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Pocket Grimoire

Divine Credits
Editing: Robert J. Toth Pocket Grimoire Divine is ©2002 by
Green Ronin Publishing. Reference to
Development: Chris Pramas
other copyrighted material in no way
Design: AEG, Jim Bishop, Kevin constitutes a challenge to the respective
Brennan, Michelle A. Brown copyright holders of that material.
Nephew, David Chart, Monte
Dungeons & Dragons® and Wizards
Cook, Fantasy Flight Games,
of the Coast® are Registered
James Maliszewski, Jeffrey
Trademarks of Wizards of the
Quinn, Sword and
Coast, and are used with
Sorcery Studios,
permission.
Team Paradigm,
Jonathan Tweet, The spell names of all
Skip Williams spells from The Book
of Eldritch Might are
Transcription:
Product Identity of
Nicole Lindroos
Malhavoc Press and are
Proofreading: used with permission.
Evan Sass Anshar, Beltine, and
Neroth are Product
Graphic Design:
Identity of Paradigm
Hal Mangold
Concepts and are used
Design Elements: with permission. All
Toren “MacBin” other text in this product
Atkinson is designated as Open
Gaming Content.
Green Ronin Staff:
Nicole Lindroos, Printed in the USA.
Hal Mangold, Chris
Green Ronin Publishing
Pramas, Evan Sass
P.O. Box 1723
Renton, WA 98057-1723
www.greenronin.com

1
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
OPEN GAME LICENSE Version 1.0a Game Content shall retain all rights, title and interest in and to that Product Identity.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
8. Identification: If you distribute Open Game Content You must clearly indicate which portions
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“Product Identity” means product and product line names, logos and identifying marks including trade License with respect to some or all of the Open Game Content due to statute, judicial order, or
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environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic sublicenses shall survive the termination of this License.
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of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall
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or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” 15 COPYRIGHT NOTICE
or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
2. The License: This License applies to any Open Game Content that contains a notice indicating Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
that the Open Game Content may only be Used under and in terms of this License. You must affix
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted Akrasia, Copyright 2001, Eden Studios, Inc.
from this License except as described by the License itself. No other terms or conditions may be Arcana: Societies of Magic, Copyright 2001, Kevin Brennan and James Maliszewski.
applied to any Open Game Content distributed using this License.
Blood Reign of Nishanpur, Copyright 2001, Paradigm Concepts, Inc.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the The Book of Eldritch Might, Copyright 2001, Monte J. Cook.
terms of this License.
Codex Arcanis, Copyright 2001, Paradigm Concepts, Inc.
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The Divine and the Defeated, Copyright 2001, White Wolf Publishing, Inc.
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content. Dungeons, Copyright 2001, Alderac Entertainment, Inc.

5.Representation of Authority to Contribute: If You are contributing original material as Open Evil, Copyright 2001, Alderac Entertainment, Inc.
Game Content, You represent that Your Contributions are Your original creation and/or You have Freeport: The City of Adventure, Copyright 2002, Green Ronin Publishing, Authors Chris Pramas
sufficient rights to grant the rights conveyed by this License. and Matt Forbeck.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License Interludes: Brief Expeditions to Bluffside, Copyright 2001, Thunderhead Games, Inc.
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, Relics & Rituals, Copyright 2001, Clark Peterson
modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s
Domain of Time and new time spells from The Tide of Years, Copyright 2001, Author Michelle
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
A. Brown Nephew.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as Traps & Treachery, Copyright 2001, Fantasy Flight, Inc.
to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with Pocket Grimoire Divine, Copyright 2002, Green Ronin Publishing
any Trademark or Registered Trademark in conjunction with a work containing Open Game Content ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are
except as expressly licensed in another, independent Agreement with the owner of such Trademark or used according to the terms of the d20 System License version 1.0. A copy of this License can be
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a found at www.wizards.com.

2 3
Table of COntents Introduction
Credits ....................................................................................... 1
d20 License ............................................................................... 2 Over the past two years, the game industry has seen an explosion
Table of Contents ..................................................................... 4 of creativity thanks to the Open Game License. An unprecedented
Introduction .............................................................................. 5 number of new companies and new titles have appeared, and more
Spell Lists .................................................................................. 6 are announced every month. It is, by all accounts, a great time to be
Adept Spells............................................................................ 6 a gamer. There are dozens of new releases each month, on a wide
Blackguard Spells ................................................................... 7 array of topics. Indeed, d20 companies have become so prolific that
keeping up with new releases is nearly a full time job. While some
Cleric Spells............................................................................ 8
books are esoteric and others world-specific, there are certain game
Druid Spells .......................................................................... 28
elements than translate over into any d20 fantasy game. Top on that
Paladin Spells ....................................................................... 33
list are spells, but with so many spells spread over so many books,
Ranger Spells ........................................................................ 34
it’s nearly impossible to have access to them all.
Spells ....................................................................................... 36
A ........................................................................................... 36 The Pocket Grimoires were conceived as a handy reference, a
B ........................................................................................... 48 series of books that would collect the best d20 spells and make
C ........................................................................................... 55 them easily accessible. It is thanks to the nature of the Open
D ........................................................................................... 73 Game License that this project was able to come to fruition.
E ............................................................................................ 92 Even better, the response we got from other publishers was most
encouraging. We had worried that, despite the terms of the OGL,
F .......................................................................................... 100
other publishers would not be receptive to the idea of their spells
G ......................................................................................... 112
joining our spells in this volume. We were pleased to see the spirit
H ......................................................................................... 121
of open gaming in action, as other publishers not only gave their
I ........................................................................................... 131
blessings to the project, but also offered up additional material.
J-L ....................................................................................... 140 That certainly bodes well for the future of open gaming.
M......................................................................................... 148
N ......................................................................................... 161 Green Ronin would like thank all of the d20 publishers that
O ......................................................................................... 165 contributed to the Pocket Grimoires, Wizards of the Coast for
P-Q ...................................................................................... 167 standing by the Open Game License, and the designers of 3E
R ......................................................................................... 180 for creating the core spells of the d20 System. While game
companies may bicker from time to time, it’s nice to see a real
S .......................................................................................... 191
sense of community underneath it all.
T .......................................................................................... 229
U ......................................................................................... 238 Chris Pramas
V ......................................................................................... 241 Green Ronin Publishing
W-Z ..................................................................................... 243 5/1/02

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Spell Lists
3rd LEVEL
Animate Dead. Creates undead skeletons and zombies.
Bestow Curse. -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Contagion. Infects subject with chosen disease.
Continual Flame. Makes a permanent, heatless torch.
Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).
Daylight. 60 ft. radius of bright light.
ADEPT SPELLS Deeper Darkness. Object sheds absolute darkness in 60 ft. radius.
Lightning Bolt. Electricity deals 1d6 damage/level.
Neutralize Poison. Detoxifies venom in or on subject.
0 LEVEL Remove Curse. Frees object or person from curse.
Create Water. Creates 2 gallons/level of pure water. Remove Disease. Cures all diseases affecting subject.
Cure Minor Wounds. Cures 1 point of damage. Tongues. Speak any language.
Detect Magic. Detects spells and magic items within 60 ft.
Ghost Sound. Figment sounds. 4th LEVEL=
Guidance. +1 on one roll, save, or check.
Light. Object shines like a torch. Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).
Mending. Makes minor repairs on an object. Minor Creation. Creates one cloth or wood object.
Purify Food and Drink. Purifies 1 cu. ft./level of food or water. Polymorph Other. Gives one subject a new form.
Read Magic. Read scrolls and spellbooks. Polymorph Self. As polymorph other but you assume the form of a different creature.
Restoration. Restores level and ability score drains.
Stoneskin. Stops blows, cuts, stabs, and slashes.
1st LEVEL Wall of Fire. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals
Bless. Allies gain +1 attack and +1 on saves against fear. 2d6 +1/level.
Burning Hands. 1d4 fire damage/level (max 5d4).
Cause Fear. One creature flees for 1d4 rounds.
Command. One subject obeys one-word command for 1 round.
5th LEVEL
Comprehend Languages. Understand all spoken and written languages. Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification.
Cure Light Wounds. Cures 1d8 +1/level damage (max +5). Commune. Deity answers one yes-or-no question/level.
Detect Chaos/Evil/Good/Law. Reveals creatures, spells, or objects. Heal. Cures all damage, diseases, and mental conditions.
Endure Elements. Ignores 5 damage/round from one energy type. Major Creation. As minor creation, plus stone and metal.
Obscuring Mist. Fog surrounds you. Raise Dead. Restores life to subject who died up to 1 day/level ago.
Protection From Chaos/Evil/Good/Law. +2 AC and saves, counter mind control, hedge out True Seeing. See all things as they really are.
elementals and outsiders. Wall of Stone. Creates a stone wall that can be shaped.
Sleep. Put 2d4 HD of creatures into comatose slumber.

2nd LEVEL BLACKGUARD SPELLS


Aid. +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Animal Trance. Fascinates 2d6 HD of animals. 1st LEVEL
Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.
Cat’s Grace. Subject gains 1d4+1 Dex for 1 hr./level. Cause Fear. One creature flees for 1d4 rounds.
Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10). Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
Darkness. 20 ft. radius of supernatural darkness. Doom. One subject suffers -2 on attacks, damage, saves, and checks.
Delay Poison. Stops poison from harming subject for 1 hour/level. Inflict Light Wounds. Touch, 1d8 +1/level damage (max +5).
Endurance. Gain 1d4+1 Con for 1 hr./level. Magic Weapon. Weapon gains +1 bonus.
Invisibility. Subject is invisible for 10 minutes/level or until it attacks. Summon Monster I.* Calls outsider to fight for you.
Mirror Image. Creates decoy duplicates of you (1d4 +1/three levels, max 8).
Resist Elements. Ignores 12 damage/round from one energy type. 2nd LEVEL
See Invisibility. Reveals invisible creatures or objects.
Web. Fills 20 ft. radius spread with sticky spider webs. Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.
Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).
Darkness. 20 ft. radius of supernatural darkness.

6 7
Death Knell. Kills dying creature; you gain 1d8 temporary hp, +2 Str, and +1 level. Bless Water. Makes holy water.
Inflict Moderate Wounds. Touch attack, 2d8 +1/level damage (max +10). Cause Fear. One creature flees for 1d4 rounds.
Shatter. Sonic vibration damages objects or crystalline creatures. Command. One subject obeys one-word command for 1 round.
Summon Monster II.* Calls outsider to fight for you. Comprehend Languages. Understand all spoken and written languages.
Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
3rd LEVEL Curse Water. Makes unholy water.
Deathwatch. Sees how wounded subjects within 30 ft. are.
Contagion. Infects subject with chosen disease. Detect Chaos/Evil/Good/Law. Reveals creatures, spells, or objects.
Cure Serious Wounds. Cures 3d8 +1/level damage (max +15). Detect Undead. Reveals undead within 60 ft.
Deeper Darkness. Object sheds absolute darkness in 60 ft. radius. Divine Favor. Subject gains attack, damage bonus, +1/three levels.
Inflict Serious Wounds. Touch attack, 3d8 +1/level damage (max +15). Doom. One subject suffers -2 on attacks, damage, saves, and checks.
Protection From Elements. Absorb 12 damage/level from one kind of energy. Endure Elements. Ignores 5 damage/round from one energy type.
Summon Monster III.* Calls outsider to fight for you. Entropic Shield. Ranged attacks against you suffer 20% miss chance.
Ghoulish Gourmet. Regain lost hit points by draining fresh corpses.
4th LEVEL Gills. Affected creatures grow gills.
Guilt. Evil creature forced to think about what it’s done.
Cure Critical Wounds. Cures 4d8 +1/level damage (max +20). Indolence. All targets get –1 to Will saves.
Freedom of Movement. Subject moves normally despite impediments. Inflict Light Wounds. Touch, 1d8 +1/level damage (max +5).
Inflict Critical Wounds. Touch attack, 4d8 +1/level damage (max +20). Invisibility to Constructs. Constructs can’t detect one subject per level.
Poison. Touch deals 1d10 Con damage, repeats in 1 min. Invisibility to Undead. Undead can’t perceive one subject/level.
Summon Monster IV.* Calls outsider to fight for you. Invoke Smite. Invokes the paladin’s smite power.
*Evil creatures only. Lesser Symbol of Divinity. Creates minor magical protections within a small area.
Liar’s Bane. Causes the tongue of the victim to swell when the victim lies.
Magic Stone. Three stones gain +1 attack, deal 1d6+1 damage.
CLERIC SPELLS Magic Weapon. Weapon gains +1 bonus.
Obscuring Mist. Fog surrounds you.
Pity Stab. The subject experiences the emotions of those whom he wrongs.
0 LEVEL (Orisons) Protection From Chaos/Evil/Good/Law. +2 AC and saves, counter mind control, hedge out
elementals and outsiders.
Create Water. Creates 2 gallons/level of pure water. Random Action. One creature acts randomly for one round.
Cure Minor Wounds. Cures 1 point of damage. Remove Fear. +4 on saves against fear for one subject +1/four levels.
Detect Magic. Detects spells and magic items within 60 ft. Runyon’s Fortunate Choice. Allows the choice of two outcomes when rolling dice.
Detect Poison. Detects poison in one creature or small object. Sanctuary. Opponents can’t attack you, and you can’t attack.
Detect Temporal Disturbance. Sense the presence of a disturbance in the natural f low of time. Shield of Faith. Aura grants +2 or higher deflection bonus.
Guidance. +1 on one roll, save, or check. Summon Monster I. Calls outsider to fight for you.
Inflict Minor Wounds. Touch attack, 1 point of damage. Thunderstrike. Transmit the force of a bludgeoning weapon through the ground to an opponent.
Light. Object shines like a torch.
Mending. Makes minor repairs on an object.
Purify Food and Drink. Purifies 1 cu. ft./level of food or water. 2nd LEVEL CLERIC SPELLS
Read Magic. Read scrolls and spellbooks. Aid. +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Resistance. Subject gains +1 on saving throws. Amplify Poison. Increases a natural poison’s DC.
Silver Sword. Weapon treated as silver when attacking creatures with silver weakness. Animal Messenger. Sends a Tiny animal to a specific place.
Sober Up. Cures the target of alcoholic influences. Augury. Learns whether an action will be good or bad.
Thunderthump. Knock a foe prone from a distance by punching the ground. Bone Spikes. Growths on skeletons/zombies, grant additional 1d6 damage.
Tongue of Angels. Speak Celestial. Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.
Tongue of Fiends. Speak Infernal. Calm Emotions. Calms 1d6 subjects/level, negating emotion effects.
Unclean. Initiates a contagious sickness in a random individual. Consecrate. Fills area with positive energy, making undead weaker.
Virtue. Subject gains 1 temporary hp. Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).
Wash. Cleans grime and dirt from one object or person. Darkness. 20 ft. radius of supernatural darkness.
Death Knell. Kills dying creature; you gain 1d8 temporary hp, +2 Str, and +1 level.
1st LEVEL CLERIC SPELLS Delay Poison. Stops poison from harming subject for 1 hour/level.
Desecrate. Fills area with negative energy, making undead stronger.
Bane. Enemies suffer -1 attack, -1 on saves against fear. Dispel Temporal Effect. Dispel any spell cast on a creature or object that manipulates time.
Bless. Allies gain +1 attack and +1 on saves against fear. Endurance. Gain 1d4+1 Con for 1 hr./level.

8 9
Enhance Magical Flow. Caster’s spells get +1 DC bonus. Glyph of Warding. Inscription harms those who pass it.
Enough Talk! Target rages as a barbarian. Helping Hand. Ghostly hand leads subject to you.
Enthrall. Captivates all within 100 ft. +10 ft./level. Holy Cloak. Opponents can’t attack you, but you can attack.
Epiphany. +5 bonus to craft and knowledge checks. Inflict Serious Wounds. Touch attack, 3d8 +1/level damage (max +15).
Find Remains. The cleric is able to locate a corpse. Invigorate Corpse. Restores some life to one dead creature.
Find Traps. Notice traps as a rogue does. Invisibility Purge. Dispels invisibility within 5 ft./level.
Gentle Repose. Preserves one corpse. Locate Object. Senses direction toward object (specific or type).
Gift of Reason. Protects willing recipient from emotional biases. Magic Circle Against Chaos/Evil/Good/Law. As protection spells, but 10 ft. radius and 10
Happenstance. Bestows a brief bout of ill fortune upon the subject. min./level.
Hold Person. Holds one person helpless; 1 round/level. Magic Vestment. Armor or shield gains +1 enhancement/three levels.
Ill Omen. Reveals if course of action will be detrimental. Mantle of Unassailable Flame. Weapons used against subject take 3d6 damage.
Inflict Moderate Wounds. Touch attack, 2d8 +1/level damage (max +10). Mark of Thralldom. Slain creature returns as undead, carries out command.
Killer Instinct. Increases caster’s critical threat range and multiplier by one. Meld Into Stone. You and your gear merge with stone.
Last Look. View the last minutes of a corpse’s life from its view. Mothball. Preserves organic matter against decay.
Lesser Restoration. Dispels magic ability penalty or repairs 1d4 ability damage. Negative Energy Protection. Subject resists level and ability drains.
Locate Owner. Like locate creature but you don’t have to know what creature you’re seeking. Neurosis. Make a person deathly afraid of something harmless.
Make Whole. Repairs an object. Noble Sacrifice. Heal others by harming yourself.
Mortal Slumber. Feign death. Obscure Object. Masks object against divination.
Otherworldly Wisdom. Subject gains 1d4+ I Wis for 1 hr./level. Plunder Thoughts. Allows reading of deep thoughts.
Remove Paralysis. Frees one or more creatures from paralysis, hold, or slow. Prayer. Allies gain +1 on most rolls, and enemies suffer -1.
Resist Elements. Ignores 12 damage/round from one energy type. Protection From Elements. Absorb 12 damage/level from one kind of energy.
Shadowpulse. Creates an area of shadowy light around a touched object. Remove Blindness/Deafness. Cures normal or magical conditions.
Shatter. Sonic vibration damages objects or crystalline creatures. Remove Curse. Frees object or person from curse.
Shield Other. Caster takes half of subject’s damage. Remove Exposure. Removes all penalties due to overexposure to the elements.
Silence. Negates sound in 15 ft. radius. Remove Disease. Cures all diseases affecting subject.
Soul Bend. Weakens victim’s will to resist. Sadistic Strike. Victim takes subdual damage and suffers penalties from pain.
Sound Burst. Deals 1d8 sonic damage to subjects; may stun them. Sanguine Spill. Causes wounds to bleed for ld6 points of damage per round for level/rounds.
Speak With Animals. Caster can communicate with natural animals. Searing Light. Ray deals 1d8/two levels, more against undead.
Spiritual Weapon. Magical weapon attacks on its own. Shadow Cloak. Shadow protects target from harmful effects of any light source.
Static Veil. Creates area that resists scrying. Siren Song. Causes one target per level to be drawn inexorably toward the caster.
Summon Monster II. Calls outsider to fight for you. Speak With Dead. Corpse answers one question/two levels.
Undetectable Alignment. Conceals alignment for 24 hours. Speak With Plants. You can talk to normal plants and plant creatures.
Willflower. Subject gains 1d4+1 Cha for 1 hr./level. Stone Shape. Sculpts stone into any form.
Zone of Truth. Subjects within range cannot lie. Sucking Touch. Caster has Strength-draining touch.
Summon Monster III. Calls outsider to fight for you.
3rd LEVEL CLERIC SPELLS Summon Shadow Raven. Shadowy bird appears.
Sunstabber. Create a spear of light that heals or inflicts 2d4+2/level when thrown.
Animal Agent. Send a Tiny animal on a 3-step mission. Undead Attraction. Target is magnet for undead.
Animate Dead. Creates undead skeletons and zombies. Water Breathing. Subjects can breathe underwater.
Bestow Curse. -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each Water Walk. Subject treads on water as if solid.
action. Wind Wall. Deflects arrows, smaller creatures, and gases.
Blindness/Deafness. Makes subject blind or deaf.
Cloud Shape. Alters appearance of cloud.
Contagion. Infects subject with chosen disease.
4th LEVEL CLERIC SPELLS
Continual Flame. Makes a permanent, heatless torch. Air Walk. Subject treads on air as if solid (climb at 45-degree angle).
Create Food and Water. Feeds three humans (or one horse)/level. Beltine’s Blessed Strike. Weapons do more damage against undead.
Cure Serious Wounds. Cures 3d8 +1/level damage (max +15). Cloaked Sphere of Radiance. Daylight in a shell of darkness.
Daylight. 60 ft. radius of bright light. Control Water. Raises or lowers bodies of water.
Deafening Weapon. Summons weapon that inflicts 1d10 damage and causes deafness. Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).
Deeper Darkness. Object sheds absolute darkness in 60 ft. radius. Death Ward. Grants immunity to death spells and effects.
Destroy Water. Destroys water, leaves dust in its place. Deep in Thought. Aids concentration to ignore distractions.
Dismiss Shadow. Sends a shadow creature back to its home. Dimensional Anchor. Bars extradimensional movement.
Dispel Magic. Cancels magical spells and effects. Discern Lies. Reveals deliberate falsehoods.
Fist of Iron. Transforms the caster’s fist into iron and enhances Strength. Dismissal. Forces a creature to return to native plane.

10 11
Distant Light. As daylight but Medium range. Plane Shift. Up to eight subjects travel to another plane.
Dive. Breathe water, get darkvision and immunity to pressure, and +10 to Swim checks. Quicken Shadow. Turns an ordinary shadow into a shadow creature.
Divination. Provides useful advice for specific proposed actions. Raise Dead. Restores life to subject who died up to 1 day/level ago.
Divine Power. You gain attack bonus, 18 Str, and 1 hp/level. Ray of Rust. Ray rusts what it touches.
Dogs of War. Summon 1 dog/level to serve and fight for you. Righteous Might. Your size increases, and you gain +4 Str.
Fascination. Target becomes obsessed with a particular activity. Scrying. Spies on subject from a distance.
Freedom of Movement. Subject moves normally despite impediments. Slay Living. Touch attack kills subject.
Giant Vermin. Turns insects into giant vermin. Small Favors. Borrow ability of extraplanar creature.
Greater Magical Flow Enhancement. +2 bonus to spells’ DC. Spell Resistance. Subject gains +12 +1/level SR.
Greater Magic Weapon. +1 bonus/three levels (max +5). Squall. Creates a powerful storm that sweeps across the caster’s enemies.
Holy Conduit. Allows healing spells to be cast at range. Summon Monster V. Calls outsider to fight for you.
Imbue With Spell Ability. Transfer spells to subject. True Seeing. See all things as they really are.
Inflict Critical Wounds. Touch attack, 4d8 +1/level damage (max +20). Turnabout. Victim sees allies as deadly enemies.
Lawson’s Seal. Seals one portal until a condition is met. Unhallow. Designates location as unholy.
Lesser Planar Ally. Exchange services with an 8 HD outsider. Wail of the Damned. Victims must make Fortitude saving throws or be deafened or paralyzed.
Lord of Light. Allows control of the amount of light or dark in an area. Wall of Stone. Creates a stone wall that can be shaped.
Neroth’s Embrace. 1d4 temporary Str damage to target. Wereform. Transforms one creature into a werebeast.
Neutralize Poison. Detoxifies venom in or on subject.
Poison. Touch deals 1d10 Con damage, repeats in 1 min.
Ray of Dry Rot. Ray infects wooden objects, creatures with dry rot.
6th LEVEL CLERIC SPELLS
Repel Vermin. Insects stay 10 ft. away. Animate Objects. Objects attack your foes.
Restoration. Restores level and ability score drains. Antilife Shell. 10 ft. field hedges out living creatures.
Resume Form. Forces shapeshifters to painfully resume their proper forms. Banishment. Banishes 2 HD/level extraplanar creatures.
Righteous Mantle. Creates shining raiment, blinding opponents and encouraging allies. Blade Barrier. Blades encircling you deal 1d6 damage/level.
Saving Grace. Grants recipient +5 bonus that can be distributed among future saving throws. Bolts From Above. Causes an electrical storm that the caster can control.
Sending. Delivers short message anywhere, instantly. Calm Winds. Create doldrums in local area.
Speakeasy. Gives complete understanding of one language. Cardiac Grab. Kills a target by delivering his heart into your hand.
Spell Immunity. Subject is immune to one spell/four levels. Coma. Puts living creature in coma.
Status. Monitors condition, position of allies. Create Undead. Ghouls, shadows, ghasts, wights, or wraiths.
Strength of Golems. Subject gains 1d8+4 temporary strength. Etherealness. Travel to Ethereal Plane with companions.
Summon Monster IV. Calls outsider to fight for you. Find the Path. Shows most direct way to a location.
Tongues. Speak any language. Firebird. Caster summons quasi-real, birdlike creature of flame.
Unholy Conduit. Allows inflict spells to be cast upon target at range. Forbiddance. Denies area to creatures of another alignment.
Untreatable. Target becomes unaffected by magical healing. Geas/Quest. As lesser geas, plus it affects any creature.
Greater Dispelling. As dispel magic, but up to +20 on check.
5th LEVEL CLERIC SPELLS Greater Glyph of Warding. As glyph of warding, but up to 10d8 damage or 6th level spell.
Harm. Subject loses all but 1d4 hp.
Atonement. Removes burden of misdeeds from subject. Heal. Cures all damage, diseases, and mental conditions.
Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification. Heal Construct. As the spell heal but on constructs.
Bury. Creature swallowed by earth. Heroes’ Feast. Food for one creature/level cures and blesses.
Camaraderie. Allies exchange hit points and Strength between themselves. Knowledge of the Elders. +10 bonus to all Knowledge skill rolls.
Circle of Doom. Deals 1d8 +1/level damage in all directions. Planar Ally. As lesser planar ally, but up to 16 HD.
Commune. Deity answers one yes-or-no question/level. Scry the Ages. You can see and hear some creature, who may be at any distance or in any time
Create Healing Spring. Creates permanent spring of fresh water with healing properties. frame past or future.
Dispel Chaos/Evil/Good/Law. +4 bonus against attacks. Summon Monster VI. Calls outsider to fight for you.
Divine Smite. As holy smite, but keyed to alignment. Touch of Agony. All pain is magnified.
Ethereal Jaunt. You become ethereal for 1 round/level. Unwill. The target loses all willpower.
Flame Strike. Smites foes with divine fire (1d6/level). Vengeance of the Scorned. Allows caster to find and defeat a single individual.
Greater Command. As command, but affects one subject/level. Visage of the Overlord. Surround the caster in an aura of command and competence.
Hallow. Designates location as holy. Wall of Water. Creates a barrier of seawater under extremely high pressure.
Healing Circle. Cures 1d8 +1/level damage in all directions. Wicked Water. Imbues water with negative energy.
Insect Plague. Insect horde limits vision, inflicts damage, and weak creatures flee. Wind Walk. You and your allies turn vaporous and travel fast.
Interrogate. Target must answer three questions truthfully. Word of Recall. Teleports you back to designated place.
Mark of Justice. Designates action that will trigger curse on subject. Wrath. A wave of divine energy deals 1d6 damage/level in all directions.

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Energy Drain. Subject gains 2d4 negative levels.
7th LEVEL CLERIC SPELLS Gate. Connects two planes for travel or summoning.
Anshar’s Burning Blood. Wounded creatures’ blood attacks them, at 1d4+1 damage/caster level. Implosion. Kills one creature/round.
Blasphemy. Kills, paralyzes, weakens, or dazes nonevil subjects. Life Slice. Reduces all of target’s ability scores to 3, and removes all but 1d4 hp.
Control Weather. Changes weather in local area. Mind Share. Allows caster to get truthful answers to any questions asked of subject.
Destruction. Kills subject and destroys remains. Miracle. Requests a deity’s intercession.
Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects. Soul Bind. Traps newly dead soul to prevent resurrection.
Divine Talion. Damage taken by caster is done to attackers as well. Soul Shred. Kills a target and fragments his soul.
Fog of Blades. Creates a cloud of tiny blades that inflict 1d4 points of damage per round. Storm of Vengeance. Storm rains acid, lightning, and hail.
Greater Restoration. As restoration, plus restores all levels and ability scores Sword of Faith. Weapon is +5 against primary opposite alignment.
Greater Scrying. As scrying, but faster and longer. Summon Monster IX. Calls outsider to fight for you.
Hastening of Age. The subject loses Str, Dex, and Con levels as his body ages prematurely. True Resurrection. As resurrection, plus remains aren’t needed.
Hero’s Death. Subject gives soul to gods in exchange for help completing task.
Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects.
Inflame. Enlist a large group to achieve a specified goal.
CLERIC DOMAINS
Judgment of Gold. Subject and possessions turned into golden statue.
Magnified Healing Circle. Heals 2d8+2/caster level damage in all directions. Air Domain
Pirate’s Booty. Aids in the hiding/retrieval of treasure chests. Granted Power: Turn or destroy earth creatures as a good cleric turns undead. Rebuke or co mand air
Reconstruct. As the spell resurrection but affecting constructs. creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to
Refuge. Alters item to transport its possessor to you. 3+cleric’s Charisma modifier.
Regenerate. Subject’s severed limbs grow back.
Repulsion. Creatures can’t approach you. 1. Obscuring Mist. Fog surrounds you.
Resurrection. Fully restore dead subject. 2. Wind Wall. Deflects arrows, smaller creatures, and gases.
Summon Monster VII. Calls outsider to fight for you. 3. Gaseous Form. Subject becomes insubstantial and can fly slowly.
Word of Chaos. Kills, confuses, stuns, or deafens nonchaotic subjects. 4. Air Walk. Subject treads on air as if solid (climb at 45-degree angle).
5. Control Winds. Change wind direction and speed.
8th LEVEL CLERIC SPELLS 6. Bolts From Above. Causes an electrical storm that the caster can control.
Chain Lightning. 1d6 damage/level; secondary bolts.
Antimagic Field. Negates magic within 10 ft. 7. Control Weather. Changes weather in local area.
Cloak of Chaos. +4 AC, +4 resistance, and SR 25 against lawful spells. 8. Whirlwind. Cyclone inflicts damage and can pick up creatures.
Create Greater Undead. Mummies, spectres, vampires, or ghosts. 9. Elemental Swarm.* Summons multiple elementals.
Discern Location. Exact location of creature or object. *Cast as an air spell only.
Disrupt Soul. Soul blasted from target’s body.
Earthquake. Intense tremor shakes 5 ft./level radius.
Embodiment. Allows cleric to take on aspects of the patron deity.
Animal Domain
Fire Storm. Deals 1d6 fire damage/level. Granted Power: The cleric can cast animal friendship once per day. Knowledge (nature) is a class skill.
Fourfold Forging. A weapon becomes four weapons.
Greater Planar Ally. As lesser planar ally, but up to 24 HD. 1. Calm Animals. Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells. 2. Animal Aspect. Gain the power of an animal.
Mass Heal. As heal, but with several subjects. Hold Animal. Hold one animal helpless; 1 round/level.
Sanguine Strength. Target receives a +1/caster level bonus to Strength. 3. Animal Agent. Send a Tiny animal on a 3-step mission.
Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic spells. Dominate Animal. Subject animal obeys silent mental commands.
Summon Hero. Call a dead hero to aid you. 4. Repel Vermin. Insects stay 10 ft. away.
Summon Monster VIII. Calls outsider to fight for you. 5. Commune With Nature. Learn about terrain for one mile/level.
Symbol. Triggered runes have array of effects. 6. Antilife Shell. 10 ft. field hedges out living creatures.
Unholy Aura. +4 AC, +4 resistance, and SR 25 against good spells. 7. Animal Shapes. One ally/level polymorphs into chosen animal.
Wellspring of Youth. The subject gains Str, Dex, and Con levels as his body regains its youth. 8. Creeping Doom. Carpet of insects attacks at your command.
9. Shapechange. Transforms you into any creature, and change forms once per round.

9th LEVEL CLERIC SPELLS Chaos Domain


Apostate. Subject gains belief in your god.
Astral Projection. Projects you and companions into Astral Plane. Granted Power: The cleric casts chaos spells at +1 caster level.
Aura of Faith. As shield of law, but keyed to alignment. 1. Protection From Law. +2 AC and saves, counter mind control, hedge out elementals and
Cry for Spirits’ Release. Destroys undead, heals wounds. outsiders.

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2. Happenstance. Bestows a brief bout of ill fortune upon the subject.
Shatter. Sonic vibration damages objects or crystalline creatures.
Destruction Domain
3. Magic Circle Against Law. As protection spells, but 10 ft. radius and 10 min./level. Granted Power: The cleric gains the smite power, the supernatural ability to make a single
4. Chaos Hammer. Damages and staggers lawful creatures. melee attack with a +4 attack bonus and a damage bonus equal to her cleric level (if she hits). She
5. Dispel Law. +4 bonus against attacks by lawful creatures. must declare the smite before making the attack. It is usable once per day.
6. Animate Objects. Objects attack your foes.
7. Word of Chaos. Kills, confuses, stuns, or deafens nonchaotic subjects. 1. Inflict Light Wounds. Touch attack, 1d8 +1/level damage (max +5).
8. Cloak of Chaos. +4 AC, +4 resistance, SR 25 against lawful spells. 2. Enough Talk! Target rages as a barbarian.
9. Summon Monster IX.* Calls outsider to fight for you. Shatter. Sonic vibration damages objects or crystalline creatures.
*Cast as a chaos spell only. 3. Contagion. Infects subject with chosen disease.
4. Army of Filth. Summons a horde of diseased rats, insects and other scavengers.
Dogs of War. Summon 1 dog/level to serve and fight for you.
Construct Domain Inflict Critical Wounds. Touch attack, 4d8 +1/level damage (max +20).
Granted Power: Rebuke or command constructs as an evil cleric rebukes undead. The cleric may use Unholy Conduit. Allows inflict spells to be cast upon target at range.
these abilities a total number of times per day equal to his Charisma modifier +3. This ability may be used 5. Circle of Doom. Deals 1d8 +1/level damage in all directions.
a number of times equal to the number of rebuke attempts available to an evil cleric of equal level. Clerics 6. Harm. Subject loses all but 1d4 hp.
also gain the ability to construct any type of construct, even those that normally require arcane spells. Wrath. A wave of divine energy deals 1d6 damage/level in all directions.
7. Disintegrate. Makes one creature or object vanish.
1. Invisibility to Constructs. Constructs can’t detect one subject per level. 8. Earthquake. Intense tremor shakes 5 ft./level radius.
2. Stop Golem. As hold person but on golems. 9. Implosion. Kills one creature/round.
3. Shout. Deafens all within cone and deals 2d6 damage. Life Slice. Reduces all of target’s ability scores to 3, and removes all but 1d4 hp.
4. Strength of Golems. Subject gains 1d8+4 temporary strength.
5. Transfer Sentience. Subject and target golem exchange minds.
6. Heal Construct. As the spell heal but on constructs.
Distraction Domain
7. Reconstruct. As the spell resurrection but affecting constructs. Granted Power: Once per day, the cleric may convince a character to take a course of action that
8. Iron Body. Body becomes living iron. he is already seriously considering. A Will save against a DC of 10+cleric level+cleric’s Charisma
9. Steal Control. Steal control of any construct in sight. negates, but this save should be subject to a penalty of between –2 and –10, depending on how
seriously the character is thinking about the action. If a penalty of at least –2 seems inappropriate,
Death Domain the character is not considering the option sufficiently seriously for the power to work.

Granted Power: The cleric may use a death touch once per day. The death touch is a spell-like 1. Indolence. All targets get –1 to Will saves.
ability that is a death effect. The cleric must succeed at a melee touch attack against a living 2. Enthrall. Captivates all within 100 ft.+10 ft./level.
creature (using the rules for touch spells). When the cleric touches, roll 1d6 per his cleric level. If 3. Bestow Curse. –6 to one ability; -4 on attacks, saves, and checks; of 50% chance of losing
the total at least equals the creature’s current hit points, it dies. each action.
4. Fascination. Target becomes obsessed with a particular activity.
1. Cause Fear. One creature flees for 1d4 rounds. 5. Steal Action. The caster may take another action every round.
Ghoulish Gourmet. Regain lost hit points by draining fresh corpses. 6. Unwill. The target loses all willpower.
2. Bone Spikes. Growths on skeletons/zombies, grant additional 1d6 damage. 7. Akrasia’s Blessing. All targets cease to be interested in their ambitions.
Death Knell. Kill dying creature and gain 1d8 temporary hp, +2 Str, and +1 caster level. 8. Depth of Triviality. The target must make a Will save to work on anything significant.
Mortal Slumber. Feign death. 9. Steal Time. All creatures within 50 feet lose their actions to the caster.
3. Animate Dead. Creates undead skeletons and zombies.
Armor of Decay. Crafts protective armor from a corpse.
4. Death Ward. Grants immunity to death spells and effects.
Domination Domain
Spirit Link. Establishes draining link with another creature. Granted Power: The cleric may rebuke or command members of his own race as he rebukes
5. Necromantic Channel. Caster gets benefits of undead’s energy-draining attacks. or commands undead. Chaotic- or good-aligned targets may make a Will save (DC10+cleric’s
Quicken Shadow. Turns an ordinary shadow into a shadow creature. Charisma modifier+half the cleric’s level) to avoid the effect. This effect never results in the
Slay Living. Touch attack kills subject. destruction of the creatures rebuked or commanded. This ability may be used a number of times
6. Cardiac Grab. Kills a target by delivering his heart into your hand. equal to the cleric’s rebuke/command attempts per day.
Create Undead. Ghouls, shadows, ghasts, wights, or wraiths.
7. Bonewand. Creates a single-use wand out of a discarded bone. 1. Command. One subject obeys one-word command for one round.
Destruction. Kills subject and destroys remains. 2. Soul Bend. Weakens victim’s will to resist.
8. Create Greater Undead. Mummies, spectres, vampires, or ghosts. 3. Fist of Iron. Transforms the caster’s fist into iron and enhances Strength.
Disrupt Soul. Soul blasted from target’s body. Sadistic Strike. Victim takes subdual damage and suffers penalties from pain.
Lifedrinker. Absorbs hit points from nearby foes. 4. Lesser Geas. Commands subject of 7 HD or less.
9. Wail of the Banshee. Kills one creature/level. 5. Dominate Person. Controls humanoid telepathically.

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Mind Fog. Subjects in fog get –10 Wis, Will checks. 5. Dominate Person. Controls humanoid telepathically.
6. Geas/Quest. As lesser geas, plus it affects any creature. Mind Fog. Subject in fog gets –10 in Wis.
Visage of the Overlord. Surrounds the caster in an aura of command and competence. 6. Mass Suggestion. As suggestion, plus one/level subjects.
7. Inflame. Enlists a large group to achieve a specified goal. Straszman’s Ballet of Seduction. Charms all who view the dancer.
8. Power of the Overlord. Grants great strength but slowly corrupts the victim’s soul. 7. Inflame. Enlists a large group to achieve a specified goal.
9. Dominate Monster. As dominate person, but any creature. 8. Mass Charm. As charm monster, but all within 30 feet.
9. Apostate. Subject gains belief in your god.
Dream Domain
Granted Power: Once per night, while sleeping, the cleric may attempt a Scry check (DC20) to
Evil Domain
gain the answer to some question, as per the spell divination. The cleric requires at least 3 hours Granted Power: The cleric casts evil spells at +1 caster level.
sleep to use this divine gift. This is a supernatural ability.
1. Protection From Good. +2 AC and saves, counter mind control, hedge out elementals and outsiders
1. Sleep. Put 2d4 HD of creatures into comatose slumber. 2. Desecrate. Fills area with negative energy, making undead stronger.
2. Minor Image. As silent image plus some sound. 3. Magic Circle Against Good. As protection spells, but 10 ft. radius and 10 min./level.
3. Modify Memory. Changes 5 minutes of subject’s memories. Sadistic Strike. Victim takes subdual damage and suffers penalties from pain.
4. Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 damage. 4. Unholy Blight. Damages and sickens good creaturesUnholy Conduit. Allows inflict spells to
5. Dream. Sends message to anyone sleeping. be cast upon target at range.
6. Nightmare. Sends vision causing 1d10 HD damage. 5. Dispel Good. +4 bonus against attacks by good creatures.
7. Vision. As legend lore but quicker and strenuous. Quicken Shadow. Turns an ordinary shadow into a shadow creature.
8. Maze. Traps subject in extradimensional maze. 6. Create Undead. Ghouls, shadows, ghasts, wights, or wraiths.
9. Weird. As phantasmal killer but affects all within 30 feet. 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.
Earth Domain *Cast as an evil spell only.
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or
command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of Fate Domain
times per day equal to 3+the cleric’s Charisma modifier.
Granted Power: Once per day, the cleric gains a +5 insight bonus to a single attack roll, saving
1. Magic Stone. Three stones become +1 projectiles, 1d6+1 damage. throw, or skill check. The cleric must announce she is using this ability before making the roll.
Thunderstrike. Transmit the force of a bludgeoning weapon through the ground to an opponent.
2. Soften Earth and Stone. Turns stone to clay or dirt to sand or mud. 1. True Strike. Gain +20 insight bonus into your next single attack roll.
3. Stone Shape. Sculpts stone into any form. 2. Augury. Learns whether an action will be good or bad.
4. Spike Stones. Creatures in area take 1d8 damage, may be slowed. 3. Dance of Fate. Caster dances and affects luck.
5. Wall of Stone. Creates a stone wall that can be shaped. 4. Freedom of Movement. Subject moves normally despite impediments.
6. Stoneskin. Stops blows, cuts, stabs, and slashes. 5. Contact Other Plane. Ask question of extraplanar entity.
7. Earthquake. Intense tremor shakes 5 ft./level radius. 6. True Seeing. See all things as they really are.
8. Iron Body. Your body becomes living iron. 7. Vision. As legend lore but quicker and strenuous.
9. Elemental Swarm.* Summons multiple elementals. 8. Luck of Legend. On saving throws, roll two d20s, take better result.
*Cast as an earth spell only. 9. Foresight. “Sixth sense” warns of impending danger.

Entrancement Domain Fey Domain


Granted Power: Overwhelming presence: The cleric has the supernatural ability to gain an Granted Power: The cleric gains a +4 sacred/profane bonus on all saving throws vs. spell-like
enhancement bonus to Charisma that is equal to her level. Activating the power is a free action abilities used by fey. Knowledge (fey) and Knowledge (nature) are class skills.
and the power is usable once per day. This power lasts for a length of time necessary to use the 1. Charm Person. Makes one person your friend.
bonus granted on a single roll. Thus, it may last an entire evening if used on a Diplomacy roll 2. Invisibility. Subject is invisible for 10 minutes/level or until it attacks.
during a dinner, or only a single round if used to augment an undead turning attempt. 3. Snare. Creates a magical booby trap.
1. Charm Person. Makes one person your friend. 4. Confusion. Makes the subject behave oddly for one round/level.
Hypnotism. Fascinates 2d4 HD of creatures. 5. Polymorph Self. As polymorph other but you assume the form of a different creature.
2. Enthrall. Captivates all within 100 feet + 10 feet/level. 6. Amnesia. Target loses all memories.
Willflower. Subject gains 1d4+1 Charisma for 1 hour/level. 7. Summon Nature’s Ally VII. Calls creature to fight.
3. Suggestion. Compels subject to follow stated course of action. 8. O’s Irresistible Dance. Forces subject to dance.
4. Emotion. Arouses strong emotion in subject. 9. Shapechange. Transforms you into any creature and changes forms once per round.

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Fire Domain Healing Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke or Granted Power: The cleric casts healing spells at +1 caster level.
command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of
times per day equal to 3+cleric’s Charisma modifier. 1. Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
2. Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).
1. Burning Hands. 1d4 fire damage/level (max 5d4). 3. Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).
2. Produce Flame. 1d4 +1/two levels damage, touch or thrown. 4. Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).
3. Far-Flying Flame. Creates a bolt of flame with exceptional range. Holy Conduit. Allows healing spells to be cast at range.
Resist Elements.* Ignore first 12 damage from one energy type each round. 5. Healing Circle. Cures 1d8 +1/level damage in all directions.
4. Wall of Fire. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall 6. Heal. Cures all damage, diseases, and mental conditions.
deals 2d6 +1/level. 7. Magnified Healing Circle. Heals 2d8+2/caster level damage in all directions.
5. Fire Shield. Creatures attacking you take fire damage; you’re protected from heat or cold. Regenerate. Subject’s severed limbs grow back.
6. Fire Seeds. Acorns and berries become grenades and bombs. 8. Mass Heal. As heal, but with several subjects.
7. Fire Storm. Deals 1d6 fire damage/level. 9. True Resurrection. As resurrection, plus remains aren’t needed.
8. Incendiary Cloud. Cloud deals 4d6 fire damage/round.
9. Elemental Swarm.** Summons multiple elementals.
*Resist cold or fire only.
Judgment Domain
**Cast as a fire spell only. Granted Powers: Sense Motive is a class skill. In addition, the cleric may make a true strike (as
the spell) once per day against anyone who has wounded her within 24 hours. Invoking the true
Gateways Domain strike effect is a free action, although the cleric must declare it before she makes her attack roll.
This power counts as a spell-like ability.
Granted Power: Open Lock and Search are class skills. Cleric receives a +4 divine bonus to
all saving throws and attack rolls made while standing on the threshold or doorstep of a door, 1. Liar’s Bane. Causes the tongue of the victim to swell when the victim lies.
gateway, or other portal. 2. Gift of Reason. Protects willing recipient from emotional biases.
3. Searing Light. Ray deals 1d8/two levels, more against undead.
1. Hold Portal. Holds door shut. 4. Discern Lies. Reveals deliberate falsehoods.
2. Knock. Opens locked or magically sealed door. 5. True Seeing. See all things as they really are.
3. Glyph of Warding. Inscription harms those who pass it. 6. Divine Talion. Damage taken by caster is done to attackers as well.
4. Dimensional Anchor. Bars extradimensional movement. 7. Forcecage. Cube of force imprisons all inside.
5. Wall of Force. Wall is immune to damage. 8. Mind Blank. Subject is immune to mental/emotional magic and scrying.
6. Word of Recall. Teleports you back to designated place. 9. Imprisonment. Entombs subject beneath the earth.
7. Plane Shift. Up to eight subjects travel to another plane.
8. Greater Planar Binding. As lesser planar binding, but up to 24 HD.
9. Gate. Connects two planes for travel or summoning.
Knowledge Domain
Granted Power: All Knowledge skills are class skills. The cleric casts divinations at +1 caster level.
Good Domain 1. Auric Aura. Detects gold or other metals.
Granted Power: The cleric casts good spells at +1 caster level. Detect Secret Doors. Reveals hidden doors within 60 ft.
2. Detect Thoughts. Allows “listening” to surface thoughts.
1. Protection From Evil. +2 AC and saves, counter mind control, hedge out elementals and Find Remains. The cleric is able to locate a corpse.
outsiders. 3. Clairaudience/Clairvoyance. Hear or see at a distance for 1 min./level.
2. Aid. +1 attack, +1 on saves against fear, 1d6 temporary hit points. 4. Divination. Provides useful advice on specific proposed actions.
3. Magic Circle Against Evil. As protection spells, but 10 ft. radius and 10 min./level. Speakeasy. Gives complete understanding of one language.
4. Holy Smite. Damages and blinds evil creatures. 5. True Seeing. See all things as they really are.
Righteous Mantle. Creates shining raiment, blinding opponents and encouraging allies. 6. Find the Path. Shows most direct way to a location.
5. Dispel Evil. +4 bonus against attacks by evil creatures. 7. Legend Lore. Learn tales about a person, place, or thing.
6. Blade Barrier. Blades encircling you deal 1d6 damage/level. 8. Discern Location. Exact location of creature or object.
7. Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects. 9. Foresight. “Sixth sense” warns of impending danger.
8. Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX.* Calls outsider to fight for you. Law Domain
*Cast as a good spell only. Granted Power: The cleric casts law spells at +1 caster level.
1. Protection From Chaos +2 AC and saves, counter mind control, hedge out elementals and
outsiders.

