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Cc R E D I a Ss Eee DESIGNERS COVER ARTIST ‘Marruew Sennerr, Jerr Gavan, ‘Victor Moray ano Nyssa BavcHer ia ese COVER PHOTOGRAPHER DEVELOPMENT TEAM N. Enc Hear ee DORR SreeeN ENE INTERIOR ARTISTS ‘Sreven BeLLepm, Mice Cor, EDITORS Cais Drex, Warne EncLanp, ‘Micuriz Canter, Kim Monan, fasow ENGLE, Car FRANK, BRIAN HAGAN, ‘Cunis THoMasson ‘nED Hoorer, RaLrH Horsey, fenemy Jaxvis, Davin Maan, EDITING MANAGER im Newson, WiLLiam O'Connor, Kia Moxan {CIO ‘PaRkitlo, MicuazL Parent, Enc Poa, Warne REYNOLDS, RON SPEARS, Jour Tuomas, Faanz Vorwincer, GRAPHIC DESIGNER DESIGN MANAGER CunisrorHer Penxrvs DEVELOPMENT MANAGER Dee Bawzrr ‘Jesse DecKeR . GRAPHIC PRODUCTION SENIOR ART DIRECTOR RPG SPECIALIST Stacy LonesrRzer ANGELIKA LOKOTZ DIREGTOR OF RPG R&D IMAGE TECHNICIAN Bin SLAVICSEK ‘Travis ADAMS ART DIRECTOR D&D PRODUCTION MANAGERS Stacr Lonasremar Josu Fiscuza, Rawpatt Crews (Mack of the material i tis book was then from a dorived fom other sours. Por alist of all thse sources se page 28% ‘Based on the original Drwomons & Draco? rules erat’ by Gary Gyyas and Dave Aracion, andthe now Doaron e Daaaoss game designed by Jonutian Twest, Moote Cook, Skip Willis, Ried Moe, ad Peter Adkison, “This product wes uplasalmacral from the «3. revision “This Weanns o rae Coast® game product contains no Open Game Conteit, No partion of this work may be eprodued in any form with cout writen persion. To learn more about the Opsn Gaming License andthe 420 Systm License, please vst wwnavianducom/'J20 Ds ua Do rn: Ma 0 i uu Ga Ma ne Mer is Mey Ma, oO ‘Sits nn hed peel Woo nee a Bore ch ye aU fra oes Visit our website at wowwizards.com/dnd i Contents Introduction 3 Chapter 1: Spell Descriptions ..........66.5 Introduction Pockets full of bat guano, incomprehensible speech, and twisted hands making bizarre gestures—itsoundscrvry, but in the Duscions & Daacons game these are the earmarks of over, for they are the signs of spellcasting, Spells and spell ters form s comerstone of fantasy, and Spell Compendim Builds on that cornerstone by presenting over a thousand spells in one place This introduction describes the features of this book and hhow touse them. Afcer reading it, open this book 1 any pages ‘youl find something magical on every one "This book puts overa thousand spellsat your fingevtips. That fact might be s eele intimidating, but Spell Compendium is easy touse. It works just like Chapter 11: Spells in the Player’ Handbook. When selecting spells for your character, simply ‘openand place Sel Compendium next wo your Players Haradbook and use both books spel lists for your character's class to make yourspel selections. Use the same spelleasing rules presented in che Player’ Handbook when casting spells from Spell Com- pendium, and look to Chapter 10 of the Players Handbook for explanations of elements of the spell’s descriptions. Spl Compendium presents spells slightly differently from the Players Handivok format Descriptive Passages: The first thing youre likely tonote is adescriprive passage in italics. This serves much the same ‘purpose ashe italicized deseriprions of monsters in the Monster “Manual: Ieets yout now what the spell looks like,soundls like, ot feels like to cast The text in this section presents the spell from the spellcasters view and describes whacits typically like tocast the spell. The descriptive passages shoulda tbe consid ered tobe binding rules. A grand gesture indicated by a spells descriptive passage is unnecessary if you use the Sell Spell feat tocastit, and even though a descriptive passage describes you casting spell on another creature, it might be possible tocast thespellon yourself, depending on the spells targetentry and the rules forspellcasting in the Players Handbook. References to Other Books: When Spll Compendium mentions. spell, monster, or some orher rule element from ‘one of the three core rulebooks, that mention is frequently accompanied by an abbreviation (PH, DMG, MM) and @ page snumberin parentheses, so vou can find the necessary infor mation quickly. On occasion, a spel in this book mentions for makes use of material fom a D&D supplement, sich as Complete Arcane or Planar Handbook, Those mentions are accompanied by parenthetical cross-references aswell Deities for Domains: The domains presented inthis book do nor include lists of deities that provide these domains to Chapter 2: Spell Lists... Appendix: Domain Spells = 245 274 theircleries. You can