed from 
  elsewhere, not a figment or creation.
  For that reason, it is considered good form to deposit a 
  small fee inside the instrument before it returns whence it 
  came.
  DIVINATION
  LISTENING COIN
  Divination
  Level: Brd 4
  Components: V, S, M
  Casting Time: 1 action
  Range: See text
  Effect: Magical sensor
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You can turn two ordinary coins into magic listening 
  devices—one a sensor and the other a receiver.
  After casting the spell, you simply give the sensor coin 
  away, either surreptitiously or overtly.
  By holding the receiver coin up to your ear and making a 
  successful Listen check, you can hear whatever is 
  transpiring near the sensor.
  If the sensor coin is in a pocket, pouch, or sack, the DC for 
  the Listen check increases by +5 for all but the most 
  obvious sounds.
  The coins continue to function no matter how far apart 
  they are, although they fall silent if they’re on different 
  planes.
  Lead sheeting or magical protection (such as antimagic field,
  mind blank, or nondetection) blocks the transfer of sound.
  Any creature with an Intelligence score of 12 or higher can 
  notice that a coin has a magical sensor by making a 
  successful Scry (or Intelligence) check (DC 20).
  The sensor can be dispelled.
  ENCHANTMENT
  FOLLOW THE LEADER
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 4
  Components: V S, F
  Casting Time: 1 full round
  Range: Medium (100 ft. + 10 ft./level)
  Area: Living creatures with fewer than 5 HD
  Duration: Concentration, up to 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Like the legendary piper, you can play a tune so beguiling 
  that those who hear it feel compelled to follow along 
  behind you, dancing merrily.
  You can lure up to 1 HD of eligible creatures for each bard 
  level you possess, up to a maximum of 10 HD.
  Those with the fewest hit dice are the first to be affected.
  Once you have reached your limit of creatures, the music 
  does not affect any others.
  Creatures thus captivated can defend themselves but do not 
  initiate attacks.
  If you lead your followers directly into danger, each is 
  allowed another Will save to avoid walking off a cliff, 
  stepping into deep water, or the like.
  Focus: The caster’s instrument.
  GETAWAY
  Enchantment (Mind-Affecting)
  Level: Asn 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Area: Up to 1 city block/level
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell helps you elude pursuers by causing them to run 
  down blind alleys, make wrong turns at intersections, and
  bypass obvious directional indicators during a chase.
  Any pursuer who loses sight of you and fails a Will save has 
  a 50% chance of making a wrong turn or heading in the 
  wrong direction, even in the face of physical evidence 
  (such as a dangling rope or an open door) as to your true 
  path.
  
  1242
  Material Component: A fox’s tail.
  INSIDIOUS RHYTHM
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 6
  Components: V, S, F
  Casting Time: 3 rounds
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 hour per level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster plays a catchy, silly, little tune that sticks in the 
  mind of any subject who fails a Will save.
  The endlessly recycling melody makes it very difficult for 
  the subject to cast spells, disarm traps, or perform any other 
  action that requires mental focus.
  Thus, the subject incurs a –4 circumstance penalty on all 
  skill checks based on Intelligence and must make a 
  Concentration check (DC = insidious rhythms save DC + 
  level of the spell being attempted) for each spellcasting 
  attempt.
  Focus: The caster’s instrument.
  LULLABY
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Living creatures within a 15-ft.-radius burst
  Duration: Concentration (see text) plus 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster play a gentle melody that lulls the senses of 
  those who hear it.
  Any creature within the area that fails a Will save becomes
  drowsy and inattentive, suffering a –2 circumstance penalty 
  on Spot and Listen checks and a –2 circumstance penalty 
  on Will saves against sleep while the lullaby is in effect.
  Many bards use this spell in conjunction with either 
  ambient song or a silent or disguised spell to improve the 
  odds against anyone noticing such a ruse.
  Focus: The caster’s instrument.
  OTTO’S RESISTIBLE DANCE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 5
  Components: V, S, F
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One living creature per level
  Duration: Concentration (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can play a tune so foot-tappingly appealing that 
  everyone who hears it wants to jump up and dance.
  In fact, unless your target makes a successful Will save to 
  resist, that’s exactly what happens.
  A dancing creature suffers a –2 circumstance penalty to its 
  Armor Class, Will saves, Concentration checks, and 
  Spellcraft checks for as long as you keep playing.
  Focus: The caster’s instrument.
  SONG OF DISCORD
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Creatures within a 15-ft.-radius sphere
  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.
  EVOCATION
  CRESCENDO
  Evocation
  Level: Brd 2
  Components: V, S
  Casting Time: 1 action
  Range: 30 ft.
  Targets: The caster and all allies within a 30-ft. sphere
  Duration: 4 rounds
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell creates a martial fanfare that slowly builds in 
  volume, inspiring you and your comrades to ever-greater 
  combat prowess.
  During the first round of the spell, the horns and drums 
  can be heard faintly, but no other effect occurs.
  On the second round, as the music becomes louder and 
  more inspiring, each affected creature gains a +1 morale 
  bonus on attack rolls.
  This bonus increases to +2 in the third round, then to +3 in 
  the fourth round as the music gets louder and louder.
  Allies who move more than 30 feet away from you lose the 
  bonus, but they regain it at its then-current level if they 
  later step back within range.
  FANFARE
  Evocation
  Level: Brd 6
  Components: V S, M
  Casting Time: 1 action
  
  1243
  Range: 100 ft.
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Fanfare creates a trumpet blast so loud that it can shake the 
  foundations of buildings or stop an army in its tracks.
  Every creature within the area must make a Fortitude save.
  Success means the creature is stunned for 1d4 rounds and 
  deafened for twice as many rounds; failure means the 
  creature takes 4d6 points of damage in addition to suffering 
  those effects.
  Any object made of glass, wood, stone, or metal within the 
  cone takes 2d6 points of damage, ignoring hardness.
  Material Component: A small, tin horn.
  FORTISSIMO
  Evocation
  Level: Brd 2
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature or item
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  Fortissimo doubles the volume of one source of sound 
  specified by the caster.
  Bards often use this spell to help their music carry to larger 
  audiences—or just be heard over the din of a noisy tavern.
  When casting fortissimo on a creature, the caster may specify 
  items that the creature is wearing or carrying for inclusion 
  in the effect.
  For example, casting fortissimo on a singer and including 
  her lute would make both her song and her 
  accompaniment twice as loud.
  If the affected creature or item can generate a sonic or 
  language-based attack, such as a command spell, a harpy’s 
  song, the fascinate effect of bardic music, or a horn of blasting,
  the saving throw DC against that attack increases by +2.
  If a sonic attack deals damage (like a shout), the spell 
  increases that damage by +1d6 points.
  Fortissimo counters and dispels silence and is countered and 
  dispelled by it.
  If cast at a target affected by silence, it negates the effect for 
  that creature or item only.
  HARMONIZE
  Evocation
  Level: Brd 2
  Components: V, S, F
  Casting Time: 3 rounds
  Range: Touch
  Targets: Up to 4 bards (including the caster), none of 
  whom can be more than 10 feet from the nearest other 
  target
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell enables two to four bards to pool their talents by 
  performing in a group.
  The caster designates one bard to be the lead performer, 
  and the rest provide backup.
  Harmonize grants the lead performer a circumstance bonus 
  on Perform checks equal to +1 per three bard levels of the 
  backup performers for the duration of the spell.
  Focus: The caster’s instrument.
  HYMN OF PRAISE
  Evocation [Good, Sonic]
  Level: Brd 3
  Components: V, S, F
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: A sphere with a radius equal to the range, centered 
  on you
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes (harmless)
  You can strike up a rousing, inspirational spiritual that 
  temporarily boosts the effective caster level of each good-
  aligned divine spellcaster within range by +1.
  This increase does not grant access to additional spells, but 
  it does improve all spell effects that are dependent on caster 
  level.
  In addition, hymn of praise mimics the effect of a hallow spell 
  with respect to turning or rebuking undead.
  Within the spell’s area, each good-aligned divine spellcaster 
  gains a +4 sacred bonus on Charisma checks to turn 
  undead, and each evil-aligned divine spellcaster incurs a –4 
  sacred penalty on Charisma checks to rebuke undead.
  Focus: The caster’s instrument.
  Improvisation Transformation
  Level: Brd 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Improvisation makes available a floating “pool” of bonus 
  points that the caster can use as desired to improve his or 
  her odds of success at various tasks.
  This bonus pool consists of 2 points per level, which the 
  caster can divide as desired among attack rolls and skill or 
  ability checks.
  The caster must declare any bonus-point usage before the 
  appropriate rolls are made.
  Used points disappear from the pool, and any points 
  remaining when the spell ends are wasted.
  These points count as luck bonuses for purposes of 
  stacking.
  For example, a 14th-level bard pauses from chasing a 
  pickpocket to cast improvisation.
  Over the next 14 rounds, he could add +8 to a Spot check, 
  +6 to a Climb check, and +7 to two of his attack rolls.
  Material Component: A pair of dice.
  INFERNAL THRENODY
  Evocation [Evil, Sonic]
  Level: Brd 3
  Components: V, S, F
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  
  1244
  Area: A sphere with a radius equal to the range, centered 
  on you
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes (harmless)
  You can strike up a pulsing, powerful rhythm that 
  temporarily boosts the effective caster level of each evil-
  aligned divine spellcaster within range by +1.
  This increase does not grant access to more spells, but it 
  does improve all spell effects that are dependent on caster 
  level.
  In addition, infernal threnody mimics the effect of an 
  unhallow spell with respect to turning or rebuking undead.
  Within the spell’s area, each evil-aligned divine spellcaster 
  gains a +4 profane bonus on Charisma checks to rebuke 
  undead, and each good-aligned divine spellcaster incurs a –
  4 profane penalty on Charisma checks to turn undead.
  Focus: The caster’s instrument.
  PROTÉGÉ
  Evocation
  Level: Brd 6
  Components: V, S, F
  Casting Time: 3 rounds
  Range: Touch
  Target: Creature touched
  Duration: 1 minute per caster level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You can briefly grant bardic abilities to a creature of your 
  choice.
  The subject of the spell can then function as a bard of half 
  your current bard level with respect to bardic music and 
  bardic knowledge.
  However, protégé imparts no spellcasting ability and does 
  not grant access to spells not normally available to the 
  subject.
  For Perform checks and bardic music prerequisites, the 
  creature uses its own ranks in Perform or half of yours, 
  whichever is better.
  Focus: The caster’s instrument.
  SYMPATHETIC VIBRATION
  Evocation [Sonic]
  Level: Brd 6
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: One freestanding structure
  Duration: Up to 1 round per level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  By attuning yourself to a freestanding structure such as a 
  building, bridge, or dam, you can create a damaging 
  vibration within it.
  Once it begins, the vibration deals 2d10 points of damage 
  per round to the target structure.
  You can choose at the time of casting to limit the duration 
  of the spell; otherwise it lasts for 1 round/level, if cast upon 
  a target that is not freestanding, such as a hillside, the 
  surrounding stone dissipates the effect and no damage 
  occurs.
  Sympathetic vibration cannot affect living creatures.
  A structure gets no saving throw, but a construct gets a Will 
  save to resist the effects.
  Material Component: A tuning fork.
  WAIL OF DOOM
  Evocation [Sonic]
  Level: Brd 5
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Anyone caught in the cone of this spell suffers excruciating 
  pain and is disheartened and demoralized besides.
  Each creature that fails its Will save takes 1d4 points of 
  damage per caster level, suffers a –2 morale penalty on 
  saving throws for 1 round per caster level, and flees from 
  the caster for the same period.
  A fleeing creature has a 50% chance to drop whatever it’s 
  holding.
  It chooses a random path of flight away from the caster and 
  flees any other dangers that confront it as well.
  If cornered, the affected creature cowers instead of fleeing 
  (see Condition Summary in Chapter 3 of the Dungeon 
  Master’s Guide).
  ILLUSION
  AMBIENT SONG
  Illusion (Glamer)
  Level: Brd 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal (see text)
  Target: You
  Duration: 1 minute/level (D)
  Saving Throw: Will disbelief
  Spell Resistance: No
  Ambient song transforms the sounds needed to produce any 
  bardic music effect into background noise.
  Those who hear bardic music masked in this way remain 
  unaware of its true nature, though it still has its normal 
  effects.
  For example, you could use this spell to make a song 
  intended to inspire competence sound like the chirping of 
  crickets, the rustling of leaves, or the crackling of the 
  campfire.
  You choose what your ambient song sounds like, but it 
  should be a noise that’s in harmony with the immediate 
  environment.
  A subject who makes a successful Will save realizes that the 
  sound has been altered and can hear its true nature.
  Material Component: A small bit of whatever naturally makes 
  the sound you’re trying to mimic.
  For example, a cricket’s leg, a dried leaf, or a charred twig 
  would produce the ambient song effects mentioned above.
  
  1245
  CHOIR
  Illusion (Pattern) [Mind-Affecting]
  Level: Brd 4
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Three illusory performers
  Duration: Concentration + 4 rounds
  Saving Throw: Will disbelief (see below)
  Spell Resistance: No
  This spell creates spectral accompanists.
  They appear to be normal performers of any humanoid race 
  (caster’s choice) who back up the bard’s performance by 
  playing, dancing, singing, or any other means the caster 
  desires.
  They can also interact with others on a limited basis—
  smiling, nodding, responding to questions with a few stock 
  phrases, serving as dance partners, and the like.
  These illusory performers grant the caster a +2 
  circumstance bonus on Perform checks for the spell’s 
  duration.
  Choir is a Pattern, not a Figment—creatures that become 
  aware of the accompanists’ spectral nature can still see 
  them.
  However, not only does a successful Will save negate the 
  bard’s bonus on Perform checks with respect to that 
  creature, it also imposes a –2 circumstance penalty on those 
  checks for the remainder of the spell’s duration.
  Focus: The caster’s instrument.
  PERCUSSION
  Illusion (Figment)
  Level: Brd 0
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25ft. + 5 ft./2 levels)
  Effect: Illusory sounds
  Duration: 5 minutes/level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  Percussion fills the immediate area with the sounds of 
  drums, chimes, and other percussive instruments.
  The music can range from the gentle tapping of a single 
  tom-tom to the thunder of a squad of drummers.
  Upon casting the spell, you set the tempo of the drums and 
  the rhythm they repeat.
  Thereafter, you can change the tempo, rhythm, or volume 
  simply by concentrating for 1 round.
  Bards often use this spell to provide background 
  accompaniment for their own music and songs.
  The sounds produced are no louder than real drums would 
  be, but the effect is realistic enough to fool anyone who 
  can’t see that no drummers are present.
  Material Component: Two smooth wooden sticks, which you 
  must touch together to cast the spell.
  SPECTRAL WEAPON
  Illusion (Shadow)
  Level: Brd 4
  Components: V S, F
  Casting Time: 1 action
  Range: Personal
  Effect: One weapon
  Duration: Up to 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Using material from the Plane of Shadow, you can fashion a 
  quasi-real weapon of any type you are proficient with.
  This spectral weapon appears in your hand and behaves as a 
  normal weapon of its type, with one exception: Any foe 
  who makes a successful Will save recognizes its shadowy 
  nature and thereafter takes only one-fifth normal damage 
  from it.
  The weapon has the ghost touch ability and is +1 for every 5 
  levels of the bard casting the spell.
  You can maintain only one spectral weapon at a time, and 
  only you can wield it.
  The weapon dissipates when you let go of it or when the 
  spell’s duration expires, whichever comes first.
  Focus: The caster’s instrument.
  ZONE OF SILENCE
  Illusion (Glamer)
  Level: Brd 4
  Components: V, S, F
  Casting Time: 1 round
  Range: 5-ft. radius
  Area: 5-ft.-radius emanation centered on you
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  By casting zone of silence, you can 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.
  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 Read Lips attempt can still 
  reveal what’s said inside a zone of silence.
  Focus: The caster’s instrument.
  TRANSMUTATION
  ABSORB WEAPON
  Transmutation
  Level: Asn 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Effect: One touched weapon not in another creature’s 
  possession
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You can harmlessly absorb any light weapon you touch 
  (even a poisoned one) into your arm, as long as it is not in 
  another creature’s possession.
  The absorbed weapon cannot be felt under the skin and 
  doesn’t restrict your range of motion in any way.
  
  1246
  An absorbed weapon cannot be detected with even a 
  careful search, although a detect magic spell reveals the 
  presence of a magical aura.
  The only evidence of the weapon is a faint blotch on the 
  skin that’s shaped vaguely like the weapon.
  When you touch the spot (an action equivalent to drawing 
  a weapon), or when the spell duration expires, the weapon 
  appears in your hand and the spell ends.
  An intelligent magic weapon gets a saving throw against 
  this spell, but other weapons do not.
  ALLEGRO
  Transmutation
  Level: Brd 4
  Components: V, S, M
  Casting Time: 1 action
  Range: 10 ft.
  Area: Creatures within a 10-ft.-radius burst, centered on 
  you
  Duration: 1 minute/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes
  This spell makes you and your companions extraordinarily 
  fleet of foot by doubling each subject’s speed and maximum 
  jumping distance (treated as an enhancement bonus to 
  both).
  Affected creatures retain these effects for the duration of 
  the spell, even if they leave the original area.
  Material Component: A tail feather from a bird of prey.
  BLUNT WEAPON
  Transmutation
  Level: Brd 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: All piercing and slashing weapons within a 20-ft 
  radius burst
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Blunt weapon reduces the effectiveness of certain weapons 
  by rendering them semisubstantial.
  Affected weapons appear shimmery or shadowy when 
  examined closely, but the wielder must specifically 
  examine the weapon (a move-equivalent action) to notice 
  the effect.
  An affected weapon retains its full enhancement bonus and 
  magical abilities (if any), but its base damage is reduced by 
  half.
  The strength bonus of the wielder still applies normally to 
  attacks and damage.
  A weapon carried by a creature uses that creature’s 
  Fortitude saving throw.
  A magic weapon gets a bonus equal to its enhancement 
  bonus on this save.
  Only manufactured piercing and slashing weapons are 
  affected by blunt weapon.
  It has no effect on natural weapons.
  Arrows and other projectile weapons affected by the spell 
  remain blunted even after they leave the spell’s area.
  EASY MATH
  Transmutation
  Level: Brd 0
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round
  Saving Throw: No (see below)
  Spell Resistance: Yes (harmless)
  This minor magical effect makes counting and calculating a 
  breeze.
  You can estimate the number of gold pieces in a pile, the 
  distance of a gap you might have to leap, the number of foes 
  rushing toward you, or the like—all in a flash.
  To make such an estimate, make a Perform check (DC 15).
  Success means your guess is within 10% of the true figure; 
  failure means it is off by 20/6 or more.
  The exact extent of such a miscalculation is up to the DM.
  FINE-TUNING
  Transmutation
  Level: Brd 0
  Components: V, S, F
  Casting Time: 1 round
  Range: Touch
  Target: One instrument
  Duration: 1 minute per level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell enables the caster to make an ordinary 
  instrument perform as if it were of masterwork quality.
  For the duration of the spell, the instrument grants the user 
  a +2 circumstance bonus on Perform checks, or an alternate 
  effect as described in Chapter 3 for that instrument type, if 
  desired.
  Fine-tuning has no effect if cast upon an instrument 
  already of masterwork quality.
  Focus: The target of the spell.
  HARMONIC CHORUS
  Transmutation
  Level: Brd 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  Harmonic chorus lets you improve the spellcasting ability of 
  another spellcaster.
  For the duration of the spell, the save DCs for all spells that 
  the subject casts increase by 1d4+1.
  If such a spell deals damage, that damage increases by +1 
  point per die.
  For example, if you cast harmonic chorus on a 9th-level 
  wizard who in turn casts fireball, the DC of the fireball’s 
  Reflex save would increase by 1d4+1, and the spell would 
  deal 9d6+9 points of fire damage.
  
  1247
  Other variable aspects of the spell (range, duration, and so 
  forth) remain unchanged.
  The benefits of multiple harmonic chorus spells stack only 
  when they are cast by different casters.
  Material Component: A tuning fork.
  SNIPER’S EYE
  Transmutation
  Level: Asn 4
  Components: V S, M
  Casting Time: 1 action
  Range: Touch
  Effect: Personal
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell magically enhances your senses, making you 
  deadly with ranged weapons.
  When you cast sniper’s eye, you gain the following benefits:
  • Darkvision as a spell-like ability, lasting for the duration of 
  sniper’s eye.
  • The ability to make a ranged sneak attack against anyone 
  within 60 feet, rather than the usual 30 feet.
  • The ability to make a death attack with a ranged weapon 
  within 30 feet.
  • A +15 competence bonus on Spot checks.
  Sniper’s eye attunes you completely to the vantage point you 
  have when you cast the spell.
  You understand the nuances of the breeze and every angle 
  and shadow—from that spot.
  If you move more than 5 feet from there, you lose the 
  benefits of sniper’s eye until you return within the spell’s 
  duration.
  Material Component: A magnifying glass lens.
  SPRING SHEATH
  Transmutation
  Level: Asn 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Effect: One sheath, buckle, or strap
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You can use this spell to turn an ordinary weapon sheath 
  into a helpful magic device.
  Any quick hand motion in front of the affected weapon-
  holding device (a free action) causes the weapon inside to 
  shoot forth of its own volition and settle into your hand.
  The overall effect is the same as that of the Quick Draw 
  feat.
  Although this spell is usually cast on a sword sheath, it also 
  works on the straps, buckles, and pockets that hold other 
  weapons.
  You could, for example, cast spring sheath on the strap of the 
  backpack that usually holds your longbow to make that 
  weapon fly into your hand.
  STORMWRACK (3.5)
  ABJURATION
  STORMRUNNER’S WARD
  Abjuration
  Level: Sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 full round
  Range: Touch
  Target: One ship
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You ward a single ship against foundering and storm 
  damage, making it easier to sail in dangerous weather.
  You add a +4 bonus on any checks made to sail in severe 
  winds, windstorms, or gales.
  You also add this bonus to foundering checks and capsizing 
  checks for that ship.
  This bonus improves by +1 per 4 caster levels, to a 
  maximum of +8.
  The stormrunner’s ward does nothing to protect the crew 
  from the winds and green water that might roll over the 
  side of the ship.
  Material Component: Handful of copper powder.
  TURBIDITY
  Abjuration
  Level: Sorcerer/wizard 2
  Components: S, M
  Casting Time: 1 standard action
  Range: 0 ft.
  Area: 20-ft.-radius spread centered on you
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: No
  You cause the water surrounding you to swirl and fill with 
  suspended sediments, decreasing visibility and making it 
  harder for foes to attack you.
  This roiling cloud obscures all vision, including darkvision, 
  beyond 5 feet.
  Creatures within the area up to 5 feet from an attacker have 
  concealment (20% miss chance), while those farther away 
  have total concealment (50% miss chance).
  Creatures other than you within this cloud must make a 
  Concentration check to cast a spell (DC 15 + spell level).
  Ranged attacks that pass through the turbidity automatically 
  fail.
  A vigorous current (1–3 knots) disperses the clouded water 
  in 4 rounds; a dangerous or stronger current (4 or more 
  knots) disperses it within 1 round.
  This spell only functions under water.
  Material Component: A handful of mud.
  
  1248
  CONJURATION
  BLACKWATER TENTACLE
  Conjuration (Creation) [Evil, Water]
  Level: Blackwater 5, druid 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One tentacle
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial
  Spell Resistance: No
  You create a tentacle-shaped mass of blackwater, drawn 
  from the deepest ocean trenches, to attack an enemy as you 
  direct it.
  The tentacle appears at a particular point within range and 
  can’t move from that location.
  It attacks the opponent you designate once each round, 
  starting with the round the spell is cast.
  It has a reach of 20 feet (though it can’t make attacks of 
  opportunity).
  Its attack bonus is equal to your caster level plus the ability 
  modifier you would normally use to set the save DC 
  (Wisdom for cleric or druid, Intelligence for wizard, 
  Charisma for sorcerer).
  The tentacle deals 2d8 + caster level (max.
  +20) points of damage with a successful hit.
  Any Large or smaller creature hit by a blackwater tentacle 
  must succeed on a Fortitude save or gain a negative level.
  Multiple hits by the same tentacle are cumulative, but the 
  negative levels last only for the duration of the spell.
  The tentacle never provides nor benefits from a flanking 
  bonus.
  Once a tentacle has been directed to attack a foe, it 
  continues to do so until the spell is redirected to a new 
  target (a move action).
  The tentacle has 5 hit points per caster level and an AC of 
  10 + your caster level.
  It automatically fails all saves.
  If reduced to 0 hp, the tentacle is destroyed.
  Material Component: Powdered squid beak and a single dried 
  sucker from a kraken’s tentacle.
  DOOM OF THE SEAS
  Conjuration (Summoning) [Evil]
  Level: Blackwater 9, druid 9
  Components: V, S, DF, XP
  Casting Time: 1 full round
  Range: Touch
  Effect: One summoned creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  It is said that in the deepest recesses of blackwater caverns 
  dwell krakens of immense power, horrific creatures 
  touched by malevolent extraplanar powers.
  Though this might certainly be true, it is likely that most 
  experiences with such creatures comes as a result of this 
  spell.
  With this spell, you summon a fiendish kraken from the 
  depths.
  (The statistics block for this creature appears below).
  The doom of the seas obeys you for the duration of the 
  spell.
  XP Cost: 500 XP.
  
  1249
  MAELSTROM
  Conjuration (Creation) [Water]
  Level: Blackwater 8, Ocean 8
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: Whirlpool 120 ft. wide and 60 ft. deep
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  This spell causes a deadly vortex to form in water.
  A body of water at least 120 feet wide and 60 feet deep must 
  be present, or the spell is wasted.
  Waterborne creatures or objects within 50 feet of the vortex 
  (below and on all sides) must make Reflex saves or be 
  sucked in.
  These creatures take 3d8 points of damage upon being 
  sucked in.
  Trained swimmers can attempt Swim checks instead if 
  their skill modifier is higher than their Reflex save bonus.
  Waterborne vessels avoid being sucked in if their operators 
  make Profession (sailor) checks against the same DC as the 
  spell’s saving throw.
  Once inside, creatures and objects take 3d8 points of 
  battering damage each round.
  They remain trapped for 2d4 rounds.
  Subjects of Large or smaller size are ejected from the 
  bottom of the vortex.
  Huge, Gargantuan, or Colossal subjects are ejected from the 
  top.
  MORDENKAINEN’S CAPABLE CARAVEL
  Conjuration (Creation)
  Level: Sorcerer/wizard 8
  Components: V, S, F
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ship plus extradimensional space, up to three 10-
  ft. cubes/level (S)
  Duration: 1 day/2 levels (D)
  Saving Throw: None
  Spell Resistance: No
  
  1250
  You conjure into existence a fine, seaworthy ship to carry 
  you and your companions safely and comfortably.
  A caravel is a fairly small, double-decked sailing ship (see 
  page 98 for more information).
  It holds a generous amount of cargo and offers cramped 
  quarters for crew and passengers.
  The ship produced by this spell has even more room for 
  cargo and passengers, contained within an 
  extradimensional space.
  The entry point to this space is a hatch on the aft upper 
  deck.
  Lifting the hatch reveals a set of wooden stairs, which 
  descend about 6 feet to a horizontal shimmering in the air 
  about 4 feet wide.
  Only those you designate can enter this space, and the 
  extradimensional portal is shut and made invisible behind 
  you when you enter.
  Those without authorization to enter instead continue 
  descending the steps to an ordinary cargo hold.
  You can open the portal again from your own side at will.
  Those who pass beyond the portal’s entrance find 
  themselves in a magnificent foyer with many staterooms 
  whose doors open from this space.
  The atmosphere is clean, fresh, and warm.
  You can create any deck plan you desire within the limit of 
  the spell’s effect.
  The cabins are furnished, and the galley contains sufficient 
  foodstuffs and preparation equipment to serve three full 
  meals per day per person per caster level.
  A staff of near-transparent pursers (up to two per caster 
  level), liveried and obedient, wait upon all who enter.
  They function as unseen servant spells except that they are 
  visible and can go anywhere within the extradimensional 
  space.
  Since the place can be entered only through its special 
  portal, outside conditions do not affect the passenger space, 
  nor do conditions inside it pass to the plane beyond.
  Bad weather or other marine hazards can still threaten the 
  vessel, but even if it sinks, the passenger space remains safe 
  and isolated (though exiting it might prove difficult).
  The ship is crewed by a minimum complement of spectral 
  deckhands, which perform the basic tasks of maintenance.
  These, like the cabin servants, behave as unseen servants but 
  can travel anywhere on board ship and can enter the 
  extradimensional space if you so direct.
  The spectral deckhands respond to the direction of the 
  helmsman, reducing the number of crew necessary to 
  control the caravel to 1.
  If you do not provide a real helmsman, the ship will steer 
  itself on the last course a living helmsman provided but 
  will not be able to avoid collisions or hazards or adjust to 
  changing conditions.
  Focus: A miniature ship carved from mahogany, rigged with 
  silk sails and gold thread, with a total value of 500 gp.
  MUDSLIDE
  Conjuration (Creation) [Earth, Water]
  Level: Druid 6, sorcerer/wizard 6
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10.
  ft./level)
  Effect: 40-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half; see text
  Spell Resistance: No
  You create a landslide of mud and water, which crushes, 
  buries, and mires those caught in its path.
  The mud covers the area of the spell to a depth of about 10 
  feet (although it might fill low-lying areas or fail to cover 
  high points in the area, at the DM’s discretion).
  Creatures within the spell’s effect must make a Reflex save.
  Those who fail take 8d6 points of damage and are buried 
  (see Avalanches on page 90 of the Dungeon Master’s Guide).
  Those who succeed take 3d6 points of damage and are not 
  buried.
  Creatures of the fire subtype who are actually aflame (such 
  as salamanders, azers, and fire elementals) instead take 8d8 
  or 3d8 points of damage, respectively.
  A creature who escapes burial ends up on top of the 
  mudslide, mired in deep mud.
  After the initial slide, the mudslide persists indefinitely, 
  producing an area of deep bog (average depth 10 feet) until 
  the water in it evaporates.
  It requires 4 squares of movement to enter 1 square of deep 
  bog, and running or charging are impossible in the area.
  Underwater, the mudslide remains indefinitely, producing 
  an area of deep muck.
  It costs 2 squares of movement to enter a square containing 
  deep muck, the DC of Balance and Tumble checks 
  increases by 5, and the DC of Move Silently checks 
  increases by 2.
  Aboveground, the mud normally dries out in 2 to 3 days.
  A transmute mud to rock spell hardens the slide into stone, 
  trapping any creatures still within.
  PLANAR NAVIGATION
  Conjuration (Teleportation)
  Level: Sorcerer/wizard 9
  Components: V, S, F/DF
  Casting Time: 1 minute
  Range: Touch
  Target: One ship
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You move yourself and the contents of an entire ship to 
  another plane of existence.
  When you begin casting the spell, a fog descends about the 
  vessel, and clears within a minute.
  The ship always appears on a body of water large enough 
  for the ship to sit in safely, unless the destination plane has 
  no body of water large enough to hold the ship, in which 
  case the ship simply materializes right side up, lying on the 
  ground.
  If the destination plane is one that possesses an ocean, the 
  ship automatically appears there.
  Note that this spell does not grant the ship or its 
  inhabitants any ability to survive on the destination 
  plane—the ship simply appears in the plane upon a body of 
  water (or, in the case of planes that are made up of nothing 
  but water, in the water).
  Any characters or creatures aboard unwilling to move to 
  the new plane are entitled to a Will saving throw to resist 
  the effect, but might find themselves floating in the water 
  when the ship vanishes from around them.
  