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2. Calm Emotions. Calms 1d6 creatures/level, negating emotion effects. 2. Charm Person. Makes one person your friend.
Gift of Reason. Protects willing recipient from emotional biases. Soul Bend. Weakens victim’s will to resist.
3. Magic Circle Against Chaos. As protection spells, but 10 ft. radius and 10 min./level. 3. Holy Cloak. Opponents can’t attack you, but you can attack.
4. Order’s Wrath. Damages and dazes chaotic creatures. 4. Suggestion. Compels subject to follow stated course of action.
5. Dispel Chaos. +4 bonus against attacks by chaotic creatures. 5. Interrogate. Target must answer three questions truthfully.
6. Hold Monster. As hold person, but any creature. 6. Prying Eyes. 1d4 floating eyes +1/level scout for you.
7. Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects. 7. Inflame. Enlist a large group to achieve a specified goal.
8. Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic spells. 8. Sympathy. Object or location attracts certain creatures.
9. Summon Monster IX.* Calls outsider to fight for you. 9. Apostate. Subject gains belief in your god.
*Cast as a law spell only.
Plant Domain
Luck Domain Granted Power: Rebuke or command plant creatures as an evil cleric rebukes or commands
Granted Power: The cleric gains the power of good fortune, which is usable once per day. This undead. Use these abilities a total number of times per day equal to 3+the cleric’s Charisma
extraordinary ability allows the cleric to reroll one roll that he has just made. The cleric must take modifier.
the result of the reroll, even if it’s worse than the original roll.
Knowledge (nature) is a class skill.
1. Entropic Shield. Ranged attacks against you suffer 20% miss chance.
Runyon’s Fortunate Choice. Allows the choice of two outcomes when rolling dice. 1. Entangle. Plants entangle everyone in 40-ft.-radius circle.
2. Aid. +1 attack, +1 against fear, 1d8 temporary hit points. Wood Walk. Caster’s skin sticks to wooden surfaces.
3. Protection From Elements. Absorb 12 damage/level from one kind of energy. 2. Barkskin. Grants +3 natural armor bonus (or higher).
4. Freedom of Movement. Subject moves normally despite impediments. Stick Figure. Create a servant out of sticks.
5. Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification. 3. Plant Growth. Grows vegetation, improves crops.
6. Mislead. Turns you invisible and creates illusory double. Volley of Thorns. A cone of thorns causes 1 d6 hit points/ level minus AC.
7. Spell Turning. Reflect 1d4+6 spell levels back at caster. 4. Control Plants. Talk to and control plants and fungi
8. Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells. Woodheal. Regenerates damage done to wooden items or creatures.
9. Miracle. Requests a deity’s intercession. 5. Eating Weed. Causes plant matter in the stomachs of enemies to sprout and grow.
Wall of Thorns. Thorns damage anyone who tries to pass.
6. Repel Wood. Pushes away wooden objects.
Magic Domain 7. Changestaff. Your staff becomes a treant on command.
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger 8. Command Plants. Plants animate and vegetation entangles.
activation as a wizard of one-half the cleric’s level (at least 1st level). For the purpose of using a 9. Shambler. Summons 1d4+2 shambling mounds to fight for you.
scroll or other magic device, if the cleric is also a wizard, actual wizard levels and these effective
wizard levels stack. Protection Domain
1. N’s Undetectable Aura. Masks magic item’s aura. Granted Power: The cleric can generate a protective ward, a spell-like ability that grants
2. Identify. Determines single feature of magic item. someone the cleric touches a resistance bonus equal to the cleric’s level on the subject’s next
3. Dispel Magic. Cancels magical spells and effects. saving throw. Activating this power is a standard action. The protective ward is an abjuration
4. Imbue With Spell Ability. Transfer spells to subject. effect with a duration of 1 hour that is usable once per day.
Sucking Spear. Creates a magical spear that inflicts damage and drains spells from its target.
5. Spell Resistance. Subject gains +12 +1/level SR. 1. Lesser Symbol of Divinity. Creates minor magical protections within a small area.
6. Antimagic Field. Negates magic within 10 ft. Sanctuary. Opponents can’t attack you, and you can’t attack.
7. Spell Turning. Reflect 1d4+6 spell levels back at caster. 2. Shield Other. You take half of subject’s damage.
8. Protection From Spells. Confers +8 resistance bonus. 3. Holy Cloak. Opponents can’t attack you, but you can attack.
9. M’s Disjunction. Dispels magic, disenchants magic items. Protection From Elements. Absorb 12 damage/level from one kind of energy.
4. Saving Grace. Grants recipient +5 bonus that can be distributed among future saving throws.
Missionary Domain Spell Immunity. Subject is immune to one spell/four levels.
5. Spell Resistance. Subject gains +12 +1/level SR.
Granted Power: The cleric can invoke the ability to comprehend languages once per day as a 6. Antimagic Field. Negates magic within 10 ft.
free action. This is a spell-like ability. However, there are no components required, so the power Soften Spell. Weakens spells cast within 100 ft.
can be activated without anyone else’s knowledge. This effect lasts twice as long as the spell 7. Repulsion. Creatures can’t approach you.
itself (i.e., 20 minutes per level). 8. Mind Blank. Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere. As prismatic wall, but surrounds on all sides.
1. Mount. Summons riding horse for 2 hr./level.
Pity Stab. The subject experiences the emotions of those whom he wrongs.

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7. Shadow Walk. Step into shadow to travel rapidly.
Rainbow Domain 8. Evil Twin. Turns a creature’s shadow into a hostile twin.
Granted Power: The cleric gains a +2 sacred/profane bonus to all saving throws vs. spells 9. Gate. To Plane of Shadow only.
affecting vision and is immune to all forms of magical blindness.
1. Color Spray. Knocks unconscious, blinds, or stuns 1d6 weak creatures. Strength Domain
2. Glitterdust. Blinds creatures, outlines invisible creatures. Granted Power: The cleric can perform a feat of strength, which is the supernatural ability to
Hypnotic Pattern. Fascinates 2d4+1 HD/level of creatures. gain an enhancement bonus to Strength equal to her level. Activating the power is a free action,
3. Fly. Subject flies at speed of 90. the power lasts 1 round, and it’s usable once per day.
4. Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away.
5. Shield of Color. Creates shimmering shield that protects the caster from attack and shadow magic. 1. Endure Elements. Ignores 5 damage/round from one energy type.
6. Control Weather. Changes weather in local area. Thunderstrike. Transmit the force of a bludgeoning weapon through the ground to an
7. Prismatic Spray. Rays hit subjects with a variety of effects. opponent.
8. Prismatic Wall. Wall’s colors have array of effects. 2. Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.
9. Prismatic Sphere. As prismatic wall, but surrounds all sides. 3. Magic Vestment. Armor or shield gains +1 enhancement/three levels.
4. Spell Immunity. Subject is immune to one spell/four levels.
5. Camaraderie. Allies exchange hit points and Strength between themselves.
Secrets Domain Righteous Might. Your size increases, and you gain +4 Str.
Granted Power: Once per day, clerics of secrets can receive a truthful answer to any single 6. Stoneskin. Stops blows, cuts, stabs, and slashes.
question. The question can be asked only of characters who share a language with the cleric. The 7. B’s Grasping Hand. Hand provides cover, pushes, or grapples.
person questioned may omit information or word her answer in a misleading manner, but she 8. B’s Clenched Fist. Large hand attacks your foes.
must answer and cannot lie. Characters of level equal to or greater than the cleric get a Will save Sanguine Strength. Target receives a + 1/caster level bonus to Strength.
(DC equal to 10+the cleric’s Charisma modifier+one-half the cleric’s level) to refuse to answer, 9. B’s Crushing Hand. As B’s grasping hand, but stronger.
but they still cannot lie.
1. Detect Secret Doors. Reveals hidden doors within 60 feet. Sun Domain
Message. Whispered conversation at a distance. Granted Power: Once per day, you can perform a greater turning against undead in place of a regular
2. Last Look. View the last minutes of a corpse’s life through its view. turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except
Detect Thoughts. Allows “listening” to surface thoughts. that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead.
3. Plunder Thoughts. Allows the reading of deep thoughts.
4. Discern Lies. Reveals deliberate falsehoods. 1. Endure Elements.* Ignores 5 damage/round from one energy type.
Mirror Stronghold. Creates an extradimensional space to store items. 2. Heat Metal. Make metal so hot it damages those that touch it.
5. Interrogate. Target must answer three questions truthfully. 3. Searing Light. Ray deals 1d8/two levels, more against undead.
Prying Eyes. 1d4 floating eyes +1/level scout for you. Sunstabber. Create a spear of light that heals or inflicts 2d4 +2/level when thrown.
6. True Seeing. See all things as they really are. 4. Fire Shield. Creatures attacking you take fire damage; you’re protected from heat or cold.
7. Sequester. Subject is invisible to sight and scrying. Foe’s Fire. Burns a foe every round until extinguished.
8. Discern Location. Exact location of creature or object. 5. Flame Strike. Smite foes with divine fire (1d8/level).
Mind Blank. Subject is immune to mental/emotional magic and scrying. 6. Fire Seeds. Acorns and berries become grenades and bombs.
9. Mind Share. Allows caster to get truthful answers to any questions asked of subject. 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.
Shadow Domain *Endure cold or fire only.
Granted Power: Add your level to Hide and Move Silently skill rolls while in shadow.
Thievery Domain
1. Darkness Visible. Creature touched may look from nearby shadows.
Sculpt Shadow. Changes the shape of a natural shadow. Granted Power: Pick Pocket, Open Lock, and Move Silently are class skills.
2. Shadow Coil. Shadows become ropes that entangle. 1. Knock. Opens locked or magically sealed door.
Shadowpulse. Creates an area of shadowy light around a touched object. 2. True Filch. Grants a +20 bonus to one Pick Pocket check.
3. Dark Victory. Damage inflicted on a shadow is transferred to its owner. 3. Perfect Crime. Improves the chances of successfully committing a crime.
Sucking Touch. Caster has Strength-draining touch. 4. Detect Traps. Reveals all traps in an area.
4. Cover of Darkness. Protects the caster from sight and scrying. 5. Dimension Door. Teleports you and up to 500 lbs.
Descent Into Darkness. Caster turns himself into a natural shadow. 6. Greater Knock. Opens doors and disarms traps in an area.
5. Quicken Shadow. Turns an ordinary shadow into a shadow creature. 7. Discern Location. Exact location of creature or object.
Obscuring Wall. Creates a black wall that blocks sight and scrying. 8. Lair. Creates a permanent, extradimensional hideaway.
6. Crepuscule. Permanently turns any object into a shadow version of itself. 9. Steal Body. Swaps your mind and the mind of another person.

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8. Polymorph Any Object. Changes any subject into anything else.
Time Domain 9. Apostate. Subject gains belief in your god.
Granted Power: Clerics choosing the Time domain cast time spells at +1 caster level. Temporal Fold. Next five minutes repeat.
Time Stop. You are free to act for 1d4+1 rounds of apparent time while time ceases to flow for
1. True Strike. Gain +20 insight bonus into your next single attack roll. everyone else.
2. Haste. Subject takes an extra partial action and gains +4 haste bonus to AC.
3. Slow. Subject takes only a partial action each turn and suffers –2 penalties to AC, melee attack
rolls, melee damage rolls, and Reflex saves. Vengeance Domain
4. Scry the Ages. You can see and hear some creature, who may be at any distance or in any time Granted Power: If you have been harmed by a target in combat you may smite the foe during
frame past or future. the following round, as per the spell holy smite. Any creature may be affected by this ability.
5. Hastening of Age. The subject loses Str, Dex, and Con levels as his body ages prematurely.
6. Mass Haste. As haste, but it affects multiple creatures. 1. Shield of Faith. Aura grants +2 or higher deflection bonus.
7. Wellspring of Youth. The subject gains Str, Dex, and Con levels as his body regains its youth. 2. Knock. Opens locked or magically sealed door.
8. Time Stop. You are free to act for 1d4+1 rounds of apparent time while time ceases to flow for 3. Speak With Dead. Corpse answers one question/two levels.
everyone else. 4. Dimensional Anchor. Bars extradimensional movement.
9. Temporal Stasis. Time ceases to flow for the subject, who is in an impenetrable state of 5. Mark of Justice. Designates action that will trigger curse on subject.
suspended animation. 6. Vengeance of the Scorned. Allows caster to find and defeat a single individual.
7. Spell Turning. Reflects 1d4+6 spell levels back at caster.
8. Discern Location. Exact location of creature or object.
Travel Domain 9. Storm of Vengeance. Storm rains acid, lightning, and hail.
Granted Power: 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 War Domain
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 spell-like ability. Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the
deity’s favored weapon.
Wilderness Lore is a class skill.
1. Magic Weapon. Weapon gains +1 bonus.
1. Expeditious Retreat. Doubles your speed. 2. Cry Havoc. Cone area effect that stuns opponents.
2. Locate Object. Senses direction toward object (specific or type). Spiritual Weapon. Magical weapon attacks on its own..
3. Burrow. Subject burrows through solid earth or snow. 3. Deafening Weapon. Summons weapon that inflicts 1d10 damage and causes deafness.
Fly. Subject flies at speed of 90. Magic Vestment. Armor or shield gains +1 enhancement/three levels.
4. Dimension Door. Teleports you and up to 500 lb. 4. Divine Power. You gain attack bonus, 18 Str, and 1 hp/level.
5. Teleport. Instantly transports you anywhere. 5. Flame Strike. Smite foes with divine fire (1d6 damage/level).
6. Find the Path. Shows most direct way to a location. 6. Blade Barrier. Blades encircling you deal 1d6 damage/level.
7. Teleport Without Error. As teleport, but no off-target arrival. 7. Power Word, Stun. Stuns creature with up to 150 hp.
8. Fast Travel. Allows multiple teleportations. 8. Power Word, Blind. Blinds 200 hp worth of creatures.
Phase Door. Invisible passage through wood or stone. Summon Hero. Call a dead hero to aid you.
9. Astral Projection. Projects you and companions into Astral Plane. 9. Power Word, Kill. Kills one tough subject or many weak ones.

Trickery Domain Water Domain


Granted Power: Bluff, Disguise, and Hide are class skills. Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke or
1. Change Self. Change own appearance. command water creatures as an evil cleric rebukes undead. Use these abilities a total number of
Sculpt Shadow. Changes the shape of a natural shadow. times per day equal to 3 + your Charisma modifier.
2. Invisibility. Subject invisible 10 min./level or until it attacks. 1. Floater. Target is forced to the water’s surface.
Spellslip. Confuses the magic of a spellcaster, causing him to discharge the wrong spell. Obscuring Mist. Fog surrounds you.
3. Nondetection. Hides subject from divination, scrying. 2. Fog Cloud. Fog obscures vision.
4. Confusion. Makes subjects behave oddly for 1 round/level. 3. Water Breathing. Subjects can breathe underwater.
Phantom Dweomer. Creates a phantom dweomer around a spell or magic item to foil dispel Water Crush. Increases water pressure to damage targets.
magic attempts. 4. Control Water. Raises or lowers bodies of water.
5. False Vision. Fools scrying with an illusion. 5. Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
6. Mislead. Turns you invisible and creates illusory double. 6. Cone of Cold. 1d6 cold damage/level.
True Fake. A real object is cloaked by illusion. 7. Acid Fog. Fog deals acid damage.
7. Screen. Illusion hides area from vision, scrying. 8. Horrid Wilting. Deals 1d8 damage/level within 30 ft.

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9. Elemental Swarm.* Summons multiple elementals.
*Cast as a water spell only.
2nd LEVEL DRUID SPELLS
Animal Aspect. Gain the power of an animal.
Animal Messenger. Sends a Tiny animal to a specific place.
DRUID SPELLS Animal Trance. Fascinates 2d6 HD of animals.
Barkskin. Grants +3 natural armor bonus (or higher).
Beast Speak. Allows those touched to speak via bird and animal sounds.
Call Sea Beast I. Calls aquatic animals to fight for the spellcaster.
0 LEVEL DRUID SPELLS (Orisons) Charm Person or Animal. Makes one person or animal your friend.
Chill Metal. Cold metal damages those who touch it.
Cool/Heat. Slowly raises or lowers temperature.
Cloud Shape. Alters appearance of cloud.
Create Water. Creates 2 gallons/level of pure water.
Delay Poison. Stops poison from harming subject for 1 hour/level.
Cure Minor Wounds. Cures 1 point of damage.
Fire Trap. Opened object deals 1d4 +1/level damage.
Detect Magic. Detects spells and magic items within 60 ft.
Flame Blade. Touch attack deals 1d8 +1/two levels damage.
Detect Poison. Detects poison in one creature or small object.
Flaming/Freezing Weapon. Sheaths a weapon in fire or ice.
Flame On. Creates a tiny spark.
Flaming Sphere. Rolling ball of fire, 2d6 damage, lasts 1 round/level.
Flare. Dazzles one creature (-1 attack).
Frostbite. Numbs and injures an opponent with bone-chilling cold.
Guidance. +1 on one roll, throw, or check.
Ginzbarg’s Magic Howl. Causes animal attackers to flee, imposes -1 attack penalty on
Know Direction. You discern north.
intelligent foes.
Light. Object shines like a torch.
Heat Metal. Hot metal damages those who touch it.
Mending. Makes minor repairs on an object.
Hold Animal. Holds one animal helpless; 1 round/level.
Peppershot. Causes target to sneeze.
Hunter’s Blind. Provides concealment in rustic surroundings.
Purify Food and Drink. Purifies 1 cu. ft./level of food or water.
Icebolt. Bolt of ice does 2d6 piercing damage and 1d6 +1/caster level cold damage.
Read Magic. Read scrolls and spellbooks.
Lesser Restoration. Dispels magic ability penalty or repairs 1d4 ability damage.
Resistance. Subject gains +1 on saving throws.
Mark of Air. +2 to Dex or a shield of swirling air.
Thunderthump. Knock a foe prone from a distance by punching the ground.
Mark of Earth. +2 to Str or special attack.
Virtue. Subject gains 1 temporary hp.
Mark of Fire. +2 to Dex or special attack.
Wood Walk. Caster’s skin sticks to wooden surfaces.
Mark of Frost. +1 to AC or special attack.
Mark of Water. +2 to Con or special attack.
1st LEVEL DRUID SPELLS Otherworldly Wisdom. Subject gains 1d4+1 Wis for 1 hr./level.
Produce Flame. 1d4 +1/two levels damage, touch or thrown.
Amplify Poison. Increases a natural poison’s DC.
Quicken Vessel. Enhances the speed of boats and ships.
Animal Friendship. Gains permanent animal companions.
Resist Elements. Ignores first 12 damage from one energy type each round.
Calm Animals. Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
Snapping Tongue. Transforms tongues into those of giant frogs, which may be used to attack
Chameleon Blend. Gives +1 bonus per level to Hide (max +10).
enemies.
Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
Soften Earth and Stone. Turns stone to clay or dirt to sand or mud.
Detect Animals or Plants. Detects species of animals or plants.
Speak With Animals. You can communicate with natural animals.
Detect Snares and Pits. Reveals natural or primitive traps.
Sphere of Pure Air. Creates 15-ft.-radius sphere of pure, fresh air.
Endure Elements. Ignores 5 damage/round from one energy type.
Stick Figure. Create a servant out of sticks.
Entangle. Plants entangle everyone in 40-ft.-radius circle.
Stonespirit. Ask spirit of the earth questions about a dungeon/cavern.
Faerie Fire. Outlines subjects with light, canceling blur, concealment, etc.
Summon Nature’s Ally II. Calls creature to fight.
Floater. Target is forced to the water’s surface.
Summon Swarm. Summons swarm of small crawling or flying creatures.
Gills. Affected creatures grow gills.
Tree Shape. You look exactly like a tree for 1 hour/level.
Goodberry. 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Warp Wood. Bends wood (shaft, handle, door, plank).
Invisibility to Animals. Animals can’t perceive one subject/level.
Willflower. Subject gains 1d4+1 Cha for 1 hr./level.
Lesser Symbol of Divinity. Creates minor magical protections within a small area.
Wood Shape. Rearranges wooden objects to suit you.
Magic Fang. One natural weapon of subject creature gets +1 bonus to attack and damage.
Obscuring Mist. Fog surrounds you.
Pass Without Trace. One subject/level leaves no tracks. 3rd LEVEL DRUID SPELLS
Shillelagh. Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level.
Animal Agent. Send a Tiny animal on a 3-step mission.
Sneaky Feet. Gives +2 bonus/level to Move Silently.
Beast Borrow. Borrow the abilities of a willing animal.
Summon Nature’s Ally I. Calls creature to fight.
Call Lightning. Directs lightning bolts (1d10/level) during storms.
Thunderstrike. Transmit the force of a bludgeoning weapon through the ground to an opponent.
Contagion. Infects subject with chosen disease.
Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).

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Diminish Plants. Reduces size or blights growth of normal plants. Spike Stones. Creatures in area take 1d8 damage, may be slowed.
Dominate Animal. Subject animal obeys silent mental commands. Summon Nature’s Ally IV. Calls creature to fight.
Earworm. Creates a worm parasite in the target that transmits sound to the caster. Woodheal. Regenerates damage done to wooden items or creatures.
Far-Flying Flame. Creates a bolt of flame with exceptional range. Written in Skin. Changes one item into a tattoo on the subject’s body.
Greater Magic Fang. One natural weapon of subject creature gets +1 bonus to attack and
damage per three caster levels (max +5)
Manimal. Grants caster powers of totem animal.
5th LEVEL DRUID SPELLS
Meld Into Stone. You and your gear merge with stone. Animal Growth. One animal/two levels doubles in size, HD.
Neutralize Poison. Detoxifies venom in or on subject. Atonement. Removes burden of misdeeds from subject.
Plant Growth. Grows vegetation, improves crops. Awaken. Animal or tree gains human intellect.
Poison. Touch deals 1d10 Con damage, repeats in 1 min. Commune With Nature. Learn about terrain for one mile/level.
Protection From Elements. Absorb 12 damage/level from one kind of energy. Control Winds. Change wind direction and speed.
Ray of Dry Rot. Ray infects wooden objects, creatures with dry rot. Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).
Remove Disease. Cures all diseases affecting subject. Death Ward. Grants immunity to all death spells and effects.
Remove Exposure. Removes all penalties due to overexposure to the elements. Eating Weed. Causes plant matter in the stomachs of enemies to sprout and grow.
Roughing It. Subject is cursed so that wilderness activities are more difficult. Elemental Maze. Creates maze of earth, air or water.
Snare. Creates a magical booby trap. Hallow. Designates location as holy.
Speak With Plants. You can talk to normal plants and plant creatures. Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
Spike Growth. Creatures in area take 1d4 damage, may be slowed. Insect Plague. Insect horde limits vision, inflicts damage, and weak creatures flee.
Stone Shape. Sculpts stone into any form. Ray of Rust. Ray rusts what it touches.
Summon Nature’s Ally III. Calls creature to fight. Sargasso. Seaweed holds vessels fast.
Swarming Wall. You summon a wall of stinging, poisonous hornets. Sea Snare. Creates a magic trap to slow sea vessels.
Volley of Thorns. A cone of thorns causes 1 d6 hit points/level minus AC. Squall. Creates a powerful storm that sweeps across the caster’s enemies.
Water Breathing. Subjects can breathe underwater. Summon Nature’s Ally V. Calls creature to fight.
Water Crush. Increases water pressure to damage targets. Transmute Mud to Rock. Transforms two 10 ft. cubes/level.
Transmute Rock to Mud. Transforms two 10 ft. cubes/level.
4th LEVEL DRUID SPELLS Tree Stride. Step from one tree to another far away.
Unhallow. Designates location as unholy.
Antiplant Shell. Keeps animated plants at bay. Wall of Fire. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals
Black Mulching. Damages plants in area. 2d6 +1/level.
Bury. Creature swallowed by earth. Wall of Thorns. Thorns damage anyone who tries to pass.
Call Sea Beast II. Calls aquatic animals to fight for the spellcaster. Watery Grave. Animates a body of water in order to drown a creature.
Control Plants. Talk to and control plants & fungi.
Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).
Deep in Thought. Aids concentration to ignore distractions.
6th LEVEL DRUID SPELLS
Dispel Magic. Cancels magical spells and effects. Antilife Shell. 10 ft. field hedges out living creatures.
Dive. Breathe water, get darkvision and immunity to pressure, and +10 to Swim checks. Calm Winds. Create doldrums in local area.
Dust Storm. Storm blocks vision, does subdual damage. Create Healing Spring. Creates permanent spring of fresh water with healing properties.
Flame Strike. Smites foes with divine fire (1d6/level). Find the Path. Shows most direct way to a location.
Freedom of Movement. Subject moves normally despite impediments. Firebird. Caster summons quasi-real, birdlike creature of flame.
Giant Vermin. Turns insects into giant vermin. Fire Seeds. Acorns and berries become grenades and bombs.
Greater Mark of Air. As mark of air but more powerful. Flicker Fingers. Turns caster’s fingers into venomous snakes.
Greater Mark of Earth. As mark of earth but more powerful. Freezing Claw. Icy claw makes 3d6 damage touch attacks, may freeze target solid.
Greater Mark of Fire. As mark of fire but more powerful. Greater Dispelling. As dispel magic, but +20 on check.
Greater Mark of Frost. As mark of frost but more powerful. Healing Circle. Cures 1d8 +1/level damage in all directions.
Greater Mark of Water. As mark of water but more powerful. Ironwood. Magical wood is strong as steel.
Quench. Extinguishes nonmagical fires or one magic item. Liveoak. Oak becomes treant guardian.
Ravenous. Fills targets with ravenous hunger for 1 minute/ level. Power Word, Thundeclap. Causes a clap of deafening thunder.
Reincarnate. Brings dead subject back in a random body. Repel Wood. Pushes away wooden objects.
Repel Vermin. Insects stay 10 ft. away. Riptide. Unleashes punishing jet of water.
Rusting Grasp. Your touch corrodes iron and alloys. Rusting Fog. Fog damages metal.
Scrying. Spies on subject from a distance. Spellstaff. Stores one spell in wooden quarterstaff.
Sizzleskin. Electrifies target’s body, doing damage to anyone who touches him. Stone Tell. Talk to natural or worked stone.
Sleet Storm. Hampers vision and movement. Summon Nature’s Ally VI. Calls creature to fight.

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Transport via Plants. Move instantly from one plant to another of the same species.
Vengeance of the Scorned. Allows caster to find and defeat a single individual.
Wall of Stone. Creates a stone wall that can be shaped.
PALADIN SPELLS
Wall of Water. Creates a barrier of seawater under extremely high pressure.
Wicked Water. Imbues water with negative energy. 1st LEVEL PALADIN SPELLS
Alarum. Signals paladins that another paladin is in danger.
7th LEVEL DRUID SPELLS Bless. Allies gain +1 attack and +1 on saves against fear.
Bless Water. Makes holy water.
Changestaff. Your staff becomes a treant on command. Bless Weapon. Weapon gains +1 bonus.
Control Weather. Changes weather in local area. Create Water. Creates 2 gallons/level of pure water.
Creeping Doom. Carpet of insects attacks at your command. Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
Fire Storm. Deals 1d6 fire damage/level. Detect Poison. Detects poison in one creature or small object.
Godbother. Severs the connection of a divine caster and his deity. Detect Undead. Reveals undead within 60 ft.
Greater Scrying. As scrying, but faster and longer. Divine Favor. You gain attack, damage bonus, +1/three levels.
Harm. Subject loses all but 1d4 hp. Endure Elements. Ignores 5 damage/round from one energy type.
Heal. Cures all damage, diseases, and mental conditions. Invoke Smite. Invokes the paladin’s smite power.
Icy Curse. Target is frozen solid. Lesser Symbol of Divinity. Creates minor magical protections within a small area.
Shipwrack. Wrenches boat from side to side. Magic Weapon. Weapon gains +1 bonus.
Summon Nature’s Ally VII. Calls creature to fight. Protection From Evil. +2 AC and saves, counter mind control, hedge out elementals and
Sunbeam. Beam blinds and deals 3d6 damage. outsiders.
Transmute Metal to Wood. Metal within 40 ft. becomes wood. Read Magic. Read scrolls and spellbooks.
True Seeing. See all things as they really are. Resistance. Subject gains +1 on saving throws.
Wind Walk. You and your allies turn vaporous and travel fast. Silver Sword. Weapon treated as silver when attacking creatures with silver weakness.
Truthstare. Detects mind-controlling enchantments and illusions.
8th LEVEL DRUID SPELLS Vest of Engagement. Creates a magical vest that protects against missile attacks and ranged
spells.
Animal Shapes. One ally/level polymorphs into chosen animal. Virtue. Subject gains 1 temporary hp.
Command Plants. Plants animate and vegetation entangles.
Finger of Death. Kills one subject.
Magnified Healing Circle. Heals 2d8 +2/caster level damage in all directions. 2nd LEVEL PALADIN SPELLS
Repel Metal or Stone. Pushes away metal and stone. Carry On. Cures fatigue, improves Fortitude save by +1, reduces the need to rest.
Reverse Gravity. Objects and creatures fall upward. Delay Poison. Stops poison from harming subject for 1 hour/level.
Secret Garden. Creates a small grove of trees that provides rest and healing. Locate Owner. Like locate creature but you don’t have to know what creature you’re seeking.
Summon Nature’s Ally VIII. Calls creature to fight. Otherworldly Wisdom. Subject gains 1d4+1 Wis for 1 hr./level.
Sunburst. Blinds all within 10 ft., deals 3d6 damage. Remove Paralysis. Frees one or more creatures from paralysis, hold or slow.
Whirlwind. Cyclone inflicts damage and can pick up creatures. Resist Elements. Ignores 12 damage/round from one energy type.
Word of Recall. Teleports you back to designated place. Shield Other. You take half of subject’s damage.
Undetectable Alignment. Conceals alignment for 24 hours.
9th LEVEL DRUID SPELLS Willflower. Subject gains ld4+1 Cha for 1 hr/level.

Antipathy. Object or location affected by spell repels certain creatures.


Earthquake. Intense tremor shakes 5 ft./level radius. 3rd LEVEL PALADIN SPELLS
Elemental Swarm. Summons multiple elementals. Cure Moderate Wounds. Cures 2d8 +1/level (max +10).
Foresight. “Sixth sense” warns of impending danger. Discern Lies. Reveals deliberate falsehoods.
Magma Burst. Earth explodes upward, 20d6 damage to all in area. Dispel Magic. Cancels magical spells and effects.
Mass Heal. As heal, but with several subjects. Greater Magic Weapon. +1 bonus/three levels (max +5).
Nature’s Fury. 1d6 damage per five levels over a very large area. Heal Mount. As heal on warhorse or other mount.
Shambler. Summons 1d4+2 shambling mounds to fight for you. Lionheart. Augments aura of courage, grants attack bonuses, causes fear in opponents.
Shapechange. Transforms you into any creature, and change forms once per round. Magic Circle Against Evil. As protection spells, but 10 ft. radius and 10 min./level.
Summon Nature’s Ally IX. Calls creature to fight. Prayer. Allies gain +1 on most rolls, enemies suffer -1.
Sympathy. Object or location attracts certain creatures. Remove Blindness/Deafness. Cures normal or magical conditions.

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Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
4th LEVEL PALADIN SPELLS Detect Chaos/Evil/Good/Law. Reveals creatures, spells, or objects.
Alarum’s Answer. Allows paladins to answer the call of an alarum. Ginzbarg’s Magic Howl. Causes animal attackers to flee, imposes -1 attack penalty on
Beltine’s Blessed Strike. Weapons do more damage against undead. intelligent foes.
Camaraderie. Allies exchange hit points and Strength between themselves. Hold Animal. Holds one animal helpless; 1 round/level.
Cure Serious Wounds. Cures 3d8 +1/level (max +15*). Hunter’s Blind. Provides concealment in rustic surroundings.
Death Ward. Grants immunity to death spells and effects. Otherworldly Wisdom. Subject gains 1d4+1 Wis for 1 hr./level.
Dispel Evil. +4 bonus against attacks by evil creatures. Protection From Elements. Absorbs 12 damage/level from one kind of energy.
Fist of Righteousness. Enables the paladin to mete out tremendous damage in combat. Runyon’s Fortunate Choice. Allows the choice of two outcomes when rolling dice.
Freedom of Movement. Subject moves normally despite impediments. Sleep. Put 2d4 HD of creatures into comatose slumber.
Hand of Mercy. Enhances the paladin’s combat ability when attacking to subdue. Snare. Creates a magical booby trap.
Holy Sword. Weapon becomes +5, does double damage against evil. Speak with Plants. You can talk to normal plants and plant creatures.
Inward Journey. Enhances a paladin’s innate abilities. Summon Nature’s Ally II. Calls animal to fight for you.
Neutralize Poison. Detoxifies venom in or on subject. Triple Threat. Transforms a single fired arrow into three.
Noble Sacrifice. Heal others by harming yourself.
Righteous Mantle. Creates shining raiment, blinding opponents and encouraging allies. 3rd LEVEL RANGER SPELLS
Saving Grace. Grants recipient +5 bonus that can be distributed among future saving throws.
*Paladin’s maximum effective caster level is 10 Animal Agent. Send a Tiny animal on a 3-step mission.
Animal Aspect. Gain the power of an animal.
Beast Borrow. Borrow the abilities of a willing animal.

RANGER SPELLS Control Plants. Talk to and control plants and fungi.
Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).
Diminish Plants. Reduces size or blights growth of normal plants.
1st LEVEL RANGER SPELLS Greater Magic Fang. One natural weapon of subject creature gets +1 bonus to attack and
damage per three caster levels (max +5).
Alarm. Wards an area for 2 hours/level. Neutralize Poison. Detoxifies venom in or on subject.
Amplify Poison. Increases a natural poison’s DC. Plant Growth. Grows vegetation, improves crops.
Animal Friendship. Gains permanent animal companions. Remove Disease. Cures all diseases affecting subject.
Chameleon Blend. Gives +1 bonus per level to Hide (max + 10). Sphere of Pure Air. Creates 15-ft.-radius sphere of pure, fresh air.
Cool/Heat. Slowly raises or lowers temperature. Stick Figure. Create a servant out of sticks.
Darkness Visible. Creature touched may look from nearby shadows. Stonespirit. Ask spirit of the earth questions about a dungeon/cavern.
Delay Poison. Stops poison from harming subject for 1 hour/level. Summon Nature’s Ally III. Calls animal to fight for you.
Detect Animals or Plants. Detects species of animals or plants. Tree Shape. You look exactly like a tree for 1 hour/level.
Detect Snares and Pits. Reveals natural or primitive traps. Water Walk. Subject treads on water as if solid.
Entangle. Plants entangle everyone in 40-ft.-radius circle.
Flame On. Creates a tiny spark.
Lesser Symbol of Divinity. Creates minor magical protections within a small area. 4th LEVEL RANGER SPELLS
Magic Fang. One natural weapon of subject creature gets +1 bonus to attack and damage. Call Sea Beast II. Calls aquatic animals to fight for the spellcaster.
Pass Without Trace. One subject/level leaves no tracks. Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).
Read Magic. Read scrolls and spellbooks. Freedom of Movement. Subject moves normally despite impediments.
Resist Elements. Ignores first 12 damage from one energy type each round. Manimal. Grants caster powers of totem animal.
Slumber Swap. Transfers need for sleep to target creature. Nondetection. Hides subject from divination, scrying.
Sneaky Feet. Gives +2 bonus/level to Move Silently. Polymorph Self. Caster assumes a new form.
Speak With Animals. You can communicate with natural animals. Resume Form. Forces shapeshifters to painfully resume their proper forms.
Summon Nature’s Ally I. Calls animal to fight for you. Summon Nature’s Ally IV. Calls animal to fight for you.
Wash. Cleans grime and dirt from one object or person. Tree Stride. Step from one tree to another far away.
Waterfind. Locates nearby sources of potable water. Wind Wall. Deflects arrows, smaller creatures, and gases.
Wood Walk. Caster’s skin sticks to wooden surfaces. Written in Skin. Changes one item into a tattoo on the subject’s body.

2nd LEVEL RANGER SPELLS


Animal Messenger. Sends a Tiny animal to a specific place.
Beast Speak. Allows those touched to speak via bird and animal sounds.
Call Sea Beast I. Calls aquatic animals to fight for the spellcaster.

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- A -
Alarm Saving Throw: None
Spell Resistance: Yes (harmless)
Abjuration
A paladin casts this spell upon herself, which
Level: Brd 1, Rgr 1, Sor/Wiz 1 “arms” the alarum for one full day. Should the
Acid Fog The transmuted creature can tread on air as Components: V, S, F/DF paladin suffer certain circumstances, the alarum
if walking on solid ground. Moving upward Casting Time: 1 action “goes off,” creating a bright beacon high in the
Conjuration (Creation) [Acid] is similar to walking up a hill. The maximum Range: Close (25 ft.+5 ft./2 level sky over the area where the paladin is located.
upward or downward angle possible is Area: 25-ft.-radius emanation centered on a No matter how far underground or undersea the
Level: Sor/Wiz 6, Water 7 45 degrees, at a rate equal to one-half the point in space paladin may be, the alarum will appear in the sky
Components: V, S, M/DF creature’s normal speed. Duration: 2 hours/level (D) above. Only other paladins of the paladin’s order
Casting Time: 1 action
Saving Throw: None are able to see the alarum and only then if they
Range: Medium (100 ft.+10 ft./level) A strong wind (21+ mph) can push an air
Spell Resistance: No are within the spell’s range. Normal conditions of
Effect: Fog spreads 30 ft., 20 ft. high walker along or hold her back. At the end of
visibility still apply, so rain, mist, fog, or magical
Duration: 1 round/level her turn each round, the wind blows her 5 feet Alarm sounds a mental or audible alarm each conditions may block the alarum from other
Saving Throw: None for each 5 miles per hour of wind speed. The time a creature of Tiny or larger size enters the paladins’ lines of sight. However, at level 10,
Spell Resistance: Yes creature can, at the GM’s option, be subject to warded area or touches it. A creature that speaks paladins have a 10% chance to “sense” the alarum
additional penalties in exceptionally strong or the password (determined by the character at
This spell’s vapors are highly acidic. Each spiritually and are able to “see” the alarum in
turbulent winds, such as loss of control over the time of casting) does not set off the alarm.
round, starting when the character casts the the sky regardless of conditions. The chance to
movement or physical damage from being The character decides at the time of casting
spell, the fog deals 2d6 points of acid damage perceive the beacon in this way increases by 10%
buffeted. whether the alarm will be mental or audible.
to creatures and objects within it. per level above 10. The alarum takes the form
The character can cast air walk on a specially Mental Alarm: A mental alarm alerts the of the patron deity’s holy symbol, although this
Arcane Material Components: A pinch trained mount so it can be ridden through the becomes less clear the farther away a paladin is
character (and only the character) so long as the
of dried, powdered peas combined with air. The character trains a mount to air walk from an alarum.
character remains within a mile of the warded
powdered animal hoof. with the Handle Animal skill (air walking area. The character notes a single mental “ping” The alarum takes a specific color, depending
counts as an unusual task). that awakens the character from normal sleep
Aid upon the paladin’s trouble. The circumstances
but does not otherwise disturb concentration. A that initiate an alarum and the colors the alarum
Enchantment (Compulsion) [Mind Affecting] Akrasia`s Blessing silence spell has no effect on a mental alarm. assumes include falling unconscious due to
Transmutation Audible Alarm: An audible alarm produces the combat (red); falling unconscious but not due
Level: Adp 2, Clr 2, Good 2, Luck 2
sound of a hand bell, and anyone within 60 feet to combat (orange); critical hunger or thirst
Components: V, S, DF Level: Distraction 7 of the warded area can hear it clearly. Reduce where the paladin begins to suffer damage or
Casting Time: 1 action Components: V, S, DF the distance by 10 feet for each interposing penalties (yellow); paladin triggers the effect
Range: Touch Casting Time: One hour closed door and by 20 feet for each substantial voluntarily (blue). The alarum lasts until the
Target: Living creature touched Range: Long (400 ft.+40 ft./level) interposing wall. In quiet conditions, the ringing paladin dismisses it or for one full day after the
Duration: 1 minute/level Target: One community can be heard faintly up to 180 feet away. The paladin dies, during which time the alarum burns
Saving Throw: None Duration: Instantaneous ringing lasts for 1 round. Creatures within a a brilliant white.
Spell Resistance: Yes (harmless) Saving Throw: Will negates silence spell cannot hear the ringing. The components of this spell include a brief ritual
The subject is encouraged just as with bless (+1 Spell Resistance: Yes
Ethereal or astral creatures do not trigger the that involves the paladin holding some source of
morale bonus to attack rolls and saves against fear Those in the target community lose interest in alarm unless the intruder becomes material light—usually a small candle, but even a match
effects), plus it gains 1d8 temporary hit points. their long-term goals. This interest may return while in the warded area. will do—above her head while she utters a brief
with time, but things that motivated them no prayer to her patron. The god’s holy symbol must
Air Walk longer do so. A community is any group of Arcane Foci: A tiny bell and a piece of very be present when the paladin casts this spell.
Transmutation one thousand or fewer living together. Assume fine silver wire.
that an average number of people make the Material Component: A source of
Level: Air 4, Clr 4 save. On a DC of 20, 5% succeed. On a DC Alarum illumination, preferably a small candle.
Components: V, S, DF of 19, 10% save, and so on. The GM should
Casting Time: 1 action make individual rolls for characters who are Abjuration Alarum`s Answer
Range: Touch important to the game. Those who retain their Level: Pal 1 Transmutation [Teleportation]
Target: Creature (Gargantuan or smaller) interests may bring people back around; the Components: V, S, M, DF
touched spell does not change the targets’ personalities. Casting Time: 1 round Level: Pal 4
Duration: 10 minutes/level Such rallying is fairly easy and purely a matter Range: 1 mile/level squared Components: V, S, DF
Saving Throw: None of roleplaying. Target: Self Casting Time: 1 round
Spell Resistance: Yes (harmless) Duration: 1 day Range: Special

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Target: One paladin (see text) Amplify Poison Animal Aspect The character can teach the befriended animal
Duration: Instantaneous three specific tricks or tasks for each point of
Saving Throw: None Transmutation Transmutation Intelligence it possesses. Typical tasks including
Spell Resistance: Yes (harmless) attacking, coming when called, guarding a
Level: Clr 2, Drd 1, Rgr 1 Level: Animal 2, Drd 2, Rgr 3, Sor/Wiz 3 place, and protecting a character. They cannot
This spell is the higher-level complement to Components: S, V, DF Components: V, S, M be complex (complex tricks, such as accepting
alarum. Upon seeing (or sensing) an alarum, a Casting Time: 1 action Casting Time: 1 action a rider, require the Handle Animal skill).
paladin is able to teleport herself instantly to the Range: Touch Range: Personal
side of the paladin who initiated the beacon and Target: 1 plant or creature touched/level Target, Effect or Area: The character At most, the caster can have animal friends
may attempt to rescue her troubled comrade-in- Duration: 1 minute/level Duration: 1 minute/level whose Hit Dice total no more than twice
arms. Saving Throw: Fortitude negates (harmless) Saving Throw: None his caster level (though the demands of
Spell Resistance: Yes (harmless) Spell Resistance: No adventuring generally restrict a character
A paladin may cast this spell upon herself, or she to half that number). For example, a 3rd-
may cast this spell on another paladin (but only This spell increases the DC for of any of Animal aspect allows the caster to take on one level druid could use this spell to win the
if the other paladin has witnessed the alarum the target’s natural poisons by 1d4 +1 per extraordinary power or to duplicate the ranks friendship of an animal of 6 HD or less, but
in question). Any and all items or objects the two caster levels. This spell can be cast only in one skill from any animal for the duration an adventuring druid would only be able to
paladin is carrying will be teleported along with on a living plant or animal that produces a of the spell. The type of animal and the chosen maintain an animal of 3 HD as a friend.
her to the side of the distressed paladin, but no natural poison of some type, although a truly ability or skill can change each time the spell
other living creatures (including mounts, for industrious poison herbalist can possibly is cast. Specific animal powers can be found in The character may dismiss animal friends to
example) may be teleported. harvest and prepare the target’s poison MM, Appendix 1 (pp. 193-204). enable the character to befriend new ones.
in time for someone to make use of the
There is no room for the spell to go wrong preparation before the spell expires. For example, Pardu decides to take on the aspect Material Component: A piece of food the
in terms of where the teleporting paladin is of the cheetah. This allows him to choose from animal likes.
relocated; in this sense the spell works like the cheetah’s trip or sprint (to move 10 times
Animal Agent
teleport without error. In addition, the paladin Pardu’s normal speed) extraordinary abilities Animal Growth
will appear in the nearest safe point to her Enchantment (Compulsion) or to take any one of the cheetah’s skills at
comrade. For example, if an alarum-warded the cheetah’s ranks in that skill, such as Move Transmutation
paladin had been knocked unconscious by Level: Animal 3, Clr 3, Drd 3, Rgr 3 Silently +8 (which replaces any ranks Pardu has
Components: V, S, M Level: Drd 5, Sor/Wiz 5
a band of ogres and then suspended over a in Move Silently for the duration of the spell). Components: V, S
subterranean lava flow, then this spell might Casting Time: 1 action
Range: Close (25 ft.+5ft./2 levels) Material Component: A piece of the animal Casting Time: 1 action
place the rescuing paladin on the banks of the Range: Medium (100 ft.+10 ft./level)
fiery river. Target: One Tiny animal whose power you are going to gain. This can be
Duration: 1 day/level fur, a feather, a claw, or whatever is appropriate. Targets: Up to one animal/two levels, no two
The casting of this spell involves uttering a Saving Throw: None of which can be more than 30 ft. apart
prayer while placing one’s hand over one’s eyes, Spell Resistance: Yes Animal Friendship Duration: 1 minute/level
as if looking for something far off in the distance. Saving Throw: None
Similar to the spell animal messenger, Enchantment (Charm) [Mind-Affecting] Spell Resistance: Yes
Amnesia this spell allows for more complicated
instructions to be given to any Tiny animal. Level: Drd 1, Rgr 1 A number of animals grow to twice their
Enchantment [Mind-Affecting] Animal messenger only permits the caster to Components: V, S, M normal size. This doubles each animal’s
instruct the animal to go to a certain location; Casting Time: 1 action height, length, and width, increasing its weight
Level: Brd 5, Fey 6, Sor/Wiz 6 animal agent allows for up to three sets of Range: Close (25 ft.+5 ft./2 levels) by a factor of eight. This increase in size has a
Components: V, S instructions to be mentally impressed upon Target: One animal number of effects:
Casting Time: One action the animal. For example: 1) go to a place Duration: Instantaneous
Range: Close (25 ft.+5 ft./2 levels) Saving Throw: Will negates Hit Dice: The creature’s HD double, doubling
2) wait for something to happen 3) return the creature’s base attack bonus and increasing
Target: One living creature to a specified location (most likely, where Spell Resistance: Yes
Duration: Instantaneous its saves accordingly.
the caster is or expects to be). All the other The character wins the loyalty of an animal,
Saving Throw: Will negates details of animal messenger apply to this Size: The creature’s size increases one step.
Spell Resistance: Yes provided that the character’s heart is true.
spell. The spell functions only if the character This increase reduces its AC (according to the
The target of this spell loses all memory of his actually wishes to be the animal’s friend. If new size), reduces its attack bonus (according
Animal agent works only on animals with an to the new size), affects its ability to grapple,
life. The subject retains his alignment and all Intelligence of 1 or 2. the character is not willing to treat the animal
of his skills, class abilities, spells, languages, as a friend (for example, the character intends and so on. The creature gains an enlargement
but does not remember where they were Material Component: A morsel of food the to eat it, or to use it to set off traps), the spell bonus to Strength and Constitution scores, and
learned. This effect can be dispelled only with animal likes. fails. An animal’s loyalty, once gained, is its damage with natural attacks increases. This
a heal, limited wish, or miracle spell. natural (not magical) and lasting. spell does not affect Colossal creatures.