assign the damains tode fit, orleave the domains 2s options for gener don't devote themselves to particular deity. x cleries who INTRODUCING SPELLS ‘The simplest way to introduce the spells in this book 10 your character or your campaign ist have a character choose them and cast them in play. You can assume that spllcasters always possessed the ability eo cast the spells bar they simply hadn't bbeen cast in the presence of the PCs before. Alternatively, spells might be diseovered in lost books of ore or newly cre- ated by a PC ot NPC, Wands, scrolls, and other magic items also present great ways to introduce the spells you want your character to castor you want 10 ee cast by your players’ PCs. Whichever way you choose to introduce Spl! Compencium spells, don't hesitate or wait for the perlect moment; the best ‘way t0 get the most from this or any rules supplement is to puticinte play vightaway. OTHER SPELLCASTING CLASSES Spell Conigendium deals exclusively with spells used by the classes nd prestige classes introduced in the Player's Hansa and Dungeon Mosier Guide, butevenif youte playinga different spelleasting class, youcan still use this book. The advice below should help you decide how to adope spels for your character, If the spellcasting class or prestige class youire playing isnt mentioned here, find asimilar class and follow issadvice. Also zany new classesand prestige classes reference the spell lists of existing clases, If your spelleaster uses the spell list of a character class mentioned in Chapter 2, your character gains access to all the spells presented for that class When decidingifother lasses should have spellsadded to their spel lists consider the advice ‘Demonologist (Book of Vile Darkness): The demonologist’s spel isis incentionally narrow. Carefully consider the conse- quences of expanding the list Ifyou chose tocxpand the spell, lise the spells you select should emphasize the cemonologist’s focus on demons and demonic abilities Disciple of Thrym (fivsthurn): The disciple of Thrym’s spell lists intentionally narrow: Carefully consider the com sequences of expanding the list. If you choose to add spells ro the disciple of Theyms spel ist add cold spells. Eatemaker (Planar Handbook: The fatemaker’ spell lists inmentionally narrow. Carefully consider the consequences of expanding the list If you choose to expand the spell list the spells you add should focuson personal empowerment as ‘opposed to defense or smiting foes from ala Healer (Miniatures Handhool: Add spells concerned with healing, removing afliction, providing protections, and providing for needs. In particular a higher level versions ‘of spells the healer can already cast, such as mass restoration, below. OO es Maho-Tsitkai (Oriental Advonture: The maho-tsukai’s spell list is intentionally nartow. Carefully consider the consequences of expanding the list. When adding spells to the maho-tsuka‘s spell list, add mainly spells with the evil descriptor. Mortal Hunter (Book of Vile Darknes): The mortal hunters sspel list is intentionally narrow. Carefully consider the consequences of expanding the list, Examine the assassin, blackguard, and ranger spells in this book forlikely additions to the mortal hunter's spell is. Prime Underdark Guide (Undevart) The prime Under- dark guide’ spell list is intentionally narrow. Carefully consider the consequences of expanding the list, When adding to che spell ist, look for spells tharemphasize survival and exploration Spellthief (Complete Adevnturer):The spellthief can earn sorcetet/wizard spells from several specific schools. Thus, spells in this book from those schools are available to a spelithief to learn ‘Shaman (Oriental Adventine): Shamans have a spell list that is a blend of druid and cleric, bur they should not get allthe spells cleriesand druids do. Examine the spell ists of both those clases for good choices. Also, consider using the cleric domains presented in this book as shaman domains Shugenja (Complete Divine: Add spells with strong lemental or weather themes. The druid spell lists 2 good place 10 look, Sohei (Orienlal Adventures): "The sohel spell list is inten tionally narrow. Carefully consider the consequences of expanding the lis. If you choose to do so, add spells that deal with personal protection and martial ability ‘Warmage (Miniatures Handbook): Expanding the warmage spell listisnt recommended. The warmage has limited list ‘ofspellsto balance its powerand adding spells might ip