  1251
  Arcane Focus: A sextant (see page 108).
  STORMWALK
  Conjuration (Teleportation)
  Level: Druid 6, sorcerer/wizard 6
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Touch
  Target: You and up to one other creature for every two 
  levels
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Spell Resistance: No and Yes (object)
  As teleport, save that you draw upon the power of a storm to 
  teleport yourself and a number of others from one place to 
  another.
  Upon casting the spell, the storm suddenly intensifies in 
  the area where the spell was cast, obscuring sight of those 
  affected—whether because of a thickening of fog, a sudden 
  increase in the downfall of hail and sleet, or a strike of 
  lightning.
  On the next round, the disturbance disappears and the 
  characters affected by the spell are gone.
  Though the targets of the spell disappear instantaneously 
  once the spell is cast, they do not immediately reappear at 
  the spell’s destination.
  Instead, 10 minutes elapse during which a storm quickly 
  develops in the target location.
  This is plainly not a natural occurrence to anyone who 
  witnesses it, unless there is already a storm in progress.
  Then an intensification of this storm obscures sight at the 
  target location, and the targets of the spell reappear.
  The targets always appear in some place that is open to the 
  storm—thus, they can appear on the upper parapets of a 
  castle, but not inside the castle.
  Though 10 minutes have passed since they disappeared, it 
  appears to the travelers as though the transport were 
  instantaneous.
  Additionally, for the 10 minutes while the targets are gone, 
  they are treated as though they were in another plane.
  WATERSPOUT
  Conjuration (Creation)
  Level: Druid 7, Ocean 7, sorcerer/wizard 7
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Effect: Cylinder 10 ft. wide and 80 ft. tall
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  Waterspout causes water to rise up into a whirling, 
  cylindrical column that looks exactly like a tornado made of 
  water.
  A body of water at least 10 feet wide and 20 feet deep must 
  be present, or the spell is wasted.
  If the waterspout encounters insufficient depth after it has 
  formed, it collapses.
  The waterspout moves at a speed of 30 feet and must 
  remain over water.
  You can concentrate on controlling the waterspout’s every 
  movement or specify a simple program, such as move
  straight ahead, zigzag, circle, or the like.
  Directing the waterspout’s movement or changing its 
  programmed movement is a standard action for you.
  The waterspout always moves during your turn in the 
  initiative order.
  If the waterspout exceeds the spell’s range, it collapses and 
  the spell ends.
  The waterspout batters creatures and objects it touches, and 
  it often sucks them up inside its vortex.
  Any creature or object that comes in contact with the 
  waterspout must succeed on a Reflex save or take 3d8 
  points of damage.
  Medium or smaller creatures who fail their save are sucked 
  into the waterspout and whirled about inside its powerful 
  currents, taking 2d6 points of damage each round with no 
  save allowed.
  Trapped creatures remain inside for 1d3 rounds before the 
  waterspout ejects them out the top of the spout, and they 
  fall back to the surface (taking falling damage) 1d8×5 feet 
  from the base of the waterspout.
  Waterborne creatures or objects within 10 feet of the spout 
  (below and on all sides) also must make Reflex saves or be 
  sucked into the spout if they are Medium or smaller.
  Anything sucked into the spout takes 3d8 points of damage 
  and is then trapped for 1d3 rounds as explained above.
  Only the smallest boats—canoes, kayaks, coracles, and the 
  like—can be sucked into the spout.
  The occupant of any such craft can make a Profession 
  (sailor) check instead of a Reflex save to avoid being sucked 
  into the waterspout.
  DIVINATION
  DETECT SHIP
  Divination
  Level: Bard 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Special
  Target: You
  Duration: 24 hours (D)
  Saving Throw: None
  Spell Resistance: No
  You gain the ability to discern the presence of ships around 
  you.
  You perceive ships located within a distance of 1 mile per 
  caster level, regardless of current visibility (or even 
  whether or not they are beyond the horizon).
  You need not be seeking them to become aware that they 
  are there—this spell will alert you to the presence of a ship 
  if you are below decks or asleep.
  Exactly what can be ascertained depends on whether the 
  ships in question are within sight or not yet visible.
  Not Visible: You sense only the presence of ships other than 
  your own in the area.
  A DC 15 Profession (sailor) check allows you to determine 
  the number, direction, and range to each new ship you 
  sense.
  
  1252
  If you sense a ship’s direction and range, you continue to be 
  aware of this information until the other ship is no longer 
  in range of the spell.
  Within Sight: If a ship is actually within sight, you can gain 
  additional information by studying the vessel for 1 round.
  You need not be able to see the vessel clearly—a spot on 
  the horizon is sufficient.
  A Profession (sailor) check gives you information about the 
  ship or ships:
  This spell cannot penetrate illusions.
  Focus: A small disk of ground glass, hung on a golden chain 
  and worn about the neck while the spell is in effect.
  This focus is worth 50 gp.
  FLOWSIGHT
  Divination (Scrying)
  Level: Bard 4, druid 5, sorcerer/wizard 5
  Components: V, S, M/DF
  Casting Time: 1 minute
  Range: Touch
  Area: 60-ft. radius
  Duration: 1 round/level (D)
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  By touching a nearby source of water—a standing pool, a 
  stream, or even a portion of a larger body of water—you can 
  perceive creatures and objects in contact with the water.
  You can concentrate to focus flowsight on a given creature.
  You retain your full visual acuity, including any magical 
  effects, as well as any auditory enhancements you might 
  have.
  This action makes the subject potentially aware of the 
  magical scrying; on a Will save, it prevents you from 
  learning more about it, and you cannot try again on that 
  subject for 24 hours.
  However, you can turn your consciousness to another 
  subject in contacted with the water and make a new scrying 
  attempt each round.
  Arcane Material Component: A piece of limestone.
  TOJANIDA SIGHT
  Divination
  Level: Druid 2, ranger 2
  Components: S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  You gain all-around vision, allowing you to see in any 
  direction.
  You gain a +4 bonus on Spot and Search checks, and you 
  cannot be flanked for the duration of the spell.
  However, you cannot avert your eyes when confronted by a 
  creature with a gaze attack, though you can still close your 
  eyes in such a circumstance.
  WAKE TRAILING
  Divination [Water]
  Level: Druid 4, ranger 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One ship
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
  You are able to track a vessel over open water by following 
  flotsam and other signs of a ship’s recent presence.
  These signs of passage are relatively subtle, but as long as 
  the spell is active you can find those signs on a Survival 
  check, as though you were tracking a Huge, Gargantuan, or 
  Colossal creature (depending on the size of the ship) over 
  soft ground.
  The following modifiers are used in place of those given on 
  page 101 of the Player’s Handbook.
  The caster must have the Track feat to use this spell.
  If multiple ships have passed in a given area, you can track a 
  specific ship only if you have some knowledge of the size or 
  type of the ship, or other knowledge that differentiates that 
  ship from the other vessels (for instance, if you know the 
  
  1253
  ship is made from a unique type of wood or is crewed by 
  minotaurs).
  Material Component: A bit of driftwood wrapped with red 
  thread.
  ENCHANTMENT
  JIG OF THE WAVES
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One or more creatures in a 10-ft.-radius burst
  Duration: Concentration + 1d4 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  You cause one or more creatures to begin dancing a merry 
  jig.
  This spell affects a number of HD of creatures equal to the 
  caster level.
  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.
  Those who are dancing receive a –2 penalty on attack rolls, 
  saving throws, skill checks, ability checks and Armor Class 
  for the time that they dance.
  Though they can take actions normally (using the penalties 
  given above), their movement is not their own.
  Each round, a creature affected by this spell must take a 
  move action to move half her speed in a random direction.
  If this movement would place the target in danger (such as 
  dancing into a fire or off the deck), the dance causes the 
  target to stop just short of the threat.
  Targets can still take their actions, either before or after 
  their movement as they choose.
  RAPTURE OF THE DEEP
  Enchantment (Charm) [Mind-Affecting]
  Level: Bard 6
  Components: V, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10.
  ft./level)
  Area: One living creature
  Duration: Permanent (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You fill the target creature’s thoughts and ears with the 
  sublime music of the deep waters.
  The creature is completely immersed in this sensation and 
  does nothing but experience it fully.
  It enters a comatose state and cannot be awakened by any 
  means short of dispelling the effect.
  This is not a sleep effect, so elves and dragons are not 
  immune to it.
  Dispel magic and break enchantment cannot remove this 
  effect, but a heal, limited wish, miracle, or wish spell restores 
  the creature to consciousness.
  An air-breathing creature in the water affected by this spell 
  begins to sink and will drown if not rescued.
  A flying creature immediately falls and might take falling 
  damage.
  Damage does not awaken the charmed creatures.
  Focus: A conch shell.
  SIREN’S CALL
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3, Seafolk 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/2 levels, no two of which can be 
  more than 30 ft. apart
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  The targets of this spell hear a sudden, distant song that 
  instills in them a longing for the sea.
  Those who have heard it compare it to the song of a siren.
  A target who fails a saving throw against this spell moves 
  immediately toward the nearest stretch of ocean that it can 
  find and attempts to completely submerse itself in the 
  water.
  This flight will be by the safest means possible, 
  withdrawing from combat, fighting defensively, and not 
  passing through threatened areas.
  The target will only fight if someone actively attempts to 
  prevent it from following through with its search for the 
  ocean; if this fight is with an ally, the target is granted a 
  second saving throw to throw off the effects of the spell.
  In some environments, this means that those affected 
  simply flee in the direction of the nearest coast.
  Along a shoreline, targets often plunge into the surf.
  Aboard ship, they leap overboard.
  If the subject has no idea where to find a substantial body 
  of water, it simply chooses a random direction and 
  continues until the spell expires.
  Once the spell’s subjects are in the water, they begin 
  swimming toward the deepest part of it they can reach, 
  immersing themselves completely and refusing to come up 
  for air, though they hold their breath as long as they are 
  able.
  EVOCATION
  DEPTHSURGE
  Evocation [Water]
  Level: Druid 8, Seafolk 8, sorcerer/wizard 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20 ft. radius
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  The water within the area suddenly explodes outward in a 
  massive surge, as if driven by a powerful explosion.
  Each creature or object in the area is subject to damage 
  equal to 2d6 + caster level.
  
  1254
  Any creature struck by this attack must then succeed on a 
  Fortitude save or be driven 10 feet away from the center of 
  the blast.
  If a ship is in the area, the captain must immediately make a 
  sinking check (DC equal to spell save DC).
  See Sinking, page 32.
  At least half of the spell’s area must contain water at least 10 
  feet deep, or else the spell fails.
  You must center the effect at or below the water’s surface.
  Material Component: A sphere of volcanic rock.
  FAVORABLE WIND
  Evocation [Air]
  Level: Druid 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: 10 min./level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: No
  This spell produces a stream of wind that can fill a ship’s 
  sails, disperse vapors and gases, and keep flying creatures at 
  bay.
  The wind force is strong, with a speed of about 30 mph.
  It begins where you stand and blows directly away from 
  you; you can easily propel a sailing vessel by standing astern 
  of the mast and directing the wind forward to fill the sails.
  Tiny or smaller creatures in the path of the wind are 
  knocked prone, or if flying are blown back 1d6×10 feet.
  Small creatures are checked and cannot make headway 
  against the wind.
  Small airborne creatures are instead blown back 1d6×5 feet.
  Medium and larger creatures can move normally within 
  the effect.
  A favorable wind can’t push a creature beyond the limit of its 
  range.
  Any creature, regardless of size, takes a –2 penalty on 
  ranged attacks and on Listen checks in the area of a 
  favorable wind.
  The wind automatically extinguishes candles, torches, and 
  similar unprotected flames.
  In addition to the above-noted effects, favorable wind can do 
  anything that a strong natural wind could do.
  It can fan a large fire, disperse gases and vapors to the limit 
  of its range in 1 round, and make sailing difficult for small 
  craft nearby.
  PRESSURE SPHERE
  Evocation [Water]
  Level: Blackwater 2, druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  This spell suddenly causes the water around a target to take 
  on the terrible, bone-crushing pressure of the deepest 
  ocean trenches.
  This pressure deals 4d6 points of damage (Fortitude save for 
  half).
  The area of the spell can be constrained by the available 
  water; it has no effect on creatures or objects that are within 
  the radius but not in the water, or on squares of water that 
  are not at least 5 feet deep.
  The spell must be centered at or below the surface of the 
  water.
  RED TIDE
  Evocation [Water]
  Level: Druid 8
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Burst in the shape of a circular disk, 10 ft. wide/level, 
  5 ft. high
  Duration: Instantaneous
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  This visually impressive spell causes a surging, frothing 
  wave of thick, red seawater that washes over everything in 
  the area.
  All creatures in the area of a red tide are immediately 
  knocked prone and must make a Fortitude saving throw.
  Flying or swimming creatures in the area aren’t knocked 
  prone, but they take a –4 penalty on the Fortitude save.
  A living creature who makes its Fortitude save against a red 
  tide is sickened for 1 minute and takes a –2 penalty on 
  attack rolls, weapon damage rolls, saving throws, skill 
  checks, and ability checks for that time.
  A creature who fails this saving throw feels the full effect of 
  the red tide.
  Such creatures are immediately nauseated for 1 minute 
  (unable to attack, cast spells, or concentrate), and they take 
  3d6 points of Strength damage.
  After 1 minute the nausea ends, but the creature must make 
  a second Fortitude saving throw or take an extra 3d6 points 
  of Strength damage.
  Creatures immune to poison are immune to these effects of 
  a red tide.
  The tainted water evoked by this spell vanishes after a few 
  seconds of turbulence, and any objects or creatures in the 
  area do not emerge wet.
  All open flames in the area are nevertheless extinguished if 
  they fail a Reflex save, and all creatures with the fire 
  subtype take 1d6 points of damage per caster level 
  (maximum 20d6; Fort save half).
  ILLUSION
  DISGUISE SHIP
  Illusion (Glamer)
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One ship
  Duration: 1 hour/level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  
  1255
  You cloak a ship in illusion, making it appear as a ship of 
  another type of your choice.
  You can choose what it appears as down to small details 
  such as what weaponry it bears and what flags it is flying.
  You can make the ship to be any other water-going vessel, 
  though it cannot seem to be more than 50% smaller or 
  larger.
  Creatures within the area are not hidden or changed in 
  appearance, nor are their possessions.
  Material Component: A tiny replica of a ship.
  ROAR OF THE WAVES
  Illusion (Pattern) [Fear, Mind-Affecting, Sonic]
  Level: Bard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One target/2 levels, no two of which can be more 
  than 30 ft. apart
  Duration: 1 round/level (D)
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  The ocean’s voice is a terrible and majestic thing.
  Bards understand the power of the ocean’s song and have 
  harnessed that in this spell.
  The targets of this spell are suddenly bombarded by the 
  sound of the roaring ocean.
  The target is deafened for the duration of the spell.
  Additionally, each target must make a Will save or be 
  shaken.
  This sound can be heard by anyone within 30 feet of the 
  targets, but only those actually targeted are affected.
  Material Component: Pieces of shell that have been battered 
  by the surf.
  NECROMANCY
  ABOLETH CURSE
  Necromancy
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You bestow a dreadful affliction on the creature you touch, 
  similar to the effect of an aboleth’s foul contact.
  The skin of the target creature transforms into a 
  transparent, glistening membrane.
  A creature so transformed must keep this membrane 
  moistened with cool, fresh water or take 1d12 points of 
  damage every 10 minutes.
  In addition, its natural armor bonus (if any) decreases by 1, 
  but it can never drop below 0.
  This transformation does not affect natural armor bonuses 
  provided by magic items.
  This curse cannot be dispelled, but it can be removed with a 
  remove curse spell if cast within 24 hours.
  Afterward, only a heal, mass heal, limited wish, miracle, or wish 
  spell can remove the affliction.
  BLACKWATER TAINT
  Necromancy [Evil, Water]
  Level: Blackwater 6, sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft. radius
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  In the dark, sunless abysses of the deep ocean, shadows 
  gather, the cold beckons, and the corpses of many things in 
  the oceans lie slowly rotting.
  These black waters are often poisoned with the energies of 
  undeath.
  When this spell is cast, you call up the cold blackness of 
  those stygian depths, infusing the waters in the spell’s area 
  with negative energy.
  Those in or entering the area must make a Fortitude save to 
  resist its terrible power.
  Those who fail the save are chilled to the bone, taking 1d6 
  points of damage per two levels (to a maximum of 10d6) 
  and gain a negative level.
  Those who make the save take half damage and avoid the 
  negative level.
  All undead in the area are healed of 1d6 points of damage 
  per two caster levels (maximum of 10d6).
  Furthermore, the spell’s area is treated as though there were 
  a desecrate spell active within it.
  This area of blackwater remains in place for the spell’s 
  duration, affecting creatures who enter the area in 
  subsequent rounds.
  A creature can only be affected once by the spell, regardless 
  of success or failure on the saving throw, so creatures who 
  leave and reenter the area take no additional effect 
  (although the desecrate effect remains throughout the spell’s 
  duration).
  Material Component: Bone or scale of a fish that dwells in the 
  deep, sunless parts of the ocean.
  DARK TIDE
  Necromancy [Evil, Water]
  Level: Blackwater 7
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Long (400 ft. + 40 ft./level)
  Area: One-half mile radius spread
  Duration: 1 hour/level (D)
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  You infuse the target area with the enervating essence of 
  the blackwater depths, creating a tide of blackwater that 
  spreads out from the designated point of origin at a rate of 
  100 feet per round until it fills the entire area.
  The water is black and terribly chilling, and its touch causes 
  a sense of fear in those affected by it.
  Those within the area must make a Fortitude save when 
  they first enter the blackwater (or when it first surrounds
  them).
  
  1256
  Failure indicates that they take 1 point of Strength damage.
  Additionally, every creature in the area takes 1d6 points of 
  negative energy damage for every hour they remain in the 
  dark, murky waters (no save).
  Spells that protect against negative energy damage will 
  prevent the Strength damage.
  Creatures who take damage from the dark tide are 
  considered shaken as long as they remain in the area.
  This spell is a favored first move by sahuagin and other 
  blackwater-dwelling creatures before they attack the 
  settlements of their enemies.
  THALASSEMIA
  Necromancy
  Level: Druid 4, sorcerer/wizard 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude half; see text
  Spell Resistance: Yes
  This spell thins the target creature’s blood to little more 
  than seawater, dealing 1d6 points of damage per level 
  (maximum 15d6).
  Only living creatures with a circulatory system and blood 
  can be affected by this spell; it does not harm creatures 
  immune to critical hits.
  Creatures with the fire subtype instead take 1d8 points of 
  damage per level.
  TRANSMUTATION
  AIR BREATHING
  Transmutation [Air]
  Level: Cleric 3, druid 3, sorcerer/wizard 3
  Components: S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creatures touched
  Duration: 2 hours/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creature can breathe air freely.
  Divide the duration evenly among all the creatures you 
  touch.
  The spell does not make creatures unable to breathe water.
  Air breathing counters and dispels water breathing.
  Arcane Material Component: A tiny vial of water.
  AIRY WATER
  Transmutation [Air, Water]
  Level: Seafolk 6, sorcerer/wizard 5
  Components: S, M
  Casting Time: 1 standard action
  Range: 0 ft.
  Area: 20-ft.-radius emanation centered on you
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell turns normal water (or watery solutions) into a 
  frothy substance that is as breathable as air.
  Both air-breathing and water-breathing creatures within 
  the area can breathe normally.
  Moving through airy water is easier than moving through 
  normal water.
  Swimmers make a DC 10 Swim check once per round; they 
  swim at their normal speed on a success, or half their 
  normal speed on a failure.
  Creatures with a swim speed can simply use their swim 
  speed without penalty.
  Creatures can instead use their land speed to move along 
  the bottom at their normal speed.
  Creatures walking on the bottom do not pay any movement 
  penalty for walking on sand, stone, or pebble seafloor and 
  only pay 2 squares of movement per square of muck or mud 
  entered (see Marine Dungeon Terrain on page 21).
  Finally, airy water negates underwater combat penalties for 
  all melee attacks, although ranged attacks still take the 
  normal underwater penalty.
  The spell does not filter or purify solid particles, so casting 
  airy water on very turbid liquids, for example, would 
  produce an area filled with dust or smoke (and impose 
  similar penalties).
  Material Component: A small handful of alkaline salts.
  CONTROL CURRENTS
  Transmutation [Water]
  Level: Druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 20 ft./level
  Area: 20-ft./level radius emanation centered on you
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  You alter the flow of water in the area surrounding you.
  You can change the direction of an existing current, boost 
  its strength, or cause still water to flow at a desired rate.
  The new current speed and direction persists until the spell 
  ends or you decide to alter the effect, which requires 
  concentration.
  You can choose to create an area of calm water up to 80 feet 
  in diameter at the center of the affected area if you so 
  desire, and you can create a limited effect in a smaller 
  circular area within the spell’s range.
  Current Direction: You can choose one of two basic current 
  patterns to function over the spell’s area.
  • You can direct the current to flow in one direction across 
  the entire area from one side to the other.
  • You can create a rotation, causing the water to swirl 
  around the center in a clockwise or counter-clockwise 
  direction.
  Current Strength: For every three caster levels, you can 
  increase or decrease the current’s speed by 10 feet.
  For example, a 9th level druid could increase the speed of a 
  vigorous current (20 feet per round) to a dangerous current 
  (50 feet per round) or reduce it to calm, placid water.
  See Currents and Streams, page 10, for more information 
  about current strength and Swim checks.
  
  1257
  FINS TO FEET
  Transmutation
  Level: Seafolk 2, druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing creature touched
  Duration: 1 hour/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell transforms tails, tentacles, or finned extremities 
  into humanoid legs and feet.
  Creatures so affected lose any natural swim speed they 
  possess but gain a land speed instead.
  Transmuted Medium creatures have a base land speed of 30 
  feet, Small and smaller creatures have a base land speed of 
  20 feet, and Large or larger creatures have a base land speed 
  of 40 feet.
  The creature loses any natural attacks based on its tail or 
  tentacles.
  JAWS OF THE MORAY
  Transmutation
  Level: Druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell grants the subject a bite attack, which deals 
  damage as indicated below.
  As a primary attack, it adds the creature’s Strength modifier 
  to damage.
  It can also be used as a secondary natural attack in 
  conjunction with a manufactured weapon.
  Such secondary attacks do not interfere with the primary 
  attack as attacking with an off-hand weapon would do, but 
  the subject takes the usual –5 penalty (or –2 with the 
  Multiattack feat) for the bite attack when used as a 
  secondary natural attack.
  If the subject hits with its bite attack, it attaches itself to the 
  foe and deals automatic bite damage each round it remains 
  attached.
  It does not need to make a grapple check, and it does not 
  provoke attacks of opportunity.
  An attached attacker loses its Dexterity bonus to Armor 
  Class.
  It cannot use other weapons while attached, but each attack 
  upon from the grappled foe requires a successful grapple 
  check.
  Others can attack an attached creature with a weapon or 
  grapple.
  To remove the attached creature through grappling, the 
  opponent must achieve a pin against it.
  A creature with a natural bite attack can use its own bite 
  damage, if greater, but still gains the ability to attach itself.
  KUO-TOA SKIN
  Transmutation
  Level: Druid 1, ranger 1, sorcerer/wizard 2
  Components: V, S, M/DF
  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’s skin, as well as clothing, armor, and other 
  personal effects (including worn magic items), take on an 
  oily sheen like the slippery skin of kuo-toas.
  For the duration of the spell, the subject gains a +8 bonus 
  on Escape Artist checks and cannot be snared by webs 
  (magical or otherwise).
  Arcane Material Component: A kuo-toa scale.
  MEGALODON EMPOWERMENT
  Transmutation
  Level: Druid 8, Seafolk 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or 1 round/level (D)
  The mighty megalodon is a terror to most things that swim.
  However, it is also undeniably perfect in its form, made to 
  be the ultimate hunting machine.
  When this spell is cast, you take on some of the essence of 
  this greatest of sharks.
  You become a predator without peer, capable of finding and 
  destroying your prey.
  When the spell is initially cast, you take what is called the 
  Form of the Hunter: your features undergo a subtle change, 
  becoming more angular.
  Your skin darkens to a blue-black hue and becomes slightly 
  rough to the touch.
  