38 39
When the spell ends, the creature’s hit points Animal Shapes The character’s swaying motions and music uncontrolled (the character chooses which
return to normal, and all damage the creature (or singing or chanting) compel animals, creatures are released). If the character is
has taken while enlarged is divided by 2. Transmutation beasts, and magical beasts to do nothing but a cleric, any undead the character might
watch the character. Only creatures with command by virtue of the character’s power
The spell gives the character no special means of Level: Animal 7, Drd 8 Intelligence scores of 1 or 2 can be affected to command or rebuke undead do not count
command or influence over the enlarged animals. Components: V, S, DF by this spell. Roll 2d6 to determine the total toward the limit.
Casting Time: 1 action number of HD that the character entrances.
Animal Messenger Range: Close (25 ft.+5 ft./2 levels) The closest targets are selected first until no Skeletons: A skeleton can be created only
Targets: One willing creature/level, all within more targets within range can be affected. from a mostly intact corpse or skeleton. The
Enchantment (Compulsion) [Mind-Affecting] 30 ft. of each other corpse must have bones (so purple worm
Level: Clr 2, Drd 2, Rgr 2 Duration: 1 hour/level (D) Animals trained to attack or guard, beasts, skeletons are not allowed). If a skeleton is
Components: V, S, M Saving Throw: None (see text) and magical beasts are allowed saving throws; made from a corpse, the flesh falls off the
Casting Time: 1 action Spell Resistance: Yes (harmless) animals not trained to attack or guard are not. bones. The statistics for a skeleton depend on
Range: Close (25 ft.+5 ft./2 levels) An entranced creature can be struck (with a +2 its size; they do not depend on what abilities
As polymorph other, except the character bonus to the attack roll, as if it were stunned), the creature may have had while alive.
Target: One Tiny animal polymorphs up to one willing creature
Duration: 1 day/level but it then recovers from the compulsion and
per level into an animal of the character’s is no longer affected by the spell. Zombies: A zombie can be created only from
Saving Throw: None choice; the spell has no effect on unwilling a mostly intact corpse. The creature must have
Spell Resistance: Yes creatures. An individual subject may choose a true anatomy (so gelatinous cube zombies
to resume her normal form (as a full-round
Animate Dead are not allowed). The statistics for a zombie
The character compels a Tiny animal to go to a
spot the character designates. The most common action); doing so ends the spell for her and Necromancy [Evil] depend on its size, not on what abilities the
use for this spell is to get the animal to carry a her alone. Otherwise, recipients remain creature may have had while alive.
in the animal form until the spell expires Level: Adp 3, Clr 3, Death 3, Sor/Wiz 5
message to the character’s allies. The animal Components: V, S, M Material Component: The character must
cannot be one tamed or trained by someone else. or the character dismisses the spell for all
recipients. Casting Time: 1 action place a black onyx gem worth at least 50 gp
Using some type of food desirable to the animal Range: Touch into the mouth or eye socket of each corpse.
as a lure, the character calls the animal to him. It The allowed size of the animal form depends Targets: One or more corpses touched The magic of the spell turns these gems into
advances and awaits the character’s bidding. The on the character’s level: Duration: Instantaneous worthless, burned-out shells.
character can mentally impress on the animal a Saving Throw: None
certain place well known to the character or an
Animal Shapes Spell Resistance: No Animate Objects
obvious landmark (such as the peak of a distant Caster Level Allowed Sizes This spell turns the bones or bodies of dead Transmutation
mountain or mouth of a nearby river). The creatures into undead skeletons or zombies
directions must be simple, because the animal Up to 16th Small or Medium-size Level: Chaos 6, Clr 6
that follow the character’s spoken commands.
depends on the character’s knowledge and can’t 17th-19th Tiny through Large The skeletons or zombies can follow the Components: V, S
find a destination on its own. The character can character, or can remain in an area and Casting Time: 1 action
attach some small item or note to the messenger. 20th Diminutive through Huge attack any creature (or just a specific type Range: Medium (100 ft.+10 ft./level)
The animal then goes to the designated location and of creature) entering the place. The undead Target: Objects or matter, 1 cu. ft./level
waits there until the duration of the spell expires, Creatures polymorphed by this spell don’t Duration: 1 round/level
suffer the disorientation penalty that those remain animated until they are destroyed.
whereupon it resumes its normal activities. (A destroyed skeleton or zombie can’t be Saving Throw: None
transformed by polymorph other often do. Spell Resistance: No
During this period of waiting, the messenger animated again.)
allows others to approach it and remove any Animal Trance Regardless of the type of undead, the character The character imbues inanimate objects with
scroll or token it carries. Note that unless the can’t create more HD of undead than the mobility and a semblance of life. The animated
intended recipient of a message is expecting Enchantment (Compulsion) [Mind-Affecting, object or objects then attacks whomever or
Sonic] character has caster levels with a single casting
a messenger in the form of a bird or other of animate dead. whatever the character initially designates.
small animal, the carrier may be ignored. Level: Adp 2, Brd 2, Drd 2 The animated object can be of any nonmagical
The intended recipient of a message gains no Components: V, S The undead the character creates remain material—wood, metal, stone, fabric, leather,
special ability to communicate with the animal Casting Time: 1 action under the character’s control indefinitely. ceramic, glass, etc. The character can also
or read any attached message (if it’s in a Range: Close (25 ft.+5 ft./2 levels) No matter how many times the character animate masses of raw matter, such as water,
language she doesn’t know, for example). Targets: Animals, beasts, or magical beasts of uses this spell, however, the character can a rock from a wall, or a rock on the ground, as
Intelligence 1 or 2 control only 2 HD worth of undead creatures long as the volume of material does not exceed
The spell works only on animals with an per caster level. If the character exceeds this 1 cubic foot per caster level.
Intelligence score of 1 or 2. Duration: Concentration
Saving Throw: Will negates (see text) number, all the newly created creatures fall
under the character’s control, and any excess The spell cannot animate objects carried or
Material Component: A morsel of food the Spell Resistance: Yes worn by a creature.
animal likes. undead from previous castings become

40 41
Anshar`s Burning Blood Note: This spell may be used only defensively, Normal creatures can enter the area, as can normal Creatures of the designated type or alignment
not aggressively; forcing an abjuration barrier missiles. The spell has no effect on constructs feel an overpowering urge to leave the area or
Necromancy against creatures that the spell keeps at bay that are imbued with magic during their creation to avoid the affected item. A compulsion forces
collapses the barrier. process and are thereafter self-supporting (unless them to abandon the area or item, shunning
Level: Clr 7, Sor/Wiz 7 they have been summoned, in which case they it and never willingly returning to it while
Components: V, S, M
Casting Time: One action
Antimagic Field are treated like any other summoned creatures). the spell is in effect. A creature who makes a
Undead and outsiders are likewise unaffected successful saving throw can stay in the area or
Range: None, centered on caster Abjuration unless summoned. These creatures’ spell-like touch the item, but feels very uncomfortable
Area: 30-ft.-radius burst or supernatural abilities, however, may be doing so. This distracting discomfort reduces
Duration: Instantaneous Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
Components: V, S, M/DF temporarily nullified by the field. the creature’s Dexterity score by 4 points.
Saving Throw: None
Spell Resistance: Yes Casting Time: 1 action Dispel magic does not remove the field. Two Antipathy counters and dispels sympathy. This
Range: 10 ft. or more antimagic fields sharing any of the spell cannot be cast upon living creatures.
The caster blasts the area with a burst of Area: 10-ft.-radius emanation, centered on the same space have no effect on each other.
negative energy, using the spilled blood character Certain spells, such as wall of force, prismatic Arcane Material Component: A lump of alum
within the area of affect as the spell’s Duration: 10 minutes/level (D) sphere, and prismatic wall remain unaffected soaked in vinegar.
component. Every creature (including the Saving Throw: None by antimagic field (see the individual spell
caster) that has been injured and is still Spell Resistance: See text descriptions). Artifacts and creatures of Antiplant Shell
bleeding within the area of effect of the demigod or higher status are unaffected by
spell instantly takes 1d4+1 point of damage An invisible barrier surrounds the character Abjuration
and moves with the character. The space mortal magic such as this.
per level of the caster, to a maximum of Level: Drd 4
20d4+20. No power or feat may override the within this barrier is impervious to most Note: Should the character be larger than the
magical effects, including spells, spell-like Components: V, S, DF
martial component requirement of this spell. area enclosed by the barrier, any part of the Casting Time: 1 action
If the spell is cast and no one within the area abilities, and supernatural abilities. Likewise, character’s person that lies outside the barrier
it prevents the functioning of any magic items Range: 10 ft.
of affect is injured, the spell is wasted. is unaffected by the field. Area: 10-ft.-radius emanation, centered on the
or spells within its confines.
Anyone who has been treated with First Aid Arcane Material Component: A pinch of character
or any healing spell after being damaged is not An antimagic field suppresses any spell or powdered iron or iron filings. Duration: 10 minutes/level (D)
affected by this spell, unless he is injured again magical effect used within, brought into, or Saving Throw: None
before the casting of the spell. Creatures with cast into the area, but does not dispel it. Time Antipathy Spell Resistance: Yes
no blood, such as constructs, elementals, oozes, spent within an antimagic field counts against
the suppressed spell’s duration. Enchantment (Compulsion) [Mind-Affecting] The antiplant shell spell creates an invisible,
plants, and skeletal and incorporeal undead, are mobile barrier that keeps all creatures within the
not affected by Anshar’s burning blood. Golems and other magical constructs, elementals, Level: Drd 9, Sor/Wiz 8 shell protected from attacks by plant creatures or
outsiders, and corporeal undead still function in Components: V, S, M/DF animated plants. As with many abjuration spells,
Antilife Shell an antimagic area (though the antimagic area Casting Time: 1 hour forcing the barrier against creatures whom the
Abjuration suppresses their supernatural, spell-like, and Range: Close (25 ft.+5 ft./2 levels) spell keeps at bay strains and collapses the field.
spell abilities normally). If such creatures are Target: One location (up to a 10 ft. cube/
Level: Animal 6, Clr 6, Drd 6 summoned or conjured, however, see below. level) or one object Apostate
Components: V, S, DF Duration: 2 hours/level
Casting Time: 1 full round Summoned or conjured creatures of any Saving Throw: Will partial Enchantment (Compulsion)
Range: 10 ft. type and incorporeal undead wink out if Spell Resistance: Yes
they enter an antimagic field. They reappear Level: Clr 9, Entrancement 9, Missionary 9,
Area: 10-ft.-radius emanation, centered on the Trickery 9
character in the same spot once the field goes away. The character causes an object or location
Time spent winked out counts normally to emanate magical vibrations that repel Components: V, DF
Duration: 10 minutes/level (D) Casting Time: 1 full round
Saving Throw: None against the duration of the conjuration that’s either a specific type of intelligent creature
maintaining the creature. If the character or creatures of a particular alignment, as Range: Close (25 ft.+5 ft./2 levels)
Spell Resistance: Yes Target: One creature
casts antimagic field in an area occupied by defined by the character. The particular
The character brings into being a mobile, a conjured creature who has spell resistance, type of creature to be affected must be Duration: Permanent
hemispherical energy field that prevents the the character must make a caster level check named specifically—for example, red Saving Throw: Will negates (see text)
entrance of most sorts of living creatures. (1d20+caster level) against the creature’s dragons, hill giants, wererats, lammasu, Spell Resistance: Yes
The effect hedges out animals, aberrations, SR to make it wink out. (The effects of cloakers, or vampires. Larger groups, such Given a full round to extol the virtue of her
beasts, magical beasts, dragons, fey, giants, instantaneous conjurations, such as create as “goblinoids,” are not specific enough. god above all others while in close proximity
humanoids, monstrous humanoids, oozes, water, are not affected by the antimagic field Likewise, the specific alignment must be to a subject, a cleric may attempt to forcibly
plants, shapechangers, and vermin, but not because the conjuration itself is no longer in named—for example, chaotic evil, chaotic convert that person to the cleric’s own
constructs, elementals, outsiders, or undead. effect, only its result.) good, lawful neutral, or true neutral. religion. A Will save negates this attempt,

42 43
but the subject will be a little less resistant to normally sincerely disposed toward their new Army of filth calls up a horde of crawling, astrally and materially. Luckily, very few things
such attempts in the future: The subject gains god. It usually requires an apostate spell cast biting creatures, usually of the most unpleasant can destroy a silver cord. When a second body
a -1 penalty to Will for each successful save by a cleric of the subject’s former god to truly and vile variety (such as leprous rats; large, is formed on a different plane, the incorporeal
against this spell when cast by the same caster change the subject back to his original worship. ugly spiders; centipedes; and the like). Anyone silvery cord remains invisibly attached to the
(maximum -8). Given time and opportunity, Targets of such reconversion attempts do caught in the area of effect takes 1d4 points new body. If the second body or the astral form
the most powerful priests of a god can cause not receive the alignment bonuses or divine of damage each round from attacks by the is slain, the cord simply returns to the character’s
anyone to change his viewpoint. caster level bonus to their Will saving throw as enraged vermin. The army remains stationary. body where it rests on the Material Plane,
discussed above. Reconverted subjects will still Victims who take damage from the horde must reviving it from its state of suspended animation.
Some bonuses may be applied to a creature’s likely have to atone for their fall from grace. make a Fortitude saving throw or be affected Although astral projections are able to function
Will check. A subject gains +4 if he must by disease as per the spell contagion. on the Astral Plane, their actions affect only
convert from good to evil or vice versa, while
subjects of neutral alignment gain a +2 on
Armor of Decay Material Component: Piece of rodent fur.
creatures existing on the Astral Plane; a physical
body must be materialized on other planes.
saves to either good or evil. Good or evil to Necromancy
neutral grants no save bonus. These same Astral Projection The character and his companions may
bonuses are applied for changes from law to Level: Death 3, Sor/Wiz 3 travel through the Astral Plane indefinitely.
chaos or vice versa, or from neutral to law or Components: V, S, M, DF Necromancy Their bodies simply wait behind in a state of
chaos. Additionally, casters of divine spells Casting Time: 1 action suspended animation until the travelers choose
Range: Personal Level: Clr 9, Sor/Wiz 9, Travel 9
may add their caster level to the Will save (so Components: V, S, M to return. The spell lasts until the character
a 5th-level cleric/3rd-level fighter would gain Target: The character desires to end it, or until it is terminated by some
Duration: 1 hour/level or special Casting Time: 30 minutes
a +5 Will bonus). All of these bonuses are Range: Touch outside means, such as dispel magic cast upon
cumulative. Saving Throw: None either the physical body or the astral form, or the
Spell Resistance: No Targets: The character plus one additional
creature touched per two levels destruction of the character’s body back on the
If the caster of apostate has the opportunity Material Plane (which kills the character).
to sit down with a non-hostile subject and Armor of decay allows the caster to create Duration: See text
discuss religion for at least 10 minutes, then magical armor from the remains of a humanoid. Saving Throw: None Material Components: A jacinth worth at least
the cleric may cast this spell in the course of The caster must touch a corpse (the corpse can Spell Resistance: Yes 1,000 gp, plus a silver bar worth 5 gp for each
conversation without drawing any additional be fresh, rotting, or even skeletal, so long as person to be affected.
enough of it remains that it could be animated Freeing the character’s spirit from the character’s
notice. In this case, the subject’s Will save is physical body, this spell allows the character
made at a penalty of -4. via an animate dead spell), then invoke the spell. Atonement
The corpse will then stand erect, embrace the to project an astral body into another plane
A successful casting of apostate does not caster, and begin to bend and twist, wrapping altogether. The character can bring the astral Abjuration
actually change the alignment of the spell’s itself around the caster to form a gruesome armor forms of other creatures with the character,
subject, but belief in a new god will cause of bones and dead flesh. The armor grants a provided the creatures are linked in a circle with Level: Clr 5, Drd 5
the subject’s alignment to begin to shift +2 enhancement bonus to the caster’s AC, 25 the character at the time of the casting. These Components: V, S, M, F, DF, XP
in naturally that direction. The subject’s temporary hit points, a -1 Armor Check penalty, fellow travelers are dependent upon the character Casting Time: 1 hour
alignment shifts by one step each week toward and a 5% arcane spell failure penalty. Damage and must accompany the character at all times. Range: Touch
that of his new deity (e.g., two weeks from dealt to the caster is first removed from these If something happens to the character during the Target: Living creature touched
lawful good to lawful evil, four weeks from temporary hit points. The spell ends either when journey, the companions are stranded wherever Duration: Instantaneous
chaotic evil to lawful good). A successful the duration expires or 25 points of damage are the character left them. Saving Throw: None
conversion means the subject of the spell is dealt to the armor. Should the spell end normally, Spell Resistance: Yes
The character projects his astral self into the
likely to be well-disposed toward the caster for all remaining temporary hit points are lost. Astral Plane, leaving his physical body behind This spell removes the burden of evil acts
“showing him the light” (or “the darkness”). on the Material Plane in a state of suspended or misdeeds from the subject. The creature
Material Component: A humanoid corpse.
A converted subject who could cast divine animation. The spell projects an astral copy of seeking atonement must be truly repentant
spells may continue to receive spells from her the character and all that he wears or carries onto and desirous of setting right its misdeeds.
Army of Filth the Astral Plane. Since the Astral Plane touches If the atoning creature committed the evil
new god. Clerics may choose new domains
if their new god does not have their former Conjuration (Summoning) upon other planes, the character can travel act unwittingly or under some form of
domains. Some classes, such as paladin, may astrally to any of these other planes as he wishes. compulsion, atonement operates normally at
Level: Destruction 4, Sor/Wiz 4 The character then leaves the Astral Plane, no cost to the character. However, in the case
lose their divine spells as a result of their
Components: V, S, M forming a new physical body (and equipment) of a creature atoning for deliberate misdeeds
alignment change (although paladins may
Casting Time: 1 full round on the plane of existence he has chosen to enter. and acts of knowing and willful nature, the
become blackguards, depending on the nature
Range: Medium (100 ft.+10 ft./level) character must intercede with the character’s
of their new god and alignment). When on the Astral Plane or another plane, the
Effect: Swarm of creatures in a 10 ft. radius deity at the cost of 500 experience points
Atonement may reverse the effects of apostate. Duration: 1 minute/level (D) character’s astral body is connected at all times in order to expunge the subject’s burden.
But atonement requires a truly repentant Saving Throw: See text to the character’s material body by a silvery Naturally, many casters first assign a subject
subject, and those affected by apostate are Spell Resistance: No cord. If the cord is broken, the character is killed, of this sort a quest (see geas/quest) or similar

44 45
penance to determine if the creature is truly beads (or other prayer device, such as a prayer Aura of Faith area—unless the metal is blocked by 1 ft. or
contrite before casting the atonement spell on wheel or prayer book) worth at least 500 gp. more of stone, a thin sheet of lead or 1 inch
its behalf. Abjuration of another metal (unless of course the lead or
XP Cost: When cast for the benefit of creatures metal is what is being detected). The caster
Atonement may be cast for one of several whose guilt was the result of deliberate acts, Level: Clr 9 does not, however, have a focused sense of
purposes, depending on the version selected: the cost to the character is 500 XP per casting Components: V, S, F direction to the metal and must canvass the
(see above). Casting Time: One action spell’s area in order to home in on the precise
Reverse Magical Alignment Change: If Range: 20 ft.
a creature has had its alignment magically location. The more of the metal present, the
changed, atonement returns its alignment to its
Augury Target: One creature/level in a 20-ft.-radius stronger the aura or impression.
burst centered on caster
original status at no cost in experience points. Divination Duration: 1 round per level (D) Arcane Material Component: A small sample
Restore Class: A paladin who has lost Level: Clr 2, Fate 2 Saving Throw: See text of the metal being detected.
her class features due to unwillingly or Components: V, S, F Spell Resistance: Yes (harmless)
unwittingly committing an evil act may have Casting Time: 1 action This spell is equal in all respects to shield
Awaken
her paladinhood restored to her by this spell. Range: Personal of law, except that the spell’s alignment is Transmutation
Note: A paladin who willingly and deliberately Target: The character “keyed” to that of the caster. When the caster
commits an evil act can never regain her Duration: Instantaneous prepares this spell, he must choose which axis Level: Drd 5
paladinhood. of his alignment the spell will be keyed to. A Components: V, S, F, XP
An augury can tell the character whether a Casting Time: One day
Restore Cleric or Druid Spell Powers: A particular action will bring good or bad results chaotic good cleric, for instance, could choose
chaos or good. Aura of faith then affects the Range: Touch
cleric or druid who has lost his ability to cast for him in the immediate future.
opposite alignment in the same way chaos Target: Animal or tree touched
spells because he incurred the anger of his
The base chance for receiving a meaningful is affected by shield of law. For example, a Duration: Instantaneous
deity may regain his spell powers by seeking
reply is 70% +1% per caster level; the lawful evil cleric prepares aura of faith keyed Saving Throw: Will negates
atonement from another cleric of the same
GM makes the roll secretly. The GM to evil and then casts it. He gains SR 25 vs. Spell Resistance: Yes
deity or another druid. If the transgression was
intentional, the casting cleric loses 500 XP may determine that the question is so spells cast by good clerics, and the spell blocks The character awakens a tree or animal
for his intercession. If the transgression was straightforward that a successful result is the mental influence just as in protection from to humanlike sentience. To succeed, the
unintentional, he does not lose XP. automatic, or so vague as to have no chance of good. Neutral may not be chosen. character must make a Will save (DC 10+the
success. If the augury succeeds, the character target’s HD, or the HD the tree will have once
Redemption or Temptation: The character gets one of four results: Focus: An object sacred to the caster’s church,
like the finger bone of a saint or the dagger of awakened).
may cast this spell upon a creature of an
opposing alignment in order to offer it a • “Weal” (if the action will probably bring a famous paladin. The awakened animal or tree is friendly
chance to change its alignment to match the good results). toward the character. The character has no
character’s. The prospective subject must • “Woe” (for bad results).
Auric Aura special empathy or connection with a creature
be present for the entire casting process. the character awakens, although it serves the
Divination
Upon completion of the spell, the subject • “Weal and woe” (for both). character in specific tasks or endeavors if the
freely chooses whether it retains its original Level: Brd 1, Knowledge 1, Sor/Wiz 1 character can communicate the character’s
alignment or acquiesces to the character’s • “Nothing” (for actions that don’t have espe-
Components: S, M/DF desires to it.
offer and changes to the character’s alignment. cially good or bad results).
Casting Time: 1 action
No duress, compulsion, or magical influence Range: 60 ft. An awakened tree has characteristics as if
If the spell fails, the character gets the
can force the subject to take advantage of the Area: Quarter-circle emanating from the it were an animated object, except that its
“nothing” result. A cleric who gets the
opportunity offered if it is unwilling to abandon caster out to range of the spell Intelligence, Wisdom, and Charisma scores
“nothing” result has no way to tell whether it
its old alignment. This use of the spell does not Duration: Concentration, up to 1 round/level are all 3d6. Awakened plants gain the ability to
resulted from a failed or successful augury.
work on outsiders (or any creature incapable of Saving Throw: None move their limbs, roots, vines, creepers, etc.,
changing its alignment naturally). The augury can see into the future only about Spell Resistance: No and have senses similar to a human’s.
half an hour, so anything that might happen
Note: Normally, changing alignment is up to The caster can detect the presence of any one An awakened animal gets 3d6 Intelligence,
after that does not affect the augury. Thus, it
the player (for PCs) or the GM (NPCs). This type of metal (chosen at casting). Metal of +1d3 Charisma, and +2 HD.
might miss the long-term consequences of the
use of atonement simply offers a believable contemplated action. All auguries cast by the the type chosen will glow with a faint aura An awakened tree or animal can speak one
way for a character to change her alignment same person about the same topic use the same only visible to the caster. The aura is strong language that the character knows, plus one
drastically, suddenly, and definitively. dice result as the first augury. enough to be seen through cloth or even loose additional language that the character knows
earth but not through a solid object, such as per point of Intelligence bonus (if any).
Material Component: Burning incense. Focus: A set of marked sticks, bones, or a wooden door or a stone wall. However, the
Focus: In addition to your holy symbol or similar tokens worth at least 25 gp. caster does receive a mental impression if XP Cost: 250 XP.
normal divine focus, you need a set of prayer the chosen metal is present within the spell’s

46 47
- B -
the animal, and it loses use of the borrowed feats Casting Time: One action
and extraordinary abilities. Range: Weapon, wielded by caster
Target: One melee weapon
The spell must be cast on a willing animal, so the Duration: 1 minute/caster level
caster must have some way of communicating Saving Throw: None
Bane Barkskin with the creature in order to gain its agreement. Spell Resistance: None
Usually, the animal will expect some service
Enchantment (Compulsion) [Mind-Affecting] Transmutation from the caster in exchange for the boon. Any blade blessed with this spell begins to
glow a bright blue, and for the duration of the
Level: Clr 1 Level: Drd 2, Plant 2
Components: V, S, DF Components: V, S, DF
Beast Speak spell all successful strikes upon undead cause
an additional point of damage per caster level
Casting Time: 1 action Casting Time: 1 action Divination (to a maximum of +20). This spell can be cast
Range: 50 ft. Range: Touch upon most magic weapons (the exceptions
Area: All enemies within 50 ft. Target: Living creature touched Level: Drd 2, Rgr 2
Components: V, S, M are weapons with any bane power). Because
Duration: 1 minute/level Duration: 10 minutes/level of the weapon’s glow, Hide checks are
Saving Throw: Will negates Saving Throw: None Casting Time: 1 action
Range: Touch impossible while the spell is active.
Spell Resistance: Yes Spell Resistance: Yes (harmless)
Target: One creature/level Focus: The weapon to be blessed.
Bane fills the character’s enemies with fear Barkskin makes a creature’s skin as tough Duration: 10 minutes/level
and doubt. They suffer a -1 morale penalty on as bark. The effect grants a +3 natural armor Saving Throw: Will negates (harmless)
their attack rolls and a -1 morale penalty on bonus to AC. This bonus increases to +4 at 6th
Bestow Curse
Spell Resistance: Yes (harmless)
saving throws against fear effects. level and to +5 at 12th level and up. Transmutation
All the creatures touched during the casting
Bane counters and dispels bless. of this spell may henceforth communicate Level: Adp 3, Brd 3, Clr 3, Distraction 3,
Beast Borrow
with one another in the languages of the fauna Sor/Wiz 4
Banishment Transmutation native to the area. Their shouts will be heard Components: V, S
as bird cries. Their conversation will sound Casting Time: 1 action
Abjuration Level: Drd 3, Rgr 3 Range: Touch
like the chattering of squirrels. No one but
Components: V, S, DF Target: Creature touched
Level: Clr 6, Sor/Wiz 7 those touched during the casting will be able
Casting Time: 1 full round Duration: Permanent
Components: V, S, F to decipher what’s being said without the use
Range: Touch Saving Throw: Will negates
Casting Time: 1 action of speak with animals or tongues. The voices
Target, Effect or Area: One willing animal Spell Resistance: Yes
Range: Close (25 ft.+5 ft./2 levels) of those affected will not carry any farther than
touched
Targets: One or more extraplanar creatures, their normal voices, but they can shout to one
Duration: 1 hour/level (maximum 12 hours) The character places a curse on the creature
no two of which can be more than 30 another even when in a forest of enemies and
Saving Throw: None touched. The character chooses one of the
ft. apart stand little chance of raising the suspicions of
Spell Resistance: No three following effects, depending on the
Duration: Instantaneous others nearby. Perhaps if they talk and shout
a lot, the sheer volume of natural sounds will version selected:
Saving Throw: Will negates By the means of this spell, the caster may
Spell Resistance: Yes borrow a piece of an animal’s soul, thereby cause suspicion, but even then, it might be -6 effective decrease to an ability score
gaining part of its power. The caster sees the overlooked. (minimum 1).
A banishment spell is a more powerful world as the animal does, gaining access to its
version of the dismissal spell. It enables the The spell lasts until the duration expires. -4 enhancement penalty on attack rolls, saving
superior senses and skills.
character to force extraplanar creatures out Anyone affected by the spell may choose throws, ability checks, and skill checks.
of the character’s home plane. Up to 2 HD of The exact nature of the powers gained depends to speak in her normal voice and language
creatures per caster level can be banished. To on the level of the caster. A caster of level 8 or instead of the animal sounds. Each turn, the target has a 50% chance to act
target a creature, the character must present lower receives any or all skills the animal may normally; otherwise, he takes no action.
Material Component: Something from a local
at least one object or substance that it hates, possess. The caster has ranks in these skills equal The character may also invent the character’s
bird or animal, such as a feather or bone.
fears, or otherwise opposes. For each such to the animal’s ranks or his own, whichever are own curse, but it should be no more powerful
Even animal droppings will suffice.
object or substance, the character gains +1 on higher. At caster level 8 or higher, the caster also than those listed above, and the GM has final
the character’s caster level check to overcome gains all feats the creature possesses. And at say on the curse’s effect.
the target’s SR (if any) and +2 on the saving caster level 11 or higher, the caster may use any Beltine`s
throw DC. of the creature’s extraordinary abilities. Whatever Blessed Strike The curse cannot be dispelled, but it can be
skills, feats and abilities the caster borrows removed with a break enchantment, limited
At the GM’s option, certain rare items might from the animal, the animal in question does Invocation wish, miracle, remove curse, or wish spell.
work twice as well (each providing +2 against not possess for the duration of beast borrow.
SR and +4 on the spell’s DC). Level: Clr 4, Pal 4 Bestow curse counters remove curse.
Borrowed skills are considered to be rank 0 for
Components: V, M, F, DF

48 49
B`s Clenched Fist B`s Grasping Hand as a normal creature, but most magical effects This spell creates a spinning disk of razor-sharp
that don’t cause damage do not affect it. The blades. These whirl and flash around a central
Evocation Evocation hand cannot push through a wall of force or enter point, creating an immobile, circular barrier. Any
an antimagic field. It suffers the full effects of creature passing through the blade barrier takes
Level: Sor/Wiz 8, Strength 8 Level: Sor/Wiz 7, Strength 7 a prismatic wall or prismatic sphere. The hand 1d6 points of slashing damage per caster level
Components: V, S, F/DF Components: V, S, F/DF makes saving throws as its caster. Disintegrate or (maximum 20d6). The plane of rotation of the
As B’s interposing hand, except it moves As B’s interposing hand, except the hand can a successful dispel magic destroys the hand. blades can be horizontal, vertical, or slanted.
and attacks as directed by the character. (The also grapple one opponent that the character Any creature weighing less than 2,000 pounds Creatures within the blade barrier when it is
character directs it as a free action.) The selects. The grasping hand gets one grappling trying to push past the hand is slowed to half invoked take the damage as well. They can negate
floating hand can move up to 60 feet and can attack per round. Its attack bonus to make its normal speed. If the opponent weighs more the damage with a successful Reflex saving throw,
attack in the same round. Since this hand is contact is the character’s level + the character’s than 2,000 pounds, the hand cannot reduce its provided they can and do physically leave the area
directed by the character, its ability to notice Intelligence, Wisdom, or Charisma modifier (for speed but still affects the opponent’s attacks. By of the blades by the shortest possible route. Once
or attack invisible or concealed creatures is no wizards, clerics, and sorcerers, respectively), +10 concentrating (as a standard action), the character the barrier is in place, anything entering or passing
better than the character’s. for the hand’s Strength score (31), -1 for being can designate a new opponent for the hand. through the blades automatically takes damage.
Large. Its grapple check is this same figure,
The hand attacks once per round, and its except with +4 for being Large instead of -1. It Focus: A soft glove. A blade barrier serves as one-half cover (+4
attack bonus equals the character’s level + the holds but does not harm creatures it grapples. AC) for anyone beyond it.
character’s Intelligence, Wisdom, or Charisma Note: Although this is not a divine spell, it
modifier (for a wizard, cleric, or sorcerer, The grasping hand can also bull rush an is provided here to make using the other B’s
respectively), +11 for the hand’s Strength score opponent as B’s forceful hand does, but at +16 spells easy.
Blasphemy
(33), -1 for being Large. The hand’s damage on the Strength check, or interpose itself as B’s Evocation (Evil) [Sonic]
is 1d8+12, and any creature struck must make interposing hand does. Black Mulching
a Fortitude save (against this spell’s save DC) Level: Clr 7, Evil 7
or be stunned for 1 round. A stunned creature Arcane Focus: A leather glove. Necromancy Components: V
can’t act and loses any Dexterity bonus to AC. Casting Time: 1 action
B`s Interposing Hand Level: Drd 4, Sor/Wiz 4 Range: 30 ft.
Attackers gain +2 bonuses to attack it. Components: V, S, M Area: Creatures in a 30-ft.-radius spread
Arcane Focus: A leather glove and a small Evocation Casting Time: 1 action centered on the character
device (similar to brass knuckles) consisting Range: Medium (100 ft.+10 ft./level) Duration: Instantaneous
Level: Sor/Wiz 5 Area: 20-ft.-diameter sphere
of four rings joined in a slightly curved line, Components: V, S, F Saving Throw: None
which must be slipped onto the four fingers of Duration: 1 round/level Spell Resistance: Yes
Casting Time: 1 action Saving Throw: None
the caster’s dominant hand. The device must Range: Medium (100 ft.+10 ft./level)
be fashioned of an alloy of copper and zinc. Spell Resistance: Yes Uttering blasphemy creates two effects.
Effect: 10 ft. hand
Duration: 1 round/level (D) All plants in the area with 3 HD or less blacken If the character is on her home plane, nonevil
B`s Crushing Hand Saving Throw: None and die automatically, falling to shreds. Other extraplanar creatures within the area are
Evocation Spell Resistance: Yes plants suffer 1d10 points of damage. The caster instantly banished back to their home planes.
can move the area anywhere within the range of Creatures so banished cannot return for at least
Level: Sor/Wiz 9, Strength 9 B’s interposing hand creates a large magic the spell each round. 1 day. This effect takes place regardless of
Components: V, S, M, F/DF hand that appears between the character and whether the creatures hear the blasphemy.
one opponent. This floating, disembodied Material Components: A drop of any type of
As B’s interposing hand, except the hand can hand then moves to remain between the two, poison and a small pair of shears. Creatures native to the character’s plane who
interpose itself, push, or crush one opponent regardless of where the character moves hear the blasphemy and are not evil suffer the
that the character selects. or how the opponent tries to get around it, Blade Barrier following ill effects:
providing nine-tenths cover (+10 AC) for
The crushing hand can interpose itself as B’s the character against that opponent. Nothing Evocation Blasphemy
interposing hand does, or it can bull rush an can fool the hand—it sticks with the selected
opponent as B’s forceful hand does, but at +18 Level: Clr 6, Good 6, War 6 HD Effect
opponent in spite of darkness, invisibility, Components: V, S
on the Strength check. polymorphing, or any other attempt to hide or 12 or more Dazed
Casting Time: 1 full round
The crushing hand can grapple an opponent disguise himself. The hand does not pursue an Range: Medium (100 ft.+10 ft./level) Less than 12 Weakened, dazed
as B’s grasping hand does, but with a +12 opponent, however. Effect: Spinning disk of blades, up to 30 ft. radius Less than 8 Paralyzed,
bonus for the hand’s Strength score (35). The A B’s hand is 10 feet long and about that wide Duration: 10 minutes/level weakened, dazed
hand deals 2d6+12 points of grapple damage with its fingers outstretched. It has as many hit Saving Throw: Reflex negates (see text)
(normal, not subdual). points as the character when undamaged, and its Spell Resistance: Yes Less than 4 Killed
Arcane Focus: A glove of snakeskin. AC is 20 (-1 size, +11 natural). It takes damage The effects are cumulative.