that Balance, Ifyould like to add to the lise anyway, ry replacing, access spells ther than simply giving the warmagea wider range of spells to choose ftom. Of course, when a warrsage gains the advanced learning class feature, the evocation spells inthis book offer many options ‘Wa Jen (Complete Arcane): Ad spells with element except ait), wood, and metal themes. WHAT YOU NEED TO PLAY Spall Compendium makes use ofthe information in the three D&D core books—Player’s Handbook, Dungeon Masters Guide, and Monster Manual. Other books might increase your enjoymentof this product, most notably Cumplete Arcane and ste Divine but they are noe strictly necessary. SWIFT AND IMMEDIATE ACTIONS Somespellsin this book have acasting time oft swittaction" ort immediate ction." These action types, not described in the core rulebook, ate defined and explained below ‘Swift Action: A swift action consumes 2 very small amount of time, bur representsa larger expenditure of efort and energy than a free ection, You can perform one s ction per turn without afecting your ability to perform other actions. In that regard, a swift action is like a free action, However, you can perform only a single swift action per curn, regardless of what other actions you take. You can take a swift action any time you would normally be allowed ro take a free action Castinga quickened spell isaswift action Ginstead of free action, as stated in the Quicken Spell feat description in the Players Handbook). Casting a spell with a casting time oft swift action does not provoke attacks of opportunity. Immediate Action: Much like a swift action, an imme- diate action consumes a very small amount of time, but represents 2 larger expenditure of effort and energy than a free action, However, unlike a swift action, an immediate action can be petiormed at any time—even if i's not your turn, Casting feather fall is an immediate action (instead of alfree action as stated in the spell description in the Payers Handbook), since the spell can be cast at any time. Using an immediate action on your turn isthe same as using @ swift action, and counts as your swift action for that fam. You eannet use another immediate action or a swife ction until after your next tuen iF you have used an immediate action when ic is not currently your turn. You also cannot use an immediate action if you are currently flav foored. “Magic Items: Activating. spell completion item, activat ing o spell trigger item, or drinking a potion isa standard action even if the spell from which the scroll, prion, or item is made can be casts swiftaction. In other words, it takes a standaed action to drink a potion of quick merch(page 164), even though casting the spell itself requires only 2 swift action, SOURCES This book includes spells from many sources, including Dragon ‘magazine, web articles previously published on the Wizards of the Coast website, and supplements such as Complete Arcane and Manual of the Planes, Most of the spells are presented with litle change, but some material has been revised to v3.5, based on feedback from thousands of DED players comparing and debating the strengths and weaknesses of spells at gaming conventions, on message boards, on email lists, and over the counters oftheir friendly local gaming stores, We hope you like the changes we made to some of these spells Ifyou Fave been playing witha spell we've picked up and te vised for this book, you should strangly consider updating your character or campaign to the new version. The simplest way to do this is simply offer a “mulligan" to any character who needs tweaking. It's pretty easy to note thata spell has a different dura ‘ion or that another class can naw east the spel Most of the changes we made to previously published mate: rial we made to create an improved version ofthat material—to help out spells that were formerly suboptimal choices, to adjust spells that were simply toa gaod, or take whatever steps the D&D 3.5 revision made necessary. Of course, if you're play: ing with older material and it's working fine in your game, you shoulda’t feel compelled to change. It's your game, after al Se The fell he spells herein are presented in alphabetical order (vith the exceprion of those whose names begin ‘with "geeater,” “lesser” “mass,” “superior” “swift; ot final’; see Order of Presentation, PH 181), For explanation of spell terminology, see Chapter 10 of the Player's Handbook. N © © sing spells were renamed before their inclusion