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  Your sense of smell sharpens, granting you the scent special 
  ability and a +10 racial bonus to Survival checks for the 
  purpose of tracking by scent.
  Additionally, your swim speed increases by 10 feet; if you 
  do not already possess a swim speed then you gain a swim 
  speed equal to your normal land movement.
  You also gain the ability to breathe water.
  You can retain this form for up to 1 hour per caster level (as 
  noted above).
  At any time during the spell’s duration, you can shift into 
  the terrible Form of the Killer as a standard action.
  Doing so dramatically reduces the remaining time of the 
  spell, however, reducing it to 1 round per caster level, 
  regardless of how much time was originally remaining.
  In the Form of the Killer, you swell in size, increasing by 
  one size category (see page 291 of the Monster Manual for 
  guidelines on changes to abilities and traits for such a 
  change).
  You retain the scent and swim speed benefits of the Form 
  of the Hunter, and the rough hide of the megalodon fully 
  manifests—those who strike you with unarmed or natural 
  attacks must make a Reflex save or take 1d4 points of 
  damage.
  You also gain bite and claw natural attacks and are 
  considered to have the Multiattack feat for the purpose of 
  using them.
  These natural attacks deal damage according to your new 
  size (see page 296 of the Monster Manual for details): for a 
  Medium caster, this gives a bite attack for 1d8 points of 
  damage and two claw attacks for 1d6 points of damage).
  Finally, your base attack bonus equals your character level, 
  you gain a +4 natural armor bonus (in addition to that 
  gained from the size increase), and you gain a +3 
  competence bonus on Fortitude and Reflex saves.
  You lose the ability to cast spells (but not to use spell-like 
  abilities).
  If you possess the wild shape ability, you can assume the 
  shapes of animals one size category larger than normal.
  Assuming the Form of the Killer lasts for the duration of 
  the spell—once it has been done, you cannot return to the 
  Form of the Hunter without recasting.
  Material Component: A potion of water breathing and three 
  teeth from a shark of at least Large size.
  QUICKSWIM
  Transmutation
  Level: Bard 1, druid 1, ranger 1, Seafolk 1, sorcerer/wizard 
  1
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  This spell increases your base swim speed by 10 feet; this 
  adjustment counts as an enhancement bonus.
  It has no effect on other modes of movement, such as land 
  speed, burrow, climb, or fly.
  If you do not have a swim speed, you gain no benefit from 
  this spell.
  Arcane Material Component: A scale from any fish.
  SCALES OF THE SEALORD
  Transmutation
  Level: Druid 3, ranger 3, Seafolk 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  You transform yourself into a form better suited to the 
  watery environment, growing shimmering scales and 
  gaining webbed hands and feet.
  For the duration of the spell, your swim speed increases by 
  10 feet.
  If you had no swim speed, you gain a swim speed of 15 feet, 
  gaining a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard.
  You can always choose to take 10 on a Swim check, even if 
  distracted or endangered.
  You can use the run action while swimming, provided you 
  swim in a straight line.
  Finally, you gain a natural armor bonus +1/three caster 
  levels, maximum of +5.
  However, because of your strange appearance, you gain a 
  penalty to Charisma-based checks equal to the natural 
  armor bonus when dealing with nonaquatic creatures.
  Material Component: Handful of thick scales.
  SINK
  Transmutation (Water)
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10.
  ft./level)
  Target: One living creature
  Duration: 1 min./level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The target creature loses its natural buoyancy, sinking like a 
  stone in water or liquids of similar density (but not mud or 
  lava).
  Each round, the affected creature must make a DC 25 Swim 
  check simply to keep its head above water, or a DC 30 Swim 
  check to move 5 feet in any direction.
  Failing a check by 5 or more causes the target to go 
  underwater, and it must hold its breath or begin to drown 
  (see Drowning on page 304 of the Dungeon Master’s Guide).
  Failing a check by 10 or more causes the target to sink 5 
  feet.
  A DC 25 Swim check is needed to surface by 5 feet.
  A creature under the effect of sink is adequately ballasted to 
  walk on the bottom, if it so chooses.
  A creature with a swim speed takes a –10 ft. penalty to its 
  swim speed (minimum 5 ft.)
  and sinks 5 feet every round at the end of its turn unless it 
  succeeds on a DC 25 Swim check.
  Sink counters and dispels wave blessing.
  STEED OF THE SEAS
  Transmutation
  Level: Paladin 2
  
  1259
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Your mount
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Paladins are understandably loathe to enter into the water 
  depths without their loyal steeds to assist them.
  With this spell, you imbue your mount with the ability to 
  enter the water without harm by granting it the aquatic 
  subtype.
  Additionally, the mount gains a swim speed equal to half its 
  normal speed.
  A mount under the effects of this spell is able to breathe 
  water; in fact, it is amphibious and thus subject to no ill 
  effect in or out of the water.
  SWIM
  Transmutation [Water]
  Level: Druid 2, sorcerer/wizard 2
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell gives the recipient a swim speed equal to its land 
  speed (though not the ability to breathe water or hold its 
  breath beyond normal limits).
  So long as the creature isn’t carrying more than a light load, 
  it can swim at its normal speed without making Swim 
  checks.
  It also gains a +8 competence bonus on any Swim check to 
  perform some special action or avoid a hazard.
  The creature can choose to take 10 on a Swim check, even if 
  distracted or endangered.
  It can use the run action while swimming, provided it 
  swims in a straight line.
  If the creature is carrying more than a light load, it must 
  make Swim checks to move (taking the normal penalty for 
  weight carried), but all other benefits and bonuses of the 
  spell still apply.
  Arcane Material Component: A goldfish scale.
  TERN’S PERSISTENCE
  Transmutation
  Level: Druid 2, ranger 1, sorcerer/wizard 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 24 hours
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains the sea bird’s ability to travel great 
  distances without undue exertion.
  The subject can travel overland 50% longer than normal 
  before risking injury or fatigue.
  For example, a character can walk up to 12 hours overland 
  before having to make Constitution checks to avoid fatigue, 
  or can hustle for 90 minutes before taking nonlethal 
  damage.
  The subject still can’t run for extended periods, but it can 
  move at run speed tactically for a number of rounds equal 
  to 1-1/2 times its Constitution score.
  Arcane Material Component: A few feathers or a pinch of 
  guano from a tern.
  TRANSFORMATION OF THE DEEPS
  Transmutation
  Level: Blackwater 4, druid 5, sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature/3 levels
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The creature you touch undergoes a transformation that 
  allows it to survive in the terrible lightless depths of the 
  oceans.
  This creates subtle changes in the spell’s target, whose eyes 
  become completely black and whose flesh becomes hard 
  and cold.
  The target of this spell gains the ability to breathe water and 
  is rendered immune to damage from both the temperature 
  and the pressure in extreme depths of water.
  Additionally, she gains darkvision out to 60 feet.
  Material Component: A bit of stone or mud from a deep 
  ocean trench.
  URCHIN’S SPINES
  Transmutation
  Level: Druid 2, ranger 1, sorcerer/wizard 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates; see text (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creature’s skin (including clothing and 
  armor) is covered by 2-inch spines.
  An opponent who grapples the subject or strikes it with a 
  natural weapon takes 1d3 points of piercing damage from 
  the spines, which also inject a mildly irritating poison.
  The opponent must make a DC 13 Fortitude save or take 
  initial and secondary damage of 1d2 Dexterity.
  Arcane Material Component: A spine from a sea urchin.
  WATER TO ACID
  Transmutation [Water]
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10.
  ft./level)
  Area: Up to 1 cu. ft./level
  Duration: Instantaneous
  
  1260
  Saving Throw: None
  Spell Resistance: No
  You transform a volume of water into an equal volume of 
  acid, which deals damage to creatures that come into 
  contact with it.
  You cannot transform water inside a creature’s body, but 
  you can affect water surrounding it.
  Water containing more than a trace of dissolved or 
  suspended substances can’t be affected by this spell.
  You can fill a flask with acid produced in this way and 
  throw it as a splash weapon that deals 1d6 points of acid 
  damage on a direct hit and 1 point of acid damage from a 
  splash (see page 128 of the Player’s Handbook).
  Each round a creature is in contact with the acid, it takes 
  1d6 points of acid damage.
  Underwater, the acid created by this spell dissipates after 1 
  round/caster level.
  The acid dissolves metallic objects it contacts.
  It deals 1d6 points of damage per round and ignores the 
  object’s hardness.
  A magic item makes a Fortitude saving throw each round 
  for half damage.
  Material Component: A few drops of vinegar.
  WAVE BLESSING
  Transmutation [Water]
  Level: Sorcerer/wizard 1
  Components: V
  Casting Time: 1 immediate action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One Medium or smaller object or creature/level, 
  no two of which can be more than 30 ft. apart
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  On the seas, there is always the danger of falling overboard, 
  especially to those wearing armor or who simply cannot 
  swim.
  The affected targets do not go under the water if they fail a 
  Swim check for any reason, including being tied up, 
  unconscious, or heavily loaded.
  However, the targets can still be dragged under by the 
  actions of other creatures.
  You can cast this spell with an instant utterance.
  Casting this spell is an immediate action.
  You can even cast this spell when it isn’t your turn.
  Wave blessing counters and dispels sink.
  WEBFOOT
  Transmutation
  Level: Druid 1, ranger 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creature becomes better acclimated to 
  wetlands and watery environments.
  It gains a +4 bonus on Swim checks and is not hindered 
  when moving through shallow bog terrain.
  It treats an area of deep bog as shallow bog for purposes of 
  movement and Tumble checks (see Marsh Terrain on page 
  88 of the Dungeon Master’s Guide).
  STRONGHOLD BUILDER’S 
  GUIDEBOOK (3.0)
  ABJURATION
  IMPROVED ARCANE LOCK
  Abjuration
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Door, chest, or portal touched, up to 30 sq. ft./level 
  in size
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  This spell works identically to arcane lock, except that at the 
  time of casting you may attune up to 1 individual per caster 
  level to the object targeted by the spell.
  These individuals (who need not be present during casting) 
  can freely pass the improved arcane lock as if they had cast the 
  spell.
  Material Component: Gold dust worth 25 gp, plus 5 gp per 
  individual attuned.
  TRANSMUTATION
  AUGMENT OBJECT
  Transmutation
  Level: Clr 3, Drd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Object of up to 200 cubic ft./level
  Duration: 1 day/level
  Saving Throw: None (Object)
  Spell Resistance: Yes (Object)
  This spell adds +20 to the break DC of the object and 
  doubles its hardness and hit points.
  An augmented object also gains a saving throw against spells 
  when unattended as if it were a magic item (save bonus 
  equals 2 + half the caster level).
  Material Component: A pinch of chalk.
  TOME AND BLOOD (3.0)
  ABJURATION
  ABSORPTION
  Abjuration
  Level: Sor/Wiz 9
  
  1261
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: Until expended or 10 minutes/level
  Spells (and spell-like effects) targeted against you are 
  absorbed and their energy stored until you release this 
  energy in spells of your own.
  The abjuration absorbs only spells that have you as a target.
  Effect and area spells are not affected.
  Absorption also fails to affect touch range spells.
  From 7–10 (1d4+6) spell levels are affected by the 
  absorption.
  The DM secretly rolls the exact number.
  Each spell absorbed subtracts its level from the amount of 
  absorption left.
  A spell might be only partially absorbed.
  Subtract the 1d4+6 result from the spell level of the 
  incoming spell.
  Divide the remaining levels of the incoming spell by the 
  original spell level of the incoming spell to see what 
  fraction of the effect gets through.
  For damaging spells, you take that fraction of the damage.
  For nondamaging spells, you have a proportional chance to 
  be affected.
  For example, you have three spell levels of absorption 
  remaining and a dominate monster spell strikes you.
  Dominate monster is a 9th-level spell: (9—3)/9 leaves 6/9, or 
  66% of the spell.
  There exists a 66% chance the spell affects you.
  If you are affected, any saving throw the spell normally 
  allows still applies.
  You can use captured spell energy to cast any spell you have 
  prepared, without expending the preparation itself (you 
  must keep a running total of spell levels absorbed and 
  used).
  In other words, the prepared spell doesn’t disappear from 
  your memory since you didn’t use that “prepared” magical 
  energy to power the casting.
  If you are a sorcerer, you can use stored energy to cast any 
  spell you know.
  The levels of spell energy you have stored must be equal to 
  or greater than the level of the spell you want to cast, and 
  you must (and use) have any material components required 
  for the spell.
  DIMENSIONAL LOCK
  Abjuration
  Level: Clr 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 15-ft.-radius emanation centered on a point in space
  Duration: 1 day/level
  Saving Throw: None
  Spell Resistance: Yes
  You create a shimmering emerald field that completely 
  blocks physical extradimensional travel.
  Forms of movement barred include astral projection, blink,
  dimension door, ethereal jaunt, etherealness, gate, maze, phasing,
  plane shift, shadow walk, teleport, and similar spell-like and 
  psionic abilities.
  Once the spell is in place, extradimensional travel into or 
  out of the affected area is not possible.
  The 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 such as a basilisk’s gaze.
  It also does not prevent summoned creatures from 
  disappearing at the end of a summoning spell.
  ENERGY BUFFER
  Abjuration
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: You
  Duration: 24 hours or until discharged
  This abjuration grants you protection against damage from 
  any type of energy: acid, cold, electricity, fire, or sonic.
  The spell protects your equipment as well.
  Whenever you are exposed to energy damage, a multi-hued 
  aura covers your body and absorbs up to 1d6 points per 
  caster level (maximum 15d6) of whatever type of energy 
  triggered the effect.
  The protective aura lasts for 1 round or until it absorbs all 
  the damage it can, whichever comes first.
  Once the aura begins absorbing damage, you cannot 
  change the type of damage it absorbs.
  Energy buffer overlaps (and does not stack with) endure 
  elements, resist elements, and protection from elements.
  If you are warded by energy buffer and one or more of the 
  other spells, the energy buffer spell absorbs damage until it is 
  exhausted, no matter what type of energy the other spells 
  ward against.
  If you are subjected to a second type of energy after energy 
  buffer is activated, any warding spell that protects you from 
  the second type of energy is still effective.
  For example, Mialee casts energy buffer on herself and also 
  receives protection from elements (fire) and resist elements (cold) 
  from Jozan.
  Later, a white dragon and a group of ogres ambush Mialee’s 
  party.
  The ogres hurl flasks of alchemist’s fire at Mialee, which 
  triggers her energy buffer spell.
  The buffer easily absorbs all the fire damage Mialee would 
  have suffered, and the protection from elements (fire) spell 
  absorbs nothing.
  Later, in the surprise round, the white dragon looses its 
  breath weapon.
  Because Mialee’s energy buffer spell is absorbing fire damage, 
  it is ineffective against the cold damage the dragon’s breath 
  weapon deals, but Mialee still gets the benefit of the resist 
  elements (cold) spell.
  ENERGY IMMUNITY
  Abjuration
  Level: Clr 6, Drd 6, Sor/Wiz 7
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 24 hours
  
  1262
  Saving Throw: None
  Spell Resistance: Yes
  This abjuration grants a creature complete protection 
  against damage from whichever one of five energy types 
  you select: acid, cold, electricity, fire, or sonic.
  The spell protects the recipient’s equipment as well.
  Energy immunity absorbs only damage.
  The recipient could still suffer unfortunate side effects, 
  such as drowning in acid (since drowning damage results 
  from the lack of oxygen), being deafened by a sonic attack, 
  or becoming encased in ice.
  Note: Energy immunity overlaps (and does not stack with) 
  endure elements, resist elements, and protection from elements.
  If a character is warded with energy immunity and one or 
  more of the other spells, the energy immunity spell makes 
  the others irrelevant.
  FILTER
  Abjuration
  Level: Clr 2, Drd 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Duration: 10 minutes/level
  Range: Touch
  Target: Creature touched
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  This spell creates an invisible bubble of protection around 
  the recipient’s body that filters out all noxious and toxic 
  elements in the air.
  The warded creature takes no damage and no penalties 
  from inhaled natural or alchemical poisons.
  It is likewise protected against magical poisons created by 
  spells of 4th level or lower (such as stinking cloud) cast by 
  creatures of 8 or fewer Hit Dice.
  Against more powerful affects, the creature receives a +2 
  circumstance modifier on any saving throw allowed.
  Arcane Material Component: A strand of spider web and a 
  scrap of cotton cloth.
  GAZE SCREEN
  Abjuration
  Level: Clr 2, Drd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes/level
  Range: Touch
  Target: Living creature touched
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You create a shimmering, mirrorlike area in the air before 
  the recipient’s eyes.
  The area moves with the recipient and does not affect its 
  vision.
  While the spell lasts, there exists a 50% chance that a 
  recipient subjected to a gaze attack need not make a saving 
  throw against the attack, as if averting its eyes, but the foe 
  with the gaze attack is not concealed from the recipient (see 
  Gaze Attacks on page 77 of DUNGEON MASTER’S Guide).
  The recipient gets no additional protection from averting 
  its eyes while the spell lasts, but it can shut its eyes to avoid 
  the gaze.
  MASS RESIST ELEMENTS
  Abjuration
  Level: Clr 3, Drd 3, Sor/Wiz 4
  Targets: One creature/level, no two of which can be more 
  than 30 ft. apart
  As resist elements, except that it affects multiple creatures.
  MORDENKAINEN’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
  Saving Throw: None
  Spell Resistance: No
  This spell insures 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.
  Magical scrying or divination attempts, such as detect 
  thoughts, clairaudience/clairvoyance, or scrying, cannot 
  penetrate the protected area, and an arcane eye cannot get 
  inside.
  The ward prevents speech between those inside and those 
  outside (because it blocks sound), but it does not prevent 
  other sorts of communication, such as sending or message 
  spells, or empathic communication between a master and a 
  familiar.
  Nor does it prevent creatures or objects from moving into 
  and out of the area.
  Material Components: A thin sheet of lead, a piece of opaque 
  glass, a wad of cotton or cloth, and powdered chrysolite.
  OTILUKE’S DISPELLING SCREEN
  Abjuration
  Level: Sor/Wiz 4
  Components: V; S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall whose area is up to one 10ft. square/level or a 
  sphere or hemisphere with a radius of up to 1 ft./level
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create an opaque, immobile, shimmering screen of 
  violet energy Any creature or unattended object passing 
  through the screen is affected by a targeted dispel magic 
  cast at your caster level (see page 196 of the Player’s 
  Handbook).
  You make a dispel check against the spell or against each 
  ongoing spell 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 spell’s caster level.
  The screen has no effect on any items a creature carries.
  If an unattended magic item passes through the screen, you 
  make a dispel check against the item’s caster level.
  
  1263
  If you succeed, all the item’s magical properties are 
  suppressed for 1d4 rounds.
  Spell effects that are not operating on objects or creatures 
  cannot pass through the screen.
  A disintegrate or successful dispel magic spell removes 
  Otiluke’s dispelling screen, while an antimagic field suppresses 
  it.
  Material Component: A sheet of fine lead crystal.
  OTILUKE’S GREATER DISPELLING SCREEN
  Abjuration
  Level: Sor/Wiz 7
  As Otiluke’s dispelling screen, except that the maximum bonus 
  on the dispel check is +20 instead of +10.
  CONJURATION
  CHOKE
  Conjuration (Creation) [Force]
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature up to size Large (see text)
  Duration: 1 round/level
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  A pair of invisible hands made of pure force spring into 
  existence around the target’s throat and begin to strangle it.
  Only aberrations, animals, beasts, fey, giants, humanoids, 
  magical beasts, monstrous humanoids, outsiders, and 
  shapechangers can be affected.
  Creatures without necks, such as beholders, cannot be 
  affected.
  The hands cannot be attacked or damaged.
  The target takes 1d4 points of damage per round but can 
  make a Reflex save each round for half damage.
  All attack rolls and checks the target makes while being 
  choked suffer a –2 circumstance penalty; if the check 
  involves speaking, the circumstance penalty is –4.
  Spellcasting is possible, but the target must make a 
  successful Concentration check (DC 10+ spell level +½ the 
  last damage dealt) or lose the spell.
  The –2 circumstance penalty also applies to the check, or –
  4 if the spell has a verbal component.
  Material Component: A handkerchief or similar-sized piece 
  of cloth that has been tied in a knot.
  CORPSE CANDLE
  Conjuration (Creation)
  Level: Sor/Wiz 3
  Components: S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ghostly hand and candle
  Duration: 1 minute/level (D) (see text)
  Saving Throw: None
  Spell Resistance: No
  A ghostly hand bearing a lit candle appears at the spot you 
  choose.
  The candle sheds light in a 5-foot radius.
  The hand moves as you desire (no concentration required): 
  forward or back, up or down, straight or turning corners, 
  and so on The hand can move up to 50 feet per round.
  It winks out if the distance between you and it exceeds the 
  spell’s range.
  The hand and candle are incorporeal and can pass through 
  objects, making it a useful tool in simulating hauntings.
  The corpse candle illuminates hidden, ethereal, and invisible 
  beings and items, which become faintly visible as wispy 
  outlines.
  Ethereal creatures remain unreachable from the Material 
  Plane (except with force effects), but invisible creatures 
  have only three-quarters concealment while within 5 feet 
  of the candle.
  The ghostly radiance also makes immaterial creatures and 
  items ever so slightly material (including the hand itself).
  Incorporeal creatures within 5 feet of the corpse candle retain 
  all the usual benefits of being incorporeal, but they have 
  only a 30% chance to avoid attacks from corporeal creatures.
  The hand is Diminutive, has 1 hit point per caster level, and 
  has AC 14+ a deflection bonus equal to your Charisma 
  modifier.
  It makes saves as you do.
  It is immune to spells that don’t cause damage (other than 
  disintegrate).
  The spell effect ends if the hand is destroyed.
  Material Component: A piece of a corpse that has never been 
  treated with any kind of preservative.
  ICE KNIFE
  Conjuration (Creation) [Cold]
  Level: Sor/Wiz 2
  Components: V S, M
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Effect: One icy missile
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  A magical shard of ice springs from your hand and speeds 
  to its target.
  You must succeed at a normal ranged attack to hit.
  For every two caster levels, you gain a +2 modifier on the 
  ranged attack roll.
  The shard deals 1d8 points of piercing damage, plus 1d8 
  points of cold damage and 2 points of cold Dexterity 
  damage.
  Creatures that are immune to cold damage take no 
  Dexterity damage.
  A successful Fortitude save reduces the cold damage by half 
  and negates the Dexterity damage.
  A miss creates a shower of ice crystals in a 10-footradius 
  burst centered where the shard lands (see the rules for 
  grenadelike weapons on page 138 of the Player’s Handbook),
  The icy burst deals 1d8 points of splash damage.
  A creature within the burst area can make a Reflex save to 
  take only half damage.
  Material Component: A drop of water or piece of ice.
  
  1264
  DIVINATION
  ARCANE SIGHT
  Divination
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  This spell makes your eyes glow blue and allows you to see 
  magical auras within 120 feet of you.
  The effect is similar to a detect magic spell, but works much 
  more quickly.
  You know the number of auras within your sight, and the 
  strength and location of each aura.
  An aura’s magic school and strength depend on a spell’s 
  functioning level or an item’s caster level, as noted in the 
  description of the detect magic spell (see page 193 of the 
  Player’s Handbook).
  If you spend a full-round action scrutinizing a creature 
  within 120 feet of you, you can determine if it has any 
  spellcasting or spell-like abilities, whether they are arcane 
  or divine (spell-like abilities register as arcane), and the 
  strength of the most powerful ability the creature currently 
  has available for use.
  In some cases, the spell may give a deceptively low reading, 
  such as when you use it on a spellcaster who has used up 
  most of her daily spell limit.
  ENCHANTMENT
  INDIFFERENCE
  Enchantment [Mind-Affecting]
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 full round
  Range: Touch
  Target: Living creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  This spell drains emotion from the creature touched.
  The subject becomes immune to fear and compulsion 
  effects of 2nd level or lower and gains a +4 circumstance 
  modifier on saving throws against fear or compulsion 
  effects of 3rd level or higher.
  Furthermore, morale bonuses or penalties do not affect the 
  subject while the spell lasts.
  However, the subject’s lack of emotion imposes a –4 
  circumstance penalty on Charisma checks.
  If the subject already is under a fear or compulsion effect 
  when receiving this spell, a failed saving throw ends that 
  effect and leaves the subject dazed for 1 round.
  Material Component: A small stone.
  EVOCATION
  ACID ORB
  Evocation [Acid]
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more creatures or objects, no two of 
  which can be more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude half (see text)
  Spell Resistance: Yes
  One or more orbs of acid about 3 inches across shoot from 
  your palm at their targets.
  You must succeed at a ranged touch attack to hit your 
  target.
  The orbs deal a total of 1d6 points of acid damage per caster 
  level (maximum 15d6), divided any way you see fit, but a 
  single orb must deal at least 1d6 points of damage.
  You declare the damage division before making your attack 
  rolls.
  A creature struck directly takes the orb’s damage and 
  becomes nauseated from the acid’s noxious fumes for 1 
  round.
  A successful Fortitude save reduces damage by half and 
  negates the nausea.
  If you miss, acid splashes in a 10-foot burst, dealing 2 points 
  per die of damage dealt by that orb.
  A successful Reflex reduces splash damage by half.
  CHAIN CONTINGENCY
  Evocation
  Level: Sor/Wiz 9
  As the contingency spell, except that you can place up to 
  three other spells upon your person so that they come into 
  effect under some condition you dictate when casting chain 
  contingency.
  The spells can come into effect simultaneously or one at a 
  time, one per round.
  COLD ORB
  Evocation [Cold]
  Level: Sor/Wiz 4
  As acid orb, except cold orb deals cold damage.
  A creature struck directly takes the orb’s damage and is 
  blinded by a shower of ice crystals for 1 round.
  A successful Fortitude save reduces damage by half and 
  negates the blindness.
  ELECTRIC ORB
  Evocation [Electricity]
  Level: Sor/Wiz 4
  As acid orb, except electric orb deals electricity damage.
  A creature struck directly takes the orb’s damage, and the 
  play of electricity leaves its metal accouterments 
  magnetized for 1 round.
  A creature wearing metal armor is effectively entangled and 
  suffers a –2 penalty to attack rolls and a –4 penalty to 
  effective Dexterity.
  
  1265
  If the surfaces surrounding the creature are metallic, it 
  cannot move.
  Otherwise, it moves at half speed and can’t run or charge.
  If the creature attempts to cast a spell, it must make a 
  Concentration check (DC 15) or lose the spell.
  A successful Fortitude save reduces damage by half and 
  negates the magnetism.
  FIRE ORB
  Evocation [Fire]
  Level: Sor/Wiz 4
  As acid orb, except fire orb deals fire damage.
  A creature struck directly takes the orb’s damage, and the 
  flash of heat dazes it for 1 round.
  A dazed creature can take no actions (but defends itself 
  normally).
  A successful Fortitude save reduces damage by half and 
  negates the daze effect.
  GREAT SHOUT
  Evocation [Sonic]
  Level: Brd 6, Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Line 5 ft. high and 5 ft. wide, and a cone (see text)
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes (object)
  You emit a thunderous, devastating yell.
  The primary effect is a line of intense sonic energy 5 feet 
  high and 5 feet wide and as long as the spell’s range.
  Stone, crystal, and metal objects in the area take 20d6 
  points of damage.
  Creatures holding vulnerable objects can attempt Reflex 
  saves to negate the damage.
  Objects that survive the spell’s primary effect are not 
  subject to the secondary effect.
  The spell’s secondary effect is a cone of sound centered on 
  the line.
  Creatures within the cone take 10d6 points of damage, and 
  are stunned for 1 round and deafened for 4d6 rounds.
  A successful Fortitude save negates the stunning and halves 
  both the damage and the duration of the deafness.
  Any exposed brittle or crystalline object or crystalline 
  creature takes 1d6 points of damage per caster level 
  (maximum 20d6).
  Creatures holding fragile objects can negate damage to 
  them with successful Reflex saves.
  A deafened character, in addition to the obvious effects, 
  suffers a –4 penalty on initiative and a 20% chance to 
  miscast and lose any spell with a verbal (V) component that 
  he tries to cast.
  The great shout spell cannot penetrate the spell silence.
  Arcane Focus: A small metal or ivory horn.
  ICE BURST
  Evocation [Cold]
  Level: Sor/Wiz 3
  Components: V S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 30-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A hail of magical ice chunks erupts from a point in space.
  The chunks fly in all directions, hitting everything within 
  the burst.
  The pelting ice deals 1d4 points of cold damage +1 point of 
  blunt damage per caster level, to a maximum of 10d4+10.
  Material Component: A chunk of ice or a single pearl.
  LESSER ACID ORB
  Evocation [Acid]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to five creatures or objects, no two of which 
  can be more than 15 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  An orb of acid about 2 inches across shoots from your palm 
  at its target, dealing 1d8 points of acid damage.
  You must succeed at a ranged touch attack to hit your 
  target.
  If you miss, there is no splash damage.
  For every two levels of experience past 1st, you gain an 
  additional orb that you shoot at the same time.
  You have two at 3rd level, three at 5th level, four at 7th 
  level, and the maximum of five orbs at 9th level or higher.
  If you shoot multiple orbs, you can have them strike a 
  single creature or several creatures.
  A single orb can strike only one creature.
  You must designate targets before you roll for SR or roll 
  damage.
  LESSER COLD ORB
  Evocation [Cold]
  Level: Sor/Wiz 1
  As lesser acid orb, except lesser cold orb deals cold damage.
  LESSER ELECTRIC ORB
  Evocation [Electricity]
  Level: Sor/Wiz 1
  As lesser acid orb, except lesser electric orb deals electricity 
  damage.
  LESSER FIRE ORB
  Evocation [Fire]
  Level: Sor/Wiz 1
  As lesser acid orb, except lesser fire orb deals fire damage.
  LESSER SONIC ORB
  Evocation [Sonic]
  Level: Sor/Wiz 1
  As lesser acid orb, except lesser sonic orb deals sonic damage.
  