50 51
Dazed: The creature is dazed and can take no Casting Time: 1 action Casting Time: 1 action Duration: Permanent until discharged (D)
actions for 1 round (but defends itself normally). Range: Touch Range: Medium (100 ft.+10 ft./level) Saving Throw: Will negates (object)
Target: Weapon touched Area: Cylinder (20 ft. radius, 60 ft. high) Spell Resistance: Yes (object)
Weakened: The creature’s Strength score Duration: 1 minute/level Duration: 1 round/6 levels
decreases by 2d6 points for 2d4 rounds. Saving Throw: None Saving Throw: Reflex half The caster creates a single-use wand out of a
Spell Resistance: No Spell Resistance: Yes discarded bone.
Paralyzed: The creature is paralyzed and helpless
for 1d10 minutes, unable to move or act in any way. All critical rolls against evil foes are automatically Bolts of lightning strike from the heavens, This spell allows the caster to store a spell he
successful (so every threat is a critical hit). The creating a column of raging electrical energy. The could normally cast within an ordinary, detached
Killed: Living creatures die. Undead creatures bone. The wand can store one spell, and the caster
are destroyed. weapon negates the damage reduction of evil spell does 1d6 points of damage per caster level
creatures and is capable of striking evil incorporeal (maximum l5d6) to all caught within the area of may not have more than one bonewand per level
creatures as if it had a +1 enhancement bonus. Also, effect. The caster can move the storm by up to 20 at any given time. The caster may cast the spell
Bless the weapon is considered blessed, which means it feet per combat round (concentration required). stored within the bone as though it were among
Enchantment (Compulsion) [Mind-Affecting] has special effects on certain creatures. Individual Every round of the storm, targets within its area those prepared, but it does not count against his
arrows or bolts can be transmuted, but affected of effect may make a Reflex save to halve the spells cast for the day. Any material components
Level: Adp 1, Clr 1, Pal 1 projectile weapons (such as bows) don’t confer the damage caused by the storm that round. required to cast the spell normally are used when
Components: V, S, DF benefit to the projectiles they shoot. the spell is stored in the bonewand.
Casting Time: 1 action Objects within the bolts’ attack are subject to the
Range: 50 ft. This transmutation can’t affect any weapon that same damaging effects caused by a lightning bolt. Focus: The bone that stores the spell.
Area: All allies within 50 ft. already has a magical effect related to critical All creatures within the storm are considered to
Duration: 1 minute/level hits, such as a keen weapon or a vorpal sword. have one-quarter concealment because of reduced Break Enchantment
Saving Throw: None visibility. This spell is only usable outdoors. Abjuration
Spell Resistance: Yes (harmless) Blindness/Deafness Arcane Material Components: A piece of fur, Level: Adp 5, Brd 4, Clr 5, Luck 5
The character’s allies gain a morale bonus of Transmutation a glass rod, and a lump of clay. Components: V, S
+1 on their attack rolls and a morale bonus of Casting Time: 1 minute
+1 on saving throws against fear effects. Level: Brd 2, Clr 3, Sor/Wiz 2 Bone Spikes
Components: V Range: Close (25 ft.+5 ft./2 levels)
Bless counters and dispels bane. Casting Time: 1 action Necromancy Target or Targets: Up to one creature per
Range: Medium (100 ft.+10 ft./level) level, all within 30 ft. of each other
Bless Water Target: One living creature Level: Clr 2, Death 2 Duration: Instantaneous
Duration: Permanent (D) Components: V, S, M, DF Saving Throw: See text
Transmutation [Good] Saving Throw: Fortitude negates Casting Time: One action Spell Resistance: No
Spell Resistance: Yes Range: Close (25 ft.+5 ft./caster level)
Level: Clr 1, Pal 1 Target: One undead creature This dispelling spell frees creatures from
Components: V, S, M The subject becomes blinded or deafened, Duration: Permanent enchantments, transmutations, curses,
Casting Time: 1 minute as the character chooses. In addition to the and petrification (as well as other magical
Range: Touch obvious effects, a blinded creature suffers a This spell causes jagged, bony spikes to transformations). Break enchantment can
Target: Flask of water touched 50% miss chance in combat (all opponents have grow on the bodies of skeletons and zombies, reverse even an instantaneous effect, such
Duration: Instantaneous full concealment), loses any Dexterity bonus causing extra damage from each physical as flesh to stone. For each such effect, the
Saving Throw: Will negates (object) to AC, grants a +2 bonus to attackers’ attack attack. The spikes that form on these undead character makes a check of 1d20+caster level
Spell Resistance: Yes (object) rolls (they are effectively invisible), moves at deal an additional 1d6 points of damage (maximum +15) against a DC of 11+caster
half speed, and suffers a -4 penalty on Search per strike. Even when wielding a weapon, level of the effect. Success means that the
This transmutation imbues a flask (1 pint) of the bony spikes add to the damage, as if the creature is free of the spell, curse, or effect.
water with positive energy, turning it into holy checks and most Strength- and Dexterity-based
skills. A deafened character, in addition to undead were attacking with its fists. For cursed magic items, the DC is 25.
water. Holy water is considered blessed, which
means it has special effects on certain creatures. the obvious effects, automatically fails Listen Material Component: A small iron spike. If the spell is one that, as a special property,
checks, suffers a -4 penalty on Initiative and has cannot be dispelled by dispel magic, break
Material Component: 5 pounds of powdered a 20% chance to miscast and lose any spell with
silver (worth 25 gp). a verbal (V) component that he tries to cast.
Bonewand enchantment works only if that spell is 5th
level or lower.
Transmutation
Bless Weapon Bolts From Above Level: Death 7, Sor/Wiz 6
If the effect comes from some permanent
magic item, such as a cursed sword, break
Transmutation Evocation [Electricity] Components: V, S, F enchantment does not remove the curse from
Casting Time: 10 minutes the item but merely frees the victim from the
Level: Pal 1 Level: Air 6, Clr 6, Sor/Wiz 6 Range: Touch
Components: V, S item’s effects, leaving the item cursed.
Components: V, S, M/DF Target: Bone touched

52 53
- c -
Bull`s Strength Target: Creature touched
Duration: 10 minutes/level (D)
Transmutation Saving Throw: None
Spell Resistance: Yes (harmless)
Level: Adp 2, Blk 2, Brd 2, Clr 2, Sor/Wiz 2,
Strength 2 The spell’s subject can burrow through solid Call Lightning Range: Close (25 ft.+5 ft./2 levels)
Components: V, S, M/DF earth or snow (but not stone, wood, or metal) Effect: One or more summoned creatures, no
Casting Time: 1 action at a speed of 30 feet (20 feet if the creature Evocation [Electricity] two of which can be more than 30 ft.
Range: Touch wears medium or heavy armor). Burrowing apart when they appear
Target: Creature touched requires a full-round action, so the subject Level: Drd 3 Duration: 1 round/level (D)
Duration: 1 hour/level cannot attack or cast spells. The subject of a Components: V, S Saving Throw: None
Saving Throw: Will negates (harmless) burrow spell cannot charge or run. Casting Time: 10 minutes, plus 1 action per Spell Resistance: No
Spell Resistance: Yes (harmless) bolt called
The subject’s passage through earth leaves a Range: Long (400 ft.+40 ft./level) This spell calls one aquatic animal, or more,
The spell grants an enhancement bonus to tunnel that may be followed by non-burrowing Effect: See text to attack your enemies. It appears where
Strength of 1d4+1 points, adding the usual creatures of the same size or smaller, at one- Duration: 10 minutes/level you designate and acts immediately on your
benefits to melee attack rolls, melee damage quarter their normal speed. If the burrower Saving Throw: Reflex half turn. The called animal must be summoned
rolls, and other uses of the Strength modifier. moves at half speed, he can leave a tunnel Spell Resistance: Yes in a body of water large enough to hold it. If
large enough to permit movement through it at the animal is summoned into a situation that
Arcane Material Component: A few hairs, or a full speed. To cast call lightning, the character must be in will not support it, the summoning fails, and
pinch of dung, from a bull. a stormy area—a rain shower, clouds and wind, the spell is wasted. The animal attacks your
Arcane Focus: The paws of a burrowing hot and cloudy conditions, or even a tornado opponents to the best of its ability. If you can
Burning Hands creature, such as a mole or badger. (including a whirlwind formed by a djinn or communicate with the animal, you can direct
air elemental of 7 HD or more). The character it not to attack, to attack particular enemies, or
Transmutation [Fire] Bury is then able to call down bolts of lightning as to perform other actions. Summoned creatures
Level: Adp 1, Fire 1, Sor/Wiz 1 long as the character remains in the stormy act normally on the last round of the spell and
Transmutation area. (The spell ends if the character leaves
Components: V, S disappear at the end of their turn.
Casting Time: 1 action Level: Clr 5, Drd 4, Sor/Wiz 4 the stormy area.) The character can call down
Range: 10 ft. Components: V, S one bolt every 10 minutes. The character need Call Sea Beast I
Area: Semicircular burst of flames 10 ft. long, Casting Time: One action not call a bolt of lightning immediately—other
actions, even spellcasting, can be performed. Animal Type Number Conjured
centered on the character’s hands Range: Touch
Duration: Instantaneous Target: One creature However, the character must use a standard
Crocodile 1
Saving Throw: Reflex half Duration: Instantaneous action (concentrating on the spell) to call each
Spell Resistance: Yes Saving Throw: Reflex partial bolt. A bolt causes 1d10 points of electrical Octopus 1 + 1 per 5 levels
Spell Resistance: Yes damage per caster level (maximum 10d10). of the caster
A thin sheet of searing flame shoots from the
character’s outspread fingertips. The character By reaching out and touching a creature, the The bolt of lightning flashes down in a vertical Porpoise 1 + 1 per 4 levels
must hold her hands with her thumbs touching caster causes it to be swallowed up by the stroke at whatever target point the character of the caster
and her fingers spread. The sheet of flame is earth and dragged down to an impromptu chooses, within range (measured from the
character’s position at the time). The bolt takes Shark, Medium-Size 1
about as thick as the character’s thumbs. Any grave. Creatures who fail their Reflex saving
creature in the area of the flames takes 1d4 throw are sucked six feet below the surface, the shortest possible unobstructed path between Squid 1
points of fire damage per the character’s caster where the ground begins to grind them to a nearby cloud and the target. Any creature
within a 10 foot radius of the path or the point
level (maximum 5d4). Flammable materials dust. Every round, the buried creature takes
where the lightning strikes is affected.
Call Sea Beast II
such as cloth, paper, parchment, and thin wood 3d6 points of damage and is unable to move
burn if the flames touch them. or speak. His companions may save him by Conjuration (Summoning)
This spell can be used only outdoors. It
digging him up, which takes at least two does not function indoors, underground, or Level: Drd 4, Rgr 4
Burrow whole rounds. Those victims of the spell who underwater. Components: V, S, F/DF
succeed at their saving throw are only partially Casting Time: 1 full round
Transmutation buried, up to their waist. Their effective Call Sea Beast I Range: Close (25 ft.+5ft./2 levels)
Level: Sor/Wiz 3, Travel 3 Dexterity is halved, they cannot move (though Effect: One or more summoned creatures, no
Components: V, S, F/DF they may attack and speak), and the ground Conjuration (Summoning) two of which can be more than 30 ft.
Casting Time: 1 action beneath them begins to gnaw at their lower apart when they appear
half, causing 2d4+2 damage per round. Level: Drd 2, Rgr 2
Range: Touch Components: V, S, DF Duration: 1 round/level (D)
Casting Time: 1 full round Saving Throw: None
Spell Resistance: No

54 55
As call sea beast I, except the caster may The affected creatures remain where they The caster creates doldrums in the local Duration: Instantaneous
choose from the table below. are and do not attack or flee. They are not area. It takes 10 minutes to cast the spell and Saving Throw: Fortitude partial
helpless and defend themselves normally if an additional 10 minutes for the effects to Spell Resistance: Yes
Call Sea Beast II attacked. Any threat (fire, a hungry predator, manifest. All natural winds cease immediately.
an imminent attack) breaks the spell on the Magically created winds and weather receive a Cardiac grab delivers the living heart from
Animal Type Number Conjured a victim’s chest into the caster’s hand. Hardy
threatened creatures. Fortitude saving throw as if the spell affected
their caster. creatures may prevail against the magic, but
Crocodile 1+1 per 5 levels
even they are weakened by it.
of the caster Calm Emotions Druids casting this spell double the duration
and affect a circle with a three-mile radius. The target makes a Fortitude save. Failure
Crocodile, Giant 1 Enchantment (Compulsion) [Mind-Affecting]
results in death as the victim’s still-beating
Octopus 1d4+l per 5 levels Level: Clr 2, Law 2 heart is torn from his chest. A successful save
Camaraderie still results in 4d6 points of heart trauma
of the caster Components: V, S, DF
Casting Time: 1 action Transmutation damage +1 point per caster level.
Porpoise 1d4+ 1 per 3 levels Range: Medium (100 ft.+10 ft./level)
of the caster Targets: 1d6 creatures/level, all of whom Level: Clr 5, Pal 4, Strength 5 Carry On
must be within 30 ft. of each other Components: V, S, M, DF
Shark, Medium-Size 1d4+1 per 5 levels Casting Time: 1 full round Transmutation
of the caster Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates Range: Close (25 ft.+5 ft./2 levels)
Targets: One creature per 3 caster levels Level: Pal 2
Shark, Large 1+1 per 5 levels Spell Resistance: Yes Components: V, S, DF
of the caster Duration: 1 round/level (D)
This spell calms agitated creatures. The Saving Throw: Will negates (harmless) Casting Time: 1 round
Squid 1d4+l per 5 levels character has no control over the affected Spell Resistance: Yes (harmless) Range: Personal
of the caster creatures, but this spell can stop raging Target: The character
creatures from fighting. Creatures so affected Any targets affected by camaraderie may Duration: 1 hour/level
Whale, Orca 0+1 per 10 levels donate a number of hit points per round equal Saving Throw: None
cannot take violent actions or do anything
of the caster to the caster’s level to other targets of the Spell Resistance: No
destructive, although they can protect and
defend themselves. Any aggressive action spell that are in the donator’s line of sight.
Arcane Focus: A small lantern. Carry on grants the paladin three powers. First,
or life-threatening damage against calmed The donator takes those hit points as damage,
while the recipient receives the hit points first the paladin’s tired body and mind feel a rush of
Calm Animals creatures immediately breaks the spell on the energy as all feelings of exhaustion dissipate.
threatened creatures. as healing and then as additional temporary
hit points, up to a maximum of the caster’s Any penalties the paladin suffers as a result of
Enchantment (Compulsion) [Mind-Affecting] fatigue disappear immediately, as the paladin
This spell automatically suppresses (but does level. One point of Strength may be similarly
Level: Animal 1, Drd 1 not dispel) mind-affecting spells such as donated, with the donator taking a temporary becomes completely refreshed. Second, the
Components: V, S bless, confusion, emotion, and fear, as well as loss of Strength and the recipient gaining a +1 paladin gains a +1 sacred bonus to all Fortitude
Casting Time: 1 action negating a bard’s ability to inspire courage or a Strength enhancement. Strength enhancements saving throws as divine energy takes her above
Range: Close (25 ft.+5 ft./2 levels) barbarian’s rage. While the calm emotions spell are cumulative, up to a maximum bonus her normal state of endurance. Third, the paladin
Targets: Animals, beasts, or magical beasts lasts, a suppressed spell has no effect. When of half the caster’s level. Hit points are not finds that she needs to rest for only half as long
with Intelligence 1 or 2 within 30 ft. of the calm emotions spell ends, the original spell returned to the donor when the spell expires, as normal while the spell persists. The verbal
each other takes hold of the creature again, provided its but Strength returns to the donor. Temporary and somatic components of this spell involve
Duration: 1 minute/level duration has not expired in the meantime. hit points are lost when the spell ends. standing and looking up to face heaven, raising
Saving Throw: Will negates (see text) the arms and spreading all four limbs slightly,
Spell Resistance: Yes Material Component: A drop of blood of a while uttering a short prayer to the patron deity.
Calm Winds hero of the caster’s faith that died honorably.
This spell soothes and quiets animals, beasts, Transmutation The hero must be dead, so using the blood of Cat`s Grace
and magical beasts, rendering them docile and one who has been resurrected doesn’t work.
harmless. Only creatures with Intelligence Level: Clr 6, Drd 6, Sor/Wiz 5 Transmutation
scores of 1 or 2 can be affected by this spell. Components: V, S Cardiac Grab
Casting Time: 10 minutes (see text) Level: Adp 2, Brd 2, Sor/Wiz 2
All the subjects must be of the same species
Range: Two miles Necromancy [Death] Components: V, S, M
and within a 30-foot sphere. Roll 2d4+caster
Area: Two-mile-radius circle, centered on the Casting Time: 1 action
level to determine the total number of HD
caster (see text) Level: Clr 6, Death 6 Range: Touch
affected. Animals trained to attack or guard,
Duration: 2d12 hours (D) Components: V, S, DF Target: Creature touched
dire animals, beasts, and magical beasts are
Saving Throw: Fortitude negates (see text) Casting Time: 1 action Duration: 1 hour/level
allowed saving throws. Animals not trained to
Spell Resistance: No Range: Close (25 ft.+5 ft./2 levels) Saving Throw: Will negates (harmless)
attack or guard are not.
Target: One living creature Spell Resistance: Yes

56 57
The spell grants an enhancement bonus to subjects can attempt Reflex saving throws for The spell does not provide the abilities or Chaos Hammer
Dexterity of 1d4+1 points, adding the usual half damage. The character chooses secondary annerisms of the chosen form. It does not alter
benefits to AC, Reflex saves, and other uses of targets as he likes, but they must all be within the perceived tactile (touch) or audible (sound) Evocation [Chaotic]
the Dexterity modifier. 30 feet of the primary target, and no target can properties of the character or the character’s
be struck more than once. The character can equipment. A battleaxe made to look like a Level: Chaos 4
Material Component: A pinch of cat fur. choose to affect fewer secondary targets than dagger still functions as a battleaxe. Components: V, S
the maximum (to avoid allies in the area, for Casting Time: 1 action
Cause Fear example). If the character uses this spell to create a Range: Medium (100 ft.+10 ft./level)
disguise, the character gets a +10 bonus on the Area: 20-ft.-radius burst
Necromancy [Fear, Mind-Affecting] Foci: A bit of fur, a piece of amber, glass, or a Disguise check. Duration: Instantaneous
Level: Adp 1, Blk 1, Brd 1, Clr 1, Death 1, crystal rod; and one silver pin for each caster Saving Throw: Will half (see text)
level. Note: Creatures get Will saves to recognize Spell Resistance: Yes
Sor/Wiz 1 the glamer as an illusion if they interact with it
Components: V, S (such as by touching the character and having The character unleashes chaotic power to
Casting Time: 1 action Chameleon Blend that not match what they see). smite the character’s enemies. The power
Range: Close (25 ft.+5 ft./2 levels) Illusion (Glamer) takes the form of a multicolored explosion of
Target: One living creature Changestaff leaping, ricocheting energy. Only lawful and
Duration: 1d4 rounds Level: Drd 1, Rgr 1, Sor/Wiz 1 neutral (not chaotic) creatures are harmed by
Saving Throw: Will negates Components: S, F Transmutation the spell.
Spell Resistance: Yes Casting Time: 1 action
Range: Personal Level: Drd 7, Plant 7 The spell deals 1d8 points of damage per
The affected creature becomes frightened. Target: You Components: V, S, F two caster levels (maximum 5d8) to lawful
It suffers a –2 morale penalty on attack Duration: 1 hour/level (D) Casting Time: 1 full round creatures and staggers them for 1d6 rounds.
rolls, weapon damage rolls, and saving Range: Touch A staggered character can take only partial
throws. It flees from the character as well The spell adds +1 per level of the caster (max Target: The character’s touched staff actions. A successful Will save reduces the
as it can. If unable to flee, the creature may +10) to any Hide roll for the duration. The Duration: 1 hour/level (D) damage by half and negates the stagger effect.
fight. Creatures with 6 or more Hit Dice are spell alters the caster’s appearance, including Saving Throw: None
immune. Cause fear counters remove fear. her equipment, such that she blends into Spell Resistance: No The spell deals only half damage against
whatever background sits behind her. creatures who are neither lawful nor chaotic,
The character changes a specially prepared and they are not staggered. They can reduce
Chain Lightning Material Component: A lizard tail that is quarterstaff into a Huge treantlike creature, the damage by half again (down to one-quarter
Evocation [Electricity] swallowed. about 24 feet tall. When the character plants of the roll) with a successful Will save.
the end of the staff in the ground and speaks
Level: Air 6, Sor/Wiz 6 Change Self a special command to conclude the casting
Components: V, S, F Charm Person
of the spell, the character’s staff turns into a
Casting Time: 1 action Illusion (Glamer) creature who looks and fights just like a treant. Enchantment (Charm) [Mind-Affecting]
Range: Long (400 ft.+40 ft./level) The staff-treant defends the character and
Targets: One primary target plus one Level: Asn 1, Sor/Wiz 1, Trickery 1 Level: Brd 1, Entrancement 1, Fey 1,
Components: V, S obeys any spoken commands. However, it is
secondary target/level (each must be by no means a true treant; it cannot converse Missionary 2, Sor/Wiz 1
within 30 ft. of the primary target) Casting Time: 1 action Components: V, S
Range: Personal with actual treants or control trees. If the
Duration: Instantaneous staff-treant is reduced to 0 hit points or less, it Casting Time: 1 action
Saving Throw: Reflex half Target: The character Range: Close (25 ft.+5 ft./2 levels)
Duration: 10 minutes/level (D) crumbles to powder and the staff is destroyed.
Spell Resistance: Yes Otherwise, the staff can be used as the focus Target: One person
The character makes herself—including for another casting of the spell. The staff-treant Duration: 1 hour/level
This spell creates an electrical discharge that Saving Throw: Will negates
begins as a single stroke commencing from the clothing, armor, weapons, and equipment— is always at full strength when created, despite
look different. The character can seem 1 foot any wounds it may have suffered the last time Spell Resistance: Yes
character’s fingertips. Unlike lightning bolt,
chain lightning strikes one object or creature shorter or taller, thin, fat, or in between. The it appeared. This charm makes a humanoid of Medium size
initially, then arcs to other targets. character cannot change her body type. For or smaller regard the character as his trusted
example, a human caster could look human, Focus: The quarterstaff, which must be
specially prepared. The staff must be a sound friend and ally. If the creature is currently
The bolt deals 1d6 points of electricity damage humanoid, or like any other generally human- being threatened or attacked by the character
per caster level (maximum 20d6) on the shaped bipedal creature. Otherwise, the extent limb cut from an ash, oak, or yew, then cured,
shaped, carved, and polished (a process taking or the character’s allies, however, he receives
primary target. After the bolt strikes, lightning of the apparent change is up to the character. a +5 bonus on his saving throw.
can arc to as many secondary targets as the The character could add or obscure a minor 28 days). The character cannot adventure or
character has levels. The secondary bolts each feature, such as a mole or a beard, or look like engage in other strenuous activity during the The spell does not enable the character to
strike one target and deal half as many dice of an entirely different person. shaping and carving of the staff. control the charmed person as if he were an
damage as the primary (rounded down). All automaton, but he perceives the character’s

58 59
words and actions in the most favorable way. than 30 ft. apart; or 25 lb. of metal/ Circle of Doom spell functions only on the plane of existence
The character can try to give the subject level, none of which can be more than the character is currently occupying.
orders, but the character must win an opposed 30 ft. away from any of the rest Necromancy
Charisma check to convince the subject to do Duration: 7 rounds Arcane Focus: A small horn (for hearing) or a
anything he wouldn’t ordinarily do. (Retries Saving Throw: Will negates (object) Level: Clr 5, Destruction 5 glass eye (for seeing).
not allowed.) A charmed person never obeys Spell Resistance: Yes (object) Components: V, S
suicidal or obviously harmful orders. Any act Casting Time: 1 action Cloaked Sphere of
by the character or the character’s apparent Chill metal makes metal extremely cold. Range: 20 ft.
Unattended, nonmagical metal gets no saving Area: All living enemies and undead creatures Radiance
allies that threatens the charmed person breaks
the spell. Note also that the character must throw. Enchanted metal is allowed a saving within a 20-ft.-radius burst centered on Evocation [Light]
speak the subject’s language—or else be good throw against the spell. An item in a creature’s the character
possession uses the creature’s saving throw Duration: Instantaneous Level: Brd 3, Clr 4, Sor/Wiz 3
at pantomiming—to communicate commands.
(unless its own is higher). Saving Throw: Fortitude half Components: V, S
Spell Resistance: Yes Casting Time: 1 action
Charm Person A creature takes cold damage if its equipment Range: Touch
or Animal is chilled. It takes full damage if its armor is Negative energy bursts in all directions from Target: Object touched
affected or if it is holding, touching, wearing, or the point of origin, dealing 1d8 points of Duration: 10 minutes per level
Enchantment (Charm) [Mind-Affecting] carrying metal weighing one-fifth of its weight. damage +1 point per caster level (maximum Saving Throw: None
The creature takes minimum damage (1 point +20) to nearby living enemies. Spell Resistance: No
Level: Drd 2 or 2 points; see the table) if it’s not wearing
Target: One person or animal metal armor and the metal that it’s carrying Like inflict spells, circle of doom cures undead This spell functions exactly like the daylight
weighs less than one-fifth of its weight. in its area rather than harming them. spell, but with one important difference. The
As charm person, except that it can also affect an
animal. This charm makes a humanoid or animal 60-foot radius of light produced by the spell is
of Medium size or smaller regard the character
On the first round of the spell, the metal becomes Clairaudience/ cloaked in a one-foot thick shell of darkness.
very chilly and uncomfortable to touch but deals Thus, creatures just outside of the spell’s
as its trusted friend and ally. If the creature is no damage (this is also the effect on the last Clairvoyance
currently being threatened or attacked by the area of effect see a large globe of darkness.
round of the spell’s duration). During the second Divination This shell functions much like the darkness
character or the character’s allies, however, it (and also the next-to-last) round, icy coldness
receives a +5 bonus on its saving throw. spell. Regular light, such as that from torches,
causes pain and damage. In the third, fourth, and Level: Brd 3, Knowledge 3, Sor/Wiz 3 lanterns, and even sunlight, cannot penetrate
The spell does not enable the character to control fifth rounds, the metal is freezing cold, causing Components: V, S, F/DF the shell of darkness.
the charmed creature as if it were an automaton, more damage, as shown below: Casting Time: 1 action
but it perceives the character’s words and actions Range: See text A daylight spell cast by a cleric strips away the
in the most favorable way. The character can try Chill Metal Effect: Magical sensor shell of darkness, but the light effect within is
to give the subject orders, but the character must Duration: 1 minute/level (D) kept intact.
Round Temperature Damage Saving Throw: None
win an opposed Charisma check to convince the This spell is often used by adventurers who
creature to do anything it wouldn’t ordinarily do. 1 Cold None Spell Resistance: No
wish to move about at night or in dungeons
(Retries not allowed.) A charmed creature never 2 Icy 1d4 points Clairaudience/clairvoyance enables the in secret. The interior light lets them see
obeys suicidal or obviously harmful orders. Any character to concentrate upon some locale and their immediate surroundings, but the shell of
act by the character or the character’s apparent 3–5 Freezing 2d4 points
hear or see (the character’s choice) almost as darkness covers up their approach.
allies that threatens the charmed creature breaks 6 Icy 1d4 points if the character were there. Distance is not a
the spell. Note also that the character must factor, but the locale must be known—a place Cloak of Chaos
speak the creature’s language to communicate 7 Cold None
familiar to the character or an obvious one
commands, or else the character must be good at Any heat intense enough to damage the creature (such as behind a door, around a corner, or Abjuration [Chaotic]
pantomiming. negates cold damage from the spell (and vice in a grove of trees). The spell does not allow Level: Chaos 8, Clr 8
versa) on a point-for-point basis. For example, if magically enhanced senses to work through Components: V, S, F
Chill Metal the damage roll from a chill metal spell indicates it. If the chosen locale is magically dark, Casting Time: 1 action
5 points of cold damage and the creature plunges the character sees nothing. If it is naturally Range: 20 ft.
Transmutation [Cold]
through a wall of fire in the same round and takes pitch black, the character can see in a 10-foot Targets: One creature/level in a 20-ft.-radius
Level: Drd 2 8 points of fire damage, it winds up taking no radius around the center of the spell’s effect. burst centered on the character
Components: V, S, DF chill damage and only 3 points of fire damage. Lead sheeting or magical protection (such as Duration: 1 round/level (D)
Casting Time: 1 action Underwater, chill metal deals no damage, but ice antimagic field, mind blank, or nondetection) Saving Throw: See text
Range: Close (25 ft.+5 ft./2 levels) immediately forms around the affected metal, blocks the spell, and the character senses that Spell Resistance: Yes (harmless)
Target: Metal equipment of one creature/two making it more buoyant. the spell is so blocked. The spell creates an
levels, no two of which can be more invisible sensor, similar to that created by a A random pattern of color surrounds the
Chill metal counters and dispels heat metal. scrying spell, which can be dispelled. The subjects, protecting them from attacks,

60 61
granting them resistance to spells cast by Color Spray Saving Throw: Fortitude negates or HD do not exceed three times the character’s
lawful creatures, and confusing lawful Spell Resistance: Yes level (or at least one creature regardless of HD).
creatures when they strike the subjects. This Illusion (Pattern) [Mind-Affecting] No two affected creatures can be more than
abjuration has four effects: The caster puts a living creature in a coma. 30 feet from each other, and each is allowed
Level: Rainbow 1, Sor/Wiz 1 The subject falls prone immediately. He a Will saving throw to negate the effect. Spell
First, the warded creatures gain a +4 deflection Components: V, S, M remains alive but cannot take actions. resistance applies. The effect lasts 1 day per
bonus to AC and a +4 resistance bonus to Casting Time: 1 action caster level. This is a charm effect.
saves. Unlike protection from law, this benefit Range: Close (25 ft.+5 ft./2 levels) Material Component: A mixture of ground
applies against all attacks, not just against Area: Cone spices. Animate: The spell imbues trees or other
attacks by lawful creatures. Duration: Instantaneous (see text) large, inanimate vegetable life with mobility.
Saving Throw: Will negates Command The animated plants then attack whomever
Second, the warded creatures gain SR 25 against Spell Resistance: Yes or whatever the character first designates.
lawful spells and spells cast by lawful creatures. Enchantment (Compulsion) [Language-
Dependent, Mind-Affecting] Animated plants gain humanlike senses. The
A vivid cone of intertwined, clashing colors plants’ AC, speed, attacks, and special abilities
Third, the abjuration blocks possession and mental springs forth from the character’s hand,
influence, just as protection from law does. Level: Adp 1, Clr 1, Domination 1 vary with their size and form, as described for
stunning creatures, blinding them, or even Components: V animated objects in the MM. The character
Finally, if a lawful creature succeeds with a melee knocking them unconscious. The closest 1d6 Casting Time: 1 action can animate two trees, four shrubs, or eight
attack against a warded creature, the offending creatures in the cone are affected. The spell Range: Close (25 ft.+5 ft./2 levels) vines. All plants to be affected must be within
attacker is confused for 1 round (Will save affects each subject according to its HD: Target: One living creature 60 feet of each other. The character can
negates, as confusion, but against the save DC of Up to 2: Unconscious for 2d4 rounds, then Duration: 1 round animate different types of plants if desired (for
cloak of chaos). blinded for 1d4 rounds, and then stunned for Saving Throw: Will negates example, one tree and four vines or a tree and
1 round. (Only living creatures are knocked Spell Resistance: Yes two shrubs). Creatures who have the plants in
Focus: A tiny reliquary containing some sacred
unconscious.) their possession can prevent the effect with
relic, such as a scrap of parchment from a chaotic The character gives the subject a one-word Will saves or spell resistance. The effect lasts
text. The reliquary costs at least 500 gp. 3 or 4: Blinded for 1d4 rounds, then stunned command, which she obeys to the best of her 1 hour per caster level.
for 1 round. ability. A very reasonable command causes
Cloud Shape the subject to suffer a penalty on the saving Entangle: The character imbues all plants
5 or more: Stunned for 1 round. throw (from –1 to –4, at the GM’s discretion). within range with semimobility, which allows
Transmutation Typical commands are “Flee,” “Die” (which them to entwine around creatures in the area.
In addition to the obvious effects, a blinded
Level: Clr 3, Drd 2, Sor/Wiz 3 causes the subject to feign death), “Halt,” This duplicates the effect of an entangle spell.
creature suffers a 50% miss chance in combat
Components: V, S, DF “Run,” “Stop,” “Fall,” “Go,” “Leave,” Spell resistance does not keep creatures from
(all opponents have full concealment), loses
Casting Time: 1 action “Surrender,” and “Rest.” (A command of being entangled. The effect lasts 1 hour per
any Dexterity bonus to AC, grants a +2 bonus
Range: Sight “Suicide” fails because “suicide” is generally caster level.
to attackers’ attack rolls (they are effectively
Target: One cloud used as a noun, not as a command.)
invisible), moves at half speed, and suffers
Duration: 10 minutes/level (D) a –4 penalty on Search checks and most Commune
Saving Throw: None Strength- and Dexterity-based skills. Command Plants
Divination
Spell Resistance: Yes (object)
A stunned creature can’t act and loses any Enchantment (Charm) [Mind-Affecting]
Level: Adp 5, Clr 5
Cloud shape alters the appearance of a single Dexterity bonus to AC. Attackers gain +2 Level: Drd 8, Plant 8 Components: V, S, M, DF, XP
cloud within view (including smoke and mist, bonuses to attack it. Components: V Casting Time: 10 minutes
but not magic effects such as fog cloud) into
Sightless creatures are not affected by color spray. Casting Time: 1 action Range: Personal
any shape the caster desires. For example, the
Range: Close (25 ft.+5 ft./2 levels) Target: The character
caster could make a cloud spell out a word,
Material Components: A pinch each of powder Targets: Plants and plant creatures (see text) Duration: 1 round/level
resemble a person known to him, or point to
or sand that is colored red, yellow, and blue. Duration: 1 day/level or 1 hour/level (see
an object or location. The character can contact the character’s
text)
deity—or agents thereof—and ask questions
The spell does not grant viewers any ability Coma Saving Throw: See text
that can be answered by a simple yes or no.
to understand written messages, and attempts Spell Resistance: See text
Enchantment (Compulsion) [Mind-Affecting] (A cleric of no particular deity contacts a
at portraiture require a Craft (painting,
Plants, fungi, plant creatures, and fungus philosophically allied deity.) The character is
drawing, sculpture, or illusion-weaving) check Level: Clr 6, Sor/Wiz 6 creatures do the character’s bidding. allowed one such question per caster level.
(DC10) to determine the accuracy of the Components: S, M The answers given are correct within the
portrayal. Note that the Craft skill may be used Casting Time: 1 action Charm: Against plant creatures and fungus limits of the entity’s knowledge. “Unclear”
untrained. Range: Close (25 ft.+5 ft./2 levels) creatures, command plants functions as a mass is a legitimate answer, because powerful
Target: One living creature charm spell. The character can command a beings of the Outer Planes are not necessarily
Duration: 1 hour/level number of plant creatures whose combined level omniscient. In cases where a one-word answer

62 63
would be misleading or contrary to the deity’s The character can understand the spoken words Creatures affected by this spell behave consecrate an area if it has such fixtures
interests, the GM should give a short phrase of creatures or read otherwise incomprehensible randomly, as indicated on the following table: devoted to another deity.
(five words or less) as an answer instead. written messages (such as writing in another
The spell, at best, provides information to aid language). In either case, the character must touch Confusion Consecrate counters and dispels desecrate.
character decisions. The entities contacted the creature or the writing. Note that the ability to Material Components: A little holy water and
1d10 Behavior
structure their answers to further their own read does not necessarily impart insight into the 25 gp worth (5 lb.) of silver dust, all of which
purposes. If the character doesn’t focus on the material, merely its literal meaning. Note also that 1 Wander away for 1 minute must be sprinkled around the area.
conversation, discusses the answers at length the spell enables the character to understand or (unless prevented)
with other parties, or leaves to undertake read an unknown language, not speak or write it. Contact Other Plane
another task, the spell ends. 2–6 Do nothing for 1 round
Written material can be read at the rate of Divination
Foci: Holy (or unholy) water and incense. one page (250 words) per minute. Magical 7–9 Attack nearest creature for
writing cannot be read, other than to know it 1 round Level: Brd 5, Fate 5, Sor/Wiz 5
XP Cost: 100 XP. is magical, but the spell is often useful when Components: V
10 Act normally for 1 round
deciphering treasure maps. This spell can Casting Time: 10 minutes
Commune be foiled by certain warding magic (such as Except on a result of 1, roll again each round Range: Personal
With Nature the secret page and illusory script spells). It to see what the subject does that round. Target: The character
does not decipher codes or reveal messages Wandering creatures leave the scene as if Duration: Concentration
Divination concealed in otherwise normal text. disinterested. Attackers are not at any special
advantage when attacking them. Behavior is The character sends his or her mind to another
Level: Animal 5, Drd 5 Arcane Material Components: A pinch of soot plane of existence in order to receive advice
checked at the beginning of each creature’s
Components: V, S and a few grains of salt. and information from powers there. (See the
turn. Any confused creature that is attacked
Casting Time: 10 minutes accompanying table for possible consequences
automatically attacks its attackers on its next
Range: Personal Cone of Cold and results of the attempt.)
turn.
Target: The character
Duration: Instantaneous Evocation [Cold] Arcane Material Component: A set of three Avoid Effective Intelligence/Charisma
nutshells. Decrease: The character must succeed at an
The character becomes one with nature, attaining Level: Sor/Wiz 5, Water 6 Intelligence check against this DC in order
knowledge of the surrounding territory. The Components: V, S, M/DF to avoid effective Intelligence and Charisma
character instantly gain knowledge of up to Casting Time: 1 action Consecrate decrease. If the check fails, the character’s
three facts from among the following subjects: Range: Close (25 ft.+5 ft./2 levels) Evocation Intelligence and Charisma scores fall to 8 for
the ground or terrain, plants, minerals, bodies Area: Cone the stated duration, and the character becomes
of water, people, general animal population, Duration: Instantaneous Level: Clr 2 unable to cast arcane spells. If the character
presence of woodland creatures, presence of Saving Throw: Reflex half Components: V, S, M, DF loses Intelligence and Charisma, the effect
powerful unnatural creatures, or even the general Spell Resistance: Yes Casting Time: 1 action strikes as soon as the first question is asked,
state of the natural setting. Range: Close (25 ft.+5 ft./2 levels) and no answer is received. (The entries in
Cone of cold creates an area of extreme Area: 20-ft.-radius emanation
cold, originating at the character’s hand and parentheses are for questions that pertain to
In outdoor settings, the spell operates in a Duration: 2 hours/level
extending outward in a cone. It drains heat, the appropriate Elemental Plane.)
radius of one mile per caster level. In natural Saving Throw: None
underground settings—caves, caverns, etc.— causing 1d6 points of cold damage per caster Spell Resistance: No For the content of the answer, the GM rolls
the range is limited to 100 feet per caster level. level (maximum 15d6). percentiles for the result shown on the table.
The spell does not function where nature has This spell blesses an area with positive
Arcane Material Components: A very small energy. All Charisma checks made to turn True Answer: The character gets a true, one-
been replaced by construction or settlement
crystal or glass cone. undead within this area gain a +3 sacred word answer. Questions not capable of being
(such as in dungeons and towns).
bonus. Undead entering this area suffer minor answered in this way are answered randomly.
Comprehend Confusion disruption, giving them a –1 sacred penalty
Don’t Know: The entity tells the character
Enchantment (Compulsion) [Mind-Affecting] on attack rolls, damage rolls, and saving
Languages that it doesn’t know.
throws. Undead cannot be created within or
Divination Level: Brd 3, Fey 4, Sor/Wiz 4, Trickery 4 summoned into a consecrated area. Lie: The entity intentionally lies to the
Components: V, S, M/DF character.
Level: Adp 1, Clr 1, Sor/Wiz 1 Casting Time: 1 action If the consecrated area contains an altar,
Components: V, S, M/DF Range: Medium (100 ft.+10 ft./level) shrine, or other permanent fixture dedicated Random Answer: The entity tries to lie but
Casting Time: 1 action Targets: All creatures in a 15 ft. radius to the character’s deity, pantheon, or aligned doesn’t know the answer, so it makes one up.
Range: Personal Duration: 1 round/level higher power, the modifiers listed above
are doubled (+6 sacred bonus to turning, –2 The powers reply in a language the character
Target: The character Saving Throw: Will negates understands, but they resent such contact and
Duration: 10 minutes/level Spell Resistance: Yes penalty to undead rolls). The character cannot

64 65
Duration: Permanent Area: Water in a volume of 10 ft./levelx10
Contact Other Plane Saving Throw: None ft./levelx2 ft./level (S)
Spell Resistance: No Duration: 10 minutes/level (D)
Avoid Effective True Don’t Random Saving Throw: None
Plane Contacted Int/Cha Decrease Answer Know Lie Answer A flame, equivalent in brightness to a torch, Spell Resistance: No
springs forth from an object that the character
Elemental Plane DC 7/1 week 01–34 35–62 63–83 84–100 touches. The flame looks like a regular flame, Depending on the version the character chooses,
but it creates no heat and doesn’t use oxygen. the control water spell raises or lowers water.
(appropriate) (DC 7/1 week) (01–68) (69–75) (76–98) (99–100) The flame can be covered and hidden but not
smothered or quenched. Lower Water: This causes water (or similar
Positive/Negative liquid) to sink away to a minimum depth of 1
Energy Plane DC 8/1 week 01–39 40–65 66–86 87–100 Material Component: The caster sprinkles inch. The depth can be lowered by up to 2 feet
Astral Plane DC 9/1 week 01–44 45–67 68–88 89–100 ruby dust (worth 50 gp) on the item that is to per caster level. The water is lowered within a
carry the flame. squarish depression whose sides are up to 10
Outer Plane, feet long per caster level. In extremely large and
demideity DC 10/2 weeks 01–49 50–70 71–91 92–100 Control Plants deep bodies of water, such as deep ocean, the
spell creates a whirlpool that sweeps ships and
Outer Plane, Transmutation similar craft downward, putting them at risk
lesser deity DC 12/3 weeks 01–60 61–75 76–95 96–100
Level: Drd 4, Plant 4, Rgr 3 and rendering them unable to leave by normal
Outer Plane, Components: V, S, DF movement for the duration of the spell. When
intermediate Casting Time: 1 action cast on water elementals and other water-based
deity DC 14/4 weeks 01–73 74–81 82–98 99–100 Range: Close (25 ft.+5 ft./2 levels) creatures, this spell acts as a slow spell. The
Area: Plants within a 25 ft.+5 ft/2 levels spell has no effect on other creatures.
Outer Plane,
greater deity DC 16/5 weeks 01–88 89–90 91–99 100 radius spread, centered on the character Raise Water: This causes water (or similar
Duration: 1 minute/level liquid) to rise in height, just as the lower water
Saving Throw: Will negates (see text) version causes it to lower. Boats raised in this way
give only brief answers to the character’s Spell Resistance: No slide down the sides of the hump that the spell
Contagion creates. If the area affected by the spell includes
questions. (The GM answers all questions with The character can converse, in very
“yes,” “no,” “maybe,” “never,” “irrelevant,” or Necromancy rudimentary terms, with all sorts of plants and riverbanks, a beach, or other land near the raised
some other one-word answer.) The character plantlike creatures (including fungi, molds, and water, the water can spill over onto dry land.
must concentrate on maintaining the spell Level: Adp 3, Blk 3, Clr 3, Destruction 3, Drd
3, Sor/Wiz 4 plantlike monsters such as shambling mounds). For either version, the character may reduce
(a standard action) in order to ask questions The character automatically exercises limited
Components: V, S one horizontal dimension by half and double
at the rate of one per round. A question is control over normal plants. Plantlike creatures
Casting Time: 1 action the other horizontal dimension.
answered by the power during the same round. can negate the control effect with a Will save.
For every two caster levels, the character may Range: Touch
Target: Living creature touched Arcane Material Component: A drop of water (to
ask one question. The spell does not enable plants to uproot raise water) or a pinch of dust (to lower water).
Duration: Instantaneous themselves and move about, but it does
The character can contact an Elemental Plane Saving Throw: Fortitude negates allow them to move their branches, stems,
or some plane farther removed. Contact Spell Resistance: Yes Control Weather
and leaves. Thus, the character can question
with minds far removed from the character’s plants as to whether or not creatures have Transmutation
home plane increases the probability of The subject contracts a disease, which strikes
immediately (no incubation period). The passed through them, cause thickets to part to
suffering an effective decrease to Intelligence enable easy passage, require vines to entangle Level: Air 7, Brd 6, Clr 7, Drd 7, Rainbow 6,
and Charisma, but the chance of the power character infects the subject with blinding Sor/Wiz 6
sickness, cackle fever, filth fever, mindfire, red pursuers, and command similar services.
knowing the answer, as well as the probability Components: V, S
of the being telling the correct answer, are ache, the shakes, or slimy doom. The plants can duplicate the effect of an entangle Casting Time: 10 minutes (see text)
likewise increased. Once the Outer Planes spell or free creatures trapped by that spell. Range: Two miles
are reached, the power of the deity contacted Continual Flame Area: Two-mile-radius circle, centered on the
determines the effects. (Random results Evocation [Light] Control Water character (see text)
obtained from the table are subject to GM Duration: 4d12 hours (see text)
changes, the personalities of individual deities, Level: Adp 3, Clr 3, Sor/Wiz 2 Transmutation Saving Throw: None
and so on.) Components: V, S, M Level: Brd 5, Clr 4, Sor/Wiz 6, Water 4 Spell Resistance: No
Casting Time: 1 action Components: V, S, M/DF
On rare occasions, this divination may be Range: Touch The character changes the weather in the
blocked by an act of certain deities or forces. Casting Time: 1 action local area. It takes 10 minutes to cast the spell
Effect: Illusory flame Range: Long (400 ft.+40 ft./level) and an additional 10 minutes for the effects

66 67
to manifest. The current, natural weather The character alters wind force in the area Range: Touch must resist two separate effects of the shield.
conditions are determined by the GM. The surrounding him. The character can make the Target: One object or creature touched First, he must make a Fortitude saving throw
character can call forth weather appropriate wind blow in a certain direction or manner, and Duration: Special (see text) (D) or be blinded for as many rounds as remain in
to the climate and season of the area the increase or decrease its strength. The new wind Saving Throw: Will negates (harmless, the duration of the cover of darkness. Second,
character is in. direction and strength persist until the spell object) he must make a Will saving throw or fall
ends or the character chooses to alter his or her Spell Resistance: Yes (harmless, object) victim to fear (as per the spell) for 1d6 rounds.
Control Weather handiwork, which requires concentration. The A cover of darkness will move with the caster
character may create an “eye” of calm air up to The caster simply touches one object (or and protects her from any magical light-based
Season Possible Weather creature) while intoning cool/heat. The
80 feet in diameter at the center of the area if attacks (e.g., color spray).
the character so desires, and the character may object’s temperature slowly rises or falls, at
Spring Tornado, thunderstorm, sleet
the caster’s discretion, by a maximum of one
storm, or hot weather choose to limit the effect to any circular area
degree per minute. The caster must determine
Create Food
less than the character’s full range.
Summer Torrential rain, heat wave, or upon casting whether to cool or warm an and Water
hailstorm Wind Direction: The character may choose object; once decided, the temperature change
one of four basic wind patterns to function remains constant, stopping when the caster Conjuration (Creation)
Autumn Hot or cold weather, fog, or over the spell’s area: arrives at a desired temperature or after 10 Level: Clr 3
sleet minutes. This temperature change is noticeable
• A downdraft blows from the center outward Components: V, S
Winter Frigid cold, blizzard, or thaw but not harmful; paper won’t burst into flame, Casting Time: 10 minutes
in equal strength in all directions. nor will toes freeze. Range: Close (25 ft.+5 ft./2 levels)
The character controls the general tendencies of • An updraft blows from the outer edges in Effect: Food and water to sustain three
the weather, such as the direction and intensity of Once an object’s temperature is changed
toward the center in equal strength from by this spell, it retains that temperature for humans or one horse/level for 1 day
the wind. The character cannot control specific all directions, veering upward before Duration: 24 hours (see text)
applications of the weather—where lightning a full hour, unless subjected to an extreme
impinging on the eye in the center. change (like being thrown into a fire), the Saving Throw: None
strikes, for example, or the exact path of a Spell Resistance: No
tornado. When the character selects a certain • A rotation causes the winds to circle the center in spell is removed or the caster decides to end
weather condition to occur, the weather assumes clockwise or counterclockwise fashion. the effect. The food that this spell creates is simple fare
that condition 10 minutes later (changing A character with access to cool/heat gains a of the character’s choice—highly nourishing,
• A blast simply causes the winds to blow in if rather bland. The food decays and becomes
gradually, not abruptly). The weather continues +4 circumstance bonus to Wilderness Lore
one direction across the entire area inedible within 24 hours, although it can be
as the character left it for the duration, or until checks relating to survival in hostile climes
from one side to the other. kept fresh for another 24 hours by casting
the character uses a standard action to designate (desert or arctic tundra) by using the spell.
a new kind of weather (which fully manifests Wind Force: For every three caster levels, the a purify food and water spell on it. The
itself 10 minutes later). Contradictory conditions character can increase or decrease wind force water created by this spell is just like clean
Cover of Darkness rainwater. The water doesn’t go bad as the
are not possible simultaneously—fog and strong by one level of strength. Each round, a creature
wind, for example. in the wind must make a Fortitude save or Evocation [Darkness] food does.
suffer the effect.
Control weather can do away with Level: Shadow 4, Sor/Wiz 4 Create
atmospheric phenomena (naturally occurring Strong winds (21+ mph) make sailing difficult. Components: S
or otherwise) as well as create them. A severe wind (31+ mph) causes minor ship Casting Time: 1 action Greater Undead
and building damage. A windstorm (51+ mph) Range: Self
Druids casting this spell double the duration Necromancy [Evil]
drives most flying creatures from the skies, Area: 5-ft.-radius sphere
and affect a circle with a three-mile radius. Duration: 2 rounds/level (D)
uproots small trees, knocks down light wooden Level: Clr 8, Death 8
structures, tears off roofs, and endangers ships. Saving Throw: Fortitude negates and Will Components: V, S, M
Control Winds Hurricane-force winds (75+ mph) destroy negates Casting Time: 1 hour
Transmutation wooden buildings, sometimes uproot even Spell Resistance: Yes Range: Close (25 ft.+5 ft./2 levels)
large trees, and cause most ships to founder. A Target: One corpse
Level: Air 5, Drd 5 This spell surrounds the caster in a small,
tornado (175+ mph) destroys all nonfortified Duration: Instantaneous
Components: V, S distended sphere of utter darkness that cannot
buildings and often uproots large trees. Saving Throw: None
Casting Time: 1 action be pierced by any sort of sight, magical
Spell Resistance: No
Range: 40 ft./level or otherwise. This includes scrying and
Cool/Heat divination spells up to the 5th level, such As create undead, except that this spell allows
Area: 40 ft./level radius centered on the
character Transmutation as clairaudience/clairvoyance and the like. the character to create more powerful and
Duration: 10 minutes/level However, the caster may see out of the sphere intelligent sorts of undead. The type of undead
Level: Drd 0, Rgr 1, Sor/Wiz 0 normally. If an individual attempts to pass created is based on the character’s level. The
Saving Throw: Fortitude negates
Components: V through the cover of darkness or engage in a following types of undead can be created by
Spell Resistance: No
Casting Time: 1 action melee with the caster through the shield, he casters of the specified levels:

68 69
Create Greater Undead Create Undead Create Water If there aren’t enough vermin to kill all the
creatures in the spell’s effect, damage is
Cleric Level Undead Created Necromancy [Evil] Conjuration (Creation) distributed among the survivors equally.
15 or lower Mummy Level: Clr 6, Death 6, Evil 6 Level: Adp 0, Clr 0, Drd 0, Pal 1 If the carpet of nasties travels more than 100
Components: V, S, M Components: V, S feet away from the character, it loses 50 of its
16–17 Spectre
Casting Time: 1 hour Casting Time: 1 action number for each additional 10 feet it travels.
18–19 Vampire Range: Close (25 ft.+5 ft./2 levels) Range: Close (25 ft.+5 ft./2 levels) For example, at 120 feet, its numbers have
Target: One corpse Effect: Up to 2 gallons of water/level shrunk by 100. There are a number of ways
20 Ghost* Duration: Instantaneous Duration: Instantaneous to thwart or destroy the creatures forming the
*Ghosts created by this spell have three Saving Throw: None Saving Throw: None swarm. Anything that would deter or destroy
ghostly powers in addition to manifestation: Spell Resistance: No Spell Resistance: No normal insects is effective against these
malevolence, horrific appearance, and insects.
A much more potent spell than animate dead, This spell generates wholesome, drinkable water,
corrupting gaze. this evil spell allows the character to create just like clean rainwater. Water can be created in
more powerful sorts of undead: ghasts, ghouls, an area as small as will actually contain the liquid,
Crepuscule
The character may attempt to command the
undead as it forms with a turning check. shadow, wights, and wraiths. The following or in an area three times as large (possibly creating Transmutation
types of undead can be created by casters of a downpour or filling many small receptacles).
Certain types of undead, such as liches, cannot the specified levels: Level: Shadow 6, Sor/Wiz 6
be created by this spell. Such undead are Note: Conjuration spells can’t create Components: S
created in other, very specific ways. Create Undead substances or objects within a creature. Water Casting Time: 1 action
weighs about 8 pounds per gallon. One cubic Range: Close (25 ft.+5 ft./2 levels)
Cleric Level Undead Created foot of water contains roughly 8 gallons and Target: One object of up to 2 lbs./level
Create weighs about 60 pounds.
11 or lower Ghoul Duration: Permanent
Healing Spring Saving Throw: Fortitude negates (harmless,
Conjuration (Creation)
12–13 Shadow Creeping Doom object)
Spell Resistance: Yes (harmless, object)
14–15 Ghast Conjuration (Summoning)
Level: Clr 5, Drd 6
This powerful spell brings the force of the
Components: V, S, M, XP 16–19 Wight Level: Animal 8, Drd 7 Plane of Shadow to bear upon any one object
Casting Time: 10 minutes Components: V, S
20 Wraith in an attempt to transform the object from
Range: Touch Casting Time: 1 full round its material state to one of pure shadow. Any
Target: Object touched The character may create less powerful undead Range: Close (25 ft.+5 ft./2 levels)/100 ft. magical object subjected to this magical
Duration: Instantaneous than the character’s level would indicate if (see text) attack receives a saving throw, but if this
Saving Throw: None the character chooses. For example, at 16th Effect: 1,000 insects that fill a 10-ft.-radius save fails, the transformation is permanent.
Spell Resistance: No level the character could decide to create a spread Thereafter, if the object is exposed to bright
ghoul or shadow instead of a wight. Doing this Duration: 1 minute/level light or complete darkness, it is destroyed
This spell brings forth a permanent spring of
may be a good idea, because created undead Saving Throw: None automatically (no additional saving throw
cold, clean water from solid earth. The spring
are not automatically under the control of Spell Resistance: No allowed). A transformed object continues to
yields 3d3 gallons of fresh water per day, and
flows regardless of the temperature (though their animator. The character may attempt to When the character utters the spell of creeping operate as normal until it is destroyed.
a pool formed in a cold environment freezes command the undead as it forms (see PH for doom, she calls forth a mass of 1,000 venomous,
normally). The spell functions only if cast on rules on Turning and Rebuking undead). biting and stinging spiders, scorpions, beetles, Cry for
earth or stone; it fails if cast on potted earth or and centipedes. This carpetlike mass swarms in
any portable object. If the mouth of the spring
This spell must be cast at night.
a square 20 feet on a side. Upon the character’s
Spirits` Release
is moved or disrupted, the spell immediately Material Components: A clay pot filled with command, the swarm creeps forth at 10 feet per Necromancy
fails. grave dirt and another filled with brackish round toward any prey within 100 feet, moving
water. The spell must be cast on a dead body, in the direction the character commands. Each Level: Clr 9, Sor/Wiz 9
Any creature that drinks from the spring is and the GM may assign specific requirements Components: V, S
vermin in the creeping doom effect automatically
cured of disease and healed of all subdual for various types of undead. The caster must Casting Time: One action
bites a creature for 1 point of damage and then
damage. Water taken from the spring loses its place a black onyx gem worth at least 50 gp Range: Close (25 ft.+5ft./2 levels)
dies. Each creature takes enough damage to kill it,
curative properties immediately. per HD of the undead to be created into the Target: One undead creature per level of the
destroying that number of vermin in the process.
mouth or eye socket of each corpse. The magic Thus, a total of 1,000 points of damage can be caster within a 30-ft.-area spread.
Material Components: A heavy maul and steel
of the spell turns these gems into worthless inflicted on those in creeping doom’s effect. These Duration: Instant
chisel, used to create the spring’s head.
shells. attacks are nonmagical attacks, so creatures with Saving Throw: Fortitude negates
XP Cost: 100 XP. damage reduction, for example, are safe. Spell Resistance: Yes

70 71
- D -
The caster calls out a prayer and releases a Since undead are powered by negative energy,
burst of positive mental energy. Undead who this spell deals damage to them instead of
are affected must make a Fortitude save or curing their wounds. An undead creature can
be utterly destroyed, and all living creatures attempt a Will save to take half damage.
within the spell’s area of effect are healed,
Dance of Fate Arcane Material Components: A bit of bat fur
2 HP per caster level. Undead closer to the Cure Minor Wounds and either a drop of pitch or a piece of coal.
caster are always affected first.
Conjuration (Healing) Transmutation
Cry Havoc Level: Fate 3
Darkness Visible
Level: Adp 0, Clr 0, Drd 0
Components: V, S Divination
Evocation [Sonic] As cure light wounds, except cure minor Casting Time: One round
Level: Brd 2, Sor/Wiz 2, War 2 wounds cures only 1 point of damage. Range: Personal Level: Brd 1, Rgr 1, Shadow 1, Sor/Wiz 1
Components: V, S Target: The caster Components: S, M
Casting Time: 1 action Cure Moderate Duration: 1 minute per level Casting Time: 1 action
Range: Close (25 ft.+5ft./2 levels) Saving Throw: None (harmless) Range: Touch
Wounds Spell Resistance: None (harmless) Target: One touched creature
Area: Cone
Duration: Instantaneous Conjuration (Healing) Duration: 10 minutes/level (D)
The caster dances and thereby shapes fate to Saving Throw: Will negates (harmless)
Saving Throw: Fortitude negates
Level: Adp 2, Blk 2, Brd 2, Clr 2, Drd 3, favorable outcomes. For the duration of the Spell Resistance: Yes (harmless)
Spell Resistance: Yes
Healing 2, Pal 3, Rgr 3 spell the caster gains a +2 insight bonus to
A warrior’s battle cry strikes fear into the attack rolls, AC, and saves. This spell allows its subject to look into any
As cure light wounds, except cure moderate shadows within 30 ft. +5 ft./level of her and
hearts of his enemies. All creatures of 6 or
wounds cures 2d8 points of damage +1 point peer out of the same shadows as if she were
fewer HD in a cone area in front of the caster
per caster level (up to +10).
Darkness
must make a Fortitude saving throw or be standing in them looking out. For example,
Evocation [Darkness] if there are shadows covering a bend in a
stunned for one round. A stunned creature
cannot act and loses any Dexterity modifiers to Cure Serious Wounds Level: Adp 2, Asn 2, Blk 2, Brd 2, Clr 2,
passageway, the subject could look into the
AC. Attackers gain a +2 bonus to attack it. shadows on her side of the bend and see out of
Conjuration (Healing) Sor/Wiz 2 the shadows on the other side of the bend. (She
Components: V, M/DF could not, however, see through walls or other
Cure Critical Wounds Level: Adp 3, Blk 3, Brd 3, Clr 3, Drd 4, Casting Time: 1 action
Healing 3, Pal 4, Rgr 4 barriers by using this spell.) Other possible uses
Range: Touch include looking to see how well the subject
Conjuration (Healing)
As cure light wounds, except cure moderate Target: Object touched has hidden herself in shadows, a use that at the
Level: Adp 4, Blk 4, Brd 4, Clr 4, Drd 5, Healing 4 wounds cures 3d8 points of damage +1 point Duration: 10 minutes/level (D) GM’s discretion could net a bonus to a Hide roll
per caster level (up to +15). Saving Throw: None up to the subject’s Intelligence modifier.
As cure light wounds, except cure critical Spell Resistance: No
wounds cures 4d8 points of damage +1 point Curse Water While under the effects of the spell, the subject
This spell causes an object to radiate darkness out can shift back and forth between her normal
per caster level (up to +20).
to a 20-foot radius. Not even creatures who can vision and darkness visible as a free action.
Transmutation [Evil]
normally see in the dark (such as with darkvision)
Cure Light Wounds Level: Clr 1 can see in an area shrouded in magical darkness. Arcane Material Components: Any black or
Conjuration (Healing) Components: V, S, M Normal lights (torches, candles, lanterns, and so opaque tar or oil rubbed on the eyelids or a few
Casting Time: 1 minute forth) do not work, nor do light spells of lower drops of carrot juice dripped on the tongue.
Level: Adp 1, Blk 1, Brd 1, Clr 1, Drd 1, Range: Touch level (flare, light, dancing lights). Darkness and
Healing 1, Pal 1, Rgr 2 Target: Flask of water touched the 2nd-level spell daylight cancel each other, Dark Victory
Components: V, S Duration: Instantaneous leaving whatever light conditions normally prevail
Casting Time: 1 action Saving Throw: Will negates (object) in the overlapping areas of the spells. Higher- Necromancy
Range: Touch Spell Resistance: Yes (object) level light spells (such as the 3rd-level cleric spell Level: Shadow 3, Sor/Wiz 3
Target: Creature touched daylight) are not affected by darkness.
This transmutation imbues a flask (1 pint) of Components: S
Duration: Instantaneous
water with negative energy, turning it into If the spell is cast on a small object that is then Casting Time: 1 action
Saving Throw: Will half (harmless) (see text)
unholy water. Unholy water damages good placed inside or under a light-proof covering, Range: Touch
Spell Resistance: Yes (harmless)
outsiders the way holy water damages undead. the spell’s effects are blocked until the Target: One creature’s shadow
When laying the character’s hand upon a covering is removed. Duration: 1 round/level
living creature, the character channels positive Material Component: 5 pounds of powdered Saving Throw: Will negates
energy that cures 1d8 points of damage +1 silver (worth 25 gp). Darkness counters or dispels any light spell of Spell Resistance: Yes
point per caster level (up to +5). equal or lower level.

72 73
This spell transfers damage inflicted on a Effect: Magic weapon of force The subject is immune to all death spells Deeper darkness counters or dispels any
shadow to its owner. Dark victory creates Duration: 1 round/level (D) and magical death effects. The spell does not light spell of equal or lower level, including
snaking tendrils of shadows that writhe in Saving Throw: See text protect against other sorts of attacks, such as daylight and light.
the caster’s hands until he is able to make a Spell Resistance: Yes hit point loss, poison, petrification, or other
successful touch attack on a subject’s shadow.
A glowing weapon of pure, divine force is
effects even if they might be lethal. Deep in Thought
The time between casting and this successful
created, striking opponents with a mighty Transmutation
touch attack counts toward the duration of the
clang that causes deafness. This weapon acts
Deathwatch
spell, so the caster is advised not to delay too Level: Brd 4, Clr 4, Drd 4, Sor/Wiz 4
long. Once the writhing shadows are transferred in a manner identical to the spell spiritual Necromancy
weapon, but it has additional effects. It inflicts Components: V, S
to the subject’s shadow, that shadow becomes Level: Clr 1 Casting Time: 1 action
a conduit for inflicting damage on the subject 1d10 points of damage, and it sets off a
deafening clang when it strikes an opponent. Components: V, S Range: Personal
who naturally casts that shadow. The shadow Casting Time: 1 action Target: The character
need be hit with touch attacks only and all Those struck by the deafening weapon must
make a Fortitude saving throw or be deafened Range: Close (25 ft.+5 ft./2 levels) Duration: 1 round/level (see text)
blows against the shadow inflict full and normal Area: Quarter circle emanating from the
damage on the shadow’s owner. (see p. 84 of DMG) for 1d6 rounds. The caster of deep in thought gains a +10
character to the extreme of the range
Duration: 10 minutes/level bonus to all Concentration skill checks for the
Used in conjunction with other spells such Death Knell duration of the spell. The spell ends before its
as evil twin, damage is inflicted both on the Saving Throw: None
Necromancy [Death, Evil] Spell Resistance: No normal duration if the caster moves more than
animated shadow and its owner. 5 feet in a round. The caster can benefit from
Level: Blk 2, Clr 2, Death 2 Using the foul sight granted by the powers only one deep in thought effect at a time.
Daylight Components: V, S of unlife, the character can determine the
Evocation [Light] Casting Time: 1 action condition of creatures near death within the Delay Poison
Range: Touch spell’s range. The character instantly knows
Level: Adp 3, Brd 2, Clr 3, Sor/Wiz 2 Target: Living creature touched whether each creature within the area is dead, Conjuration (Healing)
Components: V, S Duration: Instantaneous/10 minutes per target fragile (alive and wounded, with 3 or fewer hit Level: Adp 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Casting Time: 1 action HD (see text) points left), fighting off death (alive with 4 or Components: V, S, DF
Range: Touch Saving Throw: Will negates more hit points), undead, or neither alive nor Casting Time: 1 action
Target: Object touched Spell Resistance: Yes dead (as a construct). This spell foils any spell Range: Touch
Duration: 10 minutes/level or ability that allows creatures to feign death. Target: Creature touched
Saving Throw: None The character draws forth the ebbing life force
of a badly wounded creature and uses it to fuel Duration: 1 hour/level
Spell Resistance: No
the character’s own power. Upon casting this
Deeper Darkness Saving Throw: Fortitude negates (harmless)
The object touched sheds light as bright as full spell, the character touches a living creature Evocation [Darkness] Spell Resistance: Yes (harmless)
daylight in a 60-foot radius. Creatures who with –1 hit points or lower. If the subject fails The subject becomes temporarily immune to
suffer penalties in bright light suffer them while its saving throw, it dies, and the character gains Level: Adp 3, Asn 3, Blk 3, Clr 3
Components: V, S poison. Any poison in the subject’s system, or
exposed to this magical light. If the spell is cast 1d8 temporary hit points and +2 Strength. any poison the subject is exposed to during the
on a small object that is then placed inside or Additionally, the character’s effective caster level Casting Time: 1 action
Range: Touch spell’s duration, does not affect the subject until
under a light-proof covering, the spell’s effects goes up by +1, improving spell effects dependent the spell has expired. Delay poison does not cure
are blocked until the covering is removed. on caster level. (This increase in effective caster Target: Object touched
Duration: 1 day/level any damage that poison may have already done.
level does not grant the character access to more
Daylight brought into an area of magical spells.) These effects last for 10 minutes per HD Saving Throw: None
darkness (or vice versa) is temporarily negated, of the target creature. Spell Resistance: No Depth of Triviality
so that the otherwise prevailing light conditions
This spell causes the object touched to shed Transmutation
exist in the overlapping areas of effect.
Death Ward absolute darkness in a 60-foot radius. Even Level: Distraction 8
Daylight counters or dispels any darkness spell creatures that can normally see in the dark cannot
Necromancy Components: V, S, DF
of equal or lower level, such as darkness. see through this magical darkness. If the spell is Casting Time: One action
Level: Clr 4, Death 4, Drd 5, Pal 4 cast on a small object that is then placed inside Range: Medium (100 ft.+10 ft./level)
Deafening Weapon Components: V, S, DF or under a light-proof covering, the spell’s effects Target: One person
Casting Time: 1 action are blocked until the covering is removed. Duration: Permanent
Evocation [Force] Range: Touch
Daylight brought into an area of deeper Saving Throw: Special (see text)
Level: Clr 3, War 3 Target: Living creature touched Spell Resistance: Yes
Duration: 10 minutes/level darkness (or vice versa) is temporarily negated,
Components: V, S, DF so that the otherwise prevailing light conditions
Casting Time: 1 action Saving Throw: None When the spell is cast, the target may make a
Spell Resistance: Yes (harmless) exist in the overlapping areas of effect. Will save to negate its effects entirely. If the
Range: Medium (100 ft.+10 ft./level)

74 75
spell takes effect, the target must make a Will Saving Throw: None Destruction 3rd Round: The condition and location of each
save, as if resisting the spell, every time she Spell Resistance: Yes individual present. If an animal or plant is outside
wishes to undertake an important action. If the Necromancy [Death] the character’s line of sight, then the character
saving throw is failed, instead of performing This spell imbues an area with negative discerns its direction but not its exact location.
the important action, she wastes her time. This energy. All Charisma checks made to turn Level: Clr 7, Death 7
spell can only be removed by a limited wish, undead within this area suffer a –3 profane Components: V, S, F For purposes of this spell, the categories of
miracle, or wish, not by remove curse. penalty. Undead entering this area gain a +1 Casting Time: 1 action condition are as follows:
profane bonus to attack rolls, damage rolls, Range: Close (25 ft.+5 ft./2 levels)
and saving throws. Undead created within or Target: One creature Normal: Has at least 90% of original hit points,
Descent summoned into a desecrated area gain +1 hit Duration: Instantaneous free of disease.
Into Darkness points per HD. Saving Throw: Fortitude partial Fair: 30% to 90% of original hit points remaining.
Spell Resistance: Yes
Transmutation If the desecrated area contains an altar, shrine, Poor: Up to 30% of original hit points remaining,
or other permanent fixture dedicated to the This awful spell instantly slays the subject and afflicted with a disease, or suffering from a
Level: Shadow 4, Sor/Wiz 4 character’s deity, pantheon, or aligned higher consumes its remains utterly in holy (or unholy)
Components: S debilitating injury.
power, the effects are doubled (turning at –6, fire. If the target’s Fortitude saving throw
Casting Time: 1 action +2 profane bonuses to undead rolls, +2 hit succeeds, it instead takes 10d6 points of damage. Weak: 0 or fewer hit points remaining, afflicted
Range: Personal points per HD). The only way to restore life to a character who with a disease in the terminal stage, or crippled.
Target: The character has failed to save against this spell is to use
Duration: 2 rounds/level (D) If the area contains a similar fixture of a deity, If a creature falls into more than one category,
true resurrection, a carefully worded wish spell
Saving Throw: None pantheon, or higher power other than the the spell indicates the weaker of the two.
followed by resurrection, or miracle.
Spell Resistance: No character’s patron, the desecrate spell instead
Note: Each round the character can turn to
curses the area, cutting off its connection with Focus: A special holy (or unholy) symbol of silver
Through the use of this spell, a caster may detect things in a new area. The spell can
the associated deity or power. This secondary marked with verses of anathema (cost 500 gp).
transform his body and his personal gear into penetrate barriers, but 1 foot of stone, 1 inch
function, if used, does not also grant the
a malleable shadow so that he can fit through of common metal, a thin sheet of lead, or 3
any size opening. In this form, he moves as
bonuses to undead as listed above. Detect Animals feet of wood or dirt blocks it.
he did before, and he may remain upright if Desecrate counters and dispels consecrate. or Plants The GM decides if a specific type of animal or
he wishes. However, speech is not possible,
Material Components: A little unholy water Divination plant is present.
so while he may still cast spells, they can’t
have a verbal component. In this form, the and 25 gp worth (5 lbs.) of silver dust, all of
which must be sprinkled around the area. Level: Drd 1, Rgr 1 Detect Chaos
caster receives a bonus of +20 to any Hide Components: V, S
skill checks if there are sufficient shadows or Casting Time: 1 action Divination
darkness in which to conceal himself. Also, Destroy Water Range: Long (400 ft.+40 ft./level)
the caster gains damage reduction 10/+1 Area: Quarter circle emanating from the Level: Adp 1, Clr 1, Rgr 2
Transmutation
while in this form, and as well as a +4 Dodge character to the extreme of the range As detect evil, except that the spell detects
bonus to AC. Level: Clr 3, Sor/Wiz 3 Duration: Concentration, up to 10 minutes/level (D) chaotic creatures, spells, and magic items, and
Components: V, S, M/DF Saving Throw: None
However, while a shadow, a caster cannot the character is vulnerable to an overwhelming
Casting Time: 1 action Spell Resistance: No
interact with anything in a physical manner. chaotic aura if the character is lawful. It does
Range: Medium (100 ft.+10 ft./level)
He may not lift objects, open doors, carry The character can detect a particular type of not detect undead.
Target: 10 foot cube of water, or single
his comrades to safety, or perform any such creature animal or plant in a quarter circle emanating
action. The caster can be injured as if he Duration: Instantaneous out from him in whatever direction he faces. Detect Evil
were undead by spells such as sunbeam and Saving Throw: Fortitude halves (creatures) The character must think of a species of animal
sunburst. Divination
Spell Resistance: Yes or plant when using the spell. Each round the
character can change the animal or plant type. Level: Adp 1, Clr 1, Rgr 2
Desecrate This spell destroys water, leaving dust in its The amount of information revealed depends on Components: V, S, DF
place. It affects only ordinary, nonmagical how long the character searches a particular area Casting Time: 1 action
Evocation water, not other liquids. or focuses on a specific type of animal or plant: Range: 60 ft.
Level: Clr 2, Evil 2 If cast on a water creature, the creature must Area: Quarter circle emanating from the
1st Round: Presence or absence of the animal or character to the extreme of the range
Components: V, S, M, DF make a Fortitude save or be destroyed. The plant type in that quarter. Duration: Concentration, up to 10 minutes/
Casting Time: 1 action spell deals 5d6 points of damage even if the
Range: Close (25 ft.+5 ft./2 levels) creature’s saving throw succeeds. 2nd Round: Number of individuals of the level (D)
Area: 20-ft.-radius emanation specified type in the area, and the condition of the Saving Throw: None
Duration: 2 hours/level Arcane Material Component: A bit of sponge. healthiest specimen. Spell Resistance: No

76 77
The character can sense the presence of evil. If an aura falls into more than one strength Range: 60 ft. Magic Aura duration
The amount of information revealed depends category, the spell indicates the stronger of the Area: Quarter circle emanating from the
on how long the character studies a particular two. How long the aura lingers depends on its character to the extreme of the range Aura Strength Duration
area or subject: original strength: Duration: Concentration, up to 1 minute/
Faint 1d6 minutes
level (D)
1st Round: Presence or absence of evil. EVil Aura Duration Saving Throw: None Moderate 1d6x10 minutes
2nd Round: Number of evil auras (creatures, Spell Resistance: No
Original Strength Duration Strong 1d6 hours
objects, or spells) in the area and the strength The character detects magical auras. The
of the strongest evil aura present. If the Faint 1d6 minutes Overwhelming 1d6 days
amount of information revealed depends on
character is of good alignment, the strongest Moderate 1d6x10 minutes how long the character studies a particular
evil aura’s strength is “overwhelming” (see Note: Each round, the character can turn to
area or subject: detect things in a new area. The spell can
below), and the strength is at least twice the Strong 1d6 hours
character’s character level, the character is 1st Round: Presence or absence of magical penetrate barriers, but 1 foot of stone, 1 inch of
Overwhelming 1d6 days
stunned for 1 round and the spell ends. While auras. common metal, a thin sheet of lead, or 3 feet of
the character is stunned, the character can’t Remember that animals, traps, poisons, and wood or dirt blocks it. Outsiders and elementals
act, the character loses any Dexterity bonus to other potential perils are not evil; this spell 2nd Round: Number of different magical are not magical in themselves, but if they are
AC, and attackers gain +2 bonuses to attack does not detect them. auras and the strength of the strongest aura. conjured, the conjuration spell registers.
the character. 3rd Round: The strength and location of each
Note: Each round, the character can turn to Detect Poison
detect things in a new area. The spell can aura. If the items or creatures bearing the auras
Presence of evil are in line of sight, the character can make
penetrate barriers, but 1 foot of stone, 1 inch Divination
Creature/Object Evil Power of common metal, a thin sheet of lead, or 3 Spellcraft skill checks to determine the school
of magic involved in each. (Make one check Level: Asn 1, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
feet of wood or dirt blocks it.
Evil creature HD / 5 per aura; DC15+spell level, or 15+half caster Components: V, S
level for a nonspell effect.) Casting Time: 1 action
Undead creature HD / 2 Detect Good Range: Close (25 ft.+5 ft./2 levels)
Divination Magical areas, multiple types of magic, or Target or Area: One creature, one object, or
Evil elemental HD / 2
strong local magical emanations may confuse a 5 ft. cube
Evil magic item Level: Adp 1, Clr 1, Rgr 2 or conceal weaker auras. Duration: Instantaneous
or spell Caster level / 2 Saving Throw: None
As detect evil, except that the spell detects Aura Strength: An aura’s magical power and
Spell Resistance: No
Evil outsider HD good creatures, spells, and magic items, strength depend on a spell’s functioning spell
and the character is vulnerable to an level or an item’s caster level. The character determines whether a creature,
Cleric of an evil deity Level overwhelming good aura if the character object, or area has been poisoned or is
3rd Round: The strength and location of is evil. It does not detect undead. Also, Magic Aura Strength poisonous. The character can determine the
each aura. If an aura is outside the character’s remember that healing potions, antidotes, and exact type of poison with a successful Wisdom
Functioning Item
line of sight, then the character discerns its similar beneficial items are not good. check (DC20). A character with the Alchemy
Spell Caster
direction but not its exact location. Strength Level Level skill may try an Alchemy check (DC20) if the
Detect Law Wisdom check fails, or may try the Alchemy
An aura’s evil power and strength depend Dim 0 level or Lingering check prior to the Wisdom check.
on the type of evil creature or object that the Divination lingering aura aura
character is detecting and its HD, caster level, Note: The spell can penetrate barriers, but 1
Level: Adp 1, Clr 1, Rgr 2 Faint 1st–3rd 1st–5th
or (in the case of a cleric) class level. foot of stone, 1 inch of common metal, a thin
As detect evil, except that the spell detects sheet of lead, or 3 feet of wood or dirt blocks it.
Evil Aura Strength Moderate 4th–6th 6th–11th
lawful creatures, spells, and magic items,
Evil Power Aura Strength and the character is vulnerable to an Strong 7th–9th 12th–20th Detect Secret Doors
overwhelming lawful aura if the character is
Lingering Dim Overwhelming Artifact or Beyond Divination
chaotic. It does not detect undead.
deity-level mortal
1 or less Faint Level: Brd 1, Knowledge 1, Secrets 1,
magic caster
Detect Magic Sor/Wiz 1
2–4 Moderate If an aura falls into more than one category, Components: V, S
Universal
detect magic indicates the stronger of the two. Casting Time: 1 action
5–10 Strong Range: 60 ft.
Level: Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Length Aura Lingers: How long the aura Area: Quarter circle emanating from the
11+ Overwhelming Components: V, S
lingers depends on its original strength: character to the extreme of the range
Casting Time: 1 action

78 79
Duration: Concentration, up to 1 minute/level (D) (pit), or unsafe walls of natural rock (deadfall). studies a particular area, as in the detect magic character must cast detect thoughts again to
Saving Throw: None However, it does not reveal other potentially spell. have another chance. Creatures of animal
Spell Resistance: No dangerous conditions, such as a cavern that intelligence (Int 1 or 2) have simple, instinctual
floods during rain, an unsafe construction, or 1st Round: The caster can detect the presence thoughts that the character can pick up.
The character can detect secret doors, a naturally poisonous plant. The spell does not or absence of temporal disturbances.
compartments, caches, and so forth. Only detect magic traps (except those that operate Detect Thoughts
passages, doors, or openings that have been 2nd Round: Number of different temporal
by pit, deadfall, or snaring; see the spell disturbances and the amount of time between
specifically constructed to escape detection are Intelligence Mental Strength
snare), nor mechanically complex ones, nor the origin and current temporal position of the
detected by this spell—an ordinary trapdoor those that have been rendered safe or inactive. most powerful disturbance. 1–2 Animal
underneath a pile of crates would not be
detected. The amount of information revealed The amount of information revealed depends 3rd Round: The location and amount of time 3–5 Very low
depends on how long the character studies a on how long the character studies a particular between the origin and current temporal
particular area or subject: area: 6–9 Low
position of each temporal disturbance. If the
1st Round: Presence or absence of secret doors. 1st Round: Presence or absence of hazards. disturbances are in line of sight, the caster 10–11 Average
can make multiple Spellcraft skill checks to
2nd Round: Number of secret doors and 2nd Round: Number of hazards and the determine the exact nature of the temporal 12–15 High
the location of each. If an aura is outside the location of each. If a hazard is outside the disturbances; this would include information 16–17 Very high
character’s line of sight, the character discerns character’s line of sight, then the character such as the caster level and type of spell, or
its direction but not its exact location. discerns its direction but not its exact location. the type and level of the creature. 18–21 Genius
Each Additional Round: The mechanism or Each Additional Round: The general type Note: Each round, the caster can turn to detect 22–25 Supra-genius
trigger for one particular secret portal closely and trigger for one particular hazard closely things in a new area. The spell can penetrate
examined by the character. examined by the character. barriers, but one foot of stone, one inch of 26+ Deific
common metal, a thin sheet of lead, or three Note: Each round, the character can turn to
Note: Each round, the character can turn to Note: Each round, the character can turn to feet of wood or dirt blocks it.
detect things in a new area. The spell can detect things in a new area. The spell can detect thoughts in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch penetrate barriers, but 1 foot of stone, 1 inch penetrate barriers, but 1 foot of stone, 1 inch
of common metal, a thin sheet of lead, or 3 of common metal, a thin sheet of lead, or 3
Detect Thoughts of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it. feet of wood or dirt blocks it. feet of wood or dirt blocks it.
Divination [Mind-Affecting]
Arcane Focus: A copper piece.
Detect Snares Detect Temporal Level: Brd 2, Knowledge 2, Secrets 2,
Sor/Wiz 2
and Pits Disturbance Components: V, S, F/DF Detect Traps
Casting Time: 1 action Divination
Divination Universal [Time]
Range: 60 ft.
Level: Drd 1, Rgr 1 Level: Clr 0, Sor/Wiz 0 Area: Quarter circle emanating from the Level: Sor/Wiz 3, Thievery 4
Components: V, S Components: V, S character to the extreme of the range Components: V, S, M
Casting Time: 1 action Casting Time: 1 action Duration: Concentration, up to 1 minute/ Casting Time: One action
Range: 60 ft. Range: 60 ft. level (D) Range: 60 feet
Area: Quarter circle emanating from the Area: Quarter circle emanating from the Saving Throw: Will negates (see text) Area: Quarter circle emanating from caster to
character to the extreme of the range caster to the extreme of the range Spell Resistance: No the extreme of the range.
Duration: Concentration, up to 10 minutes/ Duration: Concentration, up to 1 minute/level Duration: Concentration, up to 1 minute per
The character detects surface thoughts. The level. (D)
level (D) (D)
amount of information revealed depends on Saving Throw: None
Saving Throw: None Saving Throw: None
how long the character studies a particular Spell Resistance: No
Spell Resistance: No Spell Resistance: No
area or subject:
The character can detect simple pits, deadfalls, The caster can sense the presence of a This spell reveals all artificial traps within its
1st Round: Presence or absence of thoughts area of effect, causing them to appear as if
snares of wilderness creatures (trapdoor disturbance in the natural flow of time up
(from conscious creatures with Intelligence outlined by a pale nimbus. This effect is only
spiders, giant sundews, ant lions, etc.), and to 60 feet away in his own time frame. This
scores of 1 or higher). visible to the caster. It detects all artificial
primitive traps constructed of natural materials includes the use of spells that manipulate time
(mantraps, missile traps, hunting snares, etc.). in any way, natural temporal distortions or 2nd Round: Number of thinking minds and constructions designed or intended to cause
The spell does not detect complex traps, gateways, objects that are displaced from their the mental strength of each. harm, from simple pit traps to the most
including trapdoor traps. original time, and temporal creatures such as complex creations. What it does not do is
a time elemental. The amount of information 3rd Round: Surface thoughts of any mind reveal any incidental environmental hazards
The spell does detect certain natural hazards— revealed depends on how long the caster in the area. A target’s Will save prevents the that have traplike properties, such as a natural
quicksand (registers as a snare), a sinkhole character from reading its thoughts, and the pit covered over by fallen brush.

80 81
The spell reveals all aspects of a trap within character’s caster level, the character is stunned for Duration: Instantaneous A green ray springs from the character’s
range, including remote triggers, even if the 1 round and the spell ends. While the character is Saving Throw: None outstretched hand. The character must make
trap the trigger activates is not within range. stunned, the character can’t act, the character loses Spell Resistance: Yes a ranged touch attack to hit the target. Any
any Dexterity bonus to AC, and attackers gain +2 creature or object struck is covered with a
The initial casting of the spell only reveals the fact bonuses to attack the character. Uttering dictum creates two effects. shimmering emerald field that completely
that there is a trap in the area; it conveys no other blocks bodily extradimensional travel. Forms
information. For each round the caster remains 3rd Round: The strength and location of If the character is on the character’s home plane,
nonlawful extraplanar creatures within the area of movement barred by the dimensional
still, he can concentrate on a single revealed trap. each aura. If an aura is outside the character’s anchor include astral projection, blink,
This reveals the following information: line of sight, then the character discerns its are instantly banished back to their home planes.
Creatures so banished cannot return for at least 1 dimension door, ethereal jaunt, etherealness,
direction but not its exact location. gate, maze, plane shift, shadow walk, teleport,
First Round: Basic nature of the trap (pit, day. This effect takes place regardless of whether
swing, pendulum, magic). Aura Strength: The strength of the undead aura the creatures hear the dictum. and similar spell-like or psionic abilities. It
is determined by the HD of the undead creature. prevents the use of a gate or teleportation
Second Round: The general effectiveness of Creatures native to the character’s plane who circle for the duration of the spell.
the trap (how deep is the pit, how many dice UNDEAD AURA STRENTH hear the dictum and are not lawful suffer the
of damage does the scything blade do). following ill effects: The dimensional anchor does not interfere
Strength HD with the movement of creatures already in
Third Round: An intuitive understanding of Dictum Effects ethereal or astral form when the spell is cast,
the mechanism of the trap, enough to grant a Dim Lingering aura nor does it block extradimensional perception
+4 insight bonus to the caster’s Disable Device Faint 1 or less HD Effect or attack forms such as a basilisk’s gaze. Also,
check if he disarms it himself, or a +2 insight it does not prevent summoned creatures from
Moderate 2–4 12 or more Deafened
bonus to anyone the caster is directly advising. disappearing at the end of a summoning spell.
Strong 5–10 Less than 12 Slowed, deafened
As the caster concentrates, the faint glow
indicating the presence of a trap becomes sharper Overwhelming 11+ Less than 8 Paralyzed, slowed,
Dimension Door
and more distinct, outlining the mechanism until deafened Transmutation [Teleportation]
it almost seems the caster is studying a glowing, Length Aura Lingers: How long the aura
three-dimensional blueprint of the device. lingers depends on its original strength: Less than 4 Killed, paralyzed, Level: Asn 4, Brd 4, Sor/Wiz 4, Thievery 5,
slowed, deafened Travel 4
Note: Each round, the character can turn to UNDEAD AURA duration Components: V
detect things in a new area. The effects are cumulative.
Aura Strength Duration Casting Time: 1 action
Deafened: The creature is struck deaf (see Range: Long (400 ft.+40 ft./level)
Detect Undead Faint 1d6 minutes
blindness/deafness) for 1d4 rounds. Target: The character and touched objects
Moderate 1d6x10 minutes or other touched willing creatures
Divination Slowed: The creature is slowed, as by the slow weighing up to 50 lb./level
Strong 1d6 hours spell, for 2d4 rounds. Duration: Instantaneous
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF Overwhelming 1d6 days Paralyzed: The creature is paralyzed and Saving Throw: None and Will negates
Casting Time: 1 action helpless for 1d10 minutes, unable to move or (object)
Range: 60 ft. Note: Each round, the character can turn to Spell Resistance: No and Yes (object)
detect things in a new area. The spell can act in any way.
Area: Quarter circle emanating from the
penetrate barriers, but 1 foot of stone, 1 inch Killed: Living creatures die. Undead creatures The character instantly transfers from his
character to the extreme of the range
of common metal, a thin sheet of lead, or 3 are destroyed. current location to any other spot within range.
Duration: Concentration, up to 1 minute/ level (D)
feet of wood or dirt blocks it. The character always arrives at exactly the
Saving Throw: None
spot desired—whether by simply visualizing
Spell Resistance: No Arcane Material Component: A bit of earth Dimensional Anchor the area or by stating direction, such as “900
The character can detect the aura that from a grave. Abjuration feet straight downward,” or “upward to the
surrounds undead. The amount of information northwest, 45-degree angle, 1,200 feet.” After
revealed depends on how long the character Dictum Level: Clr 4, Gateways 4, Sor/Wiz 4, using this spell, the character can’t take any
studies a particular area or subject: Vengeance 4 other actions until his next turn.
Evocation [Lawful, Sonic] Components: V, S
1st Round: Presence or absence of undead auras. Casting Time: 1 action If the character arrives in a place that is
Level: Clr 7, Law 7
Range: Medium (100 ft.+10 ft./level) already occupied by a solid body, the character
2nd Round: Number of undead auras in the area Components: V
Effect: Ray becomes trapped in the Astral Plane. Each
and the strength of the strongest undead aura Casting Time: 1 action
Duration: 1 minute/level round that the character is trapped in the
present. If the character is of good alignment, the Range: 30 ft.
Saving Throw: None Astral Plane in this way, the character may
strongest undead aura’s strength is “overwhelming” Area: Creatures in a 30-ft.-radius spread
Spell Resistance: Yes (object) make a Will save (DC25) to return to the
(see below), and the strength is at least twice the centered on the character
Material Plane at a random open space on a

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suitable surface within 100 feet of the intended Duration: Concentration, up to 1 round/level Duration: Instantaneous Target: One shadow creature
location. If there is no free space within 100 Saving Throw: Will negates Saving Throw: Fortitude partial Duration: Instantaneous
feet, he must make a Will save (DC25) each Spell Resistance: No Spell Resistance: Yes Saving Throw: Will partial (see text)
minute to appear in a free space within 1,000 Spell Resistance: Yes
feet. If there’s no free space within 1,000 feet, Each round, the character concentrates on A thin green ray springs from the character’s
the character is stuck on the Astral Plane until one subject, who must be in range. The pointing finger, causing the creature or object This spell is used to banish a creature of the
rescued. character knows if the subject deliberately it strikes to glow and vanish, leaving behind Plane of Shadow back to that plane. The target
and knowingly speaks a lie by discerning only a trace of fine dust. The character must receives a Will save. A successful save means
disturbances in her aura caused by lying. make a successful ranged touch attack to hit. the subject is not banished, but it still sustains
Diminish Plants The spell does not reveal the truth, uncover Up to a 10 foot cube of nonliving matter is 3d4 +1/level (maximum +10) damage.
Transmutation unintentional inaccuracies, or necessarily affected, so the spell disintegrates only part of
reveal evasions. Each round, the character may any very large object or structure targeted. The Dispel Chaos
Level: Drd 3, Rgr 3 concentrate on a different subject. ray affects even magical matter or energy of a
Components: V, S, DF magical nature, such as B’s forceful hand or a Abjuration [Lawful]
Casting Time: 1 action Discern Location wall of force, but not a globe of invulnerability
Range: See text Level: Clr 5, Law 5
or an antimagic field. A creature or object
Target or Area: See text Divination that makes a successful Fortitude save is only As dispel evil, except that the character is
Duration: Instantaneous partially affected. It takes 5d6 points of damage surrounded by constant, blue, lawful energy,
Saving Throw: None Level: Clr 8, Knowledge 8, Secrets 8, Sor/Wiz
8, Thievery 7, Vengeance 8 instead of disintegrating. Only the first creature and the spell affects chaotic creatures and
Spell Resistance: No or object struck can be affected (that is, the ray spells rather than evil ones.
Components: V, S, DF
This spell has two versions: Casting Time: 10 minutes affects only one target per casting).
Range: Unlimited Arcane Material Components: A lodestone
Dispel Evil
Prune Growth: The first version causes Target: One creature or object
normal vegetation (grasses, briars, bushes, and a pinch of dust. Abjuration [Good]
Duration: Instantaneous
creepers, thistles, trees, vines, and so forth) Saving Throw: None Level: Clr 5, Good 5, Pal 4
within long range (400 feet +40 feet per level) Dismissal Components: V, S, DF
Spell Resistance: No
to shrink to about a third of their normal Abjuration Casting Time: 1 action
size, becoming untangled and less bushy. A discern location spell is among the Range: Touch
The affected vegetation appears to have been most powerful means of locating creatures Level: Brd 4, Clr 4, Sor/Wiz 5 Target or Targets: The character and a
carefully pruned and trimmed. or objects. Nothing short of the direct Components: V, S, F/DF touched evil creature from another
intervention of a deity keeps the character Casting Time: 1 action plane; or the character and an
At the character’s option, the area can be a from learning the exact location of a single Range: Close (25 ft.+5 ft./2 levels)
circle with a radius of 100 feet, a semicircle enchantment or evil spell on a touched
individual or object. Discern location Target: One extraplanar creature creature or object
with a radius of 150 feet, or a quarter circle circumvents normal means of protection from Duration: Instantaneous
with a radius of 200 feet. The character may Duration: 1 round/level or until discharged,
scrying or location spells. The spell reveals the Saving Throw: Will negates whichever comes first
also designate areas within the area that are name of the location (place, name, business Spell Resistance: Yes
not affected. Saving Throw: See text
name, building name, or the like), community, Spell Resistance: See text
county (or similar political division), country, This spell forces an extraplanar creature back
Stunt: The second version targets normal to its proper plane. Add the creature’s HD to
plants within a range of one-half mile, continent, and plane where the subject lies. Shimmering, white, holy energy surrounds the
its saving throw and subtract the character’s character. This power has three effects:
reducing their potential productivity over To find a creature with the spell, the character level as well. If the spell is successful, the
the course of the following year to one-third must have seen the creature or have some creature is instantly whisked away, but there is 1. The character gains a +4 deflection bonus to
below normal. item that once belonged to it. To find an a 20% chance of actually sending the subject AC against attacks by evil creatures.
Diminish plants counters plant growth. object, the character must have touched the to a plane other than its own.
object at least once. 2. On making a successful melee touch attack
Arcane Focus: Any item that is distasteful to against an evil creature from another plane,
Discern Lies the subject. the character can choose to drive that creature
Disintegrate back to its home plane. The creature negates
Divination
Transmutation Dismiss Shadow the effects with a Will save (SR applies). This
Level: Clr 4, Judgment 4, Pal 3, Secrets 4 use discharges and ends the spell.
Components: V, S, DF Level: Destruction 7, Sor/Wiz 6 Abjuration
Casting Time: 1 action Components: V, S, M/DF 3. With a touch, the character can
Casting Time: 1 action Level: Clr 3 automatically dispel any one enchantment
Range: Close (25 ft.+5 ft./2 levels) Components: S
Targets: One creature/level, no two of which Range: Medium (100 ft.+10 ft./level) cast by an evil creature or any one evil spell.
Effect: Ray Casting Time: 1 action Exception: Spells that can’t be dispelled by
can be more than 30 ft. apart Range: Medium (100 ft.+10 ft./level)

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dispel magic also can’t be dispelled by dispel effect is already over before dispel magic can For each ongoing area or effect spell centered This spell can be used as a targeted dispel or
evil. Saving throws and SR do not apply to this take effect. within the dispel magic’s area, the character counterspell, like the dispel magic spell:
effect. This use discharges and ends the spell. makes a dispel check to dispel the spell.
The character can choose to use dispel magic Targeted Dispel: The target is one object,
in one of three ways: a targeted dispel, an area For each ongoing spell whose area overlaps creature, temporal disturbance, or time spell.
Dispel Good dispel, or a counterspell. that of the dispel, the character makes a dispel The caster of dispel temporal effect makes a
Abjuration [Evil] check to end the effect, but only within the dispel check against the time spell or against
Targeted Dispel: One object, creature, or spell area of the dispel magic. each ongoing time spell currently affecting the
Level: Clr 5, Evil 5 is the target of the spell. The character makes object or creature. Instantaneous spells cannot
a dispel check against the spell or against each If an object or creature who is the effect of an be affected, since the magical process is
As dispel evil, except that the character is ongoing spell currently in effect on the object ongoing spell, such as a monster summoned
surrounded by dark, wavering, unholy energy, already over before dispel temporal effect can
or creature. A dispel check is 1d20+1 per by monster summoning, is in the area, the be cast. The dispel check is 1d20 +1 per caster
and the spell affects good creatures and spells caster level (maximum +10) against a DC of character makes a dispel check to end the spell
rather than evil ones. level, to a maximum of +10, against a DC of
11+the spell’s caster level. that conjured the object or creature (returning 11 + the spell’s caster level. If the spellcaster
it whence it came) in addition to attempting to targets an object or creature who is the effect
Dispel Law If the spellcaster targets an object or creature dispel spells targeting the creature or object.
who is the effect of an ongoing spell (such as a of an ongoing time spell (such as a time
Abjuration [chaotic] monster summoned by monster summoning), The character may choose to automatically elemental), he makes a dispel check to end the
she makes a dispel check to end the spell that succeed at dispel checks against any spell that time spell that conjured the object or creature.
Level: Chaos 5, Clr 5 If the object targeted is a magic item, the
conjured the object or creature. the character cast.
As dispel evil, except that the character is caster makes a dispel check against the item’s
If the object that the character targets is a magic Counterspell: The spell targets a spellcaster caster level. If the roll succeeds, all the item’s
surrounded by flickering, yellow, chaotic
item, the character makes a dispel check against and is cast as a counterspell. Unlike a true time-related properties are suppressed for 1d4
energy, and the spell affects lawful creatures
the item’s caster level. If the character succeeds, counterspell, however, dispel magic may not rounds, after which the item recovers on its
and spells rather than evil ones.
all the item’s magical properties are suppressed work. The character must make a dispel check own. A time portal or other ongoing temporal
for 1d4 rounds, after which the item recovers to counter the other spellcaster’s spell. distortion (such as a time trap) is temporarily
Dispel Magic on its own. A suppressed item becomes closed in this same manner. The caster
Abjuration nonmagical for the duration of the effect. An Dispel Temporal automatically succeeds at his dispel check
interdimensional interface (such as a bag of against any time spell that he cast himself.
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, holding) is temporarily closed. Remember Effect
Sor/Wiz 3 that a magic item’s physical properties are Counterspell: The spell targets a spellcaster
Abjuration [Time]
Components: V, S unchanged: A suppressed magic sword is still a and is cast as a counterspell. Unlike a true
Casting Time: 1 action sword (a masterwork sword, in fact). Artifacts Level: Clr 2, Sor/Wiz 2 counterspell, however, the caster of dispel
Range: Medium (100 ft.+10 ft./level) and creatures of demigod or higher status are Components: V, S temporal effect must make a dispel check to
Target or Area: One spellcaster, creature, or unaffected by mortal magic such as this. Casting Time: 1 action counter the other spellcaster’s time spell.
object; or 30-ft.-radius burst Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous The character automatically succeeds at the Target or Area: One temporal effect Disrupt Soul
Saving Throw: None dispel check against any spell that he himself Duration: Instantaneous
Spell Resistance: No cast. Saving Throw: None Necromancy