inthis book. Ifyou look fora particular spellinthischapter and don Previon: ‘Aganazzar’s scarcer air bubble ‘Alamanthe*' return ‘find i, check this ist 1 see if the spell asa new Present Name scorch deep breath replica casting \s Name snalyze opponent know opponent assay resistance assay spell vesistance urls lowers tee flowers Azuth’s exalted triad triadspell ‘Azul’ pl shod ‘mass pl eit elagari’s von horn irontiunder horn bane bow foebane Berle serabunlle erable Bighy’sslapping hand ‘lappivig hand rade of sound dak way Caligarde's claw chamber chameleon laws the beast, dmb curse of petty failing ‘curse of petty faling, logins Darsson's potion desfening beat hula lassie Bilis’ grace Elménster’effulgent epmation Ehinlers evasion {avo of tmater jorce vam force whip frost fingers fugue of Yons-Prull sate seal GhorusTaths metal tt great shavt green oath Grimwald’s greymanile guided arrow hand of Term harmony force law elhereal chamber camouflage las of he boar cli walls curse of il fortune ‘mass curse of il fortune ‘quick potion ‘admire alas sivike grace cfulgentepuration instanl refuge favor ofthe meartyr baiting ram somie whip frosi breath fugue seal portal dma melt incorporated into greater shout plat bniy graymantle gulted shot Thand ofthe faithful inspirational boost sonic last sonic snap Otilukes grater dispel Otitukes dispelling sonic rumble Prospor’s moonbow Igedrazaars miasma malevolent miasma ary’ interplanar tele mprowed sarin greater alarm recall pit sronguard, greater fronguard reneedy maderate wou Kaupacr’ stlsh nerves nerveskitter righteous fury Kelemvor'sgrace Ties grace Khelbenssusponded silence suspunded silence m dispel gscreen ling seen greater dispelling sersen Tonia pathic bond interplanar telepathic bond nds vigor The version of this spell from the Minatures Handbook has been : ral hont senso ster ling beth irs fide a Leomunds hidden lodge hide Seles esient bade pee ade Rae tines mene mai Sb tipocens Srp ii Mess si tad rath Sab pal prac omar a Mest acid shetth acid sheath Sionbi’s spel rigger agrealer spell matrix tmivoralectien taydleciion Simbul’s spell marx eserspal mai aes minor servitor ‘auaken construct Simbul’s synostadivcomer symostadiveomer nono repneation pevier Shas somal scr msde Mondenkemersbrexngbee buzzing icp tneorported Lao eleort Aaetivlantpeisis pena Trae foing ak iter vale tik yt toa moe asa Tinumelsenergy ses feng sere Niet paving er Denece Thad alls ele hone Nyheter rene coe gray can Nylors ld amonstimen rater ou Versus aga rghit morse Fae fina Zalnarns cance ob Nylorswatfulasigtion athlon Zana dawpruse = Usa ABSORB WEAPON Transmutation Level: Assassin ? Components: VS Casting Time: t standaed action Range: Touch Effect: One touched weapon not in another creature's possession Duration: t hou/level (D) Saving Throw: Will negates (object); Spell Resistance: Yes (object) Tie woryon you hold in your hand begins {o fade from existence as you complete the spell, With the last swords of Hoe spell it Aisappenrs completly. tthe same moment, a weayon-shaped ved bloteh appears on ‘You can harmlessly absorb « weapon you are touching (even a poisoned fone) into your arm, as long as iis not in another creature's possession. The ‘weapon must be a Tight weapon for you at the time you cast che spell. The absorbed weapon cannot be felt under the skin and doesnt esteict your range ff motion in any way. An absorbed SPELL DESCRIPTIONS ‘weapon cannot be detected with even a careful search, although detec! magic reveals the presence of a magical ara The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon, ‘When you touch the spot (an action equivalent to drawing a weapon), oc when the spell duration expires, the weapon appears in your hand and the spell ends. Ifyou attack with the weapon in the seme round that you retrieve it fiom its hiding place, you can attempt a Bluff check to feint in combat as free action, and you gain +4 bonus on the Bluff check. An intelligent magic weapon getsasaving throw against this spell, but other weapons do not. ABSORPTION Abjuration Level: Sorceres/wizard 9 ‘Components: VS Casting Time: { standard action Range: Personal ‘Target: You Duration: Until expended or 10 mimutes/level As yucomplete the spells intvcate gestures, you detect a sigh! bu at the edgy of your heaving, Your body feels warmer, al a feeling of security fills you, Spells and spelbitke eects that target you are absorbed, their energy stored topowerspells of your own, Absorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and