  1266
  SONIC ORB
  Evocation [Sonic]
  Level: Sor/Wiz 4
  As acid orb, except sonic orb deals sonic damage.
  A creature struck directly takes the orb’s damage and is 
  deafened for 1 round.
  A deafened creature cannot hear, suffers a –4 penalty to 
  initiative checks, and has a 20% chance of spell failure when 
  casting spells with verbal components.
  The creature cannot make Listen checks.
  A successful Fortitude save reduces damage by half and 
  negates the deafening effect.
  ILLUSION
  DISGUISE UNDEAD
  Illusion (Glamer)
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: One corporeal undead
  Duration: 10 minutes/level (D)
  Saving Throw: None (harmless)
  As change self (see page 183 of the Player’s Handbook), except 
  as noted above.
  You determine the appearance of the undead.
  Focus: A cocoon of a death’s-head moth.
  NECROMANCY
  COMMAND UNDEAD
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: 1 undead creature
  Duration: 1 day/level
  Saving Throw: See text
  Spell Resistance: Yes
  This spell allows you some degree of control over an 
  undead creature.
  Nonintelligent undead (such as skeletons and zombies) get 
  no saving throw; intelligent undead do.
  When you control a mindless being, you can only 
  communicate basic commands, such as «come here», «go 
  there», «fight», «stand still», and so on.
  An intelligent subject perceives your words and actions in 
  the most favorable way.
  It will hot 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 not allowed).
  A commanded undead never obeys suicidal or obviously 
  harmful orders, but it might be convinced that something 
  very dangerous is worth doing (see the charm person spell 
  description on page 183 of the Player’s Handbook).
  Any act by you or your apparent allies that threatens the 
  commanded undead breaks the spell.
  Your commands are not telepathic.
  The undead creature must be able to hear you.
  Material Components: A shred of raw meat and a splinter of 
  bone.
  FALSE LIFE
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 full round
  Range: Touch
  Target: Living creature touched
  Duration: 1 hour/level or until discharged (see text)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You grant yourself limited power to avoid death.
  While this spell is in effect, you gain 1d10 temporary hit 
  points, +1 point per level (maximum 1d10 +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.
  FEIGN DEATH
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One willing, living creature whose level or Hit 
  Dice do not exceed the caster’s
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You put the recipient into a deathlike condition.
  At your option, this can be a cataleptic state that is 
  impossible to distinguish from death, or the subject can 
  appear to be in a coma or deep sleep.
  Although able to smell, hear, and know what is going on, 
  the subject is blind and has no sense of touch or pain.
  The subject does not need to eat, drink, or breathe.
  While the spell is in effect, the subject is immune to 
  subdual damage, and any normal or ability damage inflicted 
  is reduced by half.
  In addition, the subject is immune to mind-affecting 
  attacks, paralysis, poison, disease, and energy drain.
  The effects of any poison or disease already affecting the 
  subject when the spell takes effect are halted until the spell 
  ends.
  If the subject has any negative levels when the spell takes 
  effect, the saving throw to remove it is delayed until the 
  spell ends.
  HIDE LIFE
  Necromancy
  Level: Sor/Wiz 9
  Components: V; S, M, XP
  Casting Time: 1 day
  
  1267
  Range: Personal
  Target: You
  Duration: Instantaneous (see text)
  You isolate your life force in one single part of the body-
  typically the little finger on the left hand.
  You can then remove this part and store it in some safe 
  place.
  Once the spell takes effect, you can no longer be killed by 
  ordinary means: If damage or a spell effect would normally 
  render you disabled, dying, or dead, you ignore the usual 
  effects.
  Instead, you are staggered (only able to take partial actions).
  While this spell is in effect, if you would otherwise be 
  disabled or dying, you do not lose hit points for taking 
  actions or having a negative hit point total.
  Healing does not automatically return you to 0 hit points 
  but simply adjusts your current total upward.
  If you would otherwise be dead, you cannot benefit from 
  healing and simply fall down dead if the spell is ended.
  If the hidden body part is ever destroyed, the spell is 
  broken and your life force returns to your body if you 
  would not otherwise be dead.
  Material Component: A small sickle made of the purest silver, 
  which you use to detach the body part to be stored.
  XP Cost: 5,000 XP.
  NEGATIVE ENERGY BURST
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will half (see text)
  Spell Resistance: Yes
  You release a silent burst of negative energy from a point 
  you indicate.
  The burst deals 1d8 points of damage to living creatures in 
  the area +1 point per caster level (maximum 1d8+10).
  A successful Will save reduces damage by half.
  Since undead are powered by negative energy, this spell 
  cures them of a like amount of damage, rather than 
  harming them.
  NEGATIVE ENERGY RAY
  Necromancy
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Will half (see text)
  Spell Resistance: Yes
  A ray of negative energy projects from your pointing finger.
  You must succeed at a ranged touch attack with the ray to 
  deal damage to a target.
  The ray deals 1d6 points of damage to a living creature.
  For every two extra levels of experience past 1st, you deal 
  an extra 1d6 points of damage.
  You deal 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, 
  and a maximum of 5d6 points of damage at 9th level or 
  higher.
  Since undead are powered by negative energy, this spell 
  cures them of a like amount of damage, rather than 
  harming them.
  Material Component: A mirror, which you break.
  NEGATIVE ENERGY WAVE
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: 50 ft.
  Effect: 50-ft-radius burst, centered on you
  Duration: Instantaneous (see text)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  You release a silent burst of negative energy from your 
  body.
  You can affect up to 1d6 HD worth of undead creatures per 
  level (maximum 15d6).
  Those closest to you are affected first; among equidistant 
  undead creatures, weaker ones are affected first.
  The spell can have one of two effects, which you select 
  when you cast it.
  Rebuked: The undead creatures cower as if in awe.
  (Treat them as stunned).
  The effect lasts 10 rounds.
  Bolstered: Undead creatures gain turn resistance of 1d4 
  +your Charisma modifier (minimum +1).
  The effect lasts 10 rounds.
  SPIRITWALL
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Effect: Wall whose area is up to one 10-ft. square/level or 
  a sphere or hemisphere with a radius of up to 1 ft./level
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell creates an immobile, swirling mass of greenish-
  white forms that look like tortured spirits.
  One side of the wall, selected by you, emits a low groaning 
  that causes creatures within a 60-foot spread to make a Will 
  save or flee in panic for 1d4 rounds (this is a sonic fear 
  effect).
  The barrier is semimaterial and opaque, providing total 
  concealment.
  It blocks magical effects and provides nine-tenths cover 
  against physical attacks.
  Creatures can easily move through a spiritwall, but at a cost.
  A living creature that merely touches the wall takes 1d10 
  points of damage as its life force is disrupted.
  1 living creature that actually passes through the wall takes 
  1d10 points of damage, as above, and must make a 
  successful Fortitude save or receive one negative level.
  Material Component: A clear, faceted gemstone.
  
  1268
  UNDEATH TO DEATH
  Necromancy
  Level: Clr 6, Sor/Wiz 6
  Components: V, S, M/DF
  Area: Several undead creatures within a 50-ft. radius burst
  Saving Throw: Will negates
  As circle of death, except that this spell destroys undead 
  creatures as noted above, and undead above 9 HD can be 
  affected.
  Material Component: The powder of a crushed diamond 
  worth at least 500 gp.
  TRANSMUTATION
  EAGLE’S SPLENDOR*
  Transmutation
  Level: Brd 2, Clr 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creature becomes more poised, articulate, 
  and personally forceful.
  The spell grants an enhancement bonus to Charisma of 
  1d4+1 points, adding the usual benefits to Charisma-based 
  skills.
  Sorcerers and bards who receive eagle’s splendor do not gain 
  extra spells, but the save DCs for their spells increase.
  Arcane Material Component: A few feathers or a pinch of 
  droppings from an eagle.
  * This spell first appeared in the FORGOTTEN REALMS 
  campaign setting.
  FOX’S CUNNING
  Transmutation
  Level: Brd 2, Clr 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creature becomes smarter.
  The spell grants an enhancement bonus to Intelligence of 
  1d4+1 points, adding the usual benefits to Intelligence-
  related skills.
  Wizards who receive fox’s cunning do not gain extra spells, 
  but the save DCs for their spells increase.
  Arcane Material Component: A few hairs, or a pinch of dung, 
  from a fox.
  GHOSTFORM
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You assume a visible, incorporeal form similar to the form a 
  ghost assumes when manifesting.
  While the spell lasts, your body shifts onto the Ethereal 
  Plane.
  You are visible to, and can be attacked by, creatures on the 
  Material Plane, but you have no material body.
  You can be harmed only by other incorporeal creatures, +1 
  or better magic weapons, and spells, spell-like abilities, or 
  supernatural abilities.
  You are immune to all nonmagical attack forms.
  Even when hit by spells or magic weapons, you have a 50% 
  chance to ignore any damage from a corporeal source 
  (except for force effects, such as magic missile, or attacks 
  made with ghost touch weapons).
  Creatures on the Material Plane ignore all your armor and 
  natural armor bonuses, but you gain a deflection modifier 
  equal to your Charisma modifier (always at least +1, even if 
  your Charisma score does not normally provide a bonus).
  You cannot make physical attacks against foes on the 
  Material Plane except with ghost touch weapons; in this case, 
  you have no effective Strength score, but your Dexterity 
  modifier applies to all your melee attack rolls.
  Your spells affect targets on the Material Plane normally 
  unless the spells rely on touch.
  Your touch spells don’t work on material targets.
  Against foes on the Ethereal Plane, all your attacks and 
  defenses work normally.
  While incorporeal, you cannot run, but you can fly (perfect 
  maneuverability) at your normal speed.
  You can pass through solid objects as any incorporeal 
  creature can.
  When the spell ends, you return fully to the Material Plane.
  If you return 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.
  MASS DARKVISION
  Transmutation
  Level: Sor/Wiz 4
  Range: 10 feet
  Targets: All creatures in a 10-ft.-radius sphere around you 
  at the time of casting
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  As darkvision, except that all creatures in the area at the time 
  of casting receive the spell’s benefits.
  MASS FLY
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S, F
  Targets: One creature/level, no two of which can be more 
  than 30 ft. apart
  As fly, except this spell confers the power of flight upon all 
  targeted creatures.
  
  1269
  Once a creature receives the spell, it must remain within 30 
  feet of at least one other recipient, or the spell is broken for 
  that creature.
  (If only two individuals are affected, the one moving away 
  from the other loses the ability to fly.
  If both are moving away from each other, they both 
  become unable to fly when the distance between them 
  exceeds 30 feet).
  MASS TELEPORT
  Transmutation [Teleportation]
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 full round
  Target: Touched objects or touched willing creatures 
  weighing up to 100 lb./level
  As teleport, except as noted above.
  You do not have to teleport yourself when you cast a mass 
  teleport spell.
  OWL’S WISDOM
  Transmutation
  Level: Brd 2, Clr 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creature becomes wiser.
  The spell grants an enhancement modifier to Wisdom of 
  1d4+1 points, adding the usual benefits to Wisdom-related 
  skills.
  Clerics, druids, paladins, and rangers who receive owl’s 
  wisdom do not gain extra spells, but the save DCs for their 
  spells increase.
  Arcane Material Component: A few feathers, or a pinch of 
  droppings, from an owl.
  POLYMORPH OTHER
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Permanent
  Saving Throw: Fortitude negates (and see text)
  Spell Resistance: Yes
  Polymorph other changes the subject into another form of 
  creature.
  The new form can range in size from Diminutive to one 
  size larger than the subject’s normal form, and can have no 
  more Hit Dice than you have, or that the subject has 
  (whichever is greater), and in any case the assumed form 
  cannot have more than 15 Hit Dice.
  You cannot change subjects into constructs, elementals, 
  outsiders, or undead unless they already are one of these 
  types.
  Upon changing, the subject regains lost hit points as if 
  having rested for a day (though this healing does not 
  restore temporary ability damage and provide other 
  benefits of resting for a day; and changing back does not 
  heal the creature further).
  If slain, the polymorphed creature reverts to its original 
  form, though it remains dead.
  The polymorphed creature acquires the physical and 
  natural abilities of the creature it has been polymorphed 
  into while retaining its own mind.
  Physical abilities include natural size and Strength, 
  Dexterity, and Constitution scores.
  Natural abilities include armor, natural weapons (such as 
  claws, bite, swoop and rake, and constriction; but not 
  petrification, breath weapons, energy drain, energy effects, 
  etc.), and similar gross physical qualities (presence or 
  absence of wings, number of extremities, etc.).
  A body with extra limbs does not allow a character to make 
  more attacks (or more advantageous two-weapon attacks) 
  than normal.
  Natural abilities also include mundane movement 
  capabilities, such as walking, swimming, and flight with 
  wings, but not magical flight and other magical forms of 
  travel, such as blink, dimension door, phase door, plane shift,
  teleport, and teleport without error.
  Extremely high speeds for certain creatures are the result of 
  extraordinary or magical ability, so they are not granted by 
  this spell.
  (In general, these abilities include nonflying speeds greater 
  than 60 feet and flying speeds greater than 120 feet).
  Other nonmagical abilities (such as an owl’s low-light 
  vision) are considered natural abilities and are retained.
  Any part of the body or piece of equipment that is separated 
  from the whole reverts to its original form.
  The creature’s new scores and faculties are average ones for 
  the race or species into which it has been transformed.
  You cannot, for example, turn someone into a mighty 
  weight lifter to give the subject great Strength.
  Likewise, you cannot change the subject into a bigger or 
  more powerful version of a creature (or a smaller, weaker 
  version).
  Nor can you turn the subject into a variant form of the 
  creature.
  For example, you can turn the subject into an ogre, but not 
  a half-dragon ogre.
  The subject retains its Intelligence, Wisdom, and Charisma 
  scores, level and class, hit points (despite any change in its 
  Constitution score), alignment, base attack bonus, and base 
  save bonuses.
  (New Strength, Dexterity, and Constitution scores may 
  affect final attack and save bonuses).
  The subject retains its own type (for example, «humanoid»), 
  extraordinary abilities, spells, and spell-like abilities, but 
  not its supernatural abilities.
  The subject does not gain the supernatural abilities (such as 
  breath weapons and gaze attacks) or the extraordinary 
  abilities of the new creature.
  The subject can cast spells for which it has components.
  It needs a humanlike voice for verbal components and 
  humanlike hands for somatic components.
  The subject does not gain the spell-like abilities of its new 
  form.
  When the polymorph occurs, the creature’s equipment, if 
  any, transforms to match the new form.
  
  1270
  If the new form is a creature that does not use equipment 
  (aberration, animal, beast, magical beast, construct, dragon, 
  elemental, ooze, some outsiders, plant, some undead 
  creatures, some shapechangers, or vermin), the equipment 
  melds into the new form and becomes nonfunctional.
  Material components and focuses melded in this way 
  cannot be used to cast spells.
  If the new form uses equipment (fey, giant, humanoid, 
  some outsiders, many shapechangers, many undead 
  creatures), the subject’s equipment changes to match the 
  new form and retains its properties.
  You can freely designate the new form’s minor physical 
  qualities (such as hair color, hair texture, and skin color) 
  within the normal ranges for a creature of that type.
  The new form’s significant physical qualities (such as 
  height, weight, and gender) are also under your control, but 
  must fall within the norms for the new form’s species.
  The subject can be changed into a member of its own 
  species or even into itself.
  The subject is effectively disguised as an average member of 
  the new form’s race.
  If you use this spell to create a disguise, you get a +10 bonus 
  on your Disguise check.
  Incorporeal or gaseous forms cannot be assumed, and 
  incorporeal or gaseous creatures are immune to being 
  polymorphed.
  A natural shapeshifter (a lycanthrope, doppelganger, 
  experienced druid, etc.).
  can take its natural form as a standard action.
  Material Component: An empty cocoon.
  Note: This version of the spell is now official and 
  supersedes the version presented in the Player’s Handbook.
  POLYMORPH SELF
  Transmutation
  Level: Rgr 4, Sor/Wiz 4
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  As polymorph other, except that you assume the form of a 
  different creature.
  The remainder of the Player’s Handbook descriptive text of 
  this spell no longer applies.
  Note: This version of the spell is now official and 
  supersedes the version presented in the Player’s Handbook.
  REPAIR CRITICAL DAMAGE
  Transmutation
  Level: Sor/Wiz 4
  As repair light damage, except repair critical damage repairs 
  4d8 points of damage +1 point per caster level (up to +20).
  REPAIR LIGHT DAMAGE
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Construct touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  When laying your hands upon a construct that has at least 1 
  hit point remaining, you transmute its structure to repair 
  damage it has suffered.
  The spell repairs 1d8 points of damage +1 point per caster 
  level (up to +5).
  REPAIR MINOR DAMAGE
  Transmutation
  Level: Sor/Wiz 0
  As repair light damage, except repair minor damage repairs 
  only 1 point of damage.
  REPAIR MODERATE DAMAGE
  Transmutation
  Level: Sor/Wiz 2
  As repair light damage, except repair moderate damage repairs 
  2d8 points of damage +1 point per caster level (up to +10).
  REPAIR SERIOUS DAMAGE
  Transmutation
  Level: Sor/Wiz 3
  As repair light damage, except repair serious damage repairs 
  3d8 points of damage +1 point per caster level (up to +15).
  UNIVERSAL
  ENHANCE FAMILIAR
  Universal
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Your familiar
  Duration: 1 hour/level
  Saving Throw: None (harmless)
  Spell Resistance: Yes
  You infuse your familiar with vigor.
  While the spell lasts, your familiar receives a +2 
  competence modifier on attack rolls, saves, and weapon 
  damage.
  The familiar also receives a +2 dodge modifier to Armor 
  Class.
  FAMILIAR POCKET
  Universal
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One container or garment with a pocket
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You enspell a garment or container so that it provides a safe 
  haven for your familiar.
  
  1271
  The spell turns one of the target item’s pockets into an 
  extradimensional space that can hold your familiar (or 
  about 1 cubic foot for a Tiny or smaller creature).
  The familiar fits inside without creating a noticeable bulge 
  in the item.
  Whenever the familiar is touching you, you can whisk it 
  inside the pocket as a free action by speaking a command 
  word.
  If the familiar can speak, it can command itself inside.
  The familiar can leave the space as a free action, or you can 
  call it forth as a free action.
  Once inside, the familiar has total cover and concealment.
  You or the familiar can seal the pocket, making it airtight 
  and waterproof.
  The air supply inside the sealed pocket lasts an hour.
  With the pocket open, the familiar can remain inside 
  indefinitely.
  If the spell ends with the familiar inside the pocket, it 
  appears in your space, unharmed unless the area you 
  occupy is hazardous.
  Creating an extradimensional space within or taking an 
  extradimensional space into an existing extradimensional 
  space is hazardous.
  Material Components: A tiny golden needle and a strip of fine 
  cloth given a half-twist and fastened at the ends.
  FORTIFY FAMILIAR
  Universal
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Your familiar
  Duration: 1 hour/level
  Saving Throw: None (harmless)
  Spell Resistance: Yes
  You make your familiar tougher.
  While the spell lasts, it gains a +2 enhancement modifier to 
  natural armor and has a 25% chance to avoid extra damage 
  from sneak attacks or critical hits (though the attack still 
  deals normal damage).
  The familiar also receives 2d8 temporary hit points.
  IMBUE FAMILIAR WITH SPELL ABILITY
  Universal
  Level: Sor/Wiz 6
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Your familiar
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You transfer some of your currently prepared spells, and 
  the ability to cast them, to your familiar.
  If you are a sorcerer, you imbue your familiar with spells 
  you know how to cast.
  You can imbue a maximum of one spell per three levels.
  The maximum level of the spells to be imbued is one-third 
  of your level, rounded down (maximum 5th level).
  Multiple castings of the spell do not increase these limits.
  The transferred spell’s variable characteristics (range, 
  duration, area, and so on) function according to your level.
  Once you cast imbue familiar with spell ability on your 
  familiar, you cannot prepare a new 6th-level spell to replace 
  it until the familiar uses the transferred spells or is slain.
  (If you are a sorcerer, you simply cannot cast imbue familiar 
  with spell ability again until the familiar uses the imbued 
  spells).
  In either case, the spell slots you transfer are not available 
  to you until the familiar uses them.
  If the transferred spells require focuses or material 
  components, the familiar must have them to use the spells.
  Any XP costs from a transferred spell are deducted from 
  your total when the familiar casts the spell.
  TOME OF MAGIC (3.5)
  ABJURATION
  BANE OF THE ARCHRIVAL
  Abjuration
  Level: Cleric 3, paladin 3, sorcerer/wizard 3
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Touch
  Area: 20-ft.-radius emanation centered on a point in space
  Duration: I minute/level
  Saving Throw: See text
  Spell Resistance: No; see text
  As you complete the spell and pronounce the truename, a silvery 
  shimmer is faintly visible in the area you indicated, which pulses 
  angrily if your truename foe comes near.
  This spell protects those within its area against a single 
  named foe, doing so in three ways.
  First, the area is forbidden to the creature.
  It must make a successful Will save to enter it by any means 
  (movement, teleportation spells, and so on).
  If it fails its Will save and was endeavoring to use a 
  teleportation spell to enter the area, it is shunted to a 
  random open space on a suitable surface within 10 feet of 
  the protected area.
  If no free space is available within 10 feet, the spell simply 
  fails.
  The creature can try to enter the area only once during its 
  turn, but can continue to try on subsequent rounds.
  Even if the named creature gets inside the barrier, the other 
  aspects of the spell function normally.
  Second, all creatures within the area gain a +4 deflection 
  bonus to AC against attacks from the named creature, and a 
  +4 resistance bonus on saving throws required by the 
  named creature’s spell effects and special attacks.
  Third, the barrier blocks any attempt to possess or exercise 
  mental control over those within the spell’s area by the 
  named creature, including enchantment (charm) effects 
  and enchantment (compulsion) effects that grant ongoing 
  control over the subject.
  Bane of the archrival suppresses these effects for the duration 
  of the spell or as long as the subject remains within the 
  spell’s area.
  
  1272
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the creature 
  you’re protecting against.
  EXPUNGE THE SUPERNATURAL
  Abjuration
  Level: Bard 6, cleric 8, druid 8.
  sorcerer/wizard 8
  Components: V, S, T XP
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  As you cast the spell, a ghostly, grasping hand appears to reach 
  inside your foe, pull out a black, cloudy mass before disappearing.
  This spell functions as spurn the supernatural, except that its 
  effect is permanent and it eliminates only one supernatural 
  ability, no matter how high your Truespeak check.
  Your target loses the chosen supernatural ability until it 
  undergoes a ritual of renaming or is the target of a wish or 
  miracle spell.
  If the subject has a temporary supernatural ability (such as 
  those granted to binders by vestiges), it loses that ability, 
  but this spell does nothing to prevent the subject from 
  gaining the same or other supernatural abilities later.
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the creature 
  you’re targeting.
  XP Cost: 500 XP.
  HIDDEN TRUENAME
  Abjuration
  Level: Cleric 6, druid 6, sorcerer/wizard 6
  Components: V.
  S, T
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature with an Intelligence score of 3 or 
  higher
  Duration: 24 hours
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You chant a personal truename in an ever-quieter voice as you 
  slowly lower your hand and crouch, trying to erase traces of the 
  personal truename from the cosmos.
  The subject gains protection from those who would use her 
  personal truename for ill purposes, and a modicum of 
  defense against utterances that use more general 
  truenames.
  The subject of a hidden truename spell gets a +2 bonus on 
  saving throws against utterances.
  In addition, those trying to research the personal truename 
  of a creature protected by hidden truename take a –8 penalty 
  on the Knowledge check required to do so.
  (Truename research rules are detailed on page 196).
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the creature 
  you’re trying to protect.
  SPURN THE SUPERNATURAL
  Abjuration
  Level: Bard 4, cleric 5, druid 5, sorcerer/wizard 5
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Concentration, up to 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Your make your hand into a grasping claw as you speak your foe’s 
  truename, stealing some of its supernatural energy, which appears 
  as a minuscule storm-cloud in your hand.
  With this spell, you can temporarily suppress a 
  supernatural ability possessed by the target creature.
  For the duration of the spell, the target is unable to activate 
  the supernatural ability you have chosen.
  Extraordinary and spell-like abilities aren’t affected by this 
  spell.
  If you succeed on the Truespeak check, you can suppress 
  one of the creature’s supernatural abilities, plus another 
  supernatural ability for every 5 points by which your result 
  beat the Truespeak DC.
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the creature 
  you’re targeting.
  TRUE BANISHMENT
  Abjuration
  Level: Cleric 8
  Components: V, T
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One extraplanar creature
  Duration: Instantaneous; see text
  Saving Throw: None
  Spell Resistance: Yes
  You thrust your holy symbol at the creature as you speak its 
  truename, sending it back whence it came in a swirl of flame and
  brimstone.
  This spells functions like the banishment spell, except that it 
  requires a successful Truespeak check to function and 
  allows no saving throw (spell resistance still applies, 
  though).
  The true banishment spell affects only a single creature, but 
  there’s no Hit Dice limit other than the one implicit in the 
  Truespeak check DC.
  Objects that the target hates, fears, or opposes don’t grant 
  bonuses on the level check to overcome the creature’s spell 
  resistance.
  If true banishment is successful, the target cannot return to 
  the plane it was banished from for one month per caster 
  level—unless it learns and correctly speaks the spellcaster’s 
  personal truename, in which case the prohibition no longer 
  applies.
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the creature 
  you’re trying to banish.
  TRUENAME DISPEL
  Abjuration
  
  1273
  Level: Bard 6, cleric 8, druid 8, sorcerer/wizard 8
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By speaking aloud the personal truename of your foe and pointing 
  with arm outstretched, you cause a gray haze to swirl around your 
  target briefly.
  Then the haze dissipates, carrying your enemy’s magic with it.
  This spell enables you to see the strands of magic 
  surrounding your target and selectively separate them.
  This functions like the dispel magic spell, except that it 
  always targets a creature, you learn the nature of each 
  ongoing magical effect currently affecting the target 
  creature, and effects you want to dispel are automatically 
  removed (no caster level check is necessary), if you succeed 
  on the Truespeak check, you can choose which effects you 
  want to dispel.
  Thus, you can eliminate harmful effects while retaining 
  beneficial ones—or vice versa.
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the creature 
  you’re targeting with truename dispel.
  CONJURATION
  BULWARK OF REALITY
  Conjuration (Creation) [Force]
  Level: Sorcerer/wizard 1
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  You utter your own truename, weaving its power into a matrix of 
  force-tentacles that shimmer briefly, then descend around your 
  form.
  A faintly glowing silvery field of force surrounds you, 
  providing you with a +6 armor bonus to Armor Class.
  Unlike mundane armor, the bulwark of reality entails no 
  armor check penalty, arcane spell failure chance, or speed 
  reduction.
  Because the bulwark of reality is made of force, incorporeal 
  creatures can’t bypass it the way they do normal armor.
  Truename Component: When you cast this spell, you must 
  correctly speak your own personal truename.
  SCRAMBLE TRUE POSITION
  Conjuration (Teleportation)
  Level: Bard 1, cleric 1, sorcerer/wizard 1
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex partial; see text
  Spell Resistance: Yes
  You utter truenames for directions with great rapidity as you 
  gesture toward where you’re casting the spell.
  With a sizzle and a flash, those within the spell’s radius disappear, 
  then reappear somewhere nearby.
  The scramble true position spell can wreck an enemy’s 
  carefully constructed defenses or highly regarded plan of 
  attack by randomly moving them around.
  You can’t control where your enemies reappear, but they 
  might fall off a precipice or wind up between your rogue 
  and fighter allies.
  When you cast the spell, make a single Truespeak check.
  Then compare your result to the DC to move each creature: 
  15 + (2 × CR).
  If you meet or exceed the DC for a creature, move that 
  creature 2 squares in a random direction using the “targeted 
  on square” part of the diagram on page 158 of the Player’s 
  Handbook.
  The scramble true position spell can’t send a creature into a 
  square occupied by solid matter or another creature, but it 
  can send a creature into a dangerous place (into lava or off a 
  cliff, for example).
  Make the comparison and movement in descending CR 
  order.
  If multiple targets have the same CR, the caster chooses the 
  order in which to relocate them.
  If you can’t move a target 2 squares in a particular direction, 
  move it 1 square, or it disappears and reappears in the same 
  square if relocation is impossible.
  Having their true locations disrupted with this spell can be 
  disorienting for the subjects.
  Every creature that you move with this spell (even those 
  who reappear in the same square they started in) must 
  succeed on a Reflex save or fall prone.
  Truename Component: When you cast this spell, you must 
  correctly speak the truenames for cardinal directions and 
  movement, which you learn with the spell.
  This check has no set DC, but if your Truespeak check 
  result is lower than 15 + (2 × creature’s CR) for the lowest 
  CR creature in the area, then scramble true position has no 
  effect.
  TRUENAME BINDING
  Conjuration (Calling)
  Level: Sorcerer/wizard 7
  Components: V, S, T, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels); see lesser planar 
  binding text
  Target: One elemental or outsider of CR 10 or less
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: No and yes; see lesser planar binding 
  text
  This spell functions like lesser truename binding, except that 
  you can call a single creature of CR 10 or less.
  XP Cost: 200 XP.
  
  1274
  TRUENAME BINDING, GREATER
  Conjuration (Calling)
  Level: Sorcerer/wizard 9
  Components: V, S, T, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels); see lesser planar 
  binding text
  Target: One elemental or outsider of CR 14 or less
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: No and yes; see lesser planar binding 
  text
  This spell functions like lesser planar binding, except that 
  you can call a single creature of CR 14 or less.
  XP Cost: 300 XP.
  TRUENAME BINDING, LESSER
  Conjuration (Calling)
  Level: Sorcerer/wizard 5
  Components: V, S, T, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels); see lesser planar 
  binding text
  Target: One elemental or outsider of CR 6 or less
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: No and yes; see lesser planar binding 
  text
  With a flourish of your hands, the creature appears in the magic 
  trap you have laid.
  You threaten it with the power of its personal truename, and it 
  hangs its head as it agrees to perform a service on your behalf.
  This spell functions like lesser planar binding, except that 
  you can call a single creature of CR 6 or less, and you must 
  know its personal truename to call it.
  Once you demonstrate mastery of that truename with a 
  successful Truespeak check, you can compel the creature to 
  perform a service on your behalf if you roll a 1 on the 
  Truespeak check required by this spell, the creature breaks 
  free of the binding and can escape or attack you.
  The creature gets its Will save and spell resistance as 
  normal for lesser planar binding.
  If the creature does not break free, you attempt to compel 
  the creature to perform a service not with opposed 
  Charisma checks, but with the Truespeak check you made 
  when you cast the spell.
  The bound creature opposes this check with either a 
  Truespeak check, saying its own personal truename, or a 
  Charisma check.
  If you can assign an open-ended task, such as “defend me 
  against attack”, the service lasts for one day.
  Once the requested service is performed, the creature need 
  only so inform you to be instantly sent back whence it 
  came.
  You can extend the creature’s duration of service with a 
  particularly high Truespeak check.
  For every 5 points by which your Truespeak check (made 
  when you cast the spell) exceeds the creature’s Truespeak 
  or Charisma check, the duration of the creature’s service is 
  extended by one additional day.
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the target creature 
  you’re trying to bind to service.
  XP Cost: 100 XP.
  WORD OF GENESIS
  Conjuration (Creation)
  Level: Cleric 9
  Components: V, S, T, XP
  Casting Time: Six days (8 hours/day)
  Range: 100 ft. (see text)
  Effect: A demiplane coterminous with the Astral Plane, 
  centered on your location
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  From the silvery haze of the Astral plane, you begin to weave 
  tendrils of mist as you speak words of power.
  