Area Dispel: The spell affects everything Spell Resistance: No Level: Clr 8, Death 8
The character can use dispel magic to end
ongoing spells that have been cast on a within a 30-foot radius. The caster can dispel any spell cast on a Components: V, S, DF
creature or object, to temporarily suppress creature or object that manipulates time (such Casting Time: One full round
For each creature who is the target of one Range: Touch
the magical abilities of a magic item, to end or more spells, the character makes a dispel as haste, time stop, temporal stasis, or slow)
ongoing spells (or at least their effects) within or has “time” as a descriptor (such as the new Target: One person or creature
check against the spell with the highest caster Duration: One round per level of caster
an area, or to counter another spellcaster’s level. If that fails, the character makes dispel spells described here), causing it to end as if
spell. A dispelled spell ends as if its duration its duration had expired. It can also suppress Saving Throw: Will negates
checks against progressively weaker spells Spell Resistance: Yes
had expired. Some spells, as detailed in their until the character dispels one spell (which the time-related abilities of a magic item,
descriptions, can’t be defeated by dispel discharges the dispel so far as that target temporarily close an individual temporal A cleric uses the divine or infernal power he
magic. Dispel magic can dispel (but not is concerned) or fails all his checks. The disturbance such as a temporal gateway or time wields to blast a target’s soul from its body. The
counter) the ongoing effects of supernatural creature’s magic items are not affected. distortion, or dissipate a creature relying on an body is unharmed, but enters a comatose state.
abilities as well as spells. Dispel magic affects ongoing time spell for its presence (such as a
spell-like effects just as it affects spells. For each object that is the target of one or time elemental). In addition, it is able to counter Most souls return to the body (90% of the time).
more spells, the character makes dispel checks another spellcaster’s time spell, or to dispel However, the ones that do not are lost forever,
Note: The effects of spells with instantaneous as with creatures. Magic items are not affected the ongoing effects of supernatural abilities dispersed throughout space and time. Only
duration can’t be dispelled, because the magic by area dispels. and spell-like effects that manipulate time. divine intervention or the use of even more

86 87
powerful reality-altering spells such as wish or Similar to augury but more powerful, a Calling upon the divine power of the Replicated attacks retain their original properties;
miracle can restore the soul to the body. And divination spell can provide the character with character’s patron, the character is imbued damage from a fireball will affect the fireball’s
even if the soul returns to the body, the victim a useful piece of advice in reply to a question with strength and skill in combat. The caster as fire damage as well. This may mean
remains in a state of confusion (as per the spell) concerning a specific goal, event, or activity character gains the base attack bonus of a that the attacker will be unaffected by rebounded
for a number of days equal to the caster’s level. that is to occur within 1 week. The advice can fighter of the character’s total character level, attacks (such as a devil, which is immune to
GMs may wish to allow for a second saving be as simple as a short phrase, or it might take an enhancement bonus to Strength sufficient to fire, taking no damage from the burning hands
throw should the soul not return to the body. the form of a cryptic rhyme or omen. raise the character’s Strength score to 18 (if it effect he used to injure the caster). However,
is not already 18 or higher), and 1 temporary divine talion cannot replicate death effects or any
In all cases, the GM controls what information the
Distant Light character receives. Note that if the character’s party
hit point per level. other baneful effects that do not inflict hit point
or ability damage. If a spell inflicts hit point or
Evocation [Light] doesn’t act on the information, the conditions may
change so that the information is no longer useful.
Divine Smite ability damage and also has a secondary effect
Level: Brd 3, Clr 4, Sor/Wiz 3 (such as the stunning property of sound burst),
Evocation divine talion would strike the attacker with the
Components: V, S The base chance for a correct divination is
Casting Time: 1 action 70% +1% per caster level. The GM adjusts the Level: Clr 5 damage but not the secondary effect.
Range: Medium (100 ft.+10 ft./level) chance if unusual circumstances require it (if, for Components: V, S If the caster is reduced to 0 hit points or
Duration: 10 minutes per level example, unusual precautions against divination Casting Time: One action below by hit point damage while this spell
Saving Throw: None spells have been taken). If the dice roll fails, the Range: Medium (100 ft.+10 ft. per level) is in effect, the attacker who caused such
Spell Resistance: No character knows the spell failed, unless specific Area: 20-ft.-radius burst damage must make a successful Fortitude save
magic yielding false information is at work. Duration: Instantaneous or immediately be reduced to 0 hit points.
Except for its range, this spell functions Saving Throw: Reflex half
exactly as the daylight spell. As with augury, multiple divinations about the Creatures that are not subject to death by
Spell Resistance: Yes massive damage are immune to this effect.
same topic by the same caster use the same
Dive dice result as the first divination and yield the This spell is equal in all respects to holy smite, Material Component: A small silver mirror.
same answer each time. except that the spell’s alignment is “keyed”
Transmutation to that of the caster. When the caster prepares
Material Component: Incense and a sacrificial Dogs of War
Level: Clr 4, Drd 4, Sor/Wiz 4 this spell, he must choose which axis of his
offering appropriate to the caster’s religion,
Components: V, S, F/DF alignment the spell will be keyed to. A chaotic Conjuration [Summoning]
together worth at least 25 gp.
Casting Time: 1 action good cleric, for instance, could choose chaos
or good. Divine smite then affects the opposite Level: Clr 4, Destruction 4
Range: Touch Divine Favor Components: V, S, F
Target: Living creatures touched alignment in the same way evil is affected by
holy smite. Neutral may not be chosen. Casting Time:
Duration: 1 hour/level (see text) (D) Evocation Range: Close (25 ft.+5 ft./ two levels)
Saving Throw: Will negates (harmless) Effect: One summoned dog/three levels (five max)
Level: Clr 1, Pal 1 Divine Talion
Spell Resistance: Yes (harmless) Duration: 1 hour/level
Components: V, S, DF
The transmuted creatures can breathe water freely, Casting Time: 1 action Abjuration, Necromancy Saving Throw: None
gain darkvision to 60 feet, are immune to the Range: Personal Spell Resistance: No
Level: Clr 7, Judgment 6
effects of pressure, and gain a +10 competence Target: The character This spell summons vicious war dogs (stats as
Components: V, S, M, DF
bonus to Swim checks. Divide the duration evenly Duration: 1 minute a 3 HD fiendish wolf with maximum hit points)
Casting Time: One action
among all the creatures you touch. Range: Personal to serve the caster. The dogs appear anywhere
Calling upon the strength and wisdom of a deity,
The spell does not make creatures unable to the character gains a +1 luck bonus to attack and Target: The character within spell range and act immediately,
breathe air. weapon damage rolls for every three caster levels Duration: One round/level attacking opponents to the best of their ability
the character has (at least +1, maximum +6). The Saving Throw: (see text) and attempting to overtake size Large or
Arcane Focus: A tiny bronze bell. bonus doesn’t apply to spell damage. Spell Resistance: No greater opponents using pack tactics unless
directed otherwise. If no targets are available,
Divination While protected by divine talion, any damage the dogs await instructions. They understand
Divine Power done to the caster by attackers, through spells any language known by their summoner but
Divination Evocation or physical attacks, is taken by the attacker cannot speak. They are further capable of
as well. The spell does not prevent the caster tracking opponents; guarding specific areas,
Level: Clr 4, Knowledge 4 Level: Clr 4, War 4 from taking damage; it merely replicates
Components: V, S, M items, or individuals; and performing other
Components: V, S, DF the same wounds on those who inflict them. tasks normally achievable by an animal of their
Casting Time: 10 minutes Casting Time: 1 action Anyone who does damage to the caster must
Range: Personal size and intelligence. Once the spell expires, the
Range: Personal make a Will saving throw or suffer the same dogs wander off, fading from sight as they go.
Target: The character Target: The character number of hit points as they inflicted upon
Duration: Instantaneous Duration: 1 round/level the caster. Focus: A small, carved figurine of a war dog.

88 89
Dominate Animal Duration: 1 day/level Dream to sleep, then enter the recipient’s dream
Saving Throw: Will negates and deliver the message as normal. If the
Enchantment (Compulsion) [Mind-Affecting] Spell Resistance: Yes Illusion (Phantasm) [Mind-Affecting] messenger is disturbed during the trance, she
awakens, and the spell ends.
Level: Animal 3, Drd 3 The character can control the actions Level: Brd 5, Dream 5, Sor/Wiz 5
Components: V, S of any humanoid that is Medium size Components: V, S Creatures who don’t sleep or dream (such as
Casting Time: 1 action or smaller. The character establishes a Casting Time: 1 minute elves, but not half-elves) cannot be contacted
Range: Medium (100 ft.+10 ft./level) telepathic link with the subject’s mind. If a Range: Unlimited by this spell.
Target: One animal common language is shared, the character Target: One living creature touched
Duration: 1 round/level can generally force the subject to perform Duration: See text The messenger is unaware of her own
Saving Throw: Will negates as the character desires, within the limits Saving Throw: None surroundings or the activities around her
Spell Resistance: Yes of his abilities. If no common language is Spell Resistance: Yes while in the trance. She is defenseless, both
shared, the character can communicate only physically and mentally (she always fails any
The character can enchant an animal and direct basic commands, such as “Come here,” The character, or a messenger touched by the saving throw, for example) while in the trance.
it with simple commands such as “Attack,” “Go there,” “Fight,” and “Stand still.” character, sends a phantasmal message to others
“Run,” and “Fetch.” Suicidal or self-destructive The character knows what the subject is in the form of a dream. At the beginning of the Dust Storm
commands (including an order to attack a experiencing, but the character does not spell, the character must name the recipient or
creature two or more size categories larger than identify him by some title that leaves no doubt Conjuration (Creation)
receive direct sensory input from him.
the dominated animal) are simply ignored. as to his identity. The messenger then enters Level: Drd 4, Sor/Wiz 3
Subjects resist this control, and those forced a trance, appears in the intended recipient’s Components: V, S, M/DF
Dominate animal establishes a mental link to take actions against their nature receive a dream, and delivers the message. The message
between the character and the subject animal. The Casting Time: 1 action
new saving throw with a bonus of +1 to +4, can be of any length, and the recipient Range: Long (400 ft.+40 ft./level)
animal can be directed by silent mental command depending on the type of action required. remembers it perfectly upon waking.
as long as it remains in range. The character need Effect: Sand spreads 40 ft., 20 ft. high
Obviously self-destructive orders are not Duration: 1 round/level (D)
not see the animal to control it. The character does carried out. Once control is established, the The communication is one-way. The recipient
not receive direct sensory input from the animal, cannot ask questions or offer information, nor Saving Throw: Reflex partial
range at which it can be exercised is unlimited, Spell Resistance: No
but the character knows what it is experiencing. as long as the character and the subject are on can the messenger gain any information by
Because the character is directing the animal with the same plane. The character need not see the observing the dreams of the recipient. Once Fine grains of sand driven by powerful winds
the character’s own intelligence, the animal may subject to control it. the message is delivered, the messenger’s block all sight (even darkvision) within the
be able to undertake actions normally beyond its mind returns instantly to her body. The spell radius, smother unprotected flames, and
own comprehension, such as manipulating objects Protection from evil or a similar spell can duration of the spell is the time required for can even extinguish protected flames (50%
with its paws and mouth. The character need not prevent the character from exercising control the messenger to enter the recipient’s dream chance). Creatures not wearing medium or
concentrate exclusively on controlling the animal or using the telepathic link while the subject and deliver the message. heavy armor, and not inside shelter, suffer 1d3
unless the character is trying to direct it to do is so warded, but it does not prevent the subdual damage per round of exposure.
something it normally couldn’t do. establishment of domination or dispel it. If the recipient is awake when the spell begins,
the messenger can choose to wake up (ending Arcane Material Component: A pinch of dust
the spell) or remain in the trance. She can
Dominate Monster Doom remain in the trance until the recipient goes
that is blown from the hand as the spell is cast.

Enchantment (Compulsion) [Mind-Affecting] Enchantment (Compulsion) [Fear, Mind-


Affecting]
Level: Domination 9, Sor/Wiz 9
Target: One creature Level: Blk 1, Clr 1
Components: V, S, DF
As dominate person, except that the spell is Casting Time: 1 action
not restricted by creature type or size. Range: Medium (100 ft.+10 ft./level)
Target: One living creature
Dominate Person Duration: 1 minute/level
Enchantment (Compulsion) [Mind-Affecting] Saving Throw: Will negates
Spell Resistance: Yes
Level: Brd 4, Domination 5, Entrancement 5,
Sor/Wiz 5 This curse fills a single subject with a feeling
Components: V, S of horrible dread and causes her to weaken
Casting Time: 1 action and lose confidence. The subject is shaken,
Range: Medium (100 ft.+10 ft./level) suffering a –2 morale penalty to attack rolls
Target: One humanoid of Medium size or and saving throws.
smaller

90 91
- E -
Target: One creature (see text) thick) or ditches (ten feet deep). Air and water
Duration: Instantaneous mazes are a series of strong currents with
Saving Throw: Fortitude negates random flows, filled with dust or small debris
Spell Resistance: Yes picked up from around them.

Earthquake River, Lake, or Marsh: Fissures open The target of this spell must be either an The time it takes to navigate the maze depends
underneath the water, draining away the herbivore or an omnivore (that is, one who on the character’s Intelligence score (see
Evocation water from that area and forming muddy actually eats plants on occasion) and is below). To power through the maze walls by
ground. Soggy marsh or swampland becomes permitted a Fortitude save; success results Strength alone, also use the table below for
Level: Clr 8, Destruction 8, Drd 9, Earth 7 quicksand for the duration of the spell, sucking in a simple upset stomach. Failure indicates time, but make the following checks as well:
Components: V, S, DF down creatures and structures. Creatures that the caster has seized all the undigested or
Casting Time: 1 action must make Reflex saving throws (DC15) or partially digested plant matter in the target’s Moving through air and water maze walls
Range: Long (400 ft.+40 ft./level) sink down in the mud and quicksand. At the stomach, fused it into a living mass and caused forcefully requires a successful Strength check,
Area: 5 ft./level radius (S) end of the spell, the rest of the body of water it to grow at a tremendous rate, seeking the at DC10 +1 for every 2 levels of the caster, with
Duration: 1 round rushes in to replace the drained water, possibly warmth of sunshine and nourishing soil. This success granting passage at half the normal
Saving Throw: See text drowning those caught in the mud. causes 1d6 damage per caster level (maximum movement for one round. Failure means the
Spell Resistance: No 15d6). If this damage is enough to kill the character is spat out onto a clear path within the
maze 1D6 feet away +1 foot per three levels of
When the character casts earthquake, an Earworm target, it is assumed that the writhing tentacles
the caster. (The GM may opt to add the target’s
intense but highly localized tremor rips the have burst their roots through the abdomen of
Conjuration (Creation) the victim and sprouted vines and foliage up ranks in the Swim skill as a circumstance bonus
ground. It knocks creatures down, collapses
his throat and out his mouth. to this save for water mazes.)
structures, opens cracks in the ground, and Level: Drd 3
more. The shock lasts 1 round, during which Components: V, S, DF Material Components: A small bundle of roots The same applies for movement through the
time creatures on the ground can’t move or Casting Time: 1 action dripping with bile. earth maze, with the exception that Climb
attack. Spellcasters on the ground must make Range: Touch ranks are substituted for Swim ranks or
Concentration checks (DC20+spell level) or Effect: Magical sensor forcefully penetrating the walls. Again, the
lose any spells they try to cast. The earthquake Duration: 1 hour/level (D)
Elemental Maze GM may wish to add Climb ranks to this save
affects all terrain, vegetation, structures, and Saving Throw: Fortitude negates (harmless) Transmutation for traversal of an earth maze. The caster may
creatures in the area. The exact effects depend Spell Resistance: Yes (harmless) not dig more than ten feet below the normal
on the terrain and its features: Level: Drd 5, Sor/Wiz 5 plane of earth.
The caster touches her intended target (making a Components: V, S, and M
Cave, Cavern, or Tunnel: The spell collapses melee touch attack if cast on an unwilling target). Casting Time: One round ELEMENTAL MAZE
the roof, dealing 8d6 points of damage to any Wherever the caster touches, a small, magical, Range: Long (400 ft.+40 ft./level)
creature caught under the cave-in (Reflex half pinkish ringworm appears just beneath the target’s Area: 100 ft. per side+20 ft. per side/level (see text) Intelligence/ Time
DC15). An earthquake cast on the roof of a very skin. The worm grows to about 2 inches in Duration: 5 minutes/level Strength Score
large cavern could also endanger those outside diameter over the next quarter of an hour. From Saving Throw: None Under 3 1D4 minutes
the actual area but below the falling debris. that point until the spell fades, the caster can Spell Resistance: See text
concentrate and hear any sounds around the target 4-5 1 minute
Cliffs: They crumble, causing a landslide that This powerful elemental spell conjures up a
as though the ringworm were one of the caster’s
travels horizontally as far as it fell vertically. maze of earth, air, or water as designated by the 6-8 3D4 rounds
ears. Clothing or the sound of scratching might
An earthquake cast at the top of a 100-foot cliff caster. The proper element is required in large
muffle the reception. The infection lasts 1 hour 9-12 2D4 rounds
would sweep 100 feet outward from the base of amounts (a field for earth, a lake or stream for
per caster level, itches slightly and is visible as a
the cliff. Any creature in the path sustains 8d6 water). The element must be relatively free
discoloration of the skin. Spells that cure disease 13-15 1D6 rounds
points of damage (Reflex half DC15). and pliable (earth or sand, but not a stone floor,
or dispel magic will remove the infection. The
water in a pond, but not trapped underground or 16-17 1D4 rounds
Open Ground: All creatures standing in the area spell fails if the target is not naturally susceptible
to epidermal infections—for example, if it has no in a tower) and within spell range.
must make Reflex saving throws (DC15) or fall 18+ 1D3 rounds
down. Fissures open in the ground, and every skin or it is made of stone. The spellcaster may place the maze anywhere
creature on the ground has a 25% chance to fall If a maze is centered on a craft or buildings,
within the range of the spell, with the maze’s area
into one (Reflex save DC20 to avoid the fissure). Eating Weed they take 1D6 points of structural damage per
spreading out from a designated spot. The maze
At the end of the spell, all fissures grind shut, five levels of the caster per minute (masts,
develops in a roughly rectangular formation; the
killing any creatures still trapped within. Transmutation sails, and rigging for a ship in an air maze, or
caster may opt to shape the maze exterior, but this
its hull and rudder if water, etc.). Only an air
Level: Drd 5, Plant 5 reduces the total volume by half.
Structure: Most structures standing on open or water maze may be used in this fashion,
ground collapse, dealing 8d6 points of damage Components: V, S, M, DF
An earth maze consists of packed earth walls, unless buildings or structures are made of
to those caught within or beneath the rubble Casting Time: 1 action
ramparts (typically ten feet tall and five feet earth (such as crude huts, an earthen rampart,
(Reflex half DC15). Range: Medium (100 ft.+10 ft./level)
or adobe buildings).

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If the spell is cast on an elemental, which is of over them. The character does not need to spell and is considered to have just cast dispel chaos. The distortion grants the cleric a +2 luck
the same type of element, it must save versus concentrate to maintain control over the evil once a successful casting of embodiment is bonus to all rolls. The cleric may inherently
Will at DC 10 plus 1 per two caster levels, elementals. The character can dismiss them completed, receiving that spell’s benefits and detect law and may cast protection from law,
or be stunned for 1D4 rounds. If the type of singly or in groups at any time. powers. The cleric gains a +5 bonus to all undead dispel law and chaos hammer once each while
elemental maze would harm the creature (a turning checks (see p. 139 in PH). Chaotic evil embodiment is in effect. Lawful neutral enemies
water maze cast on a fire elemental), the maze When the character uses a summoning spell to enemies who can see the cleric must make Will who can see the cleric must make Will saving
does not form, but causes the elemental to summon an air, earth, fire, or water creature, it saving throws or be affected as by a fear spell. throws or be affected as by a fear spell.
save versus Fortitude at DC10 plus 1 per two is a spell of that type. For example, elemental
caster levels, or take 4D6 damage. Otherwise, swarm is a fire spell when the character casts Neutral Good Deities Lawful Evil Deities
normal effects apply. Any elemental caught in it to summon fire elementals and a water spell
when the character uses it to summon water The cleric’s mien softens, his eyes reflect The light of burning villages flickers in the
an elemental maze spell becomes enraged and infinite mercy and kindness, and a pale radiance cleric’s eyes, and an expression of unrelenting
attacks the caster as soon as possible. elementals.
surrounds him. As a free action, up to 3 times bloodlust spreads across his face. The cleric
during the duration of embodiment, the cleric gains a +2 AC bonus and a +2 morale bonus
Material Components: The material Embodiment may radiate healing energy to his allies, the to all attack and damage rolls. Further, the
components of this spell are a 100-gp gem
for earth and water (buried or thrown into a Transmutation [Fear] effects of which duplicate ring of healing. In cleric receives the benefits of divine power
body of water, respectively) and 100 gp worth addition, enemies who wish to attack the cleric for the duration of embodiment, and if the
Level: Clr 8 (whether directly or through area-effect spells cleric wields a mace or scepter, it is affected
of incense for air (burnt or powdered and Components: V, S, DF
scattered into the wind). that rob hit points) must make a Will saving as though by magic weapon for the duration
Casting Time: 1 full round throw each round—or else the attack fails. Such of the spell. All lawful evil creatures and
Focus: A coil of copper wire, which remains Range: Personal enemies can still choose another target or attack characters in sight of the cleric and the cleric
after the spell expires. Effect: You method that round. Neutral evil enemies who can himself gain a +2 bonus to all Will saving
Duration: 1 minute/level see the cleric must make Will saving throws or throws due to the cleric’s fearless, inspirational
Elemental Swarm Using embodiment, a priest may take on some be affected as by a fear spell. demeanor. Chaotic good enemies who can see
of the physical and magical aspects of his the cleric must make Will saving throws or be
Conjuration (Summoning) [see text] Chaotic Good Deities affected as by a fear spell.
deity. To do so is considered a truly divine
Level: Air 9, Drd 9, Earth 9, Fire 9, Water 9 experience, generally reserved only for the most The cleric is bathed in a green radiance, and Neutral Evil Deities
Components: V, S powerful and devout of a god’s clerics. Due to his features become more earthy. His skin
Casting Time: 10 minutes its alignment-oriented nature, this spell is not begins to resemble tree bark, and his hair The cleric’s back hunches and his face
Range: Medium (100 ft.+10 ft./level) available to worshipers of true neutral deities. transforms into leaves. The cleric gains a +4 grows haggard and shadowy, with a hint of
Effect: Two or more summoned creatures, no moral bonus to attacks with bows, and he may madness in his eyes. He gains a +2 bonus to all
two of which can be more than 30 ft. A cleric must concentrate and commune with his cast dominate animal and control plants twice saving throws and to AC. For the duration of
apart when they appear god intensely for one full round before this spell each during the duration of embodiment. Any embodiment, the cleric can make touch attacks
Duration: 10 minutes/level (D) takes effect. Once in effect, the cleric experiences animals or plants that attempt to attack the as if he had cast chill touch. In addition, the
Saving Throw: None several changes in his appearance, behavior and cleric must make a Will saving throw or lose touch attack may also deliver insanity on one
Spell Resistance: No abilities. After the spell has run its course, the interest and wander away. Lawful evil enemies successful touch attack of the cleric’s choice and
cleric is considered fatigued (see p. 84 in DMG) who can see the cleric must make Will saving confusion on any two successful touch attacks.
This spell opens a portal to an Elemental and must rest in order to recover. throws or be affected as by a fear spell. The cleric cannot deliver both confusion and
Plane. A druid can choose which plane (air, insanity on the same touch attack.
earth, fire, or water); a cleric opens a portal to The exact nature of the changes that the cleric Lawful Neutral Deities
the plane matching his domain. The character undergoes depends upon his patron deity. All Additionally, each round, good-aligned
effects are in addition to the cleric’s normal The cleric’s face grows stem and impassive. creatures or characters who wish to attack the
can then summon elementals from that plane.
abilities and limitations. All Will saves required His overall demeanor is severe, and his raiment cleric must make Will saving throws or be
When the spell is complete, 2d4 Large in the descriptions below are made at a becomes muted, almost gray. The cleric gains a too overcome with revulsion to do so. Such
elementals appear. Ten minutes later, 1d4 Huge difficulty class per this spell. +3 AC bonus and may inherently detect chaos. enemies can still choose another target or
elementals appear. Ten minutes after that, one The cleric may cast protection from chaos, dispel attack method that round. Neutral good enemies
greater elemental appears. Each elemental has Lawful Good Deities chaos and order’s wrath once each during the who can see the cleric must make Will saving
at least 5 hit points per HD (that is, at least 60, The cleric is infused with the god’s powers duration of embodiment. Chaotic neutral enemies throws or be affected as by a fear spell.
80, or 100 hit points, respectively). Once the of nobility and justice. He grows taller and who can see the cleric must make Will saving
elementals appear, they serve the character for straighter, and the fire of righteousness burns throws or be affected as by a fear spell. Chaotic Evil Deities
the duration of the spell. in his eyes. The cleric gains a +2 AC bonus Chaotic Neutral Deities The cleric’s skin grows red, and his eyes glow like
The elementals obey the character explicitly and a +2 bonus to all attack and damage rolls, lava. His body seems to grow squatter but more
as well as +1 hit points per level (see p. 129 in The cleric’s form grows indistinct, and the powerful. The cleric gains a +2 AC bonus and a
and never attack the character, even if
PH), for the duration of the spell. The cleric can colors of his garments swirl and change. He +4 bonus to damage. He is surrounded by a fire
someone else manages to gain control
automatically detect evil for the duration of the becomes a living embodiment of disorder and shield (warm version), as though he had cast it

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when he cast embodiment. As a free action, up to a –1 penalty to AC. They are compelled to warded by resist elements and endure elements Casting Time: 1 action
three times during the duration of embodiment, the fight heedless of danger. Emotion (rage) does at the same time, the resist spell absorbs Range: Close (25 ft.+5 ft./2 levels)
cleric may radiate pain to his enemies, the effects not stack with barbarian rage or with itself. damage but the endure spell does not. Target, Effect or Area: The character or one
of which duplicate circle of doom. Lawful good Emotion (rage) dispels emotion (fear). creature (see below)
enemies who can see the cleric must make Will Energy Drain Duration: 3 rounds+target’s adjusted
saving throws or be affected as by a fear spell. Endurance Constitution modifier in rounds
Necromancy Saving Throw: Will negates (harmless)
Emotion Transmutation Spell Resistance: Yes (harmless)
Level: Clr 9, Sor/Wiz 9
Enchantment (Compulsion) [Mind-Affecting] Level: Adp 2, Clr 2, Sor/Wiz 2 Range: Close (25 ft.+5 ft./2 levels) This spell causes the caster or one target
Components: V, S, DF Duration: Instantaneous to rage. This rage is identical in effect and
Level: Brd 3, Entrancement 4, Sor/Wiz 4 Casting Time: 1 action Saving Throw: Fortitude negates (see text) duration to the barbarian class’s rage ability.
Components: V, S Range: Touch If he casts this spell upon himself, the caster
Casting Time: 1 action Target: Creature touched As enervation (see Pocket Grimoire Arcane
or PH) except the creature struck gains 2d4 determines the level of the rage effect by his
Range: Medium (100 ft.+10 ft./level) Duration: 1 hour/level own level. A 15th-level caster would gain the
Targets: All living creatures within a 15 ft. radius Saving Throw: Will negates (harmless) negative levels, and the negative levels last
longer. effect of greater rage, and a 20th-level caster
Duration: Concentration Spell Resistance: Yes would suffer no ill effect after the rage ends.
Saving Throw: Will negates Twenty-four hours after gaining any negative If the spell is cast upon a barbarian, the target
Spell Resistance: Yes The spell grants the subject an enhancement
bonus (1d4+1 points) to Constitution. levels, the subject must make a Fortitude rages at his barbarian level or the caster’s
This spell arouses a single emotion of the saving throw (using the spell DC in this level (whichever is higher). The spell-induced
case) for each negative level. If the save rage does not count as a use of the barbarian’s
character’s choice in the subjects. The character Endure Elements succeeds, that negative level is negated. If it normal rage ability. If the spell is cast on any
can choose any one of the following versions:
Abjuration fails, the negative level goes away, but one other target, the target rages as a barbarian at
Despair: The enchanted creatures suffer a –2 of the subject’s character levels has been one-half the caster’s level.
morale penalty to saving throws, attack rolls, Level: Adp 1, Clr 1, Drd 1, Pal 1, Sor/Wiz 1, permanently drained.
ability checks, skill checks, and weapon damage Strength 1, Sun 1 Entangle
rolls. Emotion (despair) dispels emotion (hope). Components: V, S If the ray strikes an undead creature, that
Casting Time: 1 action creature gains 2d4x5 temporary hit points for Transmutation
Fear: The enchanted creatures flee from the Range: Touch 1 hour.
character whenever they are in sight of the Target: Creature touched Level: Drd 1, Plant 1, Rgr 1
character. Emotion (fear) dispels emotion (rage). Duration: 24 hours Enhance Components: V, S, DF
Saving Throw: None Casting Time: 1 action
Friendship: The enchanted creatures react
Spell Resistance: Yes
Magical Flow Range: Long (400 ft.+40 ft./level)
more positively toward others. Their attitude Area: Plants in a 40-ft.-radius spread
shifts to the next more favorable reaction Universal
This abjuration grants a creature limited Duration: 1 minute/level
(hostile to unfriendly, unfriendly to indifferent, protection to damage from whichever one of Level: Clr 2, Sor/Wiz 2 Saving Throw: Reflex (see text)
indifferent to friendly, or friendly to helpful). five energy types the character selects: acid, Components: V, S, M Spell Resistance: No
Creatures involved in combat, however, cold, fire, electricity, or sonic. Each round, Casting Time: 1 action
continue to fight back normally. Emotion the spell absorbs the first 5 points of damage Grasses, weeds, bushes, and even trees wrap,
Range: Personal
(friendship) dispels emotion (hate). the creature would otherwise take from the twist, and entwine about creatures in the area
Target: The character
specified energy type, regardless of whether or those who enter the area, holding them fast.
Hate: The enchanted creatures react more Duration: 10 minutes/level
the source of damage is natural or magical. The An entangled creature suffers a –2 penalty to
negatively toward others. Their attitude shifts Saving Throw: None (harmless)
spell protects the recipient’s equipment as well. attack rolls, suffers a –4 penalty to effective
to the next less favorable reaction (helpful to Spell Resistance: No
Dexterity, and can’t move. An entangled
friendly, friendly to indifferent, indifferent to Endure elements absorbs only damage. The All the DCs of the caster’s spells increase by a character who attempts to cast a spell must
unfriendly, or unfriendly to hostile). Emotion character could still suffer unfortunate side +1 enhancement bonus. make a Concentration check (DC15) or lose
(hate) dispels emotion (friendship). effects, such as drowning in acid (since the spell. She can break free and move half
drowning damage comes from lack of oxygen) Material Component: A small jewel worth at her normal speed by using a full-round action
Hope: The enchanted creatures gain a +2 morale least 10 gp.
or becoming encased in ice. to make a Strength check or an Escape Artist
bonus to saving throws, attack rolls, ability
check (DC20). A creature who succeeds at a
checks, skill checks, and weapon damage rolls. Note: Endure elements overlaps (and does Enough Talk! Reflex saving throw is not entangled but can
Emotion (hope) dispels emotion (despair). not stack with) resist elements and protection still move at only half speed through the area.
from elements. If a character is warded by Enchantment (Compulsion) [Mind-Affecting]
Rage: The enchanted creatures gain a +2 Each round, the plants once again attempt to
protection from elements and one or both of entangle all creatures who have avoided or
morale bonus to Strength and Constitution Level: Clr 2, Destruction 2
the other spells, the protection spell absorbs escaped entanglement.
scores, a +1 morale bonus on Will saves, and Components: V, S
damage until it is exhausted. If a character is

96 97
Enthrall ends and the audience becomes immediately enters a place called the Ethereal Plane, which the twin fades in any of these three cases: 1) the
unfriendly toward the character (or hostile, overlaps the normal, physical Material Plane. caster dismisses the spell 2) the twin is slain 3)
Enchantment (Charm) [Language-Dependent, for audience members with 4 or more HD and When the spell expires, the character returns to its target is slain. Disbelief does not have any
Mind-Affecting, Sonic] Wisdom 16 or higher). material existence. effect on an evil twin. The twin begins attacking
the real version of itself, the target of the spell,
Level: Brd 2, Clr 2, Distraction 2, Entrancement 2 If the character ends the spell and becomes
Components: V, S
Entropic Shield material while inside a material object (such
on the round following its creation, and it will
pursue the victim relentlessly.
Casting Time: 1 full round Abjuration as a solid wall), the character is shunted off to
Range: Medium (100 ft.+10 ft./level) the nearest open space and takes 1d6 points of The strength of the twin created by this spell
Targets: Any number of creatures Level: Clr 1, Luck 1 damage per 5 feet that the character traveled. is dependent upon the hit points, level, etc. of
Duration: Up to 1 hour Components: V, S the target of this spell. When created, the twin
Saving Throw: Will negates (see text) Casting Time: 1 action Etherealness possesses 75% of the then-current hit points of
Spell Resistance: Yes Range: Personal the victim. The twin possesses mimicked shadow
Target: The character Transmutation versions of the target’s gear, although the magical
If the character has the attention of a group of Duration: 1 minute/level properties of any items are not replicated. In
creatures, the character can use this spell to hold Level: Clr 6, Sor/Wiz 8
This field deflects incoming arrows, rays, Range: Touch (see text) combat, the twin attacks with an attack modifier
them spellbound. To cast the spell, the character of 75% of its target’s (less any adjustment if the
must speak or sing without interruption for 1 and other ranged attacks. Each ranged attack Targets: The character and one other touched
directed at the character suffers a 20% miss creature/three levels target’s attack modifier includes a bonus from a
full round. Thereafter, those affected give the magical weapon, gear or spells in effect).
character their undivided attention, ignoring their chance (similar to the effects of concealment). Duration: 1 minute/level (D)
surroundings. They are considered to have an This miss chance affects all ranged attacks for Spell Resistance: Yes If the twin’s target is a spellcaster, then the
attitude of friendly while under the effect of the which the attackers make attack rolls. twin may cast any spell up to the 6th level that
As ethereal jaunt, except the character and
spell. Those of a race or religion unfriendly to the other creatures joined by linked hands (along the target had prepared when he was twinned.
character gain a +4 bonus to the saving throw. Epiphany with their equipment) become ethereal. When cast, such spells are also 75% effective.
Besides the character, the character can bring Note that the energized shadow will only
Creatures with 4 or more HD or with Wisdom Divination
one creature per three caster levels to the cast spells that cause direct harm to its target.
scores of 16 or higher remain aware of Area-of-effect spells such as fireball might
Level: Clr 2, Sor/Wiz 2 Ethereal Plane. Once ethereal, the creatures
their surroundings and have an attitude of catch other targets as well (including possibly
Components: V, S need not stay together.
indifferent. They gain new saving throws if the caster of evil twin), but the shadow’s target
Casting Time: One round
they witness actions that they oppose. When the spell expires, all affected creatures in must always be the intended victim.
Range: Personal
The enchantment lasts as long as the character Target: The character the Ethereal Plane return to material existence.
The twin can also duplicate any spell-like abilities
speaks or sings, to a maximum of 1 hour. Those Duration: 1 minute per level
of its target as long as the spell ability is of less
enthralled by the character’s words take no Saving Throw: None (harmless) Evil Twin than 6th level. When used, such abilities are also
action while the character speaks or sings, and Spell Resistance: No (harmless
Illusion (Shadow) only 75% as effective. Extraordinary abilities
for 1d3 rounds thereafter while they discuss the are similarly mimicked but at full effectiveness.
The character gains deep insights. For the
topic or performance. Those entering the area Level: Shadow 8, Sor/Wiz 8 Supernatural abilities are not duplicated.
duration of this spell, the caster gains a +5
during the performance must also successfully Components: S, M
insight bonus to all knowledge and craft
save or become enthralled. The speech ends (but Casting Time: 1 action Material Components: A 1,000 gp diamond
checks. But her mind is also less connected
the 1d3-round delay still applies) if the character Range: Medium (100 ft.+10 ft./level) and a 100 gp black onyx cut in similar shapes
to the outside world; the character takes a –2
loses concentration or performs any action other Target: One being’s shadow and ground together into dust upon casting.
circumstance penalty to Spot, Search, and
than speaking or singing. Duration: See text (D)
Listen checks for the duration of the spell.
If those not enthralled have unfriendly or
Saving Throw: None Expeditious Retreat
Spell Resistance: Yes
hostile attitudes toward the character, they can Ethereal Jaunt Transmutation
collectively make a Charisma check to try to end This spell allows the caster to animate a
the spell by jeering and heckling. This check is Transmutation Level: Brd 1, Sor/Wiz 1, Travel 1
creature’s shadow so that it will fight against
based on the character with the highest Charisma that creature. Components: V, S
Level: Clr 5, Sor/Wiz 7
and has a +2 bonus for each other jeerer who Casting Time: 1 action
Components: V, S
can make a Charisma check of 10 or higher. The The evil twin appears next to the target of the Range: Personal
Casting Time: 1 action
heckling ends the spell if it beats the character’s spell, and the target casts no shadow for the Target: The character
Range: Personal
opposed Charisma check. Only one such duration of the spell. (Therefore, the target Duration: 1 minute/level (D)
Target: The character
challenge is allowed per use of the spell. cannot have more than one shadowy twin of
Duration: 1 round/level (D) The character’s speed and maximum jumping
itself created at any one time.) The evil twin
If any member of the audience is attacked (or appears as a darker, slightly indistinct copy of distances both double. These benefits count as
The character becomes ethereal, along with
subjected to an overtly hostile act), the spell the creature it reflects. The energy that imbues enhancement bonuses.
the character’s equipment. The character

98 99
- F -
The target becomes obsessed with a particular return to his point of origin and collect up
activity, and cannot stop until the spell duration to 750 pounds of additional objects and/or
expires. If the activity becomes impossible within creatures to take with him, provided that he
the duration of the spell, the target still tries to does so within the 15 rounds in which the spell
carry it out and refuses to admit its impossibility. functions. The wizard may repeat this process
Faerie Fire figment he is creating. Once concentration Apart from this, the target carries out the action as many times as he wishes, within the limits
is broken, no further images can be created, with some consideration. Deadly or extremely of the spell’s duration and common sense.
Evocation although the area remains undetectable for the dangerous actions are not undertaken, and the
duration of the spell. action has to be something the character could In every other respect, fast travel functions
Level: Drd 1
plausibly find fascinating. A rogue might be exactly like teleport.
Components: V, S, DF Arcane Material Component: The ground
Casting Time: 1 action dust of a jade worth at least 250 gp, which is fascinated with the workings of a lock or trap,
Range: Long (400 ft.+40 ft./level) sprinkled into the air when the spell is cast. but a barbarian probably would not be. On the Find Remains
Area: Creature and objects within a 5-ft.- other hand, a barbarian might be obsessed with Divination
radius burst Far-Flying Flame practicing his long jump, but a wizard would not.
Duration: 1 minute/level The target rests if necessary, and responds sensibly Level: Clr 2, Knowledge 2
Saving Throw: None Evocation [Fire] to immediate threats, such as combat occurring Components: V, S, M, DF
Spell Resistance: Yes around him. The enchantment can be dispelled, or Casting Time: 1 round
Level: Drd 3, Fire 3, Sor/Wiz 2 removed by remove curse. Range: Long (400 ft.+40 ft./level)
A pale glow surrounds and outlines the Components: V, S Target: Self
subjects. Outlined subjects shed light as Casting Time: 1 action
Range: Visual range
Fast Travel Duration: 1 minute/level
candles. Outlined creatures do not benefit Saving Throw: No
from the concealment normally caused by Target: One creature or object Transmutation [Teleportation] Spell Resistance: No
darkness, blur, displacement, invisibility, or Duration: Instantaneous
Saving Throw: Reflex negates (object) Level: Sor/Wiz 8, Travel 8 When the cleric casts this spell, she knows
similar effects. The light is too dim to have
Spell Resistance: Yes (object) Components: V intuitively where a corpse rests, provided that
any special effect on undead or dark-dwelling
Casting Time: 1 action it is within the range of the spell. If the corpse
creatures. The faerie fire can be blue, green, Far-flying flame creates a bolt of flame that flies Range: Personal and touch has been disintegrated or similarly destroyed,
or violet, according to the character’s word from the caster’s finger to strike any single target Target: The character and touched objects or the spell has no effect. The spell has no limit
at the time of casting. The faerie fire does not within the caster’s sight. The caster’s sight may be other touched willing creatures weighing in terms of how long it has been since the
cause any harm to the objects or creatures thus augmented with eyes of the eagle or other effects up to 50 pounds/level per transport target creature died. In order to cast the spell,
outlined. to improve his natural vision, but visions based on Duration: 1 round/level the cleric must know the entire name of the
scrying or similar effects do not aid in targeting Saving Throw: None and Will negates deceased individual and state it while casting
False Vision this spell. Far-flying flame does 1d4 points of (object) the spell. The cleric will be able to know and
Illusion (Glamer) damage per level of caster (maximum 10d4) and Spell Resistance: No and Yes (object) describe the precise direction toward the corpse
has a chance of setting anything flammable it hits as described by a straight line. The cleric will
Level: Brd 5, Sor/Wiz 5, Trickery 5 on fire. The bolt flies in a parabolic arc and, thus, This spell is a variant of teleport, and it functions
exactly the same way, except for two alterations. also get a similar, constant “reading” as she
Components: V, S, M can be seen coming from a distance, allowing the
First, like teleport without error, there is no moves, while the spell’s duration persists.
Casting Time: 1 action target time to get out of the way—hence, a Reflex
Range: Close (25 ft.+5 ft./2 levels) save negates all damage. Also because of that chance of arriving off target. If the Teleport Material Components: A small piece of
Area: Emanation with radius of 25 ft.+5 ft/2 parabolic arc, the bolt requires overhead clearance Table indicates that you would arrive off target, parchment with the name of the deceased
levels, centered on the point where the equal to 1/3 the distance the bolt travels, normally fast travel simply does not function (although person described thereon and a small, lit
character was when casting the spell making it only useful outdoors. the spell is considered cast for the purposes of candle inscribed with the cleric’s holy symbol.
Duration: 1 minute/level preparation). Second, as long as you remain at
Saving Throw: None Fascination your destination for less time than the duration of Find the Path
Spell Resistance: No the spell, you may transport back to your point of
Enchantment (Compulsion) [mind-affecting] origin instantly and safely. You may then choose Divination
The character and everything that he to return again to your destination before the
designates within the area of the spell become Level: Clr 4, Distraction 4 spell expires, and you may choose to carry more Level: Clr 6, Drd 6, Knowledge 6, Travel 6
undetectable to scrying (whether by spell or Components: V, S, DF with you, provided the limits noted under Target Components: V, S, F
magic device). Furthermore, if the character is Casting Time: One action (above) are maintained. Casting Time: 3 rounds
aware of an attempt to scry, the character can Range: Medium (100 ft.+10 ft./level) Range: Personal or touch
create whatever image he desires the scrier to Target: One creature For example, a 15th-level wizard and up to Target: The character or creature touched
perceive, including sight and sound, according Duration: 1 hour/level 750 pounds of objects and/or creatures may Duration: 10 minutes/level
to the medium of the scrying method. To do Saving Throw: Will negates transport without error to a locale with which Saving Throw: None or Will negates (harmless)
this, the character must concentrate on the Spell Resistance: Yes the wizard is familiar. The wizard may then Spell Resistance: No or Yes (harmless)

100 101
The recipient of this spell can find the shortest, Firebird roll is required to strike the intended target. shield protects against fire-based attacks) or
most direct physical route to a specified Each acorn bursts upon striking any hard fire damage (if the shield protects against cold-
destination. Note that the spell works with Conjuration (Creation) surface. Together, the acorns are capable of based attacks). If a creature has spell resistance,
respect to locales, not objects or creatures within dealing 1d8 points of fire damage per caster it applies to this damage. Note that weapons
a locale. The location must be on the same plane Level: Clr 6, Drd 6, Sor/Wiz 5 level (maximum 20d8), divided up among the with exceptional reach, such as two-handed
as the character at the time of casting. Components: V, S acorns as the character wishes. A 20th-level spears, do not endanger their users in this way.
Casting Time: 10 minutes druid could create one 20d8 missile, two 10d8
The spell enables the subject to sense the Range: 0 ft. missiles, one 11d8 and three 3d8 missiles, or When casting this spell, the character appears
correct direction that will eventually lead him Effect: One firebird any other combination of d8s totaling up to to be immolated, but the flames are thin and
to his destination, indicating at the appropriate Duration: 1 hour/level (D) four acorns and 20d8 points of damage. The wispy, shedding no heat and giving light equal
times the exact path to follow or physical Saving Throw: None acorns deal 1 point of splash damage per die to only half the illumination of a normal torch
actions to take. The spell frees the subject, and Spell Resistance: No and ignite any combustible materials within 10 (10 feet). The color of the flames is determined
those with him, from a maze spell in a single feet. If a creature within the burst area makes randomly (50% chance of either color)—blue
round. The caster conjures a quasi-real, birdlike creature or green if the chill shield is cast, violet or blue
composed of roaring flames. The firebird can be a successful Reflex saving throw, it takes only
half damage; a creature struck directly always if the warm shield is employed. The special
This divination is keyed to the recipient, ridden only by the caster or by the one person for powers of each version are as follows.
not his companions, and does not predict or whom the caster specifically created the mount. sustains full damage (no saving throw).
allow for the actions of creatures (including A firebird resembles a giant eagle with red, Holly Berry Bombs: The character turns up Warm Shield: The flames are warm to the
guardians). orange, and white flames in place of feathers. It to eight holly berries into special bombs. The touch. The character takes only half damage
has what seems to be a saddle and bridle. It fights holly berries are usually placed by hand, being from cold-based attacks. If that attack allows
Focus: A set of divination counters of the sort as a giant eagle, but deals an extra +1d6 points a Reflex save for half damage, the character
favored by the caster—bones, ivory counters, too light to make effective thrown weapons
of fire damage with each attack, has damage (they can be tossed only 5 feet). They burst takes no damage on a successful save.
sticks, carved runes, etc. reduction 5/+1, and is immune to fire spells and into flame if the character is within 200 feet Chill Shield: The flames are cool to the
effects. All normal animals shun it and refuse and speaks a word of command. The berries
Find Traps to attack it. (Dire animals and nonintelligent touch. The character takes only half damage
instantly ignite, causing 1d8 points of fire from fire-based attacks. If that attack allows
Divination creatures, such as vermin, can attack it.) damage +1 point per caster level to creatures a Reflex save for half damage, the character
The mount has an Armor Class of 17 (–1 size, +5 and igniting any combustible materials within takes no damage on a successful save.
Level: Clr 2 5 feet. Creatures who successfully make
Components: V, S natural armor, +3 Dex) and 26 hit points +1 hit
point per caster level. If it loses all its hit points, Reflex saving throws take half damage. Arcane Material Component: A bit of
Casting Time: 1 action phosphorous for the warm shield; a live firefly
Range: Medium (100 ft.+10 ft./level) the firebird disappears. A firebird has a speed of Material Components: The acorns or holly
10 feet, and a fly speed of 160 feet with average or glowworm or the tail portions of four dead
Target: The character berries. ones for the chill shield.
Duration: 1 minute/level maneuverability. It can bear its rider’s weight
plus up to 10 pounds per caster level.
The character can use the Search skill to detect
Fire Shield Fire Storm
traps just as a rogue can but gains no special While seated on the firebird, the rider gains
Evocation [Fire or Cold] Evocation [Fire]
bonus on the Search checks. fire resistance (20) and a +1 luck bonus to all
saving throws. Level: Fire 5, Sor/Wiz 4, Sun 4 Level: Clr 8, Drd 7, Fire 7
Finger of Death Components: V, S, M/DF Components: V, S
Fire Seeds Casting Time: 1 action Casting Time: 1 full round
Necromancy [Death] Range: Personal Range: Medium (100 ft.+10 ft./level)
Conjuration (Creation) [Fire] Target: The character
Level: Drd 8, Sor/Wiz 7 Area: Two 10 ft. cubes/level (S)
Level: Drd 6, Fire 6, Sun 6 Duration: 1 round/level (D) Duration: Instantaneous
Components: V, S Saving Throw: None
Casting Time: 1 action Components: V, S, M Saving Throw: Reflex half
Range: Close (25 ft.+5 ft./2 levels) Casting Time: 1 action/seed This spell wreathes the character in flame and Spell Resistance: Yes
Target: One living creature Range: Touch causes damage to each creature who attacks
Targets: Up to four touched acorns or up to When a fire storm spell is cast, the whole
Duration: Instantaneous the character in melee. The flames also protect area is shot through with sheets of roaring
Saving Throw: Fortitude partial eight touched holly berries the character from either cold-based or fire-
Duration: 10 minutes/level or until used flame. The raging flames do not harm natural
Spell Resistance: Yes based attacks (the character’s choice). vegetation, ground cover, and plant creatures
Saving Throw: Reflex half (see text)
The character can slay any one living creature Spell Resistance: Yes Any creature striking the character with its in the area, if the character so desires. Any
within range. The subject is entitled to a body or handheld weapons deals normal other creatures (and plant creatures the
Fortitude saving throw to survive the attack. If Acorn Grenades: Up to four acorns turn damage, but at the same time the attacker takes character wishes to affect) within the area
the save is successful, it instead sustains 3d6 into special grenadelike weapons that can be 1d6 points of damage +1 point per caster level. take 1d6 points of fire damage per caster level
points of damage +1 point per caster level. hurled up to 100 feet. A ranged touch attack This damage is either cold damage (if the (maximum 20d6).