atea spells that affect you cannot be absorbed ‘Oncethe spel scast you can absorb 4d446 spell levels (rolled secretly by the DM), The level of each spell you absorh issubtracted from the total. ft spel is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spel levels lef unabsorbed by the original spell level. For spells that deal damage, use the result to determine what fraction of thedamage you take. For spells that ereate effects use the result asa percentage chance tobe affected For example, you have three spell levels of naining and aze fevel spell. Absorption absorbs three levels of the spell, resulting in 2 40% chance (2/5) that you will be affected normally. [faffected, any saving throw the spel allows you still applies. Like wise, if youre struck hy disintegrate cast asa othrlevel spell with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (4/3) ofthe damage you would normally take from the spell. You can use caprured spell energy to cast any spell you know or have prepared, burspells soeast dont disap, pear from your lis of prepared spells 6 count against the numberof spells you can normally cast per day (so you s0 must keep a running total of spell Tevels absorbed and used), The levels of spell energy you have stored must be equal to or greater than the level oF the spell you wantto castand you must haveat hand (and expend) any material components required for the spell, ABYSSAL ARMY Conjuration (Summoning) {Chaote, Evil Level: Clesic 3, sovcerer/wizard 8 Components: VS Casting Time: 10 minutes Range: Media (100 ft.+ 10 t/level) Effect: To or more summoned creatures, no two of whieh are sore chat 30 ft. spare Duration: 10 imutes/level (D) Saving Throw: None Spell Resistance: No You caplet the spell and hot fg iss from the ground, colmg round you. Step ping out of the billowing steam comes a Ihr of squat, abbery demons. Other, greater silhouettes Loom behind therm, snswering your call This spell summons a pack of demons from the Infinite Layers of the Albyss to serve you When the spell is complete, 224 ddreiches (MM 42) appear. Ten minutes Tater, td babaudemons (MM 40) appear Ten minoresafterthat,one veock demon (AEM 48) appears. Each cresture has ‘maximum hitpoints per Hit Die. Once these creatures appear, they serve you for the duration ofthe spell. ‘The demons obey you explicitly and never arick you, even if someone else manages to gain control over them. You do not need to concentrate to ‘maintain control over the demons. You can dismiss them singly or in groups ACCELERATED MOVEMENT ‘Teansmutation Level: Bard 1, ranger 1, sorcerer/ wizard 4 Components: S,M Casting Time: 1 swift action Range: Personal ‘Target: You Duration: { round level (D) An azure glow surrounds you as you com: plete the motions that unleash the pl. You immediatly jal lighter of fot While this spell isin effect, you ean :oveat your normal speed when using Balance, Climb, Hide, Move Silently, and Tumble without taking any penalty ‘on your check. This spell does not affectthe penalty forusing these skills while sunning or cha Material Component: & dead cock: roach. ACID BREATH Conjuration (Creation) [Acid] Level: Sorcerer/wizand 3 Components: V, SM Casting Time: 1 standard action Range: 15: Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You pop the fire amis into your mowth and exhale qui The ants distill nto drops of pure acid in sia spatering against your faes and leaving snroking holes. You breathe forth a cone of acidic droplets, The cone deals 1dé points of acid damage per caster level (maximum ode Maierial Componcnt: handful of fire ans (alive or dead ACID SHEATH Conjuration (Creation) [Acid] Level: Soreerer/wizard § Components: V,§,M, F Casting Time: standard action Range: Fesenal Target: You Duration: 1 round/level() Youcrush he fireants between your fingers and vub the smashed mixture over your cexpused flesh, The smashed ants liquefy, cand the liguad eavers yur ody in thick, translucent sheath You enclose yourself in a fluid sheath of cid that does norharm you. You can breathe normallyand castspells while theacid sheath s present, Anycresture striking youdeals normal damage, but at the same time the attacker takes points of acid damage per easter level (maximum 30 points). Reach weapons, such as longspears, do not endanger their users in this way. The acid sheath does not protect you against other attack forms, such as fie. If you ae in a grapple, other crea tures in the grapple ales acid