  1275
  Floating in space, you begin to construct reality anew with your 
  words and gestures.
  You create a finite plane with limited access: a demiplane.
  Demiplanes created by this spell are very small, very minor 
  planes.
  This spell works best when cast while you are on the Astral 
  Plane (various spells allow access to these planes, including 
  plane shift and gate).
  Casting this spell creates a local density fluctuation that 
  precipitates the creation of a demiplane.
  At first, the fledgling plane has a 100-foot radius.
  Once created, it grows by 1 foot per week (approximately a 
  50-foot increase in radius per year).
  Once your demiplane is created, you can travel to it using 
  plane shift or some other spell or permanent link that you 
  arrange for separately.
  You determine the environment within the demiplane 
  when you cast word of genesis, reflecting most any desire you 
  can visualize.
  You determine factors such as atmosphere, water, 
  temperature, and the general shape of the terrain.
  This power cannot create life (including vegetation), nor 
  can it create objects or constructed elements (such as 
  buildings, roads, wells, dungeons, and so forth).
  You must add these details in some other fashion if you 
  desire.
  You can’t create lingering magical effects with this power; 
  you have to add those separately, if desired.
  Similarly, you can’t create a demiplane out of esoteric 
  material such as silver or uranium; you’re limited to stone 
  and dirt.
  You can’t manipulate the time trait on your demiplane; its 
  time trait is as the Material Plane.
  Once your demiplane is complete, you can cast the spell 
  again and again, each time increasing its radius by another 
  100 feet.
  Truename Component: When you cast this spell, you must 
  correctly speak the truename of the place you’re creating; 
  the Truespeak DC is 50.
  XP Cost: 1,000 XP.
  DIVINATION
  DETECT VESTIGE
  Divination
  Level: Cleric 1, paladin 1, sorcerer/wizard 1
  Components: V, S, 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 focus your mind and let your senses probe the room, questing 
  and seeking for any trace of a bound vestige.
  You can detect an aura emanating from anyone currently 
  bound to a vestige who is within the spell’s area.
  The amount of information revealed about each shared soul 
  depends on how long you study a particular area, as follows.
  1st Round: Presence or absence of vestige auras.
  2nd Round: Number of vestige auras in the area and the 
  strength of the strongest vestige present.
  3rd Round: The strength and location of each vestige-bound 
  individual.
  If an aura is outside your line of sight, then you discern its 
  direction but not its exact location.
  Aura Strength: The strength of a vestige aura is determined 
  by the minimum effective binder level necessary to 
  summon it, as given on the following table.
  Each round, you can turn to detect vestige-bound 
  individuals in a new area.
  The spell can penetrate most 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.
  ENCHANTMENT
  BECKON MONSTER
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3, sorcerer/wizard 4
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round; see text (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell functions like beckon person, except that the effect 
  is not restricted by creature type or size.
  BECKON PERSON
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 1, sorcerer/wizard 1
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid creature
  Duration: 1 round; see text (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  With a crook of your finger and some spoken truenames, you urge 
  a creature closer.
  The creature’s eyes turn solid blue as it shambles toward you.
  This simple enchantment weaves truenames for “approach”
  and “closer” into a spell that forces the subject to move 
  closer to you.
  If you succeed on the Truespeak check and the creature 
  fails its saving throw, it must move at least 10 feet closer to 
  you each round if able.
  The creature can choose its own path and means of 
  locomotion, but if it can, it must end its turn at least 10 feet 
  closer to you than it started.
  The creature defends itself normally and can take whatever 
  actions it likes, so long as it moves closer to you every turn.
  The creature can move toward you faster than 10 feet per 
  round if it likes.
  
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  When the creature is adjacent to you, it acts normally 
  unless you move away.
  If you move away, it must move 10 feet per round closer to 
  your new location if it can.
  The beckon person spell lasts for at least 1 round, but it might 
  last longer if you excel at the Truespeak check (described 
  below).
  Truename Component: When you cast this spell, you must 
  correctly speak the truenames associated with movement 
  and approach.
  You learn these truenames when you learn this spell.
  The Truespeak DC to cast this spell is 15; you add 2 rounds 
  to the duration for every 5 points by which you exceed the 
  DC.
  NECROMANCY
  HORROR OF THE SPOKEN NAME
  Necromancy [Fear, Mind-Affecting]
  Level: Bard 2, cleric 2.
  sorcerer/wizard 2
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1d4 rounds or 1 round; see text
  Saving Throw: Will partial
  Spell Resistance: Yes
  You practically howl the truename of your foe, screaming with as 
  much imposing hatred as you can muster.
  The affected creature becomes frightened.
  If the subject succeeds on a Will save, it is shaken for 1 
  round.
  Creatures with 10 or more Hit Dice have immunity to this 
  effect.
  Horror of the spoken name counters and dispels remove fear.
  Truename Component: When you cast this spell, you must 
  correctly speak the truename of the creature you’re 
  targeting.
  UNNAME
  Necromancy
  Level: Sorcerer/wizard 9
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature with an Intelligence score of 3 or
  higher
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Remaining utterly still for a moment, you clench your fist and 
  speak words of such potency that the creature you name simply 
  ceases to exist.
  There’s no fire, no flash, and no corpse.
  It’s as if the creature you named never existed in the first place.
  With this most powerful of spells, you erase a subject’s 
  truename from existence itself.
  The last thing the subject ever hears is your voice uttering 
  its truename—then nothing but oblivion.
  Items worn, held, or carried by the creature are likewise 
  obliterated with no save allowed.
  Creatures killed with an unname spell are difficult to restore 
  to life (see The Unnamed sidebar).
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the creature 
  you’re trying to erase from reality.
  VESTIGEWRACK
  Necromancy [Evil]
  Level: Blackguard 2, cleric 2, sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 20 ft.
  Targets: One incorporeal creature or apparition/level in a 
  20-ft.-radius emanation centered on you
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You hold the curved dagger aloft, and as you slice it through the air 
  at the incorporeal creature before you, you speak words of power 
  that remind it of the life it once had, and the pain of its loss.
  Clutching a curved blade, you make a downward cutting 
  motion that produces a field of pulsing, unholy, red light 
  around you.
  Each incorporeal creature within this light must succeed 
  on a Fortitude save or be wracked with sensations of loss.
  This effect manifests as a –2 penalty on attack rolls, damage 
  rolls, skill checks, and saves for as long as the creature 
  remains in range, and for 1d4 rounds afterward.
  In addition, every corporeal user of pact magic gains a +2 
  bonus on binding checks made against any vestige within 
  range of this spell.
  Focus: An ornate sacrificial dagger or kukri worth 300 gp.
  TRANSMUTATION
  AUGMENT TRUEFRIEND
  Transmutation
  Level: Bard 2, cleric 2.
  druid 2, sorcerer/wizard 2
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  
  1277
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a red flash, your named ally looks slightly more muscular 
  and heavily built.
  He seems to quiver with anticipation of coming action.
  The spell grants the subject a +2 enhancement bonus to 
  Strength, Dexterity, and Constitution.
  All the usual benefits to better modifiers apply: attack rolls, 
  melee damage rolls, hit points, and so on.
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the creature 
  you’re augmenting.
  RITUAL OF RENAMING
  Transmutation
  Level: Cleric 8, druid 8, sorcerer/wizard 8
  Components: V, S, T, XP
  Casting Time: 1 hour
  Range: Touch
  Target: One willing creature with a Intelligence score of 3 
  or higher
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Repeatedly waving your hand over the subject and repeating both 
  the old and the new personal truename, you magically meld them 
  with the power of your voice until the old name is no more.
  When an archrival learns your personal truename, that 
  enemy has a great degree of power over you.
  If your personal truename spreads to other hostile forces 
  and factions, you might find yourself uniquely vulnerable 
  to their machinations.
  Only a ritual of renaming will give you a new personal 
  truename.
  Once complete, the ritual of renaming gives the target a new 
  personal truename that is known to the caster, the target, 
  and everyone in attendance.
  Anyone who previously used research techniques (see page 
  196) to learn the target’s personal truename will discover 
  that the old truename doesn’t work anymore.
  Truename Component: When you cast this spell, you must 
  make a successful Truespeak check to correctly speak both 
  the old personal truename of the creature you’re renaming 
  and the new personal truename.
  If you fail the check, the spell fizzles and you lose the XP.
  XP Cost: 500 XP.
  TRUE PRAYER OF THE CHOSEN
  Transmutation
  Level: Cleric 4, paladin 3
  Components: V, S, DF, T
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Raising your eyes to the skies, you speak your own truename to 
  your patron deity, asking for protection as your mission takes you 
  into harm’s way.
  A golden coruscation surrounds you.
  True prayer of the chosen grants you a +3 insight bonus on 
  saving throws and to Armor Class.
  For the duration of the spell, you are protected by the 
  power of your deity, who gives you divine insight into the 
  threats you’re about to face.
  Truename Component: When you cast this spell, you must 
  correctly speak your personal truename.
  TRUE PRAYER OF THE FAITHFUL
  Transmutation
  Level: Cleric 2, paladin 2
  Components: V, DF, T
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One or more creatures, no two of which are more 
  than 30 ft. apart; see text
  Duration: 1 round/level; see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Raising your eyes to the skies, you concentrate on a brief prayer 
  using the true language of the universe, using truename power to 
  ask for the favor of your patron deity.
  A flashing, brassy mote of energy spins around those you target.
  When you cast true prayer of the faithful, you ask your patron 
  deity to give your allies (possibly including yourself) a 
  measure of divine aid.
  The subjects of this spell gain a +1 luck bonus on attack 
  rolls, weapon damage rolls, saves, and skill checks.
  This spell automatically affects a single target if you 
  succeed on the required Truespeak check.
  But the higher your Truespeak check result, the more 
  creatures you can affect (see below).
  Truename Component: When you cast this spell, you must 
  correctly speak a truename associated with your deity.
  You learn this truename when you learn this spell.
  It’s not your deity’s truename, but a term associated with 
  divine assistance.
  The Truespeak DC is 20, and you can have the true prayer of 
  the faithful affect one additional creature for every 5 points 
  by which you exceed the Truespeak DC.
  In addition, you gain an extra round of duration for every 
  personal truename of a target creature you speak during the 
  casting of the spell; your patron deity is better able to 
  identify and assist your friends if you tell the deity their 
  personal truenames.
  WARP TRUENAME
  Transmutation
  Level: Druid 4.
  sorcerer/wizard 4
  Components: V, S, T
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates, then Will partial; see 
  text
  Spell Resistance: Yes
  Ululations and nonsense syllables cascade from your mouth as you 
  intentionally mispronounce your enemy’s truename.
  Your foe’s flesh takes on a gelatinous state and starts to fuse 
  together, forming a bloblike figure where your enemy once stood.
  
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  This spell functions as polymorph, except that you change 
  the subject into a horrid form as its features melt into only 
  marginally recognizable protoplasm.
  The subject becomes an aberration with 10 Strength, 10 
  Dexterity, and 10 Constitution.
  Its new form has a slam attack appropriate for a creature of 
  its size (see Table 5–1 on page 296 of the Monster Manual), a 
  speed of 20 feet, and no other extraordinary or supernatural 
  abilities.
  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, and loses its ability to 
  cast spells (if it had the ability) for the duration of the spell.
  Regardless of the second save, the subject still retains its 
  class and level (or Hit Dice), as well as all benefits derived 
  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.
  The subject has the same limbs it did before the warp 
  truename spell, so it can still manipulate object and use 
  equipment.
  The subject can still speak, albeit in a gurgling, pained 
  voice.
  Incorporeal or gaseous creatures have immunity to warp 
  truename, and a creature with the shapechanger subtype 
  (such as a lycanthrope or a doppelganger) can revert to its 
  natural form as a standard action.
  Truename Component: When you cast this spell, you must 
  correctly speak the personal truename of the creature 
  you’re trying to warp.
  UNAPPROACHABLE EAST 
  (3.5)
  ABJURATION
  ABOLISH SHADOWS
  Abjuration
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 30 feet
  Area: 30-ft.-radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude half (see text)
  Spell Resistance: Yes
  A burst of dark energy leaps forth from your body and 
  disrupts all shadows in the area of effect.
  This has two primary effects:
  First, shadow creatures (including shadows, shades, and 
  other monsters or beings of the shadow type) take 1d6 
  points of damage per caster level, to a maximum of 10d6.
  Creatures subject to this effect are entitled to a Fortitude 
  saving throw for half damage.
  Second, spells of the shadow subschool or the darkness 
  descriptor (including shadow conjurations and shadow 
  evocations) may be dispelled.
  Make a dispel check (1d20 + your caster level, maximum 
  +10) against a DC of 11 + the target spell’s caster level.
  Material Component: A small piece of obsidian.
  ILYYKUR’S MANTLE
  Abjuration
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You cloak yourself in a luminous aura that protects you 
  against hostile magic.
  The aura has two effects: You gain a luck bonus of +1 per 3 
  caster levels (maximum +5) on saving throws against spells 
  and spell-like abilities, and you gain electricity resistance 
  10.
  Material Component: An uncut diamond worth at least 50 gp.
  WATCHWARE
  Abjuration
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Effect: Object touched
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You create a mystical connection with a single inanimate 
  object.
  When that object is damaged, moved, or touched at any 
  later time, you are instantly aware of the fact.
  If another creature physically touches the object, you also 
  receive a mental image of the creature, which counts as 
  firsthand knowledge of the creature should you later 
  choose to cast scrying or a similar spell on that creature.
  The watchware is activated when the item is disturbed for 
  any reason, whether someone touches it or pokes it with a 
  pole, a cat walks on it, or an earthquake knocks it over.
  The watchware functions only once and is then discharged.
  Since its components are expensive, most sorcerers and 
  wizards reserve watchware to protect valuable, out-of-the-
  way items.
  A watchware is a magical trap.
  A rogue can find a watchware with a successful Search 
  check (DC 25 + spell level, or 30 for watchware) and disarm 
  it with a successful Disable Device check (DC 25 + spell 
  level, or 30 for watchware).
  You can designate a password that allows another creature 
  to handle the object without sounding the mental alarm if 
  you so choose.
  Material Component: A sprinkling of rare sands and 
  powdered reagents worth at least 500 gp.
  CONJURATION
  DECASTAVE
  Conjuration (Creation) [Force]
  
  1279
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Quarterstaff of force
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You conjure into existence a quarterstaff of force, 
  approximately 8 feet long and 2 inches in diameter.
  The decastave lasts only so long as you keep it in hand; if you 
  give it to another character or drop it, it vanishes.
  (You can cast other spells with somatic components by 
  holding the staff in one hand).
  You can use the decastave in combat to strike with a melee 
  touch attack, dealing 1d6 points of damage per hit.
  Since the decastave is made of force, it affects incorporeal 
  and ethereal creatures normally (provided you can see such 
  creatures).
  The decastave possesses the thundering weapon ability and 
  deals 1d8 points of bonus sonic damage on a critical hit.
  Subjects dealt a critical hit by the decastave must also 
  succeed at a Fortitude save (DC 14) or be deafened 
  permanently.
  Material Component: A slender wand of duskwood (this 
  material is described in Chapter 6: Magic Items of Magic of 
  Faerûn).
  IMPROVED MAGE ARMOR
  Conjuration (Creation) [Force]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You create an invisible but tangible field of force around 
  the subject of the spell.
  This provides an armor bonus to AC of +3 + 1 per 2 caster 
  levels, to a maximum of +8 at 10th caster level.
  Unlike mundane armor, improved mage armor entails no 
  armor check penalty, arcane spell failure chance, or speed 
  reduction.
  Since improved mage armor is made of force, incorporeal 
  creatures can’t bypass it the way they do normal armor.
  Material Component: A tiny platinum shield worth at least 
  100 gp.
  RECITATION
  Conjuration (Creation)
  Level: Clr 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  By reciting a sacred passage or declaration, you invoke your 
  deity’s blessings upon yourself and your allies while 
  causing confusion and weakness among your enemies.
  The spell affects all allies and foes within the spell’s area at 
  the moment you cast it.
  You and your allies gain a +2 luck bonus on attack rolls and 
  saving throws, or a +3 luck bonus of they worship the same 
  patron deity as you.
  Enemies take a –2 penalty on attack rolls and saving 
  throws.
  After casting the spell, you are free to take further actions 
  during the spell’s duration as you see fit.
  Divine Focus: In addition to your holy symbol, this spell 
  requires a sacred text as a divine focus.
  SPHERE OF ULTIMATE DESTRUCTION
  Conjuration (Creation)
  Level: Sor/Wiz 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 2-foot-radius sphere
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial (see text)
  Spell Resistance: Yes
  You conjure a featureless black sphere of nothingness that 
  disintegrates almost anything it touches.
  It flies at up to 30 feet per round and attacks the creature or 
  object you indicate.
  You must succeed at a ranged touch attack to strike a 
  creature with the sphere.
  The sphere stops moving for the round when you make an 
  attack on a creature or object.
  You must actively direct the sphere on your action to move 
  it to a new target; this requires a move-equivalent action on 
  your part.
  The sphere winks out if it exceeds the spell’s range.
  If the sphere ends its movement in a square occupied by a 
  creature or object, the target must succeed at a Fortitude 
  save or be subject to a disintegrate effect.
  If successful, the creature or object is only partially affected 
  and takes 5d6 points of damage instead.
  If the sphere is directed to strike an object or part of an 
  object, it disintegrates the 5-foot cube it occupies.
  The sphere may destroy one creature, object, or 5-foot cube 
  of matter per round, provided it is directed to a suitable 
  target.
  The sphere of ultimate destruction counts as a disintegrate spell 
  for the purpose of destroying a wall of force (or any other 
  spell or effect specifically affected by a disintegrate spell).
  Material Component: A pinch of dust from a disintegrated 
  creature.
  ENCHANTMENT
  NYBOR’S GENTLE REMINDER
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 1 (Red Wizard)
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  
  1280
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell is popular with Thayan slave overseers and those
  wishing to make their servants work a little faster, but the 
  Red Wizards mainly employ it as a combat spell.
  The subject suffers agonizing pain for the duration of the 
  spell unless he succeeds on a Fortitude save.
  If the subject fails his saving throw, he is dazed for 1 round, 
  and takes a –2 penalty on all attacks, saving throws, and 
  checks while the spell lasts.
  Nybor’s gentle reminder distracts spellcasters, who must make 
  Concentration checks to cast spells while under its effect 
  (see the Concentration skill description in the Player’s 
  Handbook).
  Focus: A slender wooden rod at least 1 foot long.
  Note: This spell first appeared in Magic of Faerûn.
  This version supersedes the one originally printed there.
  NYBOR’S STERN REPROOF
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 7 (Red Wizard)
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: Yes
  This spell causes stabbing pains even greater than those of 
  Nybor’s gentle reminder.
  The target creature must succeed on a Fortitude save or die 
  instantly.
  If he survives, the subject is dazed for 1d4 rounds unless he 
  succeeds on a Will save.
  Regardless of whether he succeeds on this second save, the 
  subject takes a –2 penalty on all attacks, saving throws, and 
  checks while the spell lasts.
  Nybor’s stern reproof distracts spellcasters, who must make 
  Concentration checks to cast spells while under its effects 
  (see the Concentration skill description in the Player’s 
  Handbook).
  Focus: A slender gold-chased adamantine rod 1 foot long, 
  worth at least 1,000 gp.
  Note: This spell first appeared in Magic of Faerûn.
  This version supersedes the one originally printed there.
  EVOCATION
  BALL LIGHTNING
  Evocation [Electricity]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One or more balls of lightning, up to 1/2 levels
  Duration: 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You create one or more 3-foot-diameter balls of lightning 
  that shed light as candles and move under your control.
  You can deal a number of damage dice (d6) equal to half 
  your caster level (maximum 10d6), divided however you 
  see fit, although no one ball can deal less than 1d6 points of 
  damage.
  For example, a 9th-level caster could create one 4d6 
  lightning ball, two 2d6 balls, four 1d6 balls, or a 2d6 ball and 
  two 1d6 balls.
  On the round in which you cast the spell, the lightning 
  balls appear where you wish in the spell’s range, and you 
  may direct their movements as a free action.
  On following rounds, you must actively direct the 
  lightning balls to move them; otherwise, they stay at rest 
  and damage any creature in the spaces they occupy.
  Directing the movement of all existing lightning balls is a 
  move-equivalent action for you.
  A lightning ball has a fly speed of 100 feet with perfect 
  maneuverability.
  If a lightning ball enters a space with a creature, it stops 
  moving for the round and deals electricity damage equal to 
  the assigned number of dice.
  The target of a lightning ball can halve this damage with a 
  successful Reflex save.
  A ball winks out if it exceeds the spell’s range.
  Note: This spell first appeared in Magic of Faerûn.
  This version supersedes the one originally printed there.
  Material Component: A handful of copper and iron pellets.
  FORCE ORB
  Evocation [Force]
  Level: Nentyar hunter 4, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One or more creatures or objects, no two of 
  which can be more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude half or Reflex half (see text)
  Spell Resistance: Yes
  One or more globes of force about 3 inches across streak 
  from your palm at their targets.
  You must succeed at a ranged touch attack to hit your 
  target.
  The orbs deal a total of 1d6 points of damage per caster level 
  (maximum 10d6), divided any way you see fit, but a single 
  orb must deal at least 1d6 points of damage.
  You declare the division of damage between targets before 
  making your attack rolls.
  A creature struck directly takes the orb’s damage.
  A successful Fortitude save reduces damage by half.
  If you miss, the orb explodes in a 10-foot burst, dealing 2 
  points per die of damage assigned to that orb.
  A successful Reflex save reduces the burst damage by half.
  GREENFIRE
  Evocation [Acid]
  Level: Drd 3, Nentyar hunter 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 5-ft. cube/level (S)
  
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  Duration: 1 round
  Saving Throw: Reflex half (see text)
  Spell Resistance: Yes
  You evoke from the earth an upwelling of virulent green 
  energy, burning any creature in the spell’s area for 2d6 
  points of acid damage plus 1 point per caster level 
  (maximum 2d6 +10).
  Any creature in the affected area when the spell is cast is 
  entitled to a Reflex save for half damage; any creature that 
  enters the area of the spell while the greenfire is still present 
  gets no saving throw.
  The greenfire does not harm natural vegetation, ground 
  cover, or plant creatures, if you so desire.
  SNILLOC’S SNOWBALL
  Evocation [Cold]
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Orb of cold
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  An icy sphere of bitter cold appears in your hand, harming 
  neither you nor your equipment.
  You can use the Snilloc’s snowball to strike opponents with a 
  melee touch attack, or you can throw the orb as a ranged 
  touch attack (maximum range 120 feet, no range penalty).
  Either use deals 1d6 points of cold damage plus 1 point per 
  caster level (maximum 1d6+5).
  Right after you hurl the icy sphere, another appears in your 
  hand.
  You may throw up to one Snilloc’s snowball per caster level 
  (maximum five orbs) before exhausting the spell.
  Material Component: A small bit of ivory.
  NECROMANCY
  ANIMATE DREAD WARRIOR
  Necromancy [Evil]
  Level: Sor/Wiz 6
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: Touch
  Target: One humanoid corpse
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You transform the corpse of a skilled warrior into an 
  undead monster under your command.
  The corpse in question must be that of a humanoid with at 
  least three levels or Hit Dice and no more Hit Dice than 
  your own, killed within the last tenday.
  The body must be substantially whole, although any injury 
  short of dismemberment does not interfere with the spell.
  Upon completion of the spell, the subject corpse 
  reanimates as a dread warrior under your command (see the 
  Dread Warrior entry in Chapter 6: Monsters of the East).
  The creature serves loyally and obeys your orders to the 
  best of its ability, although a cleric with the ability to 
  command undead can usurp your control with a 
  sufficiently high rebuke undead check.
  Upon the caster’s death, the dread warrior becomes a free-
  willed undead creature.
  Created twenty years ago by the zulkir of Necromancy, 
  Szass Tam, this spell is found only in the spellbooks of 
  those Red Wizards who served as his apprentices and the 
  apprentices of those apprentices.
  Szass Tam has been using this spell to steadily create a vast 
  army of dread warriors.
  Material Component: A rusted fragment of a sword blade 
  broken in battle.
  XP Cost: 250 XP per HD of the dread warrior created.
  BELTYN’S BURNING BLOOD
  Necromancy
  Level: Nar demonbinder 4, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude partial (see text)
  Spell Resistance: Yes
  You infuse a living creature’s blood with a hot, corrosive 
  mixture, dealing 1d8 points of acid damage and 1d8 points 
  of fire damage per round.
  Each round, on its action, the subject may attempt a 
  Fortitude save to negate that round’s damage, but a 
  successful save in one round does not necessarily prevent 
  damage in future rounds.
  On any round in which the subject fails its Fortitude save, 
  the pain limits it to a single move-equivalent action in that 
  round.
  Beltyn’s burning blood does not affect creatures of the 
  construct, elemental, ooze, plant, or undead types.
  Material Component: A drop of blood and a pinch of 
  saltpeter.
  SINSABUR’S BALEFUL BOLT
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 5 feet wide to medium range
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You conjure a black bolt of dark energy that begins at your 
  fingertips and crackles out to the maximum range.
  The bolt deals temporary Constitution damage and 
  temporary Strength damage to each creature within its area, 
  each equal to 1d3 points +1 per 4 caster levels (maximum 
  1d3+3).
  Lost ability score points are recovered normally at the rate 
  of 1 point per day.
  Constitution loss also causes a reduction in hit points by 
  lowering the victim’s Constitution modifier.
  (Creatures cannot be reduced to less than 1 hit point per 
  Hit Die by Constitution loss).
  