102 103
Fire Trap Duration: 1 minute/level (D) The maximum bonus that can be “stored up” is Duration: Instantaneous
Saving Throw: Will negates (harmless) equal to the paladin’s caster level, and the bonus Saving Throw: Reflex negates (object)
Abjuration [Fire] Spell Resistance: Yes (harmless) only applies to the paladin’s next attack roll. Spell Resistance: Yes (object)
The paladin may, of course, begin storing up
Level: Drd 2, Sor/Wiz 4 This spell temporarily turns one of the caster’s retributive energy again as long as the right fist The caster simply points at a target within
Components: V, S, M fists into solid iron. The fist deals 1d8 damage, lasts. Upon expiration of the spell, any stored range, and a spark of flame erupts. It’s little
Casting Time: 10 minutes with a +1 enhancement bonus for every three bonus dissipates. more than a brief flash, but it’s enough to light
Range: Touch levels of the caster (maximum +3). In addition, a candle, a lamp, a puddle of oil, a piece of
Target: Object touched the spell grants a 1d4+1 enhancement bonus Finally, the extra threat range afforded by the loose paper, dry grasses, or similar targets.
Duration: Permanent until discharged to Strength. The caster’s fist becomes solid right fist of righteousness does not count toward Lighting a flammable object with a flame on
Saving Throw: Reflex half (see text) iron for the spell’s duration, and he may not the special critical-hit effects of vorpal weapons; spell does not suffer the difficulties associated
Spell Resistance: Yes hold anything or perform any gestures with the such powers are still only invoked if the paladin with using flint and tinder. The spell cannot
hand affected by the spell (casting spells with rolls within his normal critical threat range. inflict damage by itself, although a creature
Fire trap creates a fiery explosion when an suddenly caught in a burning building may
intruder opens the item that the trap wards. The somatic components is still possible as long The verbal and somatic components of this
as the cleric’s other hand is free). The cleric suffer normal damage from the fire.
fire trap can ward any closeable item (book, box, spell involve standing and holding both fists in
bottle, chest, coffer, coffin, door, drawer, and so is considered to have the Improved Unarmed front of one’s head, while invoking the power
forth). When casting fire trap, the character selects Strike feat while fist of iron is in effect. of the paladin’s patron deity.
Flame Strike
a point on the item as the spell’s center. When Evocation [Fire]
someone other than the character opens the item, Fist of Righteousness Flame Blade
a fiery explosion fills the area within a 5-foot Level: Clr 5, Drd 4, Sun 5, War 5
Transmutation Evocation [Fire] Components: V, S, DF
radius around the spell’s center. The flames deal
1d4 points of fire damage +1 point per caster level Level: Pal 4 Casting Time: 1 action
Level: Drd 2 Range: Medium (100 ft.+10 ft./level)
(maximum +20). The item protected by the trap is Components: V, S, DF Components: V, S, DF
not harmed by this explosion. Casting Time: 1 action Area: Cylinder (10 ft. radius, 40 ft. high)
Casting Time: 1 action Duration: Instantaneous
Range: Personal Range: 0 ft.
The fire-trapped item cannot have a second Saving Throw: Reflex half
Target: The character Effect: Swordlike beam
closure or warding spell placed on it. A knock Spell Resistance: Yes
Duration: 1 round/level Duration: 1 minute/level (D)
spell does not affect a fire trap in any way,
Saving Throw: None Saving Throw: None A flame strike produces a vertical column
because knock only opens things, and the fire trap
Spell Resistance: No Spell Resistance: Yes of divine fire roaring downward. The spell
in no way prevents one from opening the trapped
item. An unsuccessful dispel magic spell does not When a paladin invokes the fist of righteousness, deals 1d6 points of damage per caster level
A 3-foot-long, blazing beam of red-hot fire (maximum 15d6). Half the damage is fire
detonate the spell. Underwater, this ward deals he must choose which of two powers he will springs forth from the character’s hand. The
half damage and creates a large cloud of steam. use. The first power, the left fist of righteousness, damage, but the rest results directly from divine
character wields this bladelike beam as if power and is therefore not subject to being
provides the paladin with an immediate it were a scimitar. Attacks with flame blade
As the caster, the character can use the trapped reduced by protection from elements (fire), fire
counterattack against any opponent who strikes are melee touch attacks. The blade deals 1d8
object without discharging it, as can any shield (chill shield), and similar magic.
him in melee. While the left fist of righteousness points of damage +1 point per two caster
individual to whom the spell was specifically
is invoked, the paladin essentially gets a single levels (maximum +10). Since the blade is
attuned when cast. “Attuning” to an individual Flaming/Freezing
extra attack of opportunity per round against any immaterial, the character’s Strength modifier
usually involves a password that the character can
foe who damages the paladin with a melee attack does not apply to the damage, which is all fire Weapon
share with friends.
or attacks, so long as the paladin is still capable damage. Flame blade can ignite combustible
Material Components: A half-pound of gold of attacking after suffering the opponent’s blow. materials such as parchment, straw, dry sticks, Evocation [Fire/Cold]
dust (cost 25 gp) sprinkled on the warded object. and cloth. It can harm any creature who is Level: Drd 2, Sor/Wiz 2
The second power, the right fist of righteousness,
Attuning the trap to another individual requires a harmed by magical fire. Components: V, S, M
allows the paladin to simply refuse to attack during
hair or similar object from that individual. Casting Time: 1 action
any round of combat and only defend against an The spell does not function underwater.
opponent’s blows. For every round the paladin Range: Touch
Fist of Iron foregoes the opportunity to attack, beginning with Target: One weapon or creature
Flame On Duration: 1 round/level (D)
Transmutation the round he casts right fist of righteousness, he
increases his threat range to deliver a critical hit by Evocation [Fire] Saving Throw: Reflex negates (harmless,
Level: Clr 3, Domination 3 a cumulative bonus of +4 for when he eventually object)
Components: S, DF chooses to attack. However, the bonus only Level: Drd 0, Rgr 1, Sor/Wiz 0 Spell Resistance: Yes (harmless, object)
Casting Time: 1 action increases during the round the spell is cast and, Components: V, S
Range: Personal Casting Time: 1 action One weapon touched by the caster is wreathed
thereafter, during rounds in which the paladin is
Target: The character Range: Close (25 ft.+5 ft./2 levels) in fire or frost for the duration of the spell.
within an opponent’s melee threat zone.
Target: One flammable object A weapon so treated causes no injury to its

104 105
wielder and remains undamaged by the effect, The sphere moves as long as the character with five melee attacks per round each. The target of this spell cannot weigh more
but it inflicts an additional 1d6 of magical fire actively directs it (a move-equivalent action These attacks are each made at the caster’s than 100 pounds per level of the caster. The
or frost damage on a successful strike. The for the character); otherwise, it merely stays at base attack. Each viper causes 1d4 points spell functions the same in liquid mediums
caster must choose upon casting whether to rest and burns. It can be extinguished by any of damage when it strikes, and every strike other than water.
imbue a weapon with fire or frost and cannot means that would put out a normal fire of its injects poison. The poison causes 1d4
change this effect later. A missile weapon size. The surface of the sphere has a spongy, points of temporary Constitution damage Arcane Material Component: A palm-sized
enchanted with this spell causes a fire or frost yielding consistency and so does not cause immediately and another 1d4 points of net.
effect on all missiles that it fires. damage except by its flame. It cannot push temporary Constitution damage one minute
aside unwilling creatures or batter down large later. Each instance of poison can be negated Fly
An individual may be enchanted with this obstacles. The sphere winks out if it moves by a Fortitude save at the DC for this spell.
spell, causing the subject to be covered with Transmutation
beyond the spell’s range.
a thin sheen of fire or frost that adds the It is not possible for the caster to hold or pick Level: Rainbow 3, Sor/Wiz 3, Travel 3
appropriate damage to the subject’s natural Arcane Material Components: A bit of up items while this spell is in effect, As a Components: V, S, F/DF
attacks. An unarmed creature affected by tallow, a pinch of brimstone, and a dusting of result, the caster cannot cast any spells that Casting Time: 1 action
this spell is treated as having the Improved powdered iron. have a somatic component—and he is unlikely Range: Touch
Unarmed Strike feat—that is, it can fight to be able to handle material components Target: Creature touched
unarmed without provoking attacks of Flare either—until this spell expires or is dismissed. Duration: 10 minutes/level
opportunity and can make such attacks against Saving Throw: None
other unarmed creatures that come within Evocation [Light] Material Components: The poison glands of
a viper. Spell Resistance: Yes (harmless)
striking range. Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V The spell’s subject can fly with a speed of 90
A flaming/freezing weapon effect cannot be Floater feet (60 feet if the creature wears medium
stacked and cannot be placed upon a weapon Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels) Conjuration (Creation) or heavy armor). The subject can ascend
that already has a permanent elemental at half speed and descend at double speed.
enchantment. Effect: Burst of light
Duration: Instantaneous Level: Drd 1, Sor/Wiz 1, Water 1 The flying subject’s maneuverability rating
Material Components: A mixture of Saving Throw: Fortitude negates Components: S, M/DF is good. Using the fly spell requires as much
alchemist’s fire and pitch (for flame) or a Spell Resistance: Yes Casting Time: 1 action concentration as walking, so the subject can
solution of water from melted snow mixed Range: Medium (100 ft.+10 ft./level) attack or cast spells normally. The subject of a
with sawdust (for frost). This cantrip creates a burst of bright light. If Target: One target creature or object fly spell can charge but not run, and he cannot
the character causes the light to burst directly Duration: 1 round/level (D) carry aloft more weight than his maximum
Flaming Sphere in front of a single creature, that creature Saving Throw: Reflex negates (harmless, load, plus any armor he wears.
is dazzled. A dazzled creature suffers a –1 object)
Evocation [Fire] penalty on attack rolls. The creature recovers Spell Resistance: Yes (harmless, object) Should the spell duration expire while the
in 1 minute. Sightless creatures are not subject is still aloft, the magic fails slowly.
Level: Drd 2, Sor/Wiz 2 affected by flare. Floater causes a targeted underwater creature The subject drops 60 feet per round for 1d6
Components: V, S, M/DF or object to be wrapped in a magical net of rounds. If he reaches the ground in that
Casting Time: 1 action air bubbles that rises to the water’s surface. amount of time, he lands safely. If not, he falls
Range: Medium (100 ft.+10 ft./level)
Flicker Fingers When successfully cast, floater immediately the rest of the distance. Since dispelling a spell
Effect: 3-ft.-radius sphere Transmutation lifts the target toward the surface of the water. effectively ends it, the subject also falls in this
Duration: 1 round/level The rate of ascent is quick, at 120 ft. per round. way if the fly spell is dispelled.
Saving Throw: Reflex negates (see text) Level: Drd 6, Sor/Wiz 7 The net equalizes pressure during the ascent
Spell Resistance: Yes Components: V, S, M so that creatures decompress without getting Arcane Focus: A wing feather from any bird.
Casting Time: 1 action the bends. Once the target reaches the surface,
A burning globe of fire rolls in whichever Range: Personal the bubble net matches pressure with the Foe`s Fire
direction the character points and burns those Target, Effect or Area: Caster surrounding water and will no longer propel the
it strikes. It moves 30 feet per round and can Duration: 1 round/level (D) Evocation [Fire]
target upward but will maintain the target at the
leap up to 30 feet to strike a target. If it enters Saving Throw: None surface for the spell’s remaining duration. Level: Sor/Wiz 4, Sun 4
a space with a creature, it stops moving for Spell Resistance: Yes (harmless) Components: V, S, M/DF
the round and deals 2d6 points of fire damage The net is not restrictive in any way, so the Casting Time: 1 action
to that creature. (The subject can negate this Flicker fingers turns the caster’s fingers target is able to swim about as normal, but
into large, poisonous vipers. On the caster’s Range: Close (25 ft.+5 ft./2 levels)
damage with a successful Reflex save.) The any attempt at descent only serves to counter Target, Effect or Area: Ray
flaming sphere rolls over barriers less than 4 turn following the transmutation and each some or all of the 120 ft. per round ascent,
round thereafter, the vipers of each hand can Duration: 1 round/level (D) (see text)
feet tall, such as furniture and low walls. The depending on the target’s swimming speed. Saving Throw: Fortitude half
sphere ignites flammable substances it touches be directed to attack opponents, allowing The spell does not interfere with attacks or
the caster to attack two different opponents Spell Resistance: Yes
and illuminates the same area as a torch. other actions taken by a target creature.

106 107
If the caster succeeds at a ranged touch attack, Fog of Blades seals the area against all planar travel into This powerful spell brings into being an
the target’s body bursts into flames. The target it, including dimension door, teleport, plane immobile cubical prison with bars or solid
suffers 3d6 points of damage or half damage Conjuration (Summoning) shifting, astral travel, ethereal travel, and all walls of force (the character’s choice).
if he succeeds at his initial Fortitude saving summoning spells. At the character’s option,
throw. Anyone within five feet of the target Level: Clr 7, Sor/Wiz 7 the abjuration can be locked by a password, Creatures within the area are caught and
will also take 1d6 points of heat damage with Components: V, S, M in which case the area can be entered only by contained unless they are too big to fit inside
no saving throw. The foe’s fire continues to Casting Time: 1 action those speaking the proper words (no saving or can pass through the slits in the barred
deal similar damage each round until it is Range: Medium (100 ft.+10 ft/level) throw allowed to those who don’t speak the cage. All spells and breath weapons can pass
extinguished or the spel1’s duration ends. Each Target: One or more creatures password, although SR applies). Otherwise, through the gaps in the bars. Teleportation and
round that the flames are in effect, the victim Duration: 1 round/level (D) the effect on those entering the warded area other forms of astral travel provide a means of
must roll a new Fortitude save to determine if Saving Throw: None is based on their alignment relative to the escape, but the force walls or bars extend into
he takes half or full damage that round. Spell Resistance: No character’s. the Ethereal Plane, blocking ethereal travel.

The target can try and beat the flames out by using This spell conjures a dancing cloud of tiny Alignments identical: No effect. The creature Like a wall of force spell, the forcecage
a full-round action. If he succeeds in a Dexterity dagger-like objects, one for each of the caster’s may enter freely (albeit not by planar travel). resists dispel magic, but it is vulnerable to a
check at a DC equal to the saving throw DC of levels (20 maximum). The caster immediately disintegrate spell, and it can be destroyed by a
the spell, the victim manages to extinguish the assigns the blades to any opponents within Alignments different with respect to either sphere of annihilation or a rod of cancellation.
flames. Other creatures can help to beat out the range, dividing them up as she pleases. The law/chaos or good/evil: The creature is
blades immediately attack and continue to hedged out and takes 3d6 points of damage. A Barred Cage: The barred cage is a 20-foot
flames; every person who spends a full-round cube with bands of force (similar to a wall of
action attempting to put the fire out may attempt a attack on the caster’s action for the duration of successful Will save negates both effects, and
the spell. Each dagger attacks using the caster’s SR applies. force spell) for bars. The bands are a half-inch
Dexterity check to extinguish the flames. wide, with half-inch gaps between the bars.
base attack bonus, with no Strength modifier
If the fire burns for more than two full rounds, (the daggers are considered to be wielded with Alignments different with respect to both
law/chaos and good/evil: The creature is Windowless Cell: The cell is a 10-foot cube
each round after the second it will deal the Strength 10) and a +4 size modifier to its attack with no way in and no way out. Solid walls of
same damage to the target’s personal gear as it roll. Upon a hit, each dagger inflicts 1d4 points hedged out and takes 6d6 points of damage. A
successful Will save negates both effects, and force form its six sides.
deals to the target. (See PH, p. 150.) of damage. The daggers are not considered
magical weapons. SR applies. Material Components: The spell needs no
Material Component: A piece of sulfur. material component at the time of casting, but the
Once assigned to an opponent, the fog of Once a saving throw is failed, an intruder
cannot enter the forbidden area (future saving caster must have 1,500 gp worth of ruby dust to
Fog Cloud blades will not stop attacking that opponent,
throws likewise fail). Intruders who enter by prepare the spell. Upon completing preparations,
even if he is slain. The daggers will move the caster tosses the dust into the air and it
Conjuration (Creation) 30 ft. per round to pursue their assigned rolling successful saving throws feel uneasy
and tense, despite their success. disappears, leaving only the verbal and somatic
Level: Sor/Wiz 2, Water 2 prey. Any blades assigned to opponents who components to be provided at the time of casting.
Components: V, S move beyond range will float at the edge of Dispel magic does not dispel the forbiddance
Casting Time: 1 action the spell’s range like dogs at the end of their effect unless the dispeller’s level is at least as Foresight
Range: Medium (100 ft.+10 ft. level) leashes. As a standard action, the caster may high as the character’s caster level.
Effect: Fog that spreads in a 30 ft. radius, 20 reassign any and all daggers to new opponents. Divination
Material Components: A sprinkling of holy
ft. high Material Component: An ordinary dagger. Level: Drd 9, Fate 9, Knowledge 9, Sor/Wiz 9
water and rare incenses worth at least 1,500 gp
Duration: 10 minutes/level Components: V, S, M/DF
per 60 foot cube. If a password lock is desired,
Saving Throw: None Forbiddance Casting Time: 1 action
this requires burning additional incenses worth
Spell Resistance: No Range: Personal or touch
at least 5,000 gp per 60 foot cube.
Abjuration Target: See text
A bank of fog billows out from the point
the character designates. The fog obscures Level: Clr 6 Forcecage Duration: 10 minutes/level
all sight, including darkvision, beyond 5 Components: V, S, M, DF Saving Throw: None or Will negates
feet. A creature within 5 feet has one-half Casting Time: 6 rounds Evocation [Force] (harmless)
concealment (attacks suffer a 20% miss Range: Medium (100 ft.+10 ft./level) Spell Resistance: No or Yes (harmless)
Level: Judgment 7, Sor/Wiz 7
chance). Creatures farther away have total Area: 60 ft. cube/level (S) Components: V, S, M (see text) This spell grants the character a powerful
concealment (50% miss chance, and the Duration: Permanent Casting Time: 1 action sixth sense in relation to himself or another.
attacker can’t use sight to locate the target). Saving Throw: See text Range: Close (25 ft.+5 ft./2 levels) Once the spell is cast, the character receives
Spell Resistance: Yes Area: Barred cage (20 ft. cube) or windowless instantaneous warnings of impending danger
A moderate wind (11+ mph) disperses the
fog in 4 rounds; a strong wind (21+ mph) Forbiddance prevents creatures whose cell (10 ft. cube) or harm to the subject of the spell. The
disperses the fog in 1 round. The spell does alignments are different from the character’s Duration: 2 hours/level character is never surprised or flat-footed. In
not function underwater. from entering the area. Additionally, the spell Saving Throw: None addition, the spell gives the character a general
Spell Resistance: No idea of what action he might take to best

108 109
protect himself—duck, jump right, close his or must have a tiny symbolic sword attached remain alive but cannot take actions. They A wave of cold sinks into the very bones of a
eyes, and so on—and gives the character a +2 to its pommel that was forged four times. stay frozen until they suffer 20 points of fire victim, freezing him through. A targeted creature
insight bonus to AC and to Reflex saves. This damage, after which point they are free (but suffers from the numbing effects of the attack as
insight bonus is lost whenever the character Freedom of sustain the 20 points of damage). If the claw well as the collateral damage of flesh freezing,
would lose a Dexterity bonus to AC. suffers 10 points of fire damage, the spell ends while an object may be rendered brittle and
Movement (the claw has an AC of 12). susceptible to sharp blows. A creature affected
When another creature is the object of the by frostbite suffers 1d4 damage per level of the
spell, the character receives warnings about Abjuration Material Component: A chunk of ice. caster (10d4 maximum). In addition, the subject
that creature—but the creature does not gain Level: Asn 4, Blk 4, Clr 4, Drd 4, Fate 4, Luck can only take a partial action on the following
the insight bonus to AC and Reflex saves. 4, Pal 4, Rgr 4 Frostbite round and suffers a -2 slowed penalty to AC,
For the warnings to be useful to the creature, Components: V, S, M, DF melee attack rolls, melee damage rolls, and
the character must communicate what he Evocation [Cold]
Casting Time: 1 action Reflex saves during that time, as well as halved
learns to the creature. Shouting a warning, Range: Personal or touch Level: Drd 2, Sor/Wiz 2 jumping distance.
yanking a person back, and even telepathically Target: The character or creature touched Components: V, S, M
communicating (via an appropriate spell) Duration: 10 minutes/level Casting Time: 1 action Alternatively, a single object may be hit with
can all be accomplished before some danger Saving Throw: None Range: Close (25 ft.+5 ft./2 levels) frostbite. The object’s effective hardness is
befalls the spell subject, provided the character Spell Resistance: No or Yes (harmless) Target: One item or creature halved until the end of the following round,
acts on the warning without delay. Duration: See text making it easier to break or shatter.
This spell enables the character or the creature
Arcane Material Component: A Saving Throw: Fortitude negates (object) Material Components: A sprinkling of
the character touches to move and attack
hummingbird’s feather. Spell Resistance: Yes (object) mercury, silver dust, and pure water.
normally for the duration of the spell, even
under the influence of magic that usually
Fourfold Forging impedes movement.
Transmutation The spell also allows a character to move
and attack normally while underwater, even
Level: Clr 8
with cutting weapons and with bludgeoning
Components: V, S, F, DF
weapons, provided that the weapon is wielded
Casting Time: One action
in the hand rather than hurled. The freedom
Range: Touch
of movement spell does not, however, allow
Target, Effect or Area: Weapon Touched
water breathing.
Duration: 1 minute per level
Saving Throw: None Material Component: A leather thong, bound
Spell Resistance: No around the arm or a similar appendage.
Casting fourfold forging upon a suitable
weapon, usually a sword, causes it to become Freezing Claw
four identical weapons. The caster continues Conjuration [Cold]
to wield one of the four blades as normal
and the other three duplicate his attack rolls Level: Drd 6, Sor/Wiz 6
and damage rolls, including any magical Components: V, S, M
improvements the weapon might already Casting Time: 1 action
possess. Thus, every blow results in four Range: Close (25 ft.+5 ft./2 levels)
blows and every miss four misses. Damage Effect: A small claw of ice
inflicted is multiplied by four. The skill of the Duration: 1 round/level
wielder does not improve, but his effects area Saving Throw: Fortitude partial
multiplied. Any attacks that target the dancing Spell Resistance: Yes
swords not held by the wielder may damage or
The caster creates a 2-foot-diameter ice-blue
destroy them as normal, reducing the number
claw that floats in the air. The caster directs
of blades that the wielder may bring to bear.
it to move anywhere within range, making
Damaged duplicates of the weapon do not
one ranged touch attack each round with the
harm the original, however, and when the spell
caster’s own attack bonus. Those touched by
ends the duplicates simply disappear again.
the claw suffer 3d6 points of cold damage
Focus: The weapon upon which this spell is and must make a Fortitude save. Failing the
used must either have been forged four times save freezes the victim solid. Frozen creatures

110 111
- G -
and unique beings are under no compulsion master, at the very least. At worst, the creature
to come through the gate, although they may or its kin may attack the character.
choose to do so of their own accord. This
use of the spell creates a gate that remains Note: When the character uses a calling spell
open just long enough to transport the called such as gate to call an air, chaotic, earth,
Effect: See text evil, fire, good, lawful, or water creature, it
Gaseous Form creatures.
becomes a spell of that type. For example, gate
Duration: Instantaneous
Transmutation Saving Throw: None If the character chooses to call a type of being is a chaotic and evil spell when the character
Spell Resistance: No instead of a known individual, the character casts it to call a demon.
Level: Air 3, Brd 3, Sor/Wiz 3 may call either a single creature (of any HD)
Components: S, M/DF Casting a gate spell has two effects. First,
Casting Time: 1 action it creates an interdimensional connection
or several creatures. If several creatures, the Geas/Quest
character can call and control them as long as
Range: Touch between the character’s plane of existence their HD total does not exceed the character’s Enchantment (Compulsion) [Language-
Target: Willing corporeal creature touched and the plane desired, allowing travel between caster level. In the case of a single creature, the Dependent, Mind-Affecting]
Duration: 2 minutes/level (D) the planes in either direction. Second, the character can control it if its HD do not exceed
Saving Throw: None character may then call a particular individual Level: Brd 6, Clr 6, Domination 6, Sor/Wiz 6
twice the character’s caster level. A single Target: One living creature
Spell Resistance: No or type of being through the gate. The gate creature with more than twice the character’s
itself is a circular hoop or disk from 5 to 20 Saving Throw: None
The subject and all her gear become caster level in HD can’t be controlled. Deities
feet in diameter (caster’s choice), oriented and unique beings cannot be controlled in any As lesser geas, except that geas/quest affects a
insubstantial, misty, and translucent. The in the direction the character desires when it
subject gains damage reduction 20/+1. Her event. An uncontrolled being acts as it pleases, creature of any HD and allows no saving throw.
comes into existence (typically, vertical and making the calling of such creatures rather
material armor (including natural armor) facing the character). It is a two-dimensional Instead of suffering penalties to abilities, the
becomes worthless, though her size, Dexterity, dangerous. An uncontrolled being may return to
window into the plane the character named, its home plane at any time. subject takes 3d6 points of damage each day
deflection bonuses, and armor bonuses from and anyone or anything that moves through he does not attempt to follow the geas/quest.
force armor (for example, from the mage armor is shunted instantly to the other side. The A controlled creature can be commanded to Additionally, each day he must make a
spell) still apply. She becomes immune to gate has a front and a back. Creatures moving perform a service for the character. These Fortitude saving throw or sicken. A sickened
poison and critical hits. She can’t attack or cast through the gate from the front are transported fall into two categories: immediate tasks and creature moves at half his normal speed and
spells with verbal, somatic, material, or focus to another plane; creatures moving through it contractual service. Fighting for the character suffers –4 penalties on both Strength and
components while in gaseous form. (Note that from the back are not. in a single battle or taking any other actions Dexterity. He heals damage at one-tenth his
this does not rule out certain spells that the that can be accomplished within 1 round per normal rate and cannot benefit from any
subject may have prepared using the metamagic Planar Travel: As a mode of planar travel, caster level counts as an immediate task; the magical healing effects. A sickened creature
feats Silent Spell and Still Spell.) As with gate functions much like the plane shift spell, character need not make any agreement or must make a Fortitude save each day or
polymorph other, the subject loses supernatural except that the gate opens precisely at the pay any reward for the creature’s help. The become crippled. Once crippled, the subject is
abilities while in gaseous form. If she has point the character desires (a creation effect). creature departs at the end of the spell. effectively disabled (as if he had 0 hit points)
a touch spell ready to use, it is discharged Note that deities and other beings who rule a and can’t choose to take strenuous actions.
harmlessly when the spell takes effect. planar realm can prevent a gate from opening If the character chooses to exact a longer or These effects end 1 day after the creature
in their presence or personal demesnes if they more involved form of service from the called attempts to resume the geas/quest.
The gaseous creature can’t run but she can fly so desire. Travelers need not join hands with creature, the character must offer some fair
(speed 10, maneuverability perfect). She can the character—anyone who chooses to step trade in return for that service. The service Remove curse ends the geas/quest only if
pass through small holes or narrow openings, through the portal is transported. A gate cannot exacted must be reasonable with respect to the its caster level is at least two higher than the
even mere cracks, with all she was wearing be opened to another point on the same plane; promised favor or reward. In general, a gift of character’s caster level. Break enchantment
or holding in her hands, as long as the spell the spell works only for interplanar travel. 100 gp per HD of the called creature per day does not end the geas/quest, although limited
persists. She is subject to wind. She can’t enter of service is reasonable. (Unfortunately, some wish, miracle, and wish do.
water or other liquid. The character may hold the gate open only for creatures want their payment in “livestock”
a brief time (no more than 1 round per caster rather than in coin, which may involve Wizards and bards usually refer to this spell as
Arcane Material Components: A bit of gauze level) and must concentrate on doing so or geas, while clerics call the same spell quest.
and a wisp of smoke. complications.) Immediately upon completion
sever the interplanar connection. of the service, the being is transported to the
character’s vicinity, and the character must Gentle Repose
Gate Calling Creatures: The second effect of the
then and there turn over the promised reward.
gate spell is to call an extraplanar creature Necromancy
Conjuration (Calling, Creation) to the character’s aid (a calling effect). By After this is done, the creature is instantly
naming a particular being or type of being freed to return to its own plane. Level: Clr 2, Sor/Wiz 3
Level: Clr 9, Gateways 9, Shadow 9, Sor/Wiz 9 Components: V, S, M/DF
Components: V, S as the character casts the spell, the character Failure to fulfill the promise to the letter
may cause the gate to open in the immediate Casting Time: 1 action
Casting Time: 1 action results in the character’s being subjected to Range: Touch
Range: Medium (100 ft.+10 ft./level) vicinity of the desired creature and pull the service by the creature or by its liege and
subject through, willing or unwilling. Deities Target: Corpse touched

112 113
Duration: 1 day/level Ghoulish Gourmet
Saving Throw: Will negates (object) Giant Vermin
Spell Resistance: Yes (object) Necromancy [Evil]
Caster Target’s New Armor Attack/ ——–—— Saves –————
The character preserves the remains of a dead Level: Clr 1, Death 1 Level New HD Size Class Damage Fortitude Reflex Will
creature so that they do not decay. Doing so Components: V, S, DF
extends the time limit on raising that creature Casting Time: 1 action 7–9 3d8+6 Large 14 +4/1d8+4 +5 +0 +1
from the dead (see raise dead). Days spent under Range: Medium (100 ft.+10 ft./level)
Target: Up to one fresh corpse/level 10–12 4d8+16 Huge 14 +8/2d6+8 +8 +0 +1
the influence of this spell don’t count against
the time limit. Additionally, this spell makes Duration: Instantaneous 13–15 5d8+20 Huge 14 +8/2d6+8 +8 +0 +1
transporting a fallen comrade more pleasant. Saving Throw: None
Spell Resistance: No 16–18 6d8+24 Huge 14 +9/2d6+8 +9 +1 +2
The spell also works on severed body parts
and the like. Through the use of this spell, an evil cleric 19–20 7d8+28 Huge 14 +9/2d6+8 +9 +1 +2
can cure himself of wounds by consuming the
Arcane Material Components: A pinch of salt, lingering life force of recently dead creatures.
and a copper piece for each eye the corpse has The last ounce of energy is sucked from the
(or had). Any giant vermin created by this spell do Gills
marrow of the corpses and channeled through not attempt to harm the character, but the
the cleric’s body, healing his injuries. The spell character’s control of such creatures is Transmutation
Ghost Sound is used only by evil clerics, as it requires the limited to simple commands (“Attack,”
caster to metabolize negative energy without “Defend,” “Stop,” and so forth). Orders to Level: Clr 1, Drd 1, Sor/Wiz 1
Illusion (Figment)
suffering damage. attack a certain creature when it appears or to Components: V, S
Level: Adp 0, Asn 1, Brd 0, Sor/Wiz 0 guard against a particular occurrence are too Casting Time: 1 action
Components: V, S, M The spell cures the caster of 1d4 lost hp per Range: Touch
affected corpse. Dead bodies used in this complex for the vermin to understand. Unless
Casting Time: 1 action commanded to do otherwise, the giant vermin Target: Living creatures touched
Range: Close (25 ft.+5 ft./2 levels) way shrivel up and become unusable for Duration: 10 minutes/level (see text)
anything else, including animation. Only the attack whomever or whatever is near them.
Effect: Illusory sounds Saving Throw: Will negates
Duration: 1 round/level (D) bodies of size Small or larger, and formerly Spell Resistance: Yes
living, creatures can be used in this way. For Gift of Reason
Saving Throw: Will disbelief (if interacted with)
example, the corpses of rats, constructs, or The transmuted creatures gain fishlike gills on
Spell Resistance: No Enchantment (Compulsion) [Lawful, Mind-
undead are worthless, as are corpses more than their necks or chests. They can breathe water
Affecting]
Ghost sound allows the character to create an hour old. freely, but suffer the effects of drowning when
sound that rises, recedes, approaches, or Level: Clr 2, Judgment 2, Law 2 exposed to air. This spell may only be cast on
remains at a fixed place. The character chooses Giant Vermin Components: V, S, M willing subjects. Divide the duration evenly
what type of sound the spell creates when Casting Time: Full round among all the creatures touched.
casting the spell and cannot thereafter change Transmutation Range: Touch
its basic character. The volume of sound Level: Clr 4, Drd 4 Target: One creature Ginzbarg`s
created, however, depends on the character’s Duration: 1 hour/level (D)
level. The character can produce as much
Components: V, S, DF
Saving Throw: None (see below)
Magic Howl
Casting Time: 1 action
noise as four normal humans per caster level Range: Close (25 ft.+5 ft./2 levels) Spell Resistance: No Abjuration [Sonic]
(maximum twenty humans). Thus, talking, Targets: Up to three vermin, no two of which
singing, shouting, walking, marching, or Gift of reason temporarily alters a willing Level: Drd 2, Rgr 2
can be more than 30 ft. apart subject’s alignment to lawful neutral and Components: V, S
running sounds can be created. The noise a Duration: 1 minute/level
ghost sound spell produces can be virtually removes all emotional attachments or biases the Casting Time: 1 action
Saving Throw: None subject may have. The subject also receives a Range: Personal
any type of sound within the volume limit. A Spell Resistance: Yes
horde of rats running and squeaking is about +4 competence bonus to saving throws versus Area: Living creatures in a 50 ft. radius
the same volume as eight humans running and The character turns one or more normal-sized mind-affecting magic for the duration of the Duration: Instantaneous
shouting. A roaring lion is equal to the noise insects, arachnids, or other vermin into larger spell. All decisions the subject makes while Saving Throw: Will negates
from sixteen humans, while a roaring dire cat forms resembling giant vermin. Only one under the spell’s influence will be under the Spell Resistance: Yes
is equal to the noise from twenty humans. type of vermin can be transmuted (so a single spirit and letter of the law, and the subject is
incapable of showing favoritism. With this spell Druids and rangers who are particularly in
casting cannot affect both an ant and a fly), tune with the natural rhythms and spirits of the
Note that ghost sound can enhance the and all must be grown to the same number active, its subject can fairly judge the actions of
effectiveness of a silent image spell. even his most hated enemy. wilderness can use this spell to make animal
of HD. The HD to which the vermin can be attackers flee. This spell can also unnerve
Material Component: A bit of wool or a small grown depends upon the character’s level; see Material Components: A blindfold and a small intelligent opponents so that their attacks are
lump of wax. the accompanying table. set of scales. less effective. Animals in the spell’s area of

114 115
effect that possess fewer HD than the caster’s This powerful inscription harms those who at the time of casting. If the spell has targets, it Targets: 2d4 fresh berries touched
level must make a successful Will saving enter, pass, or open the warded area or object. targets the intruder. If the spell has an area or Duration: 1 day/level
throw or flee as if affected by a fear spell. A glyph can guard a bridge or passage, ward a an amorphous effect (such as a cloud), the area Saving Throw: None
Other intelligent opponents or animals whose portal, trap a chest or box, and so on. or effect is centered on the intruder. If the spell Spell Resistance: Yes
HD exceed the caster’s level must also make summons creatures, they appear as close as
Will saving throws or suffer a -1 morale The character sets the conditions of the ward. possible to the intruder and attack. All saving Casting goodberry upon a handful of freshly
penalty to attack rolls for 2d4 rounds due to Typically, any creature violating the warded throws operate as normal, except that the DC picked berries makes 2d4 of them magical.
the eerie and frightening nature of the howl. area without speaking a pass phrase (which the is based on the level of the glyph. The character (as well as any other caster of
This spell is not effective against vermin. character sets when casting the spell) is subject to the same faith and 3rd or higher level) can
the magic it stores. Glyphs can be set according Material Component: The caster traces the glyph immediately discern which berries are affected.
to physical characteristics (such as height or with incense, which must first be sprinkled with Each enchanted berry nourishes a creature
Glitterdust weight) or creature type, subtype, or species (such powdered diamond worth at least 200 gp. as if it were a normal meal for a Medium-
Conjuration (Creation) as “drow” or “aberration”). Glyphs can also be size creature. The berry also cures 1 point of
set with respect to good, evil, law, or chaos; they Godbother damage when eaten, subject to a maximum of 8
Level: Brd 2, Rainbow 2, Sor/Wiz 2 can allow passage to creatures of the character’s points of such curing in any 24-hour period.
Components: V, S, M religion. They cannot be set according to class, Abjuration
Casting Time: 1 action HD, or level. Glyphs respond to invisible creatures Greater Command
Range: Medium (100 ft.+10 ft./level) Level: Drd 7, Sor/Wiz 7
normally but are not triggered by those who travel Components: V, S, DF
Area: Creatures and objects within 10 ft. past them ethereally. Multiple glyphs cannot be Enchantment (Compulsion) [Language-
spread Casting Time: 1 full round Dependent, Mind-Affecting]
cast on the same area. However, if a cabinet has Range: Medium (100 ft.+10 ft./level)
Duration: 1 round/level three drawers, each can be separately warded.
Saving Throw: Will negates (blinding only) Target, Effect or Area: One divine spellcaster Level: Clr 5
Spell Resistance: Yes When casting the spell, the character weaves Duration: Concentration Targets: One creature/level, no two of which
a tracery of faintly glowing lines around the Saving Throw: Will negates can be more than 30 ft. apart
A cloud of glittering golden particles covers warding sigil. The glyph can be placed to Spell Resistance: Yes Duration: 1 round/level
everyone and everything in the area, blinding conform to any shape up to the limitations
creatures and visibly outlining invisible things. Godbother impedes all contact that a target As command, except that up to one creature
of the character’s total square footage. When has with his deity by temporarily cutting the per level may be affected. At the start of each
Blindness lasts for the duration of the spell. the spell is completed, the glyph and tracery
All within the area are covered by the dust, conduit through which such powers flow. Upon a commanded creature’s action after the first, it
become nearly invisible. successful casting, the target is entitled to a Will gets another Will save to attempt to break free
which cannot be removed and continues to
sparkle until it fades. Glyphs cannot be affected or bypassed by such saving throw. If he fails, he is unable to cast any from the spell.
means as physical or magical probing, though divine spell or use any spell-like or supernatural
In addition to the obvious effects, a blinded they can be dispelled. Mislead, polymorph, ability that is of divine nature, such as turning Greater Dispelling
creature suffers a 50% miss chance in combat and nondetection can fool a glyph. undead. Paladins, priests, rangers and druids are
(all opponents have full concealment), loses adversely affected, and paladins in particular lose Abjuration
any Dexterity bonus to AC, grants a +2 bonus Read magic allows the character to identify a a good amount of their special feats. Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
to opponents’ attack rolls (they are effectively glyph of warding with a successful Spellcraft
invisible), moves at half speed, and suffers check (DC 13). Identifying the glyph does not The caster of godbother must maintain constant As dispel magic, except that the maximum
a –4 penalty on Search checks and most discharge it and allows the character to know concentration in order to maintain the spell. bonus on the dispel check is +20 instead of +10.
Strength- and Dexterity-based skills. the basic nature of the glyph (version, type of When the concentration lapses, for whatever Additionally, greater dispelling has a chance to
damage caused, what spell is stored). reason, the victim’s divine connection returns. dispel any effect that remove curse can remove,
Material Component: Ground mica. even if dispel magic can’t dispel that effect.
Depending on the version selected, a glyph The innate abilities of outsiders are not
either blasts the intruder or activates a spell. affected by this spell, because they carry the
Glyph of Warding spark of divinity within themselves. However, Greater Glyph
Abjuration Blast Glyph: A blast deals 1d8 points of an outsider’s divine spells are still gifted to
damage per two caster levels to the intruder
of Warding
them by the deity they represent, and they are
Level: Clr 3, Gateways 3 and to all within 5 feet of the intruder subject to being godbothered. Abjuration
Components: V, S, M (maximum 5d8). This damage is acid, cold,
Casting Time: 10 minutes fire, electricity, or sonic (caster’s choice, made Level: Clr 6
Goodberry
Range: Touch at time of casting). Those affected can make As glyph of warding, except that the blast deals
Target or Area: Object touched or up to 5 sq. Reflex saves to take half damage. Transmutation
up to 10d8 damage, and the greater glyph can
ft./level
Spell Glyph: The character can store any Level: Drd 1 store a harmful spell of up to 6th level.
Duration: Permanent until discharged
Saving Throw: See text harmful spell of up to 3rd level that the Components: V, S, DF
Material Component: Diamond dust worth at
Spell Resistance: Yes (object) character knows. All level-dependent features Casting Time: 1 action
least 400 gp.
of the spell are based on the character’s level Range: Touch