damage conce per round at the beginning of their tum. ‘Any spell you cast with the scriptor while the sheath you deuls an extra 1 point of damage perdie ‘Material Component: Mandl of fire ants alive or dead) Torus: A glass sculpture of ahuman- cid worth 50 gp) ACID STORM Conjuration (Creation) [Acid] Level: Soxcezer/wizard 6 Components: V,S, M Casting Time: | standard action Range: Medium (100 f+ 10 evel) ‘Area: Cylinder (20-4, radius 20 high) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No ‘Adarkegreen cloud whitsintobeing before unleashing a shower of foul-smelling, Acid rain deals 146 points of acid damage per caster level (maximum 15d6) to each creature in the area Material Compoment: A flasic of acid (10p) Mas by AID, MASS Enchantment (Compulsion) [Mind-Affecring] Level: Cleric 3 Range: Close (25 fr. +5 fe, /2 levels) ‘Targets: One or more creatures ne twoof which are mote than 30 ft, apart You hold your holy sybo aloft and east the spell A silvery radiance dances from your hhands, leaping overall the nearby party renters and strengthening then This spell functions like aid (PH 196), except that it affects multiple subjeces acadistanceand each subject gainstem porary hit points equal to 1d8 «easter devel (oa maximum of sd8+), AIMING AT THE Abjuration TARGET Level: Sorcerer/vizard 2 Components: § Gasting Time: i immediate action Range: Personal “Target: You Duration: Concentration, up t 20 ‘tes see text As you intr words of po the ero release his spel, yout fel far more focused on the spell on which you have b When you cast this spell, ou increase your ability to concentrate on a spell you have already cast, You can cast this spell while maineaining concentration fon another spell. Aiming att gives you a H10 circumstance bonus fn Concentration checks you rake to spell and its effect lasts ss long.as you concentrate on the other spell ‘maximum of 20 minotes) target AIR BREATHING Transmutation Level: Cleric 3, druid 3,sorcetet/ wizard 3 Componen Casting Range: Touch ‘Target: Living creatures touched Duration: 2 hours/level see text Saving Throw: Will negates harmless) Spell Resistance: Yes (harmless) s: S, M/DE ime: 1 standard action Tiny bubblis form on your complete the spell. Asyou touch iischest heaves and shudders rhytnieally expand and contract ‘The ransmuted creatures can breathe air freely. Divide the duration evenly amongall the creatures you touch, This spell doesnot make creatures unable to breathe water Arcane Material Component: A short reed of piece of sera, ALARM, GREATER Abjuration Level: Bard 2, sorceret/wieard 2 Components: VS, F Duration: 4 hours/level (D) Utering a low chant, yo the drumming of your finger ing ilo being an invisible warded This spell functions like alarm (PH and in addition the spell workson creatures traveling through the area on corerminousor coexistent planes (OMG 150), such the Ethereal Plane and the Plane of Shadow, Focus: Abell made of catved crystal worth at east 100 gp. ALIGN FANG “Transmuration [se rex] Level: Druid 2,120, ‘Components: VS, Casting Time: { standard action Range: Touch ‘Target: Living creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless You kneel beside your animal companion and pressa sprig of mistletoe against ts fore- head, calling upon the power of nature Align fang makes a creature's natural weapons good evil, lawful, or cha- oticaligned, as you choose. & natural weapon that is aligned can overcome the damage reduction of certain crea tures, usually outsiders of the opposite alignment. Thisspellhas no effectona natural weapon that is alteady treated as being aligned, such as the elaw or bite attack of most demons. You cant cast this spell on a manu factured weapon, such asa sword. When you cast this spell to make a wn good evil, lawfh, igned, align fangis a good evil, lavful, or chaotic spel tively. ALIGN FANG, MASS. Transmutation [see text) Level: Druid 5, Range: Close (25 (4. +5 ft,/2 levels Targets: One creatave/level, no two cof which are more than 30 ft. apart You hold a sprig of mistletoe aloft and invoke the powers of nature, Your animal allies plow pale blue at their muszles and pews This spell functions like aligr fang except that it affects multiple alles at a distance. ALIGN WEAPON, MASS Tranamutation [see text Level: Cleric 5 Range: Close (25 f. 5 fi./2 levels) Targets: One weapon level, no ewe ‘of which are more than 30 apart Your hold your holy symbol high and spec old wonds of power. Your party's wsapons take om a pal blue