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  This hit-point loss may be fatal to a creature already injured, 
  even if the Constitution loss alone does not kill it.
  Creatures without Strength scores or Constitution scores 
  are unaffected by this spell.
  SOUL SCOUR
  Necromancy
  Level: Clr 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Effect: Living creature touched
  Duration: Instantaneous (see text)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  Your touch corrupts your victim’s very soul, damaging his 
  mental characteristics.
  You must make a successful melee touch attack to deliver 
  the spell.
  The spell deals 2d6 points of temporary Charisma damage 
  and 1d6 points of temporary Wisdom damage immediately, 
  and another 1d6 points of temporary Charisma damage 1 
  minute later.
  A successful Will save negates each instance of damage.
  Soul scour is not a poison and cannot be ameliorated or 
  neutralized by spells that halt poison damage.
  Material Component: A pinch of dust from the bones of a 
  lich.
  TRANSMUTATION
  BLADEBANE
  Transmutation
  Level: Clr 3, Pal 2, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You impart a deadly quality to a single bladed weapon (any 
  slashing weapon) for a short time.
  Bladebane confers the bane ability on the weapon touched, 
  against a creature type (and subtype, if necessary) of your 
  choice.
  The weapon’s enhancement bonus increases by +2 against 
  the appropriate creature type, and it deals +2d6 points of 
  bonus damage to those creatures.
  Material Component: A drop of blood and ruby dust worth 
  500 gp.
  FIENDFORM
  Transmutation [Evil]
  Level: Nar demonbinder 6, Sor/Wiz 6
  Components: V, M
  Duration: 1 minute/level
  As polymorph self (see the spell entry in Chapter 11: Spells of 
  the Player’s Handbook), except as noted above and as follows.
  You may take the form of any fiendish creature, demon, or 
  devil that can be summoned by summon monster I–V.
  You cannot assume multiple forms with each use of the 
  spell, but you gain all the creature’s extraordinary, spell-
  like, and supernatural abilities.
  Your type changes to “outsider”, and spells and effects that 
  harm or ward evil outsiders affect you.
  Spells that would banish you to your home plane end this 
  spell and leave you staggered for 1 round per caster level 
  but do not send you to another plane.
  Material Component: A bone from any fiendish creature, 
  half-fiendish creature, demon, or devil.
  GHORUS TOTH’S MAGNETISM
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One metallic creature or object
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You fire a brilliant blue ray at a single creature or object 
  within range.
  If your ranged touch attack succeeds, you charge the target 
  with an intensely powerful magical magnetism effect.
  You can only affect objects made of metal or creatures 
  wearing or carrying metal armor, weapons, or gear.
  The magical magnetism generated by Ghorus Toth’s 
  magnetism creates a zone of attraction with a radius of 30 
  feet around the affected creature or object.
  Every metallic object entering the zone of attraction is 
  pulled toward the target creature or object by this attractive 
  force, which has an effective Strength score of 10 + the 
  caster’s level (maximum 25).
  Every round metal creatures or objects remain within the 
  zone of attraction, they must attempt an opposed Strength 
  check against the force.
  If an attracted creature wins this contest, it suffers no ill 
  effects this round.
  If it fails, it is entangled and drawn 10 feet plus 1 foot for 
  every point by which it failed the opposed Strength check 
  closer to the creature or object at the center of the zone.
  Creatures carrying or holding metal objects may choose to 
  release them, in which case the items fly to the creature or 
  object at the center, or hold onto them, in which case they 
  are treated as metal creatures.
  Unattended metal objects of 50 pounds or less in the zone 
  of attraction (including items voluntarily released, as well 
  as metallic projectiles fired through the zone) fly with great 
  force and strike the target, dealing 1d6 points of damage 
  per 5 pounds of weight (maximum 10d6).
  Objects heavier than 50 pounds are dragged 10 feet closer 
  each round.
  Metal creatures or objects that reach the target of Ghorus 
  Toth’s magnetism become stuck fast to the target.
  (If the target is a metal or metal-armored creature, it is 
  instantly stuck fast to itself by the spell).
  Creatures stuck together this way are considered to be 
  grappled and must first escape the grapple by defeating the 
  attractive force in an opposed Strength check before they 
  
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  can try to move away or take any actions prohibited in a 
  grapple.
  Similarly, an object stuck to the target must be wrested 
  away with a Strength check before it can be used.
  If a creature or object within the zone of attraction is more 
  than twice as heavy as the target of Ghorus Toth’s magnetism,
  the target is dragged to it instead.
  This naturally moves the zone of attraction, which may 
  shift other creatures into or out of the magnetism’s range of 
  influence.
  Material Components: A small lodestone.
  IMPROVED BLINK
  Transmutation
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Like the 3rd-level arcane spell blink, you flicker back and 
  forth between the Material and Ethereal planes.
  However, you are capable of controlling the timing of your 
  blinks and therefore make better use of them.
  Blinking by means of this spell has several effects: Physical 
  attacks against you have a 50% miss chance, and the Blind-
  Fight feat doesn’t help the attacker.
  If the attack is capable of striking invisible or incorporeal 
  creatures, the miss chance is only 20%.
  An attacker who can both see and strike ethereal creatures 
  takes no penalty.
  You have no chance of interfering with your own attacks.
  Individually targeted spells have a 50% chance to fail 
  against you while blinking, unless your attacker can target 
  invisible, ethereal creatures.
  You have no chance of interfering with your own spells.
  You take only half damage from area attacks (or full damage 
  from those that extend onto the Ethereal Plane).
  While blinking, you strike as an invisible creature (+2 bonus 
  on attack rolls), denying your target any Dexterity bonus to 
  AC.
  You take only half damage from falling, since you are 
  subject to gravity only while you are on the Material Plane.
  You can ready an action to blink away from a specific enemy 
  attack, physical or magical.
  If you do so, the attack misses automatically unless it can
  also affect ethereal targets.
  You move at three-quarters speed, since movement on the 
  Ethereal Plane is at half speed and you spend about half 
  your time there and half your time material.
  While blinking, you can step through (but not see through) 
  solid objects.
  You do not risk materializing inside a solid object unless 
  you actually end your move inside one, in which case you 
  materialize and are shunted off to the nearest open space.
  You take 1d6 points of damage per 5 feet traveled in this 
  manner.
  Since you spend about half your time on the Ethereal 
  Plane, you can see and even attack ethereal creatures.
  You interact with ethereal creatures in roughly the same 
  way you interact with material ones (their attacks have a 
  50% miss chance against you, and so on).
  LOW-LIGHT VISION
  Transmutation
  Level: Asn 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You give the target creature low-light vision, the ability to 
  see twice as far as a human in starlight, moonlight, 
  torchlight, and similar conditions of poor illumination.
  The target retains the ability to distinguish color and detail 
  under these conditions.
  Arcane Material Component: A small candle.
  SUPERIOR DARKVISION
  Transmutation
  Level: Rgr 4, Sor/Wiz 4
  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 in total darkness, with 
  no limitation to the range of vision.
  Terrain, distance, and line of sight are the only limitations 
  to the subject’s ability to see, and the normal Spot check 
  penalties apply on attempts to descry distant or small 
  objects or creatures.
  Darkvision is black and white only but otherwise like 
  normal sight.
  Superior darkvision does not grant the target creature the 
  ability to see in magical darkness.
  Material Component: A chip of agate.
  UNDERDARK (3.5)
  ABJURATION
  CLARITY OF MIND
  Abjuration
  Level: Balance 3, blackguard 2, Harper scout 2, paladin 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You grant the subject a +4 insight bonus on saving throws 
  against all spells with the charm, compulsion, or glamer 
  descriptors.
  Clarity of mind also reduces any miss chance the target 
  might have when attacking an opponent that has 
  
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  concealment from a glamer spell (such as blur and 
  displacement) by 10%.
  Thus, a subject that attacks an opponent protected by a 
  displacement spell suffers only a 40% miss chance, instead of 
  the customary 50%.
  ERADICATE EARTH
  Abjuration [Earth]
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 40 feet
  Area: 40-ft.-radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  A burst of force radiates from you, seismically damaging all 
  earth creatures nearby.
  Any creature with the earth subtype that is within the area 
  of the spell takes 1d8 points of damage per caster level 
  (maximum 10d8).
  Creatures without the earth subtype are unaffected.
  Material Component: A small stone.
  NODE LOCK
  Abjuration [Earth]
  Level: Sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One earth node
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  A node lock spell cast upon an earth node magically “locks” it 
  against others who might wish to use its power.
  You can affect an earth node whose class is equal to one-half 
  your caster level or less.
  For any caster except you, the node lock adds +15 to each 
  Spellcraft DC associated with the use of the node’s standard 
  powers.
  A successful dispel magic breaks the node lock.
  Special: You must have the Node Spellcasting feat to cast 
  this spell.
  SANCTUARY, MASS
  Abjuration
  Level: Balance 5
  Range: Touch
  Targets: One touched creature/2 levels
  This spell functions like sanctuary, except that it affects 
  multiple creatures.
  WALL OF DISPEL MAGIC
  Abjuration
  Level: Bard 4, cleric 5, druid 5, sorcerer/wizard 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Effect: A plane of dispel magic whose area is up to one 10-
  ft. square/level
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  This spell creates a transparent, permeable barrier.
  Anyone passing through it becomes the target of a dispel 
  magic effect.
  A summoned creature targeted in this way can be dispelled 
  by the effect.
  The wall of dispel magic cannot be seen or felt by ordinary 
  means, or even via a see invisibility spell.
  Detect magic indicates the presence of the effect, and true 
  seeing reveals both its presence and its purpose.
  WALL OF GREATER DISPEL MAGIC
  Abjuration
  Level: Bard 5, cleric 8, druid 8, sorcerer/wizard 8
  This spell functions like wall of dispel magic, except that the 
  effect is that of greater dispel magic.
  CONJURATION
  CONTAGIOUS FOG
  Conjuration (Creation)
  Level: Watery Death 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cloud spreads in a 30-ft. radius, 20 ft. high
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
  This spell generates a damp miasma of disease-filled fog 
  similar to a fog cloud.
  Each round that a creature is within the fog, it must make a 
  Fortitude save or contract a disease equivalent to the shakes 
  (see Disease in the Dungeon Master’s Guide), which strikes 
  immediately (no incubation period).
  A creature afflicted with this disease takes 1d8 points of 
  Dexterity damage immediately, and each day that the 
  disease persists, it must make a DC 13 Fortitude save or take 
  another 1d8 points of Dexterity damage.
  Like cloudkill, the contagious fog moves away from you at 10 
  feet per round, rolling along the surface of the ground or 
  water.
  (Figure out the cloud’s new spread each round based on its 
  new center, 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 surface over which they move, pouring 
  down sinkhole openings, and even down through minute 
  cracks.
  Contagious fog cannot penetrate liquids, nor can it be cast 
  underwater.
  DROWN
  Conjuration (Creation) [Water]
  Level: Druid 6, Watery Death 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  
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  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You create water in the lungs of the subject, causing it to 
  begin drowning.
  The subject’s hit points immediately drop to 0, and it falls 
  unconscious.
  In the next round, it loses another hit point (bringing its hp 
  to –1) and is dying.
  In the following round, it dies.
  (For details on drowning, see the Drowning rule in the 
  Dungeon Master’s Guide).
  Coughing and other attempts by the subject to physically 
  expel the water from its lungs are useless.
  However, another creature can stabilize the subject with a 
  DC 15 Heal check before death.
  Undead, constructs, creatures that do not need to breathe, 
  and creatures that can breathe water are unaffected by this 
  spell.
  DROWN, MASS
  Conjuration (Creation) [Water]
  Level: Druid 9, Watery Death 9
  Targets: One or more creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like drown, except that it affects 
  multiple creatures.
  HAIL OF STONE
  Conjuration (Creation) [Earth]
  Level: Sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (5-ft. radius, 40 ft. high)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You create a rain of stones that deal damage to creatures 
  and objects they strike.
  Make a ranged attack roll (not ranged touch) against every 
  creature and relevant object in the spell’s area.
  Your bonus for this attack roll is equal to your caster level 
  plus your relevant ability modifier (Intelligence for wizards 
  or Charisma for sorcerers).
  A successful hit deals 1d4 points of damage per caster level, 
  to a maximum of 5d4.
  Material Component: A piece of jade worth at least 5 gp.
  NODE DOOR
  Conjuration (Teleportation) [Earth]
  Level: Druid 3, sorcerer/wizard 3
  Components: V
  Casting Time: 1 standard action
  Range: Varies (see text)
  Target: You and touched objects or other touched willing 
  creatures weighing up to 50 lb./level
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Spell Resistance: No and Yes (object)
  You instantly transfer yourself from your current earth 
  node to any other earth node you have visited.
  You always arrive exactly at the spot desired—whether by 
  simply visualizing the area or by describing your 
  destination (for example, “the earth node that serves the 
  kuo-toa as a secret temple to Blibdoolpoolp”).
  After using this spell, you can’t take any other actions until 
  your next turn.
  If you arrive in an earth node that is already partially 
  occupied by a newly added object, you arrive in the closest 
  clear space in that node.
  If the earth node is completely filled or has been destroyed 
  by any means, you bounce to the next closest earth node 
  (determined randomly or by the DM).
  Each such “bounce” deals you and any who accompany you 
  2d6 points of damage.
  Special: You must have the Node Spellcasting feat to cast 
  this spell.
  NODE GENESIS
  Conjuration (Creation) [Earth]
  Level: Sorcerer/wizard 9
  Components: V, S, XP
  Casting Time: 1 tenday (8 hours/day)
  Range: Touch
  Effect: One Class 1 earth node with a 20-ft. diameter
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You can cast this spell only while you are on or under the 
  surface of the earth.
  The spell’s energy reroutes local ley lines and telluric 
  currents, precipitating the creation of a Class 1 earth node.
  The new node is 20 feet in diameter, centered on and 
  emanating from the point touched.
  The rough boundary of the new earth node may enclose a 
  hollow space, an area of solid rock, or a combination of 
  materials.
  If node genesis is cast on the surface of the earth, at least a 
  portion of the earth node must be contiguous with the 
  natural ground.
  You have some leeway in determining the initial shape of 
  your earth node’s outer boundary—it doesn’t have to be a 
  perfect sphere, though no portion of its volume can be less 
  than 3 cubic feet.
  The newly generated earth node retains its Class 1 status for 
  one year.
  Thereafter, its diameter increases at a rate of 20 feet per 
  year, until it eventually reaches a diameter equal to 20 feet 
  per caster level you possessed at the time of casting.
  When the node’s diameter reaches the low end of the range 
  for the next higher class (see Table 4–1), its class increases 
  by +1.
  For example, a Class 1 node becomes Class 2 when its 
  diameter reaches 40 feet, and Class 3 when its diameter 
  reaches 120 feet.
  Earth nodes you create with this spell are automatically 
  considered node locked by you.
  They are otherwise just like natural earth nodes and subject 
  to destruction in the same ways.
  XP Cost: 5,000 XP.
  Special: You must have the Node Spellcasting feat to cast 
  this spell.
  
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  RUSHING WATERS
  Conjuration (Summoning) [Water]
  Level: Druid 5, Watery Death 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 15-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: None (see text)
  Spell Resistance: No
  Cold water gushes in a great wave outward from the point 
  you choose, violently spreading to the limits of the area.
  This wave attempts a bull rush against each creature in the 
  affected area without provoking attacks of opportunity.
  For the purpose of the opposed Strength check, the wave is 
  Colossal, has a Strength score of 34, and is considered to be 
  charging and moving with the affected creatures (total 
  bonus +30).
  If the wave wins the opposed Strength check, the defender 
  is moved 5 feet directly away from the spell’s point of 
  origin, plus an additional 5 feet for every 5 points by which 
  the wave’s check result exceeds that of the defender.
  Any creature moved 5 or more feet by rushing waters must 
  succeed on a Reflex save or fall prone.
  The wave also drenches anything in its area and 
  extinguishes any normal fire as large as a bonfire.
  TUNNEL SWALLOW
  Conjuration (Creation) [Earth]
  Level: Sorcerer/wizard 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Tunnel section up to 20 feet in diameter and up to 
  50 feet long
  Duration: Instantaneous
  Saving Throw: Reflex partial (see text)
  Spell Resistance: No
  You cause a section of tunnel to flex with peristaltic 
  convulsions, crushing its contents and moving them along 
  its length in the direction you designate.
  Each creature and object in the affected tunnel section is 
  crushed for 1d6 points of damage per level (maximum 
  15d6) and is moved from its former position to a point just 
  outside the affected tunnel section.
  A creature that makes a successful Reflex saving throw 
  takes only half damage and is moved halfway from its 
  former position in the tunnel to the designated end of the 
  tunnel section.
  When the spell duration expires, the tunnel returns to its 
  former shape and size, with no harm done to its structure.
  Tunnel swallow affects both worked and natural tunnels, as 
  well as corridors in surface buildings.
  Material Component: A lump of chewed vegetable or meat.
  VISCID GLOB
  Conjuration
  Level: Sorcerer/wizard 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 hour/level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You conjure a 5-foot-diameter glob of incredibly sticky, 
  greenish-gray goo and send it streaking toward the target 
  creature.
  Make a ranged touch attack against the target.
  If you miss, the glob may strike a nearby square or creature.
  Roll 1d8 to determine its direction: 1 is backward toward 
  you, and 2 through 8 are compass points determined by 
  counting squares clockwise around the target square.
  Once you have established the direction of the miss, roll 
  1d4 to determine the number of squares away from the 
  target square that the glob lands.
  A Medium or smaller creature struck by the glob must 
  make a successful Reflex save or be instantly stuck in place.
  A stuck creature can speak but is otherwise limited to 
  purely mental actions (such as casting spells with no 
  somatic or material components) and attempts to free itself 
  by means of a Strength check or Escape Artist check (DC 
  20 + caster level for either) made as a full-round action.
  A Large or larger creature stuck in the goo can’t move from 
  the spot where it is glued, but it can otherwise act normally.
  The glob dissipates when the spell duration expires.
  Until then, it remains sticky, and any creature touching it 
  (for example, a creature attempting to pull out an ally) must 
  make a successful Reflex save or become stuck itself.
  A creature stuck by such secondary contact is not trapped 
  as thoroughly as a creature targeted by the glob, however, 
  so the DC for the Strength or Escape Artist check required 
  to get free is reduced by 5.
  Material Component: A tiny ball of spider silk.
  DIVINATION
  LOCATE NODE
  Divination [Earth]
  Level: Cleric 3, druid 2, sorcerer/wizard 2
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: 1 mile/level (see text)
  Area: Circle, centered on you, with a radius of 1 mile/level 
  (see text)
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You sense the direction of any earth node within range.
  You can choose to locate either the nearest node or a 
  specific node you have visited before.
  (In the latter case, the range is 2 miles/level and the area is 
  a circle, centered on you, with a radius of 2 miles/level).
  The spell is blocked by even a thin sheet of lead, and it 
  cannot detect nodes protected by a node lock spell.
  Arcane/Divine Focus: A pebble found in an earth node.
  PORTAL VIEW
  Divination (Scrying)
  Level: Bard 4, Portal (alternative) 3, sorcerer/wizard 4
  Components: V, S, F/DF
  Casting Time: 10 minutes
  
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  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One portal
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  Portal view makes a portal transparent from your side only 
  for the duration of the spell.
  It does not actually open the portal, so no line of effect is 
  established, but it does enable line of sight.
  Portal view does not reveal any of the portal’s special 
  properties (such as one-way or creature-only); it only allows 
  creature on your side to view the portal’s destination.
  Arcane Focus: A glass eye.
  EVOCATION
  STONE SPHERE
  Evocation [Earth]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One 5-ft.-diameter stone sphere
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You create a smoothly polished, 5-foot-diameter sphere of 
  stone that moves under your control at a speed of 30 feet.
  The stone sphere has AC 5, hardness 8, and 500 hit points.
  On the round in which you cast the spell, the stone sphere 
  appears at the spot you designate within the spell’s range, 
  and you may direct its movement as a free action.
  On subsequent rounds, you must actively direct the stone 
  sphere in order to move it; otherwise, it remains 
  motionless.
  Directing the movement of the stone sphere in the rounds 
  after its initial appearance requires a move action.
  If you move the stone sphere into an enemy creature’s 
  square, it deals damage to every creature in that square as 
  follows: 8d6 points to a Medium or smaller creature, 4d6 
  points to a Large creature, and 2d6 points to a Huge 
  creature.
  The sphere cannot roll into any square occupied by a 
  Gargantuan or Colossal creature.
  The sphere must stop moving after it rolls over one 
  occupied square, finishing its move in an adjacent square.
  If the stone enters a square occupied by a Medium or 
  smaller creature, it can stop there, forcing the target to 
  move to a single adjacent square of its choice (which 
  provokes attacks of opportunity).
  Material Component: A smooth sphere of marble 1 inch in 
  diameter.
  WORD OF BALANCE
  Evocation [Sonic]
  Level: Balance 7, druid 7
  Components: V
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Creatures in a 30-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None or Will negates (see text)
  Spell Resistance: Yes
  Any lawful good, chaotic good, lawful evil, or chaotic evil 
  creature who hears the word of balance suffers ill effects 
  according to its Hit Dice, as given below, with no saving 
  throw.
  These effects are cumulative.
  Nauseated: The creature is limited to a single move action 
  for 1 round but can defend itself normally.
  Weakened: The creature’s Strength score decreases by 2d6 
  points for 2d4 rounds.
  Paralyzed: The creature is paralyzed and helpless (unable to 
  move or act in any way) for 1d10 minutes.
  Killed: The creature dies if living or is destroyed if undead.
  If you are on your home plane when you cast this spell, 
  every lawful good, chaotic good, lawful evil, and chaotic 
  evil elemental and outsider within the area is instantly 
  banished back to its home plane unless it makes a 
  successful Will saving throw (at a –4 penalty).
  Creatures so banished cannot return for at least 24 hours.
  The banishment effect occurs whether or not the creatures 
  actually hear the word of balance, though those that do also 
  suffer the appropriate effects (see above).
  Creatures whose HD exceed your caster level are 
  unaffected by word of balance.
  ILLUSION
  REFLECTIVE DISGUISE
  Illusion (Glamer)
  Level: Bard 2, prime Underdark guide 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  A reflective disguise spell causes any intelligent creature 
  viewing you to perceive you as the same species and gender 
  as itself, provided that its size category is no more than one 
  away from your own.
  The viewer sees your clothing and equipment as they 
  would normally appear; the spell changes only perceptions 
  of race and gender.
  Reflective disguise does not give you any knowledge of the 
  abilities or mannerisms of the reflected form, nor does it 
  
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  alter the perceived tactile (touch), audible (sound), or 
  olfactory (smell) properties of you or your equipment.
  A creature that interacts with the glamer gets a Will save to 
  recognize it as an illusion.
  For example, a creature that touched you and realized that 
  the tactile sensation did not match the visual one would be 
  entitled to such a save.
  A creature with the scent ability automatically gets a Will 
  save if you are within its scent range.
  Spell resistance also applies to this effect.
  REFLECTIVE DISGUISE, MASS
  Illusion (Glamer)
  Level: Bard 5, prime Underdark guide 4, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One person/2 levels, no two of which can be 
  more than 30 ft. apart
  Duration: 12 hours (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell functions like reflective disguise, except you can 
  change the appearance of other creatures as well.
  Affected creatures resume their normal appearances if 
  slain.
  An unwilling target can negate the spell’s effect on itself by 
  making a successful Will save or with spell resistance.
  NECROMANCY
  DEHYDRATE
  Necromancy
  Level: Watery Death 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You afflict the target with a horrible, desiccating curse that 
  deals 1d6 points of Constitution damage, plus 1 additional 
  point of Constitution damage per 3 caster levels, to a 
  maximum of 1d6+5 at 15th level.
  Oozes, plants, and creatures with the aquatic subtype are 
  more susceptible to this spell than other targets.
  Such a creature takes 1d8 points of Constitution damage, 
  plus 1 additional point of Constitution damage per 3 caster 
  levels, to the same maximum.
  MARK OF THE OUTCAST
  Necromancy
  Level: Blackguard 1, cleric 2, druid 2, Watery Death 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell creates an indelible mark on the target’s face (or 
  other upward body part, if the subject doesn’t have a head).
  The mark is visible to normal vision, lowlight vision, and 
  darkvision.
  The wearer of such a mark takes a –5 circumstance penalty 
  on Bluff and Diplomacy checks and a –2 penalty to Armor 
  Class.
  The mark cannot be dispelled, but it can be removed with a 
  break enchantment, limited wish, miracle, remove curse, or wish 
  spell.
  WEIGHED IN THE BALANCE
  Necromancy
  Level: Balance 9
  Components: V
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Creatures in a 30-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell harms or heals creatures within its area based on 
  their alignments and life status, as given in the table below.
  The effect does the most harm to those creatures most 
  extreme in alignment and most out of balance with the 
  natural world.
  TRANSMUTATION
  AMORPHOUS FORM
  Transmutation
  Level: Assassin 3, prime Underdark guide 3, 
  sorcerer/wizard 3
  Components: S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing corporeal creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject and all its gear become amorphous and 
  oozelike.
  
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  This new form is boneless and fluid, enabling the subject to 
  pass through holes or narrow openings as small as 2 inches 
  in diameter.
  While amorphous, the subject is immune to poison, 
  polymorphing, and stunning, it cannot be flanked, and it is 
  not subject to critical hits.
  It gains a swim speed (if it does not have one already) equal 
  to its land speed.
  The subject can remain submerged as long as desired 
  without breathing.
  The subject’s armor (including natural armor) becomes 
  worthless, though its modifiers for size, Dexterity, and 
  deflection still apply to Armor Class, as do armor bonuses 
  from force effects (for example, from the mage armor spell).
  While amorphous, the subject can’t attack or cast spells that 
  require verbal, somatic, material, or focus components.
  (This limitation does not rule out the casting of any spells 
  that the subject may have prepared using the metamagic 
  feats Eschew Materials, Silent Spell, and Still Spell).
  The subject loses all supernatural abilities while in 
  amorphous form, and its magic items cease functioning as 
  long as it remains amorphous.
  Arcane Material Component: A pinch of gelatin.
  BLINDSIGHT
  Transmutation
  Level: Cleric 3, druid 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell grants the subject the blindsight ability to a range 
  of 30 feet.
  (For details, see Blindsight in the DUNGEON MASTER’s 
  Guide or Monster Manual).
  This spell supersedes the version from Magic of Faerûn.
  BURROW
  Transmutation
  Level: Cleric 3, druid 2, Harper scout 2, prime Underdark 
  guide 2, ranger 2, sorcerer/wizard 3
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject’s hands sprout claws as hard as stone.
  It can use these claws to burrow through earth, sand, clay, 
  and gravel (but not solid rock), excavating with enough 
  speed to move through the earth at a speed of 10 feet, much 
  like a badger.
  The subject can use the claws as weapons that deal 1d6 
  points of damage.
  If its normal unarmed damage is greater than 1d6, the 
  damage does not change.
  The subject is considered armed while this spell is in effect.
  Arcane Focus: A claw from a burrowing creature.
  This spell supersedes the version from Races of Faerûn.
  BURROW, MASS
  Transmutation
  Level: Druid 6, Harper scout 4, prime Underdark guide 4, 
  ranger 4, sorcerer/wizard 6
  Targets: One creature/level, no two of which can be more 
  than 30 ft. apart
  This spell functions like burrow, except that it affects 
  multiple creatures.
  CAMOUFLAGE
  Transmutation
  Level: Druid 1, Harper scout 1, ranger 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You change the coloring of your skin and clothing to match 
  the environment around you.
  Throughout the duration of the spell, your coloration 
  changes instantly to match the background of any new 
  environment you enter, with no effort on your part.
  This effect grants you a +10 circumstance bonus on Hide 
  checks.
  CHANGESTONES
  Transmutation
  Level: Druid 7, sorcerer/wizard 7
  Components: V, S, F
  Casting Time: 1 full-round action
  Range: Touch
  Target: Prepared stones touched
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  When you place specially prepared stones on the ground 
  and speak a command to conclude the casting of this spell, 
  the stones transform into creatures that look and fight just 
  like liths (see Chapter 6).
  These stone-born creatures are not true liths, however; they 
  cannot converse with actual liths or use any of a lith’s 
  psionic powers.
  These stone-born liths defend you and obey any spoken 
  commands.
  When reduced to 0 or fewer hit points, a stone-born lith 
  crumbles to powder, and the prepared stone used to create 
  it is destroyed.
  Otherwise, the stone-born liths revert to prepared stones 
  when the duration of the spell expires, and these stones can 
  be used as the focus for another casting of the spell.
  The stone-born liths are always at full strength when 
  created, despite any damage they may have taken the last 
  time they appeared.
  You can prepare up to one stone per four caster levels, to a 
  maximum of five stones at 20th level.
  A stone can remain prepared indefinitely; the spell isn’t 
  actually cast until you complete it by changing the stone 
  into a lith.
  
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  Focus: The requisite number of stones, which must be 
  specially prepared.
  The materials for polishing and smoothing each stone cost 
  200 gp.
  Once the stones are prepared, you must perform a rite of 
  purification that requires one day per stone.
  You cannot adventure or engage in any other strenuous 
  activity during the purification process.
  DARKVISION, MASS
  Transmutation
  Level: Harper scout 4, prime Underdark guide 4, ranger 4, 
  sorcerer/wizard 6
  Targets: One creature/level, no two of which can be more 
  than 30 ft. apart
  This spell functions like darkvision, except that it affects 
  multiple creatures.
  DEEPER DARKVISION
  Transmutation
  Level: Prime Underdark guide 4, ranger 4, sorcerer/wizard 
  3
  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 in total darkness 
  and even magical darkness (such as might be created by a 
  blacklight or deeper darkness spell).
  Deeper darkvision is black and white only but otherwise 
  similar to normal sight.
  Material Component: A pinch of dried carrot or an agate.
  EXCAVATE
  Transmutation
  Level: Sorcerer/wizard 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One 5-ft.-by-8-ft. opening, 1 ft./level deep
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  As with passwall, you create a passage through wooden, 
  plaster, or stone walls, but not through metal or other 
  harder materials.
  If the wall’s thickness is more than 1 foot per caster level, 
  then a single excavate spell simply makes a niche or short 
  tunnel with the stated dimensions.
  Several excavate spells can be used in succession to breach 
  very thick walls by forming a continuing passage.
  Unlike passwall, excavate is an instantaneous effect that does 
  not end and cannot be dispelled; any passage it creates is 
  permanent.
  Material Component: A pinch of excavated earth.
  MINERALIZE WARRIOR
  Transmutation [Earth]
  Level: Sorcerer/wizard 6
  Components: V, S, M, XP
  Casting Time: 1 hour
  Range: Touch
  Target: One humanoid
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You infuse a willing humanoid with minerals and an 
  elemental spirit of earth.
  The subject may have no more Hit Dice than you do, and it 
  must be restrained in a coffinlike enclosure of stone for the 
  duration of the casting.
  (Thus, you cannot be the subject of your own spell).
  Upon completion of the spell, the subject is shot through 
  with minerals and gains the mineral warrior template (see 
  Chapter 6).
  The minerals give its body the look of a petrified creature, 
  though it retains its normal freedom of movement.
  The newly created mineral warrior is under compulsion to 
  serve you for a year and a day, after which time it is free to 
  go its own way.
  No matter how many times you use this spell or other 
  spells that grant you control of creatures with the earth 
  subtype, you can control only 2 Hit Dice worth of mineral 
  warriors per caster level.
  If you try to control mineral warriors in excess of your 
  limit, you gain control of the new creatures normally, but 
  some of the ones from previous castings are released from 
  their compulsion until your total controlled mineral 
  warriors is equal to or below your limit.
  (You choose the specific creatures that are released).
  Material Component: Gemstones and other expensive 
  minerals worth at least 500 gp per HD of the mineral 
  warrior created.
  XP Cost: 250 XP per HD of the mineral warrior created.
  PORTAL BARRICADE
  Transmutation
  Level: Portal (alternative) 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft + 5 ft./2 levels)
  Target: One portal
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  Portal barricade temporarily closes a portal and prevents it 
  from functioning for the duration of the spell.
  Knock spells, chimes of opening, and similar effects cannot 
  end or suppress a portal barricade, though dispel magic can 
  negate it.
  PORTAL REFORMAT
  Transmutation
  Level: Portal (alternative) 8
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  
  1291
  Target: One portal
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  A portal reformat spell permanently removes or adds one or 
  more keys to a portal (see Portals in Chapter 2 of the 
  FORGOTTEN REALMS Campaign Setting).
  The caster must have studied the portal with the analyze 
  portal spell (or some similar means) and must know its 
  properties before he can add or remove any keys.
  Removing a Key: Removing a key from a portal changes it 
  from a portal activated only by that specific key to either a 
  portal that cannot be activated at all or a portal that can be 
  activated by any creature (caster’s choice).
  If the key controlled the behavior of the portal, the caster 
  can decide which behavior to remove.
  For example, in the case of a variable portal that leads to one 
  destination if activated by a drow and another destination if 
  activated by any other creature, the caster could remove 
  either destination, making it a portal that sends any other 
  creature to one destination or a drow to one destination.
  Adding a Key: You can add a key to an existing portal to 
  prevent it from being activated unless the creature 
  attempting to activate it has the key.
  If you designate a specific object or type of object as the 
  key, you must have that object on hand for the casting of 
  the spell.
  You can also add a key that changes the behavior of a 
  variable portal, if you so choose.
  For example, if a variable portal formerly operated one way 
  for drow and another way for all other creatures, you could 
  add a key that is nearly impossible to obtain for the “all 
  other creatures” function, effectively changing the portal 
  into a drow-only portal.
  XP Cost: 250 XP.
  PORTAL STABILIZATION
  Transmutation
  Level: Portal (alternative) 1
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels).
  Target: One portal
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You temporarily stabilize a malfunctioning portal, making it 
  safer for use.
  Any time the portal is activated during the duration of this 
  spell (or immediately, if it is continuously active), add +30% 
  to the required roll on Table 2–2: Portal Malfunction in the 
  FORGOTTEN REALMS Campaign Setting.
  PORTAL-TO-PORTAL REDIRECT
  Transmutation
  Level: Portal (alternative) 6
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One portal
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  A portal-to-portal redirect spell changes the destination of the 
  portal on which it is cast for the duration of the spell.
  The caster may choose any existing portal through which 
  she has traveled as the new, temporary destination.
  This spell does not change any of the portal’s special 
  properties (such as one-way or creature-only).
  SPIDERSKIN
  Transmutation
  Level: Druid 3, sorcerer/wizard 3
  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)
  Spiderskin makes the subject’s skin tougher and more like a 
  carapace.
  The spell grants the recipient a +1 enhancement bonus to 
  its existing natural armor bonus, a +1 racial bonus on saves 
  against poison, and a +1 racial bonus on Hide checks.
  Each of these bonuses increases by 1 for every three caster 
  levels above 3rd, for a maximum of +5 at caster level 12th.
  The enhancement bonus provided by spiderskin 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, much as a character wearing only 
  normal clothing has an armor bonus of +0.
  Material Component: A piece of a spider.
  STICK
  Transmutation
  Level: Bard 0, prime Underdark guide 1, sorcerer/wizard 0
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Nonmagical, unattended object weighing up to 5 
  lb.
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  Stick affixes one item weighing up to 5 pounds to another, 
  heavier item.
  The two items can be separated with even a small amount 
  of force, such as a wind stronger than 10 mph, a mage hand 
  or unseen servant spell, or a move action by any corporeal 
  creature (which provokes attacks of opportunity).
  Material Component: A bit of dried glue.
  STONE METAMORPHOSIS
  Transmutation [Earth]
  Level: Cleric 4, druid 4, sorcerer/wizard 6
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Stone object touched, up to 10 cu. ft. + 1 cu. 
  ft./level
  Duration: Instantaneous
  