116 117
Greater Knock Target: The character maneuverability) for the spell’s duration or As mark of water, except that the mark allows
Duration: 10 minutes/level until the subject uses the greater shield of air the subject to breathe water for the duration or
Transmutation Saving Throw: None (harmless) ability. The wall of churning air created works until the subject uses the greater mark’s other
Spell Resistance: No exactly like a wind wall that lasts 10 rounds. effect: to safely teleport the caster from any
Level: Sor/Wiz 6, Thievery 6 completely submerged location to the surface
Components: V, M All the DCs of the caster’s spells increase by a
Casting Time: One action +2 enhancement bonus.
Greater of the water directly above. If something solid
occupies the space the caster would teleport
Range: 25 feet
Material Component: A small jewel worth at
Mark of Earth into, the character is shunted in a random
Area: Cone direction until there is room for him. If the
Duration: Concentration, up to 1 round/level (D) least 50 gp. Evocation
body of water has no surface (for example, it
Saving Throw: None Level: Drd 4, Sor/Wiz 4 fills an underwater cave) the spell fails.
Spell Resistance: None Greater Magic Range: Medium (100 ft.+10 ft./level)
This spell allows the caster to walk effectively Weapon Greater Planar Ally
As mark of earth, except that the mark grants
unhindered through traps, locked doors, Transmutation the subject a DR of 10/+1 for the spell’s duration Conjuration (Calling) [see text]
portcullises, and the like. The spell’s area of effect or until the subject uses the greater mass of
is a cone extending from the front of the caster (it Level: Brd 3, Clr 4, Pal 3, Sor/Wiz 3 rock ability as under mark of earth. The 40-foot Level: Clr 8
turns with the caster). Locked doors within the Components: V, S, M/DF cone of earth and rock blasted from the caster’s Effect: Up to 24 HD worth of summoned
cone fly open. Doors spiked shut simply burst Casting Time: 1 action hand inflicts 6d6 points of damage. A successful elementals and outsiders, no two of
inward. Traps in the cone misfire or deactivate Range: Close (25 ft.+5 ft./2 levels) Reflex saving throw allows half damage. which can be more than 30 ft. apart
harmlessly. Portcullises slide out of the way. Target: One weapon or fifty projectiles (all when they appear
Ropes uncoil, deadbolts slide back, chains snap. of which must be in contact with each
This spell will dispel a guards and wards spell. other at the time of casting)
Greater Mark of Fire As lesser planar ally, except the character may call
Duration: 1 hour/level Evocation [Fire] a single creature of up to 24 HD or a number of
Greater knock has no effect on natural hazards Saving Throw: Will negates (harmless, object) creatures of the same type whose HD total no more
or blockages—it does not clear a collapsed Spell Resistance: Yes (harmless, object) Level: Drd 4, Sor/Wiz 4 than 24. The creatures agree to help the character
tunnel, for example. It also does not provide Range: Medium (100 ft.+10 ft./level) and request the character’s return favor together.
any means of motion—it may reveal a pit trap, This spell gives a weapon an enhancement bonus
to attack and damage of +1 per three caster levels As mark of fire, except that the mark provides 20
but the pit must be crossed by normal means.
points of fire resistance each round for the spell’s
Greater
(maximum +5). An enhancement bonus does not
Material Component: A masterwork jeweled stack with a masterwork weapon’s +1 bonus on duration or until the subject uses the greater ray Planar Binding
platinum keyring worth at least 1,000 gp, attacks. Alternatively, the character can affect up of fire ability. The resulting 6d6 fireball explodes
containing four decorative keys of precious with a 20-foot spread. A successful Reflex saving Conjuration (Calling) [see text]
to fifty arrows, bolts, or bullets. The projectiles
metals. Destroyed in the casting. must all be of the same type, and they have to throw allows half damage. Level: Gateways 8, Sor/Wiz 8
be together in one group (such as in the same Components: V, S, M
Greater Magic Fang quiver). Projectiles (but not thrown weapons) Greater Targets: Up to 24 HD worth of elementals and
lose their transmutation when used. Mark of Frost outsiders, no two of which can be more
Transmutation
than 30 ft. apart when they appear
If the character is a good cleric, the cleric Evocation [Cold]
Level: Drd 3, Rgr 3 As lesser planar binding (see Pocket Grimoire
of a good deity, or a paladin, the weapon is
Range: Close (25 ft.+5 ft./2 levels) Arcane or PH), except the character may call a
considered blessed, which means it has special Level: Drd 4, Sor/Wiz 4
Target: One living creature single creature of up to 24 HD or a number of
effects on certain creatures.
Duration: 1 hour/level As mark of frost, except that the mark provides 20 creatures of the same type whose HD total no
This spell can’t be cast on a natural weapon points of cold resistance each round for the spell’s more than 24. Each creature gets a saving throw,
As magic fang, except that the enhancement
such as an unarmed strike. duration or until the subject uses the greater spear makes independent attempts to escape, and must
bonus to attack and damage is +1 per three
of ice ability. The resulting 6d6 coldball explodes be persuaded to aid the character individually.
caster levels (maximum +5). Arcane Material Components: Powdered lime with a 20-foot spread. A successful Reflex saving
and carbon. throw allows half damage.
Greater Magical Greater Restoration
Flow Enhancement Greater Mark of Air Greater Necromancy

Universal Evocation Mark of Water Level: Clr 7


Components: V, S, XP
Level: Clr 4, Sor/Wiz 4 Level: Drd 4, Sor/Wiz 4 Evocation Casting Time: 10 minutes
Components: V, S, M As mark of air, except that the mark allows Level: Drd 4, Sor/Wiz 4 As lesser restoration, except the spell dispels
Casting Time: 1 action the subject to fly with a speed of 40 feet (good Range: Medium (100 ft.+10 ft./level) all negative energy levels afflicting the healed
Range: Personal

118 119
- H -
creature, restoring the creature to the highest Guidance
level it had previously achieved. This reverses
level drains by a force or creature. The drained Divination
levels are restored only if the time since the
creature lost the level is no more than 1 week Level: Adp 0, Clr 0, Drd 0
per caster level. Components: V, S Hallow Spell resistance might apply to these spells’
Casting Time: 1 action effects. (See the individual spell descriptions
Greater restoration also dispels all magical Range: Touch Evocation [Good] for details.)
effects penalizing the character’s abilities, Target: Creature touched
Duration: 1 minute or until discharged Level: Clr 5, Drd 5 An area can receive only one hallow (and its
cures all temporary ability damage, and
Saving Throw: None Components: V, S, M, DF associated spell effects) at a time.
restores all points permanently drained from
Spell Resistance: Yes Casting Time: One day
all ability scores. It also removes all forms Hallow counters but does not dispel unhallow.
Range: Touch
of insanity, confusion, and similar mental
This spell imbues the subject with a touch Area: 10 ft./level radius emanating from the Material Components: Herbs, oils, and
effects. Greater restoration does not restore
of divine guidance. The creature gets a +1 touched point incense worth at least 1,000 gp, plus 1,000
levels or Constitution points lost due to
competence bonus on a single attack roll, saving Duration: Instantaneous gp per level of the spell to be included in the
death.
throw, or skill check. He must choose to use the Saving Throw: None hallowed area.
XP Cost: 500 XP. bonus before making the roll to which it applies. Spell Resistance: See text
Hallow makes a particular site, building, Hand of Mercy
Greater Guilt or structure a holy site. This has four major Transmutation
Scrying Enchantment (Compulsion) [Mind-Affecting] effects.
Level: Pal 4
Divination Level: Brd 1, Clr 1, Sor/Wiz 1 First, the site or structure is guarded by a Components: V, S, DF
Components: V, S, AF magic circle against evil effect. Casting Time: 1 round
Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7
Casting Time: 1 action Range: Personal
Components: V, S Second, all Charisma checks to turn undead
Range: Medium (100 ft.+10 ft./level) Target: The character
Casting Time: 1 action gain a +4 sacred bonus and Charisma checks
Target: One living creature of non-good alignment Duration: 1 round/level
Duration: 1 hour/level to command undead suffer a –4 sacred penalty.
Duration: 1d4 rounds Saving Throw: None
Spell resistance does not apply to this effect.
As scrying, except as noted above. All of the Saving Throw: Will negates Spell Resistance: No
(Note: This provision does not apply to the
following spells can be cast reliably through Spell Resistance: Yes
druid version of the spell.) Upon imbuing herself with the hand of mercy,
the sensor: comprehend languages, darkvision,
A non-good creature is forced to think about the paladin gains immediate enhancing
detect chaos, detect evil, detect good, detect Third, any dead body interred in a hallowed
some evil deed it performed, denying it any bonuses and abilities when dealing subdual
law, detect magic, message, read magic, and site cannot be turned into an undead creature.
actions except to defend itself. damage. First, the paladin does not suffer
tongues.
Finally, the character may choose to fix a the normal -4 penalty to attack when she is
Arcane Focus: A small mirror.
single spell effect to the hallow site. The attacking to subdue with normal weapons.
spell effect lasts for one year and functions Second, the paladin gains a +3 morale bonus
throughout the entire consecrated site, to attack and damage rolls during a round
regardless of the normal duration and area or when she is specifically attacking to subdue.
effect. The character may designate whether Finally, when the paladin attacks for subdual
the effect applies to all creatures, creatures damage, she may deliver critical hits even
who share the character’s faith or alignment, with a normal weapon, and her threat range is
or creatures who adhere to another faith or increased by +4. (For example, a longsword
alignment. At the end of the year, the chosen normally threatens a critical on a 19-20, but
effect lapses, but it can be renewed or replaced the paladin would threaten a critical on 15-20
simply by casting hallow again. while under the effects of hand of mercy and
attacking to subdue.)
Spell effects that may be tied to a hallow site
include aid, bane, bless, cause fear, darkness, Once a paladin has defeated an opponent using
daylight, deeper darkness, detect evil, detect hand of mercy, she cannot attack or otherwise
magic, dimensional anchor, discern lies, dispel harm the creature. Should she take advantage
magic, endure elements, freedom of movement, of a subdued creature in this way she is
invisibility purge, negative energy protection, immediately guilty of committing an evil act.
protection from elements, remove fear, resist Note, however, that she may bind a subdued
elements, silence, tongues, and zone of truth. creature or take other kinds of non-damaging,

120 121
non-harmful steps to restrain the enemy. Harm
Should the creature reawaken, the paladin may Effects of Hastening of Age
re-subdue the creature if necessary. Similarly, Necromancy +3 Str, Con, -1 Str, Con, -2 Str, Con, -3 Str, Con,
a paladin must insist that no other creature & Dex & Dex & Dex & Dex
(including allies that fought with the paladin Level: Clr 6, Destruction 6, Drd 7
against a subdued foe) harm a subdued enemy. Components: V, S Race Childhood Adulthood Middle Age Old Age Venerable Age
It is GM’s discretion to determine whether or Casting Time: 1 action
not a paladin goes far enough in defending Range: Touch Human 7 years 15 years 35 years 53 years 70 years
a helpless, subdued creature in this way. Target: Creature touched
Duration: Instantaneous Dwarf 20 years 40 years 125 years 188 years 250 years
A paladin who fails to adequately prevent
others from taking advantage of a foe she has Saving Throw: None Elf 55 years 110 years 175 years 263 years 350 years
subdued will likely be guilty of an evil act. Spell Resistance: Yes
Gnome 20 years 40 years 100 years 150 years 200 years
The verbal and somatic components of this Harm charges a subject with negative energy
that causes the loss of all but 1d4 hit points. Half-elf 10 years 20 years 62 years 93 years 125 years
spell involve standing and holding one’s
hand with palm outward toward a foe, while If used on an undead creature, harm acts like heal. Half-orc 7 years 14 years 30 years 45 years 60 years
invoking the god’s power to grant mercy to the
opponent. Neither of the verbal and somatic Halfling 10 years 20 years 50 years 75 years 100 years
Haste
components is directed at any one foe, but
rather are ritualistic. The paladin may choose Transmutation
to use the powers of the hand of mercy upon Used as a directed attack, the creature struck Hastening of age can only affect mortal
any opponents during the spell’s duration. Level: Brd 3, Sor/Wiz 3, Time 2 ages at an extremely rapid rate—cells degrade creatures that suffer the affects of normal aging;
Components: V, S, M and bones turn brittle before their time. The undead creatures and the like are immune.
Casting Time: 1 action victim of this attack ages one step as per the
Happenstance Range: Close (25 ft.+5 ft./2 levels) accompanying chart; his Strength, Constitution, Heal
Transmutation [Chaotic] Target: One creature and Dexterity are modified the amount specified
Duration: 1 round/level above his new age. A character’s ability Conjuration (Healing)
Level: Chaos 2, Clr 2 Saving Throw: Fortitude negates (harmless) score cannot be reduced below 1 in this way.
Components: V, S, M Level: Adp 5, Clr 6, Drd 7, Healing 6
Spell Resistance: Yes (harmless) Undergoing hastening of age multiple times
Casting Time: 1 action Components: V, S
produces cumulative affects, but casting the Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels) The transmuted creature moves and acts more
spell on a character of Venerable Age changes Range: Touch
Target: One creature quickly than normal. This extra speed has
him only cosmetically; the spell cannot kill. Target: Creature touched
Duration: One action (see text) several effects. On his turn, the subject may
When aged in this way, you may feel and Duration: Instantaneous
Saving Throw: Will negates take an extra partial action, either before or
look older, but the time allotted to your soul Saving Throw: None
Spell Resistance: Yes after his regular action. He gains a +4 haste
remains the same; for instance, though an Spell Resistance: Yes (harmless)
bonus to AC. He loses this bonus whenever he
Targets of this spell suffer immediate Adult human character is now Middle Aged
would lose a dodge bonus. He can jump one
and occasionally disastrous setbacks that for all intents and purposes, he still has his full Heal enables the character to channel positive
and a half times as far as normal. This increase
resemble maliciously random chance. The original 55+2d20 years left to live. Note that the energy into a creature to wipe away disease
counts as an enhancement bonus.
first important action the subject attempts bonuses to Intelligence, Wisdom, and Charisma and injury. It completely cures all diseases,
after the spell affects him is treated as if the Haste dispels and counters slow. given to normally aging characters do not apply blindness, deafness, hit point damage, and
player or GM rolled a natural 1. It won’t affect to this spell, as the target doesn’t undergo the all temporary ability damage. It neutralizes
Material Component: A shaving of licorice root. experiences that would add to these abilities. poisons in the subject’s system. so that no
an attempt to juggle balls out of boredom,
for example, but it will affect an attempt to additional damage or effects are suffered.
juggle balls when the subject must impress Hastening of Age Much like energy drain, hastening of age It offsets a feeblemind spell. It cures those
requires that twenty-four hours after the attack mental disorders caused by spells or injury to
the king or be executed. It always affects Necromancy [Time] the subject must make a Fortitude saving throw
attack rolls if the subject is in real combat the brain. Only a single application of the spell
(using the spell DC) to negate the effects. If is needed to simultaneously achieve all these
(not practice sessions). Note that the spell’s Level: Clr 7, Sor/Wiz 7, Time 5
he fails, the damage to his abilities and his effects.
effect only applies to actions the victim of the Components: V, S
apparent age become permanent. Success
spell initiates, so die rolls for saving throws, Casting Time: 1 action
means that the effects begin to fade away. Heal does not remove negative levels,
initiative rolls or other reactionary or passive Range: Close (25 ft. + 5 ft./2 levels)
restore permanently drained levels, or restore
rolls are not affected, nor do they “use up” the Effect: Ray of negative temporal energy Thepermanent reduction to a character’s ability permanently drained ability scores.
spell’s effect. Duration: Instantaneous scores can be dispelled by restoration, but not
Saving Throw: Fortitude negates (see text) lesser restoration; it is a permanent ability If used against an undead creature, heal acts
Material Components: A shard from a broken Spell Resistance: Yes drain. Wellspring of youth can also counteract it. like harm.
mirror and a tuft of fur from a black cat.

122 123
Healing Circle special mount (typically a warhorse). It someone within five miles. The hand then description within five miles, it returns to
completely cures all diseases, blindness, or beckons to that person and leads her to the the character, displays an outstretched palm
Conjuration (Healing) deafness of the mount, cures all points of character (if the person follows it). (indicating that no such creature was found),
damage taken due to wounds or injury, and and disappears.
Level: Brd 5, Clr 5, Drd 6, Healing 5 repairs temporary ability damage. It cures When the spell is cast, the hand appears in
Components: V, S those mental disorders caused by spells or front of the character. The character then The ghostly hand has no physical form. It
Casting Time: 1 action injury to the brain. specifies a person (or any creature) by physical is invisible to anyone except the character
Range: 20 ft. description, which can include race, gender, and potential subjects. It cannot engage in
Area: All living allies and undead creatures within Heal mount does not remove negative levels, and appearance but not non-visible factors combat or execute any other task aside from
a 20-ft.-radius burst centered on the character restore drained levels, or restore drained such as level, alignment, or class. When the locating the subject and leading her back to
Duration: Instantaneous ability scores. description is complete, the hand streaks off the character. The hand does not pass through
Saving Throw: Fortitude half (harmless) in search of a subject that fits the description. solid objects but can ooze through small
Spell Resistance: Yes (harmless) Heat Metal The amount of time it takes to find the subject cracks and slits. The hand cannot travel more
depends on how far away she is. than five miles from the spot it appeared when
Positive energy spreads out in all directions Transmutation [Fire] the character cast the spell.
from the point of origin, curing 1d8 points of Helping Hand
damage +1 point per caster level (maximum Level: Drd 2, Sun 2
+20) to nearby living allies. Components: V, S, DF Distance Time to Locate Hero`s Death
Casting Time: 1 action Necromancy
Like cure spells, healing circle damages Range: Close (25 ft.+5 ft./2 levels) Up to 100 ft. 1 round
undead in its area rather than curing them. Target: Metal equipment of one creature/two Level: Clr 7
1,000 ft. 1 minute
levels, no two of which can be more Components: V, S, DF
Heal Construct than 30 ft. apart; or 25 lb. of metal/ One mile 10 minutes Casting Time: One round
level, all of which must be within a 30 Range: Touch
Conjuration (Healing) ft. circle Two miles 1 hour Target: One living creature
Level: Clr 6, Construct 6 Duration: 7 rounds Three miles 2 hours Duration: 1 hour/level (the recipient’s level,
Components: V, S Saving Throw: Will negates (object) not caster’s) or until completion of task
Casting Time: One action Spell Resistance: Yes (object) Four miles 3 hours Saving Throw: Will negates (harmless)
Range: Touch Spell Resistance: Yes (harmless)
This spell is identical with chill metal except Five miles 4 hours
Target: Construct touched that it makes metal warm, hot (1d4 points of The recipient of this spell makes a terrible,
Duration: Instantaneous Once the hand locates the subject, it beckons
fire damage), and searing (2d4 points of fire glorious bargain: He agrees to give his soul to
Saving Throw: None her to follow it. If she follows, the hand points
damage) instead of cold, icy, and freezing. the gods in the service of a cause if the gods
Spell Resistance: Yes (harmless) in the character’s direction, leading her in the
Enchanted metal gets a saving throw to resist. help him to achieve his cause.
most direct, feasible route. The hand hovers
This spell completely repairs any damaged Just as damage from chill metal negates fire
10 feet in front of the subject, moving before This spell can be cast only on a person who
construct, mending chipped and cracked parts damage, so damage from heat metal negates
her at a rate of anywhere up to 240 feet per fully understands the consequences of his
and filling in gouges and pockmarks with fresh cold damage on a one-for-one basis. If cast
round. Once the hand leads the subject to the sacrifice; a potential recipient who does not
materials. It will completely heal any hit point underwater, heat metal deals half damage and
character, it disappears. comprehend that he will die forever as his
damage suffered by a construct. This spell boils the surrounding water.
share of the bargain cannot be affected by this
overrides the magic immunity of constructs. The subject is not compelled to follow the
Heat metal counters and dispels chill metal. spell. The spell will not work on constructs
hand or act in any particular way toward the
or those who are bereft of free will (although
Heal Mount character. If she chooses not to follow, the
Helping Hand hand continues to beckon for the duration of
free-willed undead can be affected); the
Conjuration (Healing) recipient must have made the decision to
Evocation the spell, then disappears. If the spell expires
sacrifice his own life by his own free will.
while the subject is en route to the character,
Level: Pal 3 Level: Clr 3 the hand disappears; she will have to rely on For the spell’s duration, the recipient receives
Components: V, S Components: V, S, DF her own devices to locate the character. a +10 divine bonus to any and all rolls
Casting Time: 1 action Casting Time: 1 action
Range: Touch directly related to accomplishing his task.
Range: Five miles If more than one subject within a five-mile
Target: The character’s mount touched This includes rolls for attack and damage
Effect: Ghostly hand radius meets the description, the hand locates
Duration: Instantaneous (but not spell damage) but only against the
Duration: 1 hour/level the closest creature. If that creature refuses to
Saving Throw: None foe or organization the recipient is sworn
Saving Throw: None follow the hand, the hand does not seek out a
Spell Resistance: Yes (harmless) to slay; any underlings, pets, or the like are
Spell Resistance: No second subject.
fought as normal. The recipient also gains a
Heal mount enables the character to wipe The character creates the ghostly image of If, at the end of 4 hours of searching, the 15/+3 damage reduction, regeneration 5 and
away disease and injury in the character’s a hand, which the character can send to find hand has found no subject that matches the spell resistance equal to the caster’s level +5.

124 125
However, at the end of the spell’s duration, or As hold person, except the spell affects an holds the portal fast, just as if it were securely Target: The character or one creature of the
once the recipient’s task is completed, the spell animal instead. Hold animal does not work on closed and normally locked. A knock spell or same religion
recipient dies permanently (even if undead). beasts, magical beasts, or vermin. a successful dispel magic spell can negate the Duration: 2 rounds/level
hold portal. For a portal affected by this spell, Saving Throw: Will negates
Those who die as a result of (or while under
the effects of) this spell cannot be raised,
Hold Monster add 5 to the normal DC for forcing the portal. Spell Resistance: No
resurrected, or reincarnated, even if they failed Enchantment (Compulsion) [Mind-Affecting] This spell operates similarly to the spell
in their task; such is the nature of the bargain.
Holy Aura sanctuary, but with the distinction that a
However, dying in a direct pursuit of one’s Level: Brd 4, Law 6, Sor/Wiz 5 Abjuration [Good] holy cloak does not break if the creature it
goal in such a manner is certain to win a hero Components: V, S, M/DF protects directly attacks another. Whether
(or villain) a place of prestige in the realm of Target: One living creature Level: Clr 8, Good 8, Luck 8 the protected creature attacks or not, anyone
his god. Components: V, S, F who wishes to do direct harm to the creature
As hold person, except this spell holds any Casting Time: 1 action
living creature who fails its Will save. protected by holy cloak (including melee or
Divine Focus: A replica of a weapon wielded Range: 20 ft. ranged attacks or targeted spells but not area-
by a deified hero or other legendary champion, Arcane Material Components: One hard metal bar Targets: One creature/level in a 20-ft.-radius of-effect spells such as fireball) must make
upon which the spell recipient swears his part or rod, which can be as small as a three-penny ball. burst centered on the character a Will save. Success means the attacker may
of the bargain. Duration: 1 round/level (D) act normally and need not save again in order
Hold Person Saving Throw: See text to continue attacking the protected creature.
Heroes` Feast Spell Resistance: Yes (harmless) Failure means the attacker loses the action(s)
Enchantment (Compulsion) [Mind-Affecting] committed to the attack and may not attack the
Evocation A brilliant divine radiance surrounds the
Level: Brd 2, Clr 2, Sor/Wiz 3 subjects, protecting them from attacks, granting protected creature at all that round. However,
Level: Clr 6 Components: V, S, F/DF them resistance to spells cast by evil creatures, the attacker may attempt another save the next
Components: V, S, DF Casting Time: 1 action and blinding evil creatures when they strike the round.
Casting Time: 10 minutes Range: Medium (100 ft.+10 ft./level) subjects. This abjuration has four effects:
Range: Close (25 ft.+5 ft./2 levels) Target: One humanoid of Medium size or Holy Conduit
Effect: Feast for one creature/level smaller First, the warded creatures gain a +4 deflection
Duration: 1 hour+12 hours (see text) bonus to AC and a +4 resistance bonus to Conjuration (Healing) [Good]
Duration: 1 round/level (D)
Saving Throw: None Saving Throw: Will negates saves. Unlike protection from evil, this benefit Level: Clr 4, Healing 4
Spell Resistance: Yes (harmless) Spell Resistance: Yes applies against all attacks, not just against Components: V, S, DF
attacks by evil creatures. Casting Time: 1 full round
The character brings forth a great feast, The subject freezes in place, standing helpless.
including a magnificent table, chairs, service, Second, the warded creatures gain SR 25 against Range: Touch
He is aware and breathes normally but cannot Target: One living creature
and food and drink. The feast takes 1 hour to take any physical actions, even speech. He evil spells and spells cast by evil creatures.
consume, and the beneficial effects do not set Duration: 1 hour/level (D)
can, however, execute purely mental actions Third, the abjuration blocks possession and mental Saving Throw: Will negates (harmless)
in until this hour is over. Those partaking of (such as casting a spell with no components).
the feast are cured of all diseases, are immune influence, just as protection from evil does. Spell Resistance: Yes (harmless)
to poison for 12 hours, and are healed of A winged creature who is held cannot flap its wings Finally, if an evil creature succeeds at a melee Holy conduit binds the cleric and his chosen
1d4+4 points of damage after imbibing the and falls. A swimmer can’t swim and may drown. attack against a warded creature, the offending recipient with a divine bond of positive life
nectarlike beverage that is part of the feast. attacker is blinded (Fortitude save negates, energy. Once established, the cleric may use
The ambrosial food that is consumed creates Arcane Focus: A small, straight piece of iron.
as blindness/deafness, but against holy aura’s the conduit to cast any single-target healing
an effect equal to bless that lasts for 12 hours. save DC). or curing spells on the recipient of the holy
During this same period, the people who Hold Portal conduit. Such spells are cast as normal,
consumed the feast are immune to magical Focus: A tiny reliquary containing some
Abjuration except that, instead of needing to touch the
fear and hopelessness. sacred relic, such as a scrap of cloth from a
recipient, the cleric simply sends the curative
Level: Gateways 1, Sor/Wiz 1 saint’s robe or a piece of parchment from a
If the feast is interrupted for any reason, the magic through the holy conduit. As long as
Component: V holy text. The reliquary costs at least 500 gp.
spell is ruined and all effects of the spell are the recipient of the established holy conduit is
Casting Time: 1 action within Long range (400 ft.+40 ft./level) of the
negated. Range: Medium (100 ft.+10 ft./level) Holy Cloak cleric, the curing spell takes effect as normal.
Target: One portal, up to 20 sq. ft./level
Hold Animal Duration: 1 minute/level Abjuration The holy conduit also provides the cleric with
Enchantment (Compulsion) [Mind-Affecting] Saving Throw: None Level: Clr 3, Missionary 3, Protection 3 an empathic sense of the condition of the
Spell Resistance: No Components: V, S, DF recipient, which allows the cleric to sense the
Level: Animal 2, Drd 2, Rgr 2 Casting Time: 1 action recipient’s state of health (current hit points)
Components: V, S This spell magically bars a door, gate, window, and anything afflicting the recipient, such as
or shutter of wood, metal, or stone. The magic Range: Touch
Target: One animal disease, poison, blindness and so on.

126 127
Holy conduit has its side effects as well. Just a –4 penalty on Search checks and most Uttering holy word has two effects. 25d8). This spell is especially devastating to
as the bond can transmit positive life force, Strength- and Dexterity-based skills. water elementals and plant creatures, who
so too can it transmit negative energy. If If the character is on the character’s home receive a penalty of –2 to their saving throws.
plane, the spell instantly banishes nongood
either the cleric or the recipient of the bond is Holy Sword extraplanar creatures within the area back Arcane Material Component: A bit of sponge.
affected by a negative life force attack (such
as the energy- or ability-draining attacks of Evocation to their home planes. Creatures so banished
undead or the effects of most necromancy cannot return for at least 1 day. This effect Hunter`s Blind
Level: Pal 4 takes place regardless of whether the creatures
spells), there is a 50% chance the other bonded Components: V, S Illusion (Glamer)
character will be affected by the effects of the hear the holy word.
Casting Time: 1 action
attack instead of the initial target. If the attack Range: Touch Creatures native to the character’s plane who Level: Drd 2, Rgr 2
allows a Will or Reflex save, the target of the Target: Weapon touched hear the holy word and are not good suffer the Components: V, DF
attack rolls that save. If the attack involves a Duration: 1 round/level following ill effects: Casting Time: 1 action
Fortitude saving throw, then whoever actually Saving Throw: None Range: Personal or touch
takes the effect must attempt the save. Spell Resistance: No Holy Word table Target: The character or one creature
Duration: 1 minute/level
An individual may have only one holy conduit This spell allows the character to channel HD Effect Saving Throw: Will negates (harmless)
active at any time. A cleric may not establish holy power into her sword, or any weapon Spell Resistance: Yes (harmless)
a holy conduit with a non-living creature, as it 12 or more Deafened
she chooses. The weapon acts as a +5 magic
has no life force to anchor the channel. weapon and deals double damage against evil Less than 12 Blinded, deafened The target becomes nearly invisible in rustic
opponents. It emits a magic circle against evil surroundings and almost completely silent. In
Holy Smite (as the spell). If the magic circle ends, the Less than 8 Paralyzed, blinded, addition, the target’s natural scent is obscured.
sword creates a new one on the character’s deafened Hunter’s blind affects one creature, who
Evocation [Good] becomes impossible to visually detect by
turn as a free action. The spell is automatically Less than 4 Killed, paralyzed,
Level: Good 4 canceled 1 round after the weapon leaves the nonmagical means at a range of greater than
blinded, deafened 30 feet. The spell also grants a +5 bonus to
Components: V, S character’s hand for any reason. The character
Casting Time: 1 action cannot have more than one holy sword at a The effects are cumulative. Move Silently checks. The effects of hunter’s
Range: Medium (100 ft.+10 ft./level) time. blind terminate when either the duration ends
Deafened: The creature is deafened (see or the target attacks another creature.
Area: 20-ft.-radius burst
If this spell is cast on a magic weapon, the blindness/deafness) for 1d4 rounds.
Duration: Instantaneous
Saving Throw: Reflex half powers of the spell supersede any that the
Blinded: The creature is blinded (see Hypnotic Pattern
Spell Resistance: Yes weapon normally has, rendering the normal
blindness/deafness) for 2d4 rounds. Illusion (Pattern) [Mind-Affecting]
enhancement bonus and powers of the weapon
The character draws down holy power to smite inoperative for the duration of the spell. This Paralyzed: The creature is paralyzed and Level: Brd 2, Rainbow 2, Sor/Wiz 2
his enemies. Only evil and neutral creatures spell is not cumulative with bless weapon or helpless for 1d10 minutes, unable to move or Components: (V), S, M
are harmed by the spell; good creatures are any other spell that might modify the weapon act in any way. Casting Time: 1 action
unaffected. in any way. Range: Medium (100 ft.+10 ft./level)
Killed: Living creatures die. Undead creatures
The spell deals 1d8 points of damage per two This spell does not work on artifacts. are destroyed. Effect: Colorful lights in a 15-ft.-radius spread
caster levels (maximum 5d8) to evil creatures Duration: Concentration+2 rounds
and blinds them for 1 round. A successful Note: A masterwork weapon’s bonus to attack Saving Throw: Will negates
does not stack with an enhancement bonus to Horrid Wilting Spell Resistance: Yes
Reflex saving throw reduces damage to half
and negates the blinding effect. attack. Necromancy
A twisting pattern of subtle, shifting colors
The spell deals only half damage against Holy Word Level: Sor/Wiz 8, Water 8 weaves through the air, fascinating creatures
creatures who are neither good nor evil, and Components: V, S, M/DF within it. Roll 2d4 +1 per caster level to
they are not blinded. They can reduce that Evocation (Good) [Sonic] Casting Time: 1 action determine the total number of HD affected
damage by half (down to one-quarter of the Range: Long (400 ft.+40 ft./level) (maximum +10). Creatures with the fewest HD
Level: Clr 7, Good 7 are affected first; among creatures with equal
roll) with a successful Reflex save. Targets: Living creatures, no two of whom
Components: V HD, those who are closest to the spell’s point of
can be more than 60 ft. apart
In addition to the obvious effects, a blinded Casting Time: 1 action origin are affected first. HD that are not sufficient
Duration: Instantaneous
creature suffers a 50% miss chance in combat Range: 30 ft. to affect a creature are wasted. Affected creatures
Saving Throw: Fortitude half
(all opponents have full concealment), loses Area: Creatures in a 30-ft.-radius spread gaze at the lights, heedless of all else, acting
Spell Resistance: Yes
any Dexterity bonus to AC, grants a +2 bonus centered on the character as if they are affected by hypnotism. However,
to opponents’ attack rolls (they are effectively Duration: Instantaneous This spell evaporates moisture from the bodies the character cannot make suggestions as with
invisible), moves at half speed, and suffers Saving Throw: None of all the subject living creatures, dealing 1d8 hypnotism. Sightless creatures are not affected.
Spell Resistance: Yes points of damage per caster level (maximum

128 129
- I -
A wizard or sorcerer need not utter a sound the character are affected, but they do not need
to cast this spell, but a bard must sing, to understand the character to be hypnotized.
play music, or recite a rhyme as a verbal
component. If the character uses this spell in combat, the
targets gain a +2 bonus to their saving throws.
Material Component: A glowing stick If the spell affects only a single creature not Icebolt Target: One creature
of incense or a crystal rod filed with in combat at the time, the saving throw has a Duration: Instantaneous
phosphorescent material. penalty of –2. While hypnotized, a creature’s Evocation [Cold] Saving Throw: Fortitude partial
Spot and Listen checks suffer a –4 penalty. Spell Resistance: Yes
Level: Drd 2, Sor/Wiz 2
Hypnotism Any potential threat (such as an armed party
Components: V, S This potent spell literally freezes a target and
member moving behind the hypnotized
Enchantment (Compulsion) [Mind-Affecting] Casting Time: 1 action turns its bones to ice. Upon finishing the spell,
creature) allows the creature a second saving
Range: Medium (100 ft.+10 ft./level) the caster’s hands are coated with a glacial
Level: Brd 1, Entrancement 1, Sor/Wiz 1 throw. Any obvious threat, such as casting a
Target: 1 creature rime. The caster then needs only to touch
Components: V, S spell, drawing a sword, or aiming an arrow,
Duration: Instantaneous the target to bring the full effect of the spell
Casting Time: 1 action automatically breaks the hypnotism, as does
Saving Throw: None to bear. The target must make a Fortitude
Range: Close (25 ft. + 5 ft./2 levels) shaking or slapping the creature. A hypnotized
Spell Resistance: Yes save to avoid being frozen alive and encased
Area: Several living creatures, no two of creature’s ally may shake it free of the spell as
completely in ice. If the save is successful, the
which may be more than 30 ft. apart a standard action. A bolt of razor-sharp ice launches from the palm victim is still chilled to the bone and takes 5d8
Duration: 2d4 rounds (D) of the caster’s hand at a single target. The caster points of cold damage. If the save is failed, the
While the subject is hypnotized, the character
Saving Throw: Will negates must make a normal ranged attack roll; if the character freezes; every portion of his body
can make a suggestion or request (provided
Spell Resistance: Yes caster succeeds, the bolt inflicts 2d6 points of turns to solid ice. The character so frozen
the character can communicate with it). The
piercing damage and 1d6 points +1 point/level is still alive and enters a state of suspended
The character’s gestures and droning suggestion must be brief and reasonable. An
(maximum +10) of cold damage. If the attack animation (see temporal stasis spell) until
incantation cause creatures nearby to stop and affected creature reacts as though it were two
roll misses, calculate whether it would have the ice melts and she is restored to normal.
stare blankly at the character, hypnotized. The steps friendlier in attitude. Even once the
hit as a ranged touch attack. If so, then the bolt Should the frozen victim be hit for more than
character can use their rapt attention to make spell ends, it retains its new attitude toward
strikes and inflicts only the cold damage. If the 5 HP of damage, her form shatters, slaying her
the character’s suggestions and requests seem the character, but only with respect to that
ranged touch attack misses, there is no effect. instantly.
more plausible. Roll 2d4 to see how many particular suggestion.
total HD the character affects. Creatures with A creature who fails its saving throw does not Ice Storm Arcane Material Component: A sliver of
fewer HD are affected before creatures with remember that the character enspelled it. mirror, consumed in the casting.
more HD. Only creatures who can see or hear Evocation [Cold]
Level: Drd 5, Sor/Wiz 4, Water 5 Identify
Components: V, S, M/DF Divination
Casting Time: 1 action
Range: Long (400 ft.+40 ft./level) Level: Brd 1, Magic 2, Sor/Wiz 1
Area: Cylinder (20 ft. radius, 40 ft. high) Components: V, S, M/DF
Duration: Instantaneous Casting Time: 8 hours
Saving Throw: None Range: Touch
Spell Resistance: Yes Targets: Up to 1 touched object per level
Duration: Instantaneous
Great hailstones pound down, dealing 5d6 Saving Throw: None
points of damage to creatures in their path; the Spell Resistance: No
damage is 3d6 impact plus 2d6 cold.
The spell determines the single most basic
Arcane Material Components: A pinch of dust function of each magic item, including how to
and a few drops of water. activate that function (if appropriate), and how
many charges are left (if any). For example, a
Icy Curse +2 vorpal sword, a +2 dancing sword, and a
Transmutation [Cold] +2 sword would all register as “+2 to attack
and damage rolls.”
Level: Drd 7, Sor/Wiz 7
Components: V, S, M/DF If a magic item has multiple different
Casting Time: 1 action functions that are equally basic, identify
Range: Touch determines the lowest-level function. If these

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functions are also of equal level, the GM and it drops below the current number of Imprisonment character cast the spell. By concentrating,
decides randomly which is identified. active imbue with spell ability spells, the more the character can make the cloud (actually
recently cast imbued spells are dispelled. Abjuration its point of origin) move up to 60 feet each
Arcane Material Components: A pearl of at round. Any portion of the cloud that would
least 100 gp value, crushed and stirred into imbued Spell Abilities Level: Judgment 9, Sor/Wiz 9 extend beyond the character’s maximum
wine with an owl feather; the infusion must be Components: V, S range dissipates harmlessly, reducing the
drunk prior to spellcasting. HD of Spells Casting Time: 1 action remainder’s spread thereafter.
Recipient Imbued Range: Touch
Ill Omen 1–2 One 1st-level spell
Target: Creature touched As with fog cloud, wind disperses the smoke,
Duration: Instantaneous and the spell can’t be cast underwater.
Divination 3–4 Up to two 1st-level spells Saving Throw: None
Level: Clr 2 Spell Resistance: Yes Indolence
5+ Up to two 1st- and one
Components: V, S, DF 2nd-level spell When the character casts imprisonment and Enchantment (Compulsion) [Mind-Affecting]
Casting Time: One full round touches an opponent, the target is entombed in a
Range: Personal The transferred spell’s variable characteristics state of suspended animation (see the temporal Level: Clr 1, Distraction 1
Target: The character (range, duration, area, etc.) function according stasis spell) in a small sphere far beneath the Components: V, S
Duration: Instantaneous to the level of the character casting imbue with surface of the earth. The subject remains there Casting Time: One action
spell ability, not the level of the recipient. unless a freedom spell is cast at the locale where Range: 50 feet
This spell draws upon divine knowledge Area: All creatures within 25 feet
of future events. However, it only reveals Once the character casts imbue with spell the imprisonment took place. Magical search
by a crystal ball, a locate object spell, or some Duration: 5 minutes per level
whether a decision results in a detrimental ability on another creature, the character Saving Throw: Will negates
effect or not. If the warnings are ignored, the cannot prepare a new 4th-level spell to replace other similar divination does not reveal the
fact that a creature is imprisoned, but discern Spell Resistance: Yes
caster and his companions suffer a –1 morale it until the recipient uses the transferred spells
penalty on all rolls related to the ill-fated task. or is slain. In the meantime, the character location does. A wish or miracle spell will not All victims of the spell suffer a –1 circumstance
This penalty persists until the adventurers remains responsible to his deity or principles free the recipient but will reveal where it is penalty to all Will saves. They must also make
succeed in their task or abandon this path. for the use to which the spell is put. entombed. The imprisonment spell functions further Will saves (at a –1 penalty) to take any
The GM may wish to increase the penalty the only if the target’s name and some facts about decisive action (including attacking or casting a
further the PCs delve into their quest. To cast a spell with a verbal component, the its life are known. spell in combat) for the spell’s duration.
recipient must be able to speak. To cast a spell with
Imbue With a somatic component, she must have humanlike Incendiary Cloud Inflame
hands. To cast a spell with a material component or
Spell Ability focus, she must have the materials or focus. Conjuration (Creation) [Fire] Enchantment (Compulsion) [Language-
Level: Fire 8, Sor/Wiz 8 Dependent, Mind-Affecting]
Evocation
Implosion Components: V, S Level: Clr 7, Domination 7, Entrancement 7,
Level: Clr 4, Magic 4 Casting Time: 1 action
Evocation Missionary 7
Components: V, S, DF Range: Medium (100 ft.+10 ft./level) Components: V, S, DF
Casting Time: 10 minutes Level: Clr 9, Destruction 9 Effect: Cloud spreads 30 ft. wide and 20 ft. Casting Time: 10 minutes
Range: Touch Components: V, S high Range: Close (25 ft.+5 ft./2 levels)
Target: Creature touched Casting Time: 1 action Duration: 1 round/level Target: All persons within range who can hear
Duration: Permanent until discharged Range: Close (25 ft.+5 ft./2 levels) Saving Throw: Reflex half (see text) the character
Saving Throw: Will negates (harmless) Targets: One corporeal creature/round Spell Resistance: Yes (see text) Duration: 1 hour/level (see text)
Spell Resistance: Yes (harmless) Duration: Concentration (up to 4 rounds)
An incendiary cloud spell creates a cloud of Saving Throw: Will negates
Saving Throw: Fortitude negates Spell Resistance: Yes
The character transfers some of the character’s roiling smoke shot through with white-hot
Spell Resistance: Yes
currently prepared spells, and the ability embers. The smoke obscures all sight as a This spell enables the character to sway a large
to cast them, to another creature. Only a The character creates a destructive resonance in fog cloud does. In addition, the white-hot group of people to her service to accomplish
creature with an Intelligence score of at a corporeal creature’s body. For each round the embers within the cloud deal 4d6 points of a specific goal. She achieves this effect by
least 5 and a Wisdom score of at least 9 can character concentrates, the character causes one fire damage to everything within it each round speaking emphatically to the subjects for 10
receive this bestowal. Only cleric abjurations, creature to collapse in on itself, killing it. (This (half damage on a successful Reflex save). minutes, attempting to stir their emotions
divinations, or conjuration (healing) spells effect, being instantaneous, cannot be dispelled.)
As with a cloudkill spell, the smoke moves in favor of a cause or purpose or against a
can be transferred. The number and level of
The character can target a particular creature away from the character at 10 feet per round. person, place or thing and stating clearly the
spells that the subject can be granted depends
only once with each casting of the spell. Figure out the smoke’s new spread each round specific goal she wishes to achieve.
on her HD; even multiple castings of imbue
with spell ability can’t exceed this limit. If the Implosion has no effect on creatures in based on its new point of origin, 10 feet farther Examples of possible speech themes might be:
character’s limit of 4th-level spells decreases, gaseous form or on incorporeal creatures. away from where the character was when the “The Academy of Wizards is evil and corrupt

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and must be destroyed; follow me, and we will Duration: Instantaneous A horde of creeping, hopping, and flying must answer truthfully, but he can only answer
raze it to the ground” or “The prince’s castle is Saving Throw: Will half (see text) insects swarm in a thick cloud when the the truth as he knows it. If he has no pertinent
in danger; come with me, and we will defend it Spell Resistance: Yes character casts this spell. The insects limit information with which to answer a question
against all attackers.” The subjects of the spell vision to 10 feet, and spellcasting within the posed, he is compelled to say as much. At the
must be able to hear the caster, and only those When laying the character’s hand upon a cloud is impossible. Creatures inside the insect end of 10 minutes, or after three questions
who can understand the language she is speaking creature, the character channels negative plague, regardless of Armor Class, sustain 1 have been asked and answered, the spell
are affected by the spell. The stated goal does not energy that deals 1d8 points of damage +1 point of damage at the end of each round they comes to an end.
have to be one that would normally be viewed point per caster level (up to +5). remain within, due to the bites and stings of
favorably by those listening; the magic of the the insects. Invisibility is no protection. All The caster and the subject must be in a
Since undead are powered by negative energy, reasonably calm environment when the spell
spell overcomes alignment and other normal this spell cures them of a like amount of creatures with 2 or fewer HD are driven from
restrictions on behavior. (Of course, if the caster the cloud at their fastest possible speed in a is cast. Additionally, the subject should be
damage, rather than harming them. restrained in some way. Otherwise, he gains
compels people to actions they would normally random direction and flee until they are at
view unfavorably, they may be quite angry when least 100 feet away from the insects. Creatures a +2 bonus to his Will checks, and the first
Inflict