This spell functions ike align weapon (pH197), except that iaffects multiple ‘weapons or projectiles ata distance. ALLEGRO Transmutation Level: Bord 3 Components: V, SM Casting Time: 1 swiftaction Range: 20 f. Area: 20r-radius burst centered on Duration: t minute/level (D) Saving Throw: Forcitude negates (harraless) Spell Resistance: Yes (harmless) With a quick wigele of your fingers and a few arcane words you release the eather in your hand lo complete the spell. Suldnly, Franslucent blue motes burs outward from youand callecton yourelfand yournearby ales boone fading away. ach creature within the spells area Bains 4 30-foor enhancement bonus to its land speed, up to a maximum of double the creature's land speed Alfected creatures rerain these effects for the duration of the spell, even if they leave the original area Material Component: A tail feather from a bird of prey AMANUENSIS ‘Transmutation Level: Cleric 0,soscerex/wizard 0 ‘Components: V,$ Casting Time: { standard action Range: Close (25 t-+ 5 ft/2 levels) Target: Object or objects with writing Duration: 19 minutes/level Saving Throw: Will negates (object) Spell Resistance: Yes (object) You point atthe your hand as though holding a stylus or ‘pall. As you intone the spell, the script appears ona sheet of paper lose at hand, ritinig and then move ing You cause writing from one source (uch as a book) to be copied into 4 book, paper, or parchment. This spell copies 250 words per minute and ere atesa perfect duplicate of the original ‘The spell copies only nonmagical text, not illustrations or magical writings (such as the text of aspellbook, a spell sctoll,orasepia snake sig) the target contains normal and magical writing such as 2 leter with explosive runes, only the normal rext is copied, eaving blank space in the copied text where the magical writing would be expected Likewise ifthe carget contains rextand illustration, only the text is copied Te spell triggers (burdoesnoteopy) swritingrbased magic rrapsin the mate- rial being copied. Blank paper, parchment, or 2 book must be provided for the spell co write upon, 1fthe rarget has multiple pages, the spell suromatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spells duration you ean redirect the ‘magic copy from another target, copy ontoa different blank source, orresume a duplication that was interrupted bya shortfall of blank pages ‘Thespell does noctranslate the copied \writing Lf you do not understand the original, you have noaddltional ability tounderstand the copy. AMORPHOUS FORM Teansmutation Level: Assassin 3, sorcerer/wizard 3 Components: 5, M Casting Time: { standard action Range: Touch Target: Willing corporeal creature touched Duration: t minute/level (D Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) st yourally with gelatin and silently evoke the spell. Immediately her bones agin tosoften and she and her belongings samp, becoming malleuble ooze. The subject and all its gear become amorphous and cozelike. This new forms boneless and fluid, enabling the subjectto pass through holes or narrow openings as small as 2 inches in diam- eter. While amorphous, the subject is immune to poison, polymorphing and stunning, it cannot be flanked, and itis “10 notsubject to extra damage from critical hits. lt gains swim speed (ificdoesnot hhaveone already) equal toitsland speed. The subject can remain submerged as longas desired withous breathing The subject’s armor (including natural armor) thoug comes worthless, for size, Dexterity, and dollection still apply Armor Class, a5 do armor bonuses foom force eflects (for example, from the armor spell). While amorphous, the subject cant attack or cast spells that require verbal, somatic, material, of focus components (this limitation does not rule ur the casting of any spells that the subject might have prepaced using the metamagic fears Eschew Materials Silent Spell and til Spell “The subject losesall supernatural abi ties while in amorphous form, andits magic tems, aide from those bomises noted above, cease functioning aslong asit remains amorphous. Material Component: A pinch of selatin AMPLIFY Transmutation [Sonic] Level: Bard t Components: § Casting Time: 1 standard action Range: Long (400 ft. + 40 f level) ‘Area: 20-t-radius emanation centered on a creature, object, of pointin space Duration: { minuce/level (D Saving Throw: Will negates; see text Spell Resistance: Yes, see text You mee io hear what’ going on. A hand motion two, and the voices Become