  1292
  Saving Throw: None
  Spell Resistance: No
  You can change an existing piece of rock to another type of 
  rock.
  For instance, you can make crumblestone into granite, 
  substantially strengthening it.
  (See Chapter 7 for more information on types of stone).
  Precious and semiprecious gems cannot be manufactured 
  with this spell, and its effect does not change the monetary 
  value of the affected stone object.
  Arcane Material Component: A grain of talc and a chip of 
  obsidian.
  STONE METAMORPHOSIS, GREATER
  Transmutation [Earth]
  Level: Cleric 6, druid 6, sorcerer/wizard 8
  Target: Stone or stone objects touched, up to 10 cu. ft. + 
  10 cu. ft./level
  This spell functions like stone metamorphosis, except as 
  noted.
  STONE SHAPE, GREATER
  Transmutation [Earth]
  Level: Cleric 5, druid 5, sorcerer/wizard 7
  Target: Stone or stone objects touched, up to 10 cu. ft. + 
  10 cu. ft./level
  This spell functions like stone shape, except that it affects a 
  much larger area.
  TREMORSENSE
  Transmutation
  Level: Harper scout 3, ranger 3, sorcerer/wizard 3
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You can automatically pinpoint the location of any object 
  or creature within 30 feet that is in contact with the 
  ground.
  Arcane Focus: A fleck of skin from a creature that has
  tremorsense.
  UNDERMASTER
  Transmutation [Earth]
  Level: Druid 9, sorcerer/wizard 9
  Components: V, XP
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You take up the mantle of the earth, gaining power over it 
  as long as you stand upon or beneath its surface.
  While energized with the awesome power of this spell, you 
  may choose a spell from those listed below once per round 
  and use it as a spell-like ability.
  Using a spell in this way requires a standard action, even if 
  the spell would normally have a longer casting time (such 
  as move earth).
  The spells granted by undermaster are burrow*, earthquake,
  excavate*, flesh to stone, meld into stone, move earth, reverse 
  gravity, soften earth and stone, statue, stone shape, stone sphere*,
  stone tell, stone to flesh, transmute mud to rock, transmute rock to 
  mud, and wall of stone.
  XP Cost: 1,000 XP.
  * New spell described in this chapter.
  UNEARTHED ARCANA (3.5)
  EVOCATION
  AUSPICIOUS ODDS
  Evocation
  Level: Luck 3
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level; see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Whenever making an attack roll, saving throw, ability 
  check, or skill check, the subject rolls 4d6 and drops the 
  lowest single die roll from the total rather than rolling 3d6.
  If, on a single roll, all four die results are 1s, the spell 
  immediately ends.
  Material Component: A copper piece.
  AUSPICIOUS ODDS, MASS
  Evocation
  Level: Luck 5
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/three levels, no two of which can be 
  more than 30 ft. apart
  Duration: 1 round/level; see text
  As auspicious odds, except that this spell affects multiple 
  targets and the duration is shorter.
  If, on a single roll, all four die results are 1s, the spell 
  immediately ends for that subject only, unless it’s the 
  caster, in which case it ends for everyone.
  WEAPONS OF LEGACY (3.5)
  NECROMANCY
  SEVER LEGACY
  Necromancy
  Level: Sorcerer/wizard 8, wu jen 8
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  
  1293
  Saving Throw: Will negates
  Spell Resistance: Yes
  You permanently disrupt the bond between the target 
  creature and its legacy item (or items).
  The target is treated as if it had not performed any of the 
  legacy rituals for its item or items.
  It loses all of the following feats it has gained for all of its 
  legacy items: Greater Legacy, Least Legacy, Lesser Legacy.
  If the target’s Hit Dice total exceeds your caster level, the 
  target adds the difference as a bonus on its Will save to 
  negate the effect.
  Any creature that successfully saves against this spell 
  cannot be affected by it again for 24 hours.
  The target does not regain any of the personal costs paid to 
  gain access to legacy abilities.
  It can regain access to its item’s legacy abilities by 
  performing the requisite rituals again.
  In this case, it does not pay again any personal costs that it 
  has already paid.
  Other than by again performing the legacy rituals to regain 
  lost feats, the effect of this spell can be negated only by 
  miracle or wish.
  SUPPRESS LEGACY
  Necromancy
  Level: Hexblade 4, sorcerer/wizard 5, wu jen 5
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You temporarily disrupt the bond between the target 
  creature and a single legacy item it possesses.
  The target loses access to all legacy abilities granted by that 
  item.
  For the duration of the spell, it cannot activate any of the 
  item’s legacy abilities, nor do any continuous effects of the 
  legacy item grant any benefit to the target.
  If the target has more than one legacy item, determine 
  randomly which one is affected.
  This effect cannot be dispelled, but it can be negated by 
  break enchantment, remove curse, or any other effect that 
  removes a curse.
  TRANSMUTATION
  REVITALIZE LEGACY, GREATER
  Transmutation
  Level: Cleric 9, druid 9, shugenja 9, sorcerer/wizard 9, wu 
  jen 9
  This spell functions like least revitalize legacy, except that you 
  regain one daily use of a chosen greater legacy ability.
  REVITALIZE LEGACY, LEAST
  Transmutation
  Level: Bard 3, cleric 3, druid 3, paladin 3, ranger 3, 
  shugenja 3, sorcerer/wizard 3, wu jen 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Your legacy item; see text
  Duration: 1 hour/level or until expended
  Saving Throw: None
  Power Resistance: No
  Choose one of your legacy item’s least legacy abilities with a 
  daily use limit.
  You regain one daily use of the chosen ability.
  This use must be expended within the spell’s duration, or it 
  is lost.
  If all daily uses of all least legacy abilities of the item are 
  still available, this spell has no effect (that is, it can’t 
  increase the number of available daily uses above the 
  normal maximum).
  No legacy item can be affected by this spell more than once 
  in a 24-hour period.
  Focus: Your legacy item, which you must be holding, 
  wearing, or wielding.
  REVITALIZE LEGACY, LESSER
  Transmutation
  Level: Bard 5, cleric 5, druid 5, shugenja 5, sorcerer/wizard 
  5, wu jen 5
  This spell functions like least revitalize legacy, except that you 
  regain one daily use of a chosen lesser ability.
  
  1294
  UTTERANCES
  TOME OF MAGIC (3.5)
  LEXICON OF THE EVOLVING MIND
  ACCELERATED ATTACK
  Level: 3
  Duration: 1 round
  Saving Throw: None
  Normal: Your utterance allows your target to move quickly 
  through the crowded battlefield, striking and darting away before 
  attacks can be reciprocated.
  Images of the target in action persist for a few seconds after the 
  target has gone.
  The target gains the use of the Spring Attack feat, even if he 
  does not meet the prerequisites.
  As the target moves, he leaves a ghostly, translucent 
  “snapshot” of himself in each square he travels through; the 
  images disappear after a second or so.
  Reverse: A spellcaster you target gains the ability to cast a spell 
  quickly while moving.
  The target can make a special Concentration check (DC 20 
  + spell level) when casting a spell.
  If the check succeeds, he can cast the spell and move up to 
  his speed as a single standard action.
  (The target can’t use this ability to cast a spell that takes 
  longer than 1 standard action to cast).
  If the check fails, the target loses the spell, just as if he had 
  failed a Concentration check to cast the spell defensively.
  As with the standard version of the utterance, the target 
  leaves illusory afterimages behind him that fade after a 
  second or two.
  The target still provokes attacks of opportunity for casting 
  spells from any creatures that threatened him at any point 
  of his movement.
  He can cast defensively while under the effect of this 
  utterance, but doing so increases the Concentration DC to 
  25 + spell level.
  ARCHER’S EYE
  Level: 2
  Duration: 5 rounds
  Saving Throw: None
  Normal: With a few words of Truespeech, you allow your target 
  to strike true with her ranged attacks.
  Your target’s ranged attacks ignore penalties for 
  concealment because her aim sharpens to focus on the 
  unconcealed parts of her foe.
  Reverse: Your utterance wards an ally from harm, preventing 
  the arrows of your enemies from finding their mark.
  This utterance duplicates the effect of a protection from 
  arrows spell (PH 266) for the target; projectiles fall out of the 
  air suddenly rather than striking her.
  BREATH OF CLEANSING
  Level: 4
  Duration: 1 round
  Saving Throw: None (normal) or Fortitude negates 
  (reverse)
  Normal: With a word, magical breath passes from your mouth 
  to another creature afflicted with harmful magic, granting him 
  another chance to resist.
  Your utterance fills your target with a breath of living 
  magic, granting him the ability to make a second attempt to 
  save against an ongoing spell, spell-like ability, or 
  supernatural ability.
  This save is made at the same DC.
  If the subject succeeds on the saving throw on the second 
  attempt, the effect ends immediately.
  Breath of cleansing never restores hit points or ability score 
  damage, but it does eliminate any conditions, such as 
  shaken, fatigued, or nauseated, that were caused by the 
  spell, spell-like ability, or supernatural ability.
  The breath of cleansing is magical and thus affects even 
  creatures that don’t ordinarily breathe.
  Reverse: This gurgling word sounds like feelings of illness in 
  your target.
  The reversed utterance fills your target with caustic, toxic 
  air.
  The target of this utterance must make a successful 
  Fortitude save or be nauseated (DMG 301).
  BREATH OF RECOVERY
  Level: 6
  Duration: Instantaneous (normal) or 1 round (reverse)
  Saving Throw: None (normal) or Fortitude negates 
  (reverse)
  Normal: You speak a word of purity in the language of 
  Truespeech, reminding the universe of an ally’s natural state.
  The ally breathes a golden mist and is restored.
  This utterance, more powerful than cleansing breath,
  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.
  The target exhales a shimmering, golden puff of breath as 
  the adverse conditions disappear.
  Reverse: With this utterance, your words of power roll over 
  your target’s body, which stiffens into rigidity.
  A reversed breath of recovery utterance freezes the life energy 
  of the target, rendering action impossible.
  The target must make a successful Fortitude save or be 
  paralyzed (DMG 301), emitting wisps of black smoke until 
  the effect ends.
  CASTER LENS
  Level: 4
  Duration: 3 rounds
  Saving Throw: None
  Normal: Your utterance creates an intangible lens that 
  improves your target’s potency and aptitude with magic.
  Your target’s caster level or manifester level increases by 2 
  for the duration of this utterance due to a nearly 
  
  1295
  transparent, intangible vertical disk that appears in front of 
  her.
  Each spell she casts becomes stronger as it passes through 
  the lens.
  This utterance does not affect spells per day or spells 
  known.
  If the target has multiple spellcasting or manifesting 
  classes, the bonus applies to all of them.
  Reverse: The reverse of this utterance impedes the flow of 
  magical energy through your enemy, inhibiting its ability to cast 
  spells.
  Your target’s caster level or manifester level decreases by 2 
  for the duration of this utterance due to an intangible, 
  nearly transparent prism that floats in front of it and 
  dissipates some of its spell energy.
  This utterance does not affect spells per day or spells 
  known.
  If the target has multiple spellcasting or manifesting 
  classes, the penalty applies to all of them.
  CONFOUNDING RESISTANCE
  Level: 4
  Duration: 5 rounds
  Saving Throw: None
  Normal: Your target becomes more mobile, able to entirely 
  avoid effects that might otherwise have some dire consequence.
  You grant your target the ability to avoid harmful effects.
  If the target makes a successful save against an attack that 
  normally would have a lesser effect on a successful save 
  (such as Reflex save against a breath weapon for half 
  damage or a spell with a saving throw entry of Will half or 
  Fortitude partial), he instead negates the effect.
  An unconscious or sleeping target does not gain the benefit 
  of this ability.
  Reverse: Your utterance strips your target of its ability to evade 
  harm.
  You make your target more vulnerable to harmful effects.
  If your target has improved evasion, you reduce its 
  effectiveness to evasion.
  If your target does not have improved evasion, but has 
  evasion, you suppress the ability.
  If your target has neither improved evasion nor evasion, it 
  takes a –2 penalty on saving throws for the duration of the 
  utterance.
  DEFENSIVE EDGE
  Level: 1
  Duration: 5 rounds
  Saving Throw: None
  Normal: You grant a greater awareness of foes in the area, 
  increasing an ally’s ability to protect herself.
  Your target periodically receives glimpses of future blows 
  struck by enemies, giving her the chance to get out of the 
  way or interpose a shield.
  This utterance grants your target a +1 bonus to Armor 
  Class.
  Reverse: Your dire whispers seep into your foe’s mind, 
  distrupting its ability to defend itself.
  The reversed form of the utterance also provides 
  premonitions of future attacks and the paths of future 
  blows—but those premonitions are misleading or false.
  Your target takes a –1 penalty to Armor Class.
  ELDRITCH ATTRACTION
  Level: 5
  Duration: Instantaneous
  Saving Throw: Will negates
  Normal: The universe responds to your words by forcing your 
  target closer to you, pulled inexorably by a sapphire cord.
  You move your target toward you up to 40 feet along an 
  intangible blue tether that connects the two of you.
  You can’t move the target into a space that is occupied by an 
  ally, an enemy, or a solid object.
  You can draw a flying creature closer to you, but you cannot 
  make a creature on the ground fly.
  The Truespeak DC of this utterance increases by 2 for every 
  size category the target is larger than Medium.
  This movement provokes attacks of opportunity
  Reverse: Your target is repelled, forced away by your command 
  of Truespeech.
  You move your target away from you up to 40 feet with an 
  almost fluid torrent of intangible energy.
  You can’t move the target into a space that is occupied by an 
  ally, an enemy, or a solid object.
  You can push an airborne flying creature away from you, 
  but you cannot make a creature on the ground fly.
  The DC of this utterance increases by 2 for every size 
  category the target is larger than Medium.
  This movement provokes attacks of opportunity.
  ENERGY NEGATION
  Level: 3
  Duration: 5 rounds
  Saving Throw: None
  Normal: The air crackles with your words as you protect your 
  target from energy.
  A nimbus of silvery power surrounds your target, absorbing 
  a specific energy type and hampering it from reaching the 
  target.
  This utterance grants your target resistance 10 to one type 
  of energy (acid, cold, electricity, fire, or sonic).
  Reverse: The flesh and skin of an enemy are imbued with 
  energy, causing it great pain and discomfort.
  When you speak the reverse of this utterance, you imbue 
  your target’s skin with energy: acid, cold, electricity, or fire.
  The subject appears to be surrounded with a nimbus of the 
  selected energy type, and takes 2d6 points of damage from 
  the utterance each round.
  ENERGY NEGATION, GREATER
  Level: 5
  Duration: 5 rounds
  Saving Throw: None
  Normal: Your utterance renders your target impervious to 
  harm from one type of energy.
  A nimbus of golden power surrounds your target, granting 
  him immunity to one type of energy.
  Reverse: You wreathe your ally in energy that lashes out at 
  those who strike him in battle.
  This utterance wreathes your target in a type of energy 
  chosen by you when you speak this utterance (acid, cold, 
  electricity, or fire).
  This energy causes damage to each creature that makes a 
  successful melee attack against the subject of the utterance.
  
  1296
  Any creature that damages the subject with its body or a 
  handheld weapon deals normal damage, but at the same 
  time, the attacker takes 20 points of energy damage.
  Creatures wielding weapons with exceptional reach, such 
  as longspears, are not subject to this damage if they attack 
  the subject.
  ESSENCE OF LIFESPARK
  Level: 5
  Duration: Instantaneous
  Saving Throw: None
  Normal: With soothing words, you revitalize an ally and 
  restore some of his lost vitality.
  The negative level, that afflicted him spirals upward fading as it 
  rises.
  This utterance dispels one negative level and restores one 
  experience level to a creature who has had a level drained.
  As you dispel the negative level, a shadowy form detaches 
  from your target and drifts upward before dissipating into 
  nothingness.
  The drained level is restored only if the time since the 
  creature lost the level is equal to or less than one day per 
  truenamer level.
  Reverse: You instruct the universe to sap some of the life force of 
  a target creature.
  You utter a dark word of power that suppresses the life 
  force of a creature.
  A shadowy version of your target appears a few feet away, 
  then rushes inward, incorporating itself into your target’s 
  body.
  The target gains one negative level, giving it 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 
  her highest available level.
  Negative levels stack.
  ETHER REFORGED
  Level: 6
  Duration: Instantaneous
  Saving Throw: No
  Normal: With this utterance, creatures of the ethereal world 
  become as solid as the earth to one of your allies.
  You enable your target to gain full benefit from its armor, 
  weapons, spells, and abilities against both corporeal and 
  incorporeal creatures.
  Your target looks no different to corporeal observers on the 
  Material Plane, but incorporeal observers and creatures on 
  the Ethereal Plane see her glow slightly and in sharp relief 
  uncommon to creatures and items on the Ethereal Plane.
  Reverse: One of your allies slips into the space between worlds 
  and leaps onto the Ethereal Plane.
  This reversed utterance renders the target ethereal, as the 
  ethereal jaunt spell (PH 227).
  HIDDEN TRUTH
  Level: 2
  Duration: Instantaneous (normal) or 1 round (reverse)
  Saving Throw: None
  Normal: Your words allow your target to tap into a reserve of 
  knowledge.
  You grant the target a +10 bonus on a single Knowledge 
  check and enable her to use the skill, even if untrained.
  If the target has bardic knowledge, lore, or a similar class 
  feature, this bonus can apply to that check instead.
  Reverse: Your target’s words ring true thanks to this 
  utterance—even if they actually are not.
  Your target gains a +10 bonus oh a single Bluff check made 
  before the duration of the utterance expires.
  INCARNATION OF ANGELS
  Level: 3
  Duration: 5 rounds
  Saving Throw: None
  Normal: Your words reach the realms of heaven and invest 
  your target with some of their silver grace and golden might.
  The target gains the celestial creature template (MM 31).
  Her skin takes on a silvery sheen and a golden aura 
  surrounds her.
  The smite ability granted by the template is usable by the 
  target only once per day, no matter how many times she 
  might be the subject of this utterance.
  Reverse: With the reverse of this utterance.
  you instead delve into the depths of hell to grant your target the 
  cunning and strength of fiends.
  The target gains the fiendish creature template (MM 107),
  complete with reddish skin and small horns on her 
  forehead.
  The smite ability granted by the template is usable by the 
  target only once per day, no matter how many times she 
  might be the subject of this utterance.
  INERTIA SURGE
  Level: 1
  Duration: 1 round
  Saving Throw: None
  Normal: Your words free your target from many impediments, 
  allowing her to slip from any constraints.
  You grant the target to act normally regardless of magical 
  effects that impede movement as if he were affected by a 
  freedom of movement spell (PH 233).
  This effect occurs automatically as soon as the utterance is 
  spoken and lasts for 1 round.
  Impediments magically part or otherwise move to let your 
  target pass, then return to normal in his wake.
  Reverse: Your words cause black tentacles to grow from the 
  ground and clutch at the feet of your enemy, preventing it from 
  moving anywhere.
  A black tangle of wriggling force tendrils roots your target 
  in place, rendering it unable to move.
  It can take actions normally; it just can’t move from the 
  space it currently occupies.
  KNIGHT’S PUISSANCE
  Level: 1
  Duration: 5 rounds
  Saving Throw: None
  Normal: Your words show your ally a way to strike more 
  accurately.
  
  1297
  Your target gains a +2 bonus on attack rolls as unseen forces 
  guide his weapon to its target.
  Reverse: By speaking the reverse of this utterance, you impede 
  an enemy’s ability to strike.
  Unseen forces nudge your target’s blows off course.
  Your target takes a –2 penalty on attack rolls.
  KNIGHT’S PUISSANCE, GREATER
  Level: 6
  Duration: 5 rounds
  Saving Throw: None
  Normal: The blows of your target fall more surely and strike 
  more soundly after you speak this utterance.
  Your target receives forceful guidance on each attack, 
  gaining a +5 bonus on attack rolls and damage rolls.
  Reverse: By reversing the words of this utterance, you 
  significantly reduce your target’s effectiveness in battle.
  Your target takes a –5 bonus on attack rolls and damage 
  rolls, as its attacks are nudged forcefully away from their 
  intended target.
  MAGIC CONTRACTION
  Level: 4
  Duration: 5 rounds
  Saving Throw: None
  Normal: With this utterance of protection, you make your 
  target resilient against magical effects.
  The target gains spell resistance equal to 11 + your 
  truenamer level.
  As a spell fails to overcome the target’s spell resistance, its 
  visible effect shrinks into nothingness over the course of a 
  few seconds.
  Reverse: A string of complex syllables allows you to enhance the 
  power of an ally’s spells for a short time.
  You grant your target the ability to apply the effect of the 
  Empower Spell feat (PH 93) to any spell she casts for the 
  duration of the utterance without increasing the level of 
  the spell or specially preparing it ahead of time.
  MORALE BOOST
  Level: 4
  Duration: 5 rounds
  Saving Throw: None (normal) or Will negates (reverse)
  Normal: Your utterance calms the heart of your target, filling 
  her with resolution and peace.
  You call upon the courage of your target, striking away her 
  feelings of terror.
  This utterance functions as the remove fear spell (PH 271).
  Your target can hear the calming murmur of your 
  Truespeech throughout the utterance’s duration.
  Reverse: Your words evoke feelings of terror, dread, and awe in 
  your target.
  Your target becomes frightened (DMG 301) by the 
  susurrant Truespeech being whispered in its ear.
  The frightening whispers persist throughout the reversed 
  utterance’s duration.
  MYSTIC RAMPART
  Level: 6
  Duration: 5 rounds
  Saving Throw: None
  Normal: With a complex string of syllables, an intangible tower 
  superimposes itself over your ally, greatly enhancing his ability to 
  protect himself.
  You grant your target damage reduction 5/– and a +5 bonus 
  on saving throws as your utterance superimposes a ghostly 
  tower or castle over his form.
  The tower is just barely visible and doesn’t obscure or 
  conceal anything behind it.
  Reverse: You speak and your target becomes vulnerable.
  The reversed utterance superimposes a crumbling, ruined 
  tower over your target, which takes a –5 penalty to Armor 
  Class and on saving throws for the utterance of the 
  duration.
  PERCEIVE THE UNSEEN
  Level: 2
  Duration: 5 rounds
  Saving Throw: None
  Normal: Your ally gains a sixth sense about where nearby 
  enemies are.
  When you speak this utterance, the target gains a greater 
  sense of where his enemies are: granting him the use of the 
  Blind-Fight feat (PH 89).
  The target’s perceptions automatically focus on the general 
  area of unseen enemies; this doesn’t guarantee that the 
  target finds them, but makes it much more likely.
  Reverse: The reverse of this utterance confounds your foes, 
  preventing them from precisely locating an ally’s position.
  With the reverse of perceive the unseen, you make the target 
  of the utterance more difficult to track in battle.
  Your target’s enemies find themselves instinctively 
  glancing away from him, even when they know they need 
  to be focusing their attention there.
  This effectively gives the target concealment (PH 152).
  PRETERNATURAL CLARITY
  Level: 5
  Duration: 5 rounds or until discharged (normal), or 5 
  rounds (reverse)
  Saving Throw: None (normal) or Will negates (reverse)
  Normal: You speak and sharpen your ally’s mind with an 
  awareness of all that is and all that might be.
  Once during the duration of this utterance, your target can 
  choose to use its effect.
  This word grants the subject a +5 insight bonus on any 
  single attack roll, opposed ability or skill check, or saving 
  throw.
  When your target uses the insight bonus, those within 10 
  feet of her can hear an echo of your original utterance, even 
  it you’re no longer present.
  Activating the effect is an immediate action.
  The target can choose to apply the bonus after she has 
  rerolled the d20, but before the Dungeon Master reveals 
  the result of the check.
  Reverse: At your command, the universe temporarily becomes 
  incomprehensible to your target.
  Your reversed utterance echoes in the ears of your target 
  and can be heard as a faint murmur by anyone within 10 
  feet.
  This reversed utterance causes the target to become 
  confused, as the confusion spell (PH 212).
  
  1298
  SEEK THE SKY
  Level: 3
  Duration: 5 rounds
  Saving Throw: None
  Normal: Gravity no longer applies to your ally, as she gains the 
  ability to fly before a ribbon of red energy.
  The target of the flight utterance can fly, as the fly spell (PH
  232).
  Your target leaves a trail of crackling red bolts in her wake.
  Reverse: At your command, your target loses its ability to soar 
  through the air and begins to descend toward the earth rapidly.
  With this word, you render a flying creature unable to fly, 
  no matter how much it flaps its wings or strains upward.
  If it is already flying, the subject floats downward 60 feet 
  per round for the duration of the utterance.
  If it reaches the ground in that amount of time, it lands 
  safely, and cannot fly for the duration of the utterance.
  If the target is not flying, it cannot attempt to fly for the 
  duration of the utterance.
  SEEK THE SKY, GREATER
  Level: 5
  Duration: 5 rounds (normal) or instantaneous (reverse)
  Saving Throw: None
  Normal: You surround an ally in red motive energy, granting 
  him the ability to fly like the wind.
  The target can fly, as the fly spell (PH 232) except he gains a 
  fly peed of 120 feet with perfect maneuverability.
  Crackling red energy surrounds your target, and powerful 
  swirls of wind follow in his wake.
  Reverse: At your words, the very air rejects your target, causing 
  it to plummet to the ground.
  With this word, you render a flying creature unable to fly.
  The subject immediate plummets downward, taking 1d6 
  points of falling damage for every 10 feet it drops.
  It can make Jump and Tumble checks normally to attempt 
  to land softly.
  SENSORY FOCUS
  Level: 5
  Duration: 1 round (normal) or 3 rounds (reverse)
  Saving Throw: None (normal) or Fortitude negates 
  (reverse)
  Normal: Your target can pierce the veil of deception and see 
  everything as it truly is.
  You grant your target sharper senses, the combination of 
  which are equivalent to blindsight (MM 306) and the effect 
  of the true seeing spell (PH 296).
  Reverse: Your words strip away your target’s ability to see or 
  hear.
  With this reversed utterance, you send your target a riot of 
  swirling sound and flashing color, rendering it unable to 
  perceive the outside world.
  Your target is both blinded and deafened (DMG 300).
  SILENT CASTER
  Level: 2
  Duration: 1 round
  Saving Throw: None (normal) or Will negates (reverse)
  Normal: Your ally can cast spells without making a sound, the 
  verbal component instead appearing as sigils of power.
  You grant your target the ability to apply the effect of the 
  Silent Spell feat (PH 100) to any spell she casts without 
  increasing the level of the spell or specially preparing it 
  ahead of time.
  Glowing runes appear above your target’s head that take the 
  place of the verbal component of the spell.
  Reverse: An enemy creature is unable to speak or make a peep, 
  its vocal cords completely stilled.
  You silence your target, making it incapable of producing 
  sound, conversing, or using spells with verbal components.
  It automatically succeeds on Move Silently checks.
  SINGULAR MIND
  Level: 6
  Duration: Instantaneous (normal) or concentration, up 
  to 5 rounds (reverse)
  Saving Throw: None (normal) or Will negates (reverse)
  Normal: With a word, you liberate your target from all foreign 
  influence, freeing her mind.
  Any enchantments or curses are converted to runic truespeech and 
  fade harmlessly away.
  This utterance restores your target to her natural state as 
  glowing runic letters briefly appear above her head.
  It frees the subject from enchantments, curses, and 
  possession.
  If the spell or effect is one that cannot be dispelled by dispel 
  magic, singular mind works only if the truespeaker’s level is 
  greater than that of the original caster.
  Reverse: Your words crawl into the mind of your enemy, 
  allowing you control of your foe’s body as if it were your puppet.
  This utterance duplicates the effect of a dominate monster 
  spell (PH 224), except that to maintain domination, you 
  must spend a standard action to concentrate and direct the 
  creature’s actions.
  Runic letters appear above your target’s head, but only you 
  can see them.
  They change shape with each new command you issue.
  SPEED OF THE ZEPHYR
  Level: 2
  Duration: 5 rounds
  Saving Throw: None
  Normal: You urge your ally on to greater speed with this 
  utterance, enabling him to sprint across treacherous surfaces or 
  even scale sheer walls.
  Your target’s base speed increases by 20 feet as his feet glow 
  with an amber light.
  In addition, he can adjust his body’s equilibrium so that he 
  can walk on water, quicksand, snow, or even a spider’s web 
  without sinking or breaking through (this effect does not 
  confer any resistance to particularly sticky webs).
  In addition, the target can take part of one of its move 
  actions to traverse a wall or other relatively smooth vertical 
  surface if it begins and ends its move on a horizontal 
  surface.
  The height it can achieve on the wall is limited only by this 
  movement restriction.
  If it does not end its move on a horizontal surface, it falls 
  prone, taking falling damage as appropriate for its distance 
  above the ground.
  
  1299
  Treat the wall as a normal floor for the purpose of 
  measuring movement.
  Passing from floor to wall or wall to floor costs no 
  movement; the target can change surfaces freely.
  Opponents on the ground can make attacks of opportunity 
  as the target moves up the wall.
  Reverse: The target of this utterance cannot move as quickly as 
  it had just a moment before.
  Your target’s base speed is reduced by 10 feet, as its feet 
  seem to stick to the ground.
  SPEED OF THE ZEPHYR, GREATER
  Level: 3
  Duration: 3 rounds
  Saving Throw: None
  Normal: Your ally’s movements are quicker, enhancing his 
  offensive and defensive capabilities.
  This utterance duplicates the effect of a haste spell (PH 239 
  for one target, who is limned with an amber light.
  Reverse: When you speak this utterance, your target moves as 
  though through molasses.
  This utterance duplicates the effect of a slow spell (PH 280) 
  for one target.
  SPELL REBIRTH
  Level: 4
  Duration: Instantaneous
  Saving Throw: None
  Normal: You briefly unwind time to restore lost magic when 
  you speak this utterance.
  With this utterance, you restore an effect that has just been 
  dispelled or dismissed within the last round.
  Provided that it had duration remaining, it resumes 
  immediately with all its former attributes.
  Reverse: Your words strip away a magical effect from your 
  target.
  This utterance dispels the spell with the highest caster level 
  affecting the target.
  STRIKE OF MIGHT
  Level: 2
  Duration: 1 round
  Saving Throw: None
  Normal: You tap into an ally’s damage potential, augmenting 
  her combat abilities substantially.
  Your target’s single next weapon damage roll (if it is made 
  before the end of the next round) deals an additional 10 
  points of damage as it explodes with a spout of magical 
  energy.
  This damage is not multiplied on critical hits.
  Reverse: You briefly enfeeble an enemy, causing its swings to 
  slow and deal less damage.
  Your target’s single next weapon damage roll (if it is made 
  before the end of the next round) deals 5 fewer points of 
  damage as the blow is cushioned by an unseen force.
  This penalty can reduce the damage to 0, but not below.
  TEMPORAL SPIRAL
  Level: 3
  Duration: 1 round (normal) or 3 rounds (reverse)
  Saving Throw: None (normal) or Will negates (reverse)
  Normal: When you speak this utterance, everything your target 
  does seems quicker.
  Silvery energy surrounds the fast-moving target in a crackling 
  aura.
  The temporal spiral utterance manifests as silvery spirals and 
  energy motes that surround your target like a nimbus of 
  energy, separating it momentarily from the normal flow of 
  time.
  When you speak this complex word of action, you grant the 
  target of this utterance an additional move action in the 
  current round.
  For instance, on your turn you could speak this utterance to 
  allow the subject to move into position that would set up a 
  charge, then take its normal action to charge an opponent.
  Alternatively, you could speak this utterance to allow the 
  subject to move within melee range of a foe, then take a 
  full-round action to make attacks on that foe.
  A subject that takes a full attack action and then uses this 
  utterance to move away from a foe provokes attacks of 
  opportunity.
  If the subject of the utterance does not take this extra move 
  action before the end of your next turn, it is lost.
  Reverse: This powerful utterance sounds like the churning of 
  ancient earth, freezing your target in place.
  When reversed, the silver spirals of unraveled time inhibit 
  your target.
  For the duration of this utterance, the target is dazed.
  TEMPORAL TWIST
  Level: 2
  Duration: Instantaneous (normal) or 1 round (reverse)
  Saving Throw: None (normal) or Will negates (reverse)
  Normal: With a word of Truespeech, you grant a creature 
  incredible reflexes, enabling it to immediately make an attack as 
  tendrils of energy twist in its wake.
  By delivering this utterance, you reweave the tapestry of 
  time itself to grant your target a precious few seconds of 
  activity.
  Translucent curls of energy trail behind your target for a 
  few moments, a side effect of your utterance’s power.
  Your target can immediately make one melee or ranged 
  attack, even if it has already taken its action for the round.
  Taking this action doesn’t affect the subject’s normal place 
  in the initiative order.
  This utterance does not allow the subject to make more 
  than one additional attack in a round.
  If the target has already made an additional attack, due to 
  the haste spell, snake’s swiftness spell, or from any other 
  source, this utterance has no effect.
  Reverse: By reversing this utterance, you cause a creature to lose 
  its focus and become bewildered.
  The reversed utterance pulls time-threads out of reality, and 
  translucent curls of energy briefly surround and slow your 
  target.
  The target of this utterance is dazed (DMG 300) for 1 round.
  UNIVERSAL APTITUDE
  Level: 1
  Duration: 5 rounds
  Saving Throw: None
  
  1300
  Normal: You speak a word of proficiency and ability, increasing 
  the natural aptitude of your ally.
  Your target is better able to block out distractions and 
  perceive the subtleties of any task—almost as if the 
  universe wants your target to succeed at upcoming 
  challenges.
  He is aware of subtle clues in the environment as the 
  world, reworks itself in small ways to make success more 
  likely.
  The target’s lockpicks might become slightly more supple, 
  or the ground beneath her feet might be slightly better for 
  tumbling.
  The target might notice subtle body language that makes a 
  Sense Motive check easier, or she might find her steed 
  unusually amenable to difficult equestrian jumps.
  For the duration of the utterance, the target gains a +5 
  bonus on skill checks.
  Reverse: With the reversal of this utterance, you instruct the 
  universe to hinder your foe’s ability to perform even everyday tasks.
  The reversed utterance causes the universe to conspire in 
  small ways against your target.
  The lockpicks become too stiff reach the inner workings of 
  the lock, and small debris makes tumbling treacherous.
  Your target misses the subtleties of tone and body language 
  in a conversation, and her horse is reluctant to attempt 
  stunts.
  For 5 rounds, your target takes a –5 penalty on skill checks.
  VISION SHARPENED
  Level: 3
  Duration: 5 rounds
  Saving Throw: None
  Normal: Your ally can see the unseen in the warp and weft of 
  air nearby.
  The target of this utterance gains the effect of a see 
  invisibility spell (PH 275).
  Your target cannot discern details of the creatures he sees, 
  but the air around the invisible creatures seems to warp, 
  allowing your target to pinpoint the creatures’ location and 
  strike at them accurately.
  Reverse: With the reverse of this utterance, your target 
  disappears from view.
  This utterance duplicates the effect of an invisibility spell 
  (PH 245) for one target, who fades into nothingness after a 
  second or two.
  WARD OF PEACE
  Level: 5
  Duration: 5 rounds (normal) or concentration up to 5 
  rounds (reverse)
  Saving Throw: None (normal) or Will negates (reverse)
  Normal: You ward your target from harm with a golden halo, 
  preventing enemies from attacking her.
  Opponents cannot strike or otherwise directly attack the 
  warded creature, even with a targeted spell.
  Because of the distinctive golden halo around the target, 
  enemies are aware of the prohibition and do not lose 
  actions for attempting to strike.
  This utterance does not prevent the warded creature from 
  being attacked or affected by area or effect spells.
  The subject cannot attack without breaking the protection 
  but can use other spells and abilities that are not hostile 
  toward another creature.
  This allows a warded cleric to heal wounds, for example, or 
  to cast a bless spell, summon creatures, and so on.
  Reverse: With a harsh sequence of words, you force a creature 
  from another plane back to its home.
  You banish the target into an extradimensional pocket—a 
  featureless gray void with no visible entrance or exit.
  Spells and abilities that move a creature within a plane, 
  such as teleport and dimension door, do not help a creature 
  escape from this place, although a plane shift spell allows it 
  to exit to whatever plane is designated in that spell.
  At the end of the duration, if the subject has not left the 
  pocket dimension, it reappears where it had been when the 
  utterance was spoken.
  If this location is filled with a solid object, the subject 
  appears in the nearest open space.
  WORD OF BOLSTERING
  Level: 4
  Duration: Instantaneous (normal) or 5 rounds (reverse)
  Saving Throw: None
  Normal: Suffusing your ally with the glow of positive energy, 
  you eliminate the drain he experiences.
  Pebble-sized motes of positive energy briefly swirl around 
  your target, then rush into his body with a flash.
  This utterance cures 1d6 points of ability damage or ability 
  drain to one ability score.
  Reverse: Your words cause the body of a foe to weaken and 
  grow more frail.
  You target absorbs pebble-sized motes of negative energy 
  and takes a –1d6 penalty to a physical ability score (your 
  choice of Strength, Dexterity, or Constitution).
  This utterance cannot reduce an ability score below 1.
  WORD OF NURTURING, CRITICAL
  Level: 5
  Duration: 5 rounds (normal) or instantaneous and 
  concentration, up to 1 round (reverse)
  Saving Throw: None
  Normal: Your ally experiences a tremendous rejuvenation as 
  healing energy soothes her wounds.
  A network of ropy strands of green energy heals your 
  target’s wounds with startling rapidity.
  You grant a creature fast healing 15.
  Reverse: Massive rents and tears appear on the body of your foe.
  You unmake a portion of the subject’s being as you utter the 
  reverse form of the life-giving words.
  You deal 8d6 points of damage to the subject.
  If you concentrate for 1 round (a standard action), and the 
  subject remains within range, it takes another 8d6 points of 
  damage at the end of your next turn.
  WORD OF NURTURING, GREATER
  Level: 6
  Duration: 5 rounds (normal) or instantaneous and 
  concentration, up to 1 round (reverse)
  Saving Throw: None
  
  1301
  Normal: With this powerful utterance, you remind the universe 
  of your ally’s true physical form, and even his most terrible wounds 
  begin to knit together.
  Your target emits a greenish glow from within (equivalent 
  to a torch’s light).
  You grant a creature fast healing 20.
  Reverse: Great gushes and terrible wounds tear at your enemy’s 
  body, causing massive bleeding and terrible pain.
  You unmake a portion of the subject’s being as you utter the 
  reverse form of the life-giving words.
  You deal 10d6 points of damage to the subject.
  If you concentrate for 1 round (a standard action), and the 
  subject remains within range, it takes another 10d6 points 
  of damage at the end of your next turn.
  WORD OF NURTURING, LESSER
  Level: 2
  Duration: 5 rounds (normal) or instantaneous and 
  concentration, up to 1 round (reverse)
  Saving Throw: None
  Normal: You speak a more complex utterance of health, 
  providing an ally with the soothing balm of healing.
  You grant a creature fast healing 3.
  At the beginning of each turn, a green flash coalesces into 
  an energy field that surrounds and erases your target’s 
  wounds.
  Reverse: You speak a word that tears at an enemy’s flesh, 
  causing it to bleed from several wounds.
  You unmake a portion of the subject’s being as you utter the 
  reverse form of the life-giving words.
  You deal 2d6 points of damage to the subject.
  If you concentrate for 1 round (a standard action), and the 
  subject remains within range, it takes another 2d6 points of 
  damage at the end of your next turn.
  WORD OF NURTURING, MINOR
  Level: 1
  Duration: 5 rounds (normal) or instantaneous and 
  concentration, up to 1 round (reverse)
  Saving Throw: None
  Normal: You speak a simple word of health, providing an ally 
  with minor healing ability.
  You grant a creature fast healing 1.
  At the beginning of each turn, a green flash surrounds your 
  target, who heals slightly.
  Reverse: With this word, you cause your enemy to experience 
  painfully bleeding wounds that spontaneously emerge.
  You unmake a portion of the subject’s being as you utter the 
  reverse form of the life-giving words.
  You deal 1d6 points of damage to the subject as wounds 
  appear across its body.
  If you concentrate for 1 round (a standard action), and the 
  subject remains within range, it takes another 1d6 points of 
  damage at the end of your next turn.
  WORD OF NURTURING, MODERATE
  Level: 3
  Duration: 5 rounds (normal) or instantaneous and 
  concentration, up to 1 round (reverse)
  Saving Throw: None
  Normal: Your words soothe your ally, gradually restoring some 
  of the damage he has sustained.
  A nearly constant tendril of green energy moves up and 
  down your target’s body, healing any wounds it finds.
  You grant a creature fast healing 5.
  Reverse: Your words rip at your enemy, tearing at its flesh and 
  bones.
  You unmake a portion of the subject’s being as you utter the 
  reverse form of the life-giving words.
  You deal 4d6 points of damage to the subject.
  If you concentrate for 1 round (a standard action), and the 
  subject remains within range, it takes another 4d6 points of 
  damage at the end of your next turn.
  WORD OF NURTURING, POTENT
  Level: 4
  Duration: 5 rounds (normal) or instantaneous and 
  concentration, up to 1 round (reverse)
  Saving Throw: None
  Normal: Your powerful utterance grants an ally increased 
  ability to knit her own wounds.
  A thin network of green tendrils heals your target’s wounds 
  almost as fast as they’re created.
  You grant a creature fast healing 10.
  Reverse: With the reverse of this utterance, you tear at the 
  fabric of your enemy’s connection to its body, causing great 
  wounds.
  You rupture a portion of the subjects being as you utter the 
  reverse form of the life-giving words.
  You deal 6d6 points of damage to the subject.
  If you concentrate for 1 round (a standard action), and the 
  subject remains within range, it takes another 6d6 points of 
  damage at the end of your next turn.
  LEXICON OF THE CRAFTED TOOL
  AGITATE METAL
  Level: 2
  Range: 30 ft.
  Target: Metal equipment of one creature; or one metal 
  object weighing no more than 25 lb./level
  Duration: 7 rounds
  You increase or decrease the temperature of a metal object 
  significantly, possibly harming creatures in physical contact with 
  it as it glows with red heat (or blue chill).
  The target metal item rapidly becomes dangerously hot or 
  cold, glowing red if hot and blue if cold.
  This utterance functions as a chill metal (PH 209) or heat 
  metal (PH 239) spell with a caster level equal to your 
  truenamer level, except as noted here.
  You choose which effect—cold or hot—you want to
  generate when you speak the utterance.
  ANALYZE ITEM
  Level: 2
  Range: Touch
  Target: One object
  Duration: 1 round
  By studying an item, you can determine a great deal about it, 
  including its magical properties, if any.
  
  1302
  By delivering an utterance of perception and analysis 
  incorporating the truename of the object, you determine all 
  spells and magical properties affecting a specific item 
  you’re touching.
  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 with active spells cast upon it, you 
  learn one spell with each use of this utterance, highest level 
  to lowest, including its effect and caster level.
  You cannot determine the function of an artifact with this 
  utterance (see page 277 of the Dungeon Master’s Guide for 
  details on artifacts).
  FORTIFY ARMOR
  Level: 1
  Range: 30 ft.
  Target: One suit of armor
  Duration: 5 rounds
  A suit of armor covers its wearer’s vital areas more effectively, 
  providing better protection against attacks.
  You make a suit of armor better able to protect the creature 
  wearing it.
  When you speak this utterance, the target armor gives its 
  wearer protection against critical hits and sneak attacks.
  When a critical hit or sneak attack is scored on the wearer, 
  there is a 25% chance that the critical hit or sneak attack is 
  negated and damage is instead rolled normally.
  You can increase the level of protection provided by the 
  utterance by voluntarily increasing the DC of your 
  Truespeak check.
  If you add 10 to the DC, critical hits and sneak attacks have 
  a 50% of being negated, and if you add 20 to the DC, critical 
  hits and sneak attacks are automatically negated.
  KEEN WEAPON
  Level: 1
  Range: 30 ft.
  Target: One weapon
  Duration: 5 rounds
  Your words make a weapon shine with silver potency, capable of 
  dealing more punishing blows than normal.
  You can augment the critical threat range of a weapon by 
  speaking its truename.
  This utterance functions as a keen edge spell (PH 246) with a 
  caster level equal to your truenamer level, except as noted 
  here.
  In addition, you can change the threat range of any weapon 
  you name, not just piercing and slashing weapons.
  The weapon you deliver this utterance upon pulses with a 
  silvery sheen throughout the utterance’s duration.
  METAMAGTC CATALYST
  Level: 5
  Range: Touch
  Target: Potion or scroll touched
  Duration: 1 round
  Your touch enables a potion consumed or scroll read during the 
  next round to he augmented with metamagic.
  With this utterance, you can apply one of the following 
  metamagic effects to the target potion or scroll: Empower 
  Spell, Heighten Spell (maximum +2 caster level), Extend 
  Spell, or Enlarge Spell.
  The utterance has no impact on the amount of time it takes 
  to activate the item, but if the item not used within the 
  following round, the effect of the utterance fades.
  Whoever consumes the potion or reads the scroll hears a 
  snatch of your truespeech when the metamagic takes effect.
  You can also modify a potion or scroll as with the Widen 
  Spell or Maximize Spell feats, but doing so increases the 
  DC of your Truespeak check by 10.
  REBUILD ITEM
  Level: 3
  Range: Touch
  Target: Destroyed item touched
  Duration: Instantaneous
  You reconstitute a destroyed item, instantly putting it back 
  together into one functional piece.
  With this utterance, you instantly restore an item destroyed 
  within the last round to its normal, undamaged state.
  Essentially, by reminding the item of its truename, you 
  unmake its destruction.
  Magic items affected by this power retain all their magical 
  properties, unlike items restored with a make whole spell.
  The reconstituted item has full hit points.
  This utterance has no effect on any item that has been 
  destroyed for more than 1 round.
  You cannot restore a destroyed artifact with this utterance.
  SEIZE ITEM
  Level: 5
  Range: 30 ft.
  Target: One object weighing no more than 50 lbs.
  Duration: Instantaneous
  You speak a word to make an object your own, forcing it out of the 
  hands of its owner, if necessary.
  This utterance brings an object within range to your hand.
  If the object is unattended, it simply darts through the air 
  to your hand.
  If attended, such as a wielded weapon, you must make a 
  disarm attempt.
  You use your truenamer level as your base attack bonus and 
  your Intelligence bonus in place of your Strength modifier, 
  and a failed attempt does not allow a reactive attempt by the 
  target.
  Spell resistance applies normally for an attended object.
  If both your hands are full when you speak this utterance, 
  the item lands in your square at your feet.
  SUPPRESS ITEM
  Level: 4
  Range: 60 ft.
  Target: One magic item
  Duration: 1 round, or concentration, up to 5 rounds
  Your uninterrupted focus on a magic item keeps it from 
  functioning, turning it gray and rendering it useless.
  By speaking this utterance and focusing on a single item, 
  you prevent any magical properties or effects of the item 
  from functioning as long as you concentrate and remain 
  within range.
  
  1303
  The item turns gray and ceases to glow or otherwise 
  indicate its magical nature.
  If the item moves out of range, the utterance’s effect ends 1 
  round later.
  This effect otherwise functions as a dispel magic spell (PH
  223) that targets a magic item.
  SUPPRESS WEAPON
  Level: 3
  Range: 30 ft.
  Target: One weapon with an energy special ability
  Duration: 5 rounds
  You can suppress the energy properties of a single weapon.
  When you speak this utterance, you can prevent a weapon’s 
  energy-based special ability (or abilities) from functioning.
  Such abilities include flaming and frost, among others.
  The weapon turns gray and ceases to emit the relevant 
  energy type, if you successfully speak this utterance on a 
  weapon that does not have such a property, it has no effect 
  on the weapon but you are still considered to have spoken 
  the utterance once.
  If your Truespeak check is successful, the weapon simply 
  ceases to deal the extra energy damage provided by its 
  ability for the duration of the utterance.
  You can suppress an energy burst weapon ability by 
  voluntarily increasing the DC of your Truespeak check by 
  5.
  If you use this ability on an energy burst weapon at the 
  normal DC, it has no effect.
  TRANSMUTE WEAPON
  Level: 4
  Range: 30 ft.
  Target: One weapon
  Duration: 5 rounds
  Your words fundamentally alter the material of which a weapon 
  is made, transforming it according to your whim.
  A weapon targeted with this utterance can be changed into 
  a special material (DMG 283) of your choice.
  You can make a weapon cold iron, adamantine, alchemical 
  silver, or whatever other special material you wish.
  The weapon is treated as if made of that substance, and its 
  hardness, hit points, and the damage it deals might be 
  affected depending on your choice.
  LEXICON OF THE PERFECTED MAP
  ANGER THE SLEEPING EARTH
  Level: 4
  Duration: 1 round
  Your words shake the foundation of the earth, causing massive 
  devastation and widespread mayhem.
  By speaking this utterance, you cause the earth to tremble 
  and quake violently.
  This utterance functions as an earthquake spell (PH 225) 
  with a caster level equal to your truenamer level, except as 
  noted here.
  CONJUNCTIVE GATE
  Level: 4
  Duration: 1 minute
  You forge a connection between this plane and another, 
  temporarily linking them together with a swirling portal you 
  speak into being.
  By speaking this utterance, you create a portal between two 
  planes—oval-shaped vertical doors full of swirling colors.
  This utterance functions as a gate spell (PH 234) with a 
  caster level equal to your truenamer level, except as noted 
  here.
  DENY PASSAGE
  Level: 4
  Duration: 1 minute
  You force an area to deny access to a group of creatures specified by 
  your utterance.
  Crimson bars ward the area you name.
  If your Truespeak check is successful, you can forbid 
  creatures from entering the area of the utterance.
  Unless you allow a creature inside the area (an immediate 
  action on your part), it is held at bay just outside the place 
  as if affected by a protection from evil spell (although for this 
  utterance, the alignment of the creature doesn’t matter).
  Reddish prison bars appear briefly to block the creature’s 
  path, then disappear when the creature stops trying to 
  enter the utterance’s area.
  The bars are intangible to everyone else, and the affected 
  creature can’t interact with them in any way.
  You likewise prevent creatures from leaving the truenamed 
  place.
  Unless you allow a creature to leave (as an immediate 
  action), it is held at bay at the boundary of the area, stymied 
  by the reddish prison bars.
  ENERGY VORTEX
  Level: 2
  Duration: 1 minute
  Your words transform the nature of the air, turning it from 
  harmless gas into a swirling mass of harmful energy.
  You fill the air around your foes with energy, dealing 
  damage.
  You choose the type of damage to deal when you speak this 
  utterance: acid, cold, electricity, or fire.
  Creatures in the affected area take 2d6 points of energy 
  damage, and an additional 2d6 points of damage at the 
  beginning of each of their turns while they remain in the 
  area.
  FOG FROM THE VOID
  Level: 1
  Duration: 1 minute
  At your words, moisture in the air and ground condenses into a 
  thick mist.
  Your words create a thick, roiling cloud of black fog.
  This utterance functions as a fog cloud spell (PH 232), except 
  as noted here.
  If you add 10 to the DC of your Truespeak check, you can 
  instead create a more substantial fog, which functions as a 
  solid fog spell (PH 281) with a caster level equal to your 
  truenamer level, except as noted here.
  
  1304
  LORE OF THE WORLD
  Level: 3
  Range: 20 ft.
  Area: 20-ft.-radius spread, centered on you
  Duration: 1 minute
  The world around you comes alive at your words, willing to share 
  its ancient knowledge with you.
  When you speak this utterance, you gain the ability to 
  communicate with the world around you.
  Speaking in voices that only you can hear, the earth, trees, 
  water, and even the wind respond to your request for 
  information.
  This utterance functions as a stone tell spell (PH 284) with a 
  caster level equal to your truenamer level.
  In addition to the information described in the spell, the 
  environment in the area of the utterance can also tap the 
  knowledge of the land nearby, and can give you the 
  direction and distance to a location you seek within one 
  mile.
  You must know the name of the specific location you are 
  trying to locate to use this aspect of the utterance, if 
  multiple locations exist within the area that match the 
  name of the place you seek, the land gives you the direction 
  and distance to the closest one.
  For example, if you seek the Temple of Nerull, and it is 
  within the maximum range, you can learn the exact 
  distance and direction from the spot of the utterance that 
  the temple lies.
  MASTER THE FOUR WINDS
  Level: 3
  Duration: 1 minute
  The air reacts to your utterance, obeying your every command.
  By speaking this utterance, you can bend the air to your 
  will.
  This utterance functions as a control winds spell (PH 214) 
  with a caster level equal to your truenamer level, except as 
  noted here.
  All within range hear the words of your utterance, carried 
  on the winds you control throughout the utterance’s 
  duration.
  SHIELD OF THE LANDSCAPE
  Level: 1
  Duration: 1 minute
  Area: 20-ft.-radius spread, centered on you
  You cause the ground to alter its basic form, creating cover for your 
  allies, or removing it for your foes.
  You can temporarily create or remove natural obstacles that
  provide cover.
  An object that provides total cover in the affected area now 
  provides only cover, and any object that provides cover no 
  longer does so.
  Any small outcroppings of rock, clumps of shrubberies, and 
  even the trunks of trees in the affected area wither and 
  shrink from in front of your foes.
  Alternatively, you can create small outcroppings of cover 
  behind which you and your allies can hide.
  You must be standing on a natural surface, such as earth or 
  unworked stone, to use this effect.
  Each creature of Medium size or smaller in the area gains 
  the benefit of cover from the outcroppings, which are not 
  substantial enough to hinder movement through these 
  squares.
  These outcroppings do not provide cover against adjacent 
  foes (although they do help against reach attacks).
  After the utterance’s duration expires, the affected natural 
  obstacles resume their normal shape and position, grown 
  back to their original forms in a second or two.
  SHOCKWAVE
  Level: 1
  Duration: 1 round
  Saving Throw: Fortitude negates
  By speaking this utterance, you order the air to pulse violently, 
  knocking creatures in the area to the ground.
  You speak words of power that cause the air to convulse 
  outward in a pulse of violent energy.
  A violent shock wave travels through the air, and creatures 
  in the area must make Fortitude saves or be knocked prone 
  and take 1d4 points of nonlethal damage.
  Creatures that are exceptionally stable—such as those with 
  the stability racial trait or with four or more legs—gain 
  their usual stability bonus (usually +4) on this save.
  SPEAK ROCK TO MUD
  Level: 2
  Duration: 1 minute
  With a word, you create an area of viscous, sticking mud.
  You change the fundamental nature of solid stone in the 
  affected area, turning it into thick mud.
  This utterance functions as a transmute rock to mud spell (PH
  295) with a caster level equal to your truenamer level, 
  except as noted here.
  THWART THE TRAVELER
  Level: 3
  Duration: 1 minute
  The air grows thick and heavy, making extradimensional travel 
  impossible.
  By speaking this utterance, you prevent any 
  extradimensional travel in the area.
  This utterance functions as a dimensional lock spell (PH 221) 
  with a caster level equal to your truenamer level, except as 
  noted here.
  Whenever a creature uses a spell or spell-like ability to 
  attempt to leave, it is briefly surrounded by a blue nimbus 
  and finds—probably to its surprise—that it hasn’t gone 
  anywhere.
  TRANSFORM THE LANDSCAPE
  Level: 2
  Duration: 1 minute
  You can cause the ground to crack and split beneath your enemies 
  feet, impeding their progress, or you can smooth the ground 
  beneath the feet of your allies, making their passage easier.
  You can temporarily create or remove difficult terrain (PH 
  148) in the affected area.
  You can cause the natural terrain in the area to buckle and 
  crack, making it much more difficult to traverse.
  The difficult terrain does not obscure line of sight or 
  provide cover.
  
  1305
  Alternatively, you can smooth an area of difficult terrain for 
  your allies, eliminating penalties to movement or skill 
  checks the terrain would normally impose.
  Eliminating difficult terrain with this utterance does not 
  eliminate terrain features that provide cover.
  As you deliver this utterance, the ground shifts and flows to 
  take on the characteristics you seek, eroding obstacles 
  impossibly quickly or creating new debris through minor 
  temblors.
  For the purposes of smoothing difficult terrain, light 
  rubble, dense rubble, and undergrowth (all described in 
  Chapter 3 of the Dungeon Master’s Guide) all count as 
  difficult terrain when using this utterance.
  After the utterance’s duration expires, the affected terrain 
  resumes its normal shape and position.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/AD&D 3 - Bible - Spell Bible.pdf