Louder Youcause an amplification ofall sounds within the spells area, This decreases the DC to hear those sounds by 20, Those creatures within the spells area do not notice the increased amplifica tion. Thus, anyone whose voice is amplified remains unaware of the increase in volume, The spell can be centered om a crea ture, and the effect hen radiates from the creature ‘An unwilling creature can attempt a Will save to negate the spell and can apply spell resistance, if any. Items benefits of saves and spell resistance, but unattended objects and points in space do not. Amiplify counters and dispels silence, and is also countered and dispelled by silence ANALYZE PORTAL Divination Level: Bard 3, Portal 2, sorcerer/ wizard 3 Components: VS, M ‘Ares: Cone-shaped emanation fr you ro the extreme of the range Duration: Concentration, up to 1 round/leve! (D) Saving Throw: See text Spell Resistance: No Seeing with « magic eye, you sense the portal, Studying it, knowledge about the portal comes into your mind as though it was @ memory you could not recall until now. You can tell whether an area contains a magical portal or the effect of a gale spell. IF you stady an area for t round, you ‘such portalsin the area. Once you find a portal, you can study it (Ifyou find more than one portal, you can study only one at time) Each round you study a portal, you can discoverone property ofthe portal, inthis order know che sizes and locations ofany + Any key or command word needed vo activate the portal + Any special circumstances govern- ing the portals use (such as specific times when it can be activated) + Whether the portal is one-way oF two-way, + A glimpse of the area where the portal leads. You can look atthe area the range of your vision is the spells range. Analyze portal does net allow other divination spellsorspell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing che area with analyze portal For each property, you make a caster level checks (1d20 + caster level) against DC 17. if fail, youcan try again in the next round. Analyze portal has only 2 limited ability 10 reveal umusual properties, as follows. + Random Portals: The spell reveals only that the portal is random and whether it can be activaced now, It dloes nat reveal when the portal tarts corstops functioning. Variable Portals: The spell reveals only thar the portal is variable. Ifyou study the portal’ destination, the spell reveals only the destination to which che portal is currently set Creature-Only Portals: The spell reveals this property. If you study the portals destination, the spell reveals where the portal sends creatures. [fis the kind of portal that sends creatures to one place and theit equipment to another place the spell does not reveal where the equipment goes. + Malfunetioning Portals: The spell reveals only that the portal ismalfune tioning, not whatsert of malfunction the portal produces. Material Components: A crystal lens and a small mirror. ANARCHIC STORM ‘Conjuration (Creation) (Chaotic, Water} Level: Cleric 3 ‘Components: V; 8, M, DF standard action Duration: 4 round/level (D) Saving Throw: None Spell Resistance: No You call upon the powers of chaos, and a Fieavy ai gens to fall around you, sts drops a vainkow of soft radiances. Above you, « multicolored lightning bot ashes ‘The downpour created by this spell falls ina Fixed area once created. The storm seduces hearing and visibility resulting in a ~4 penalty on Listen, Spot,and Search checks. Iralso applies a ~4'penalty on ranged attacks made Into, out of, or through the storm. Finally it automatically extinguish any unpeoteeted flames and has 50 chance to extinguish protected flames as those of lanterns such The ain damages lawful creatures; dealing 246 pointsof damage per round lawful outsiders take double damage) In addition, each round, abot of light ning strikesa randomly selected lawful outsider within the spell sarca, dealing Sds pointsof electricity damage, After the spells duration expires, the water disappears. Malerial Component: A flask of anar- chic water (See the anarchic water spell below ANARCHIC WATER Transmutation [Chaotic] Level: Cleric 1 Components: V, SM Casting Time: | minute Range: fouch Target: Flask of water touched Duration: Instantaneous Saving Throw: Will negates (object Spell Resistance: Yes object You spaak the ancient, stippery words as you pour the iron and silver to the lac, Despite the fat that there more powder than: voor in the bottle all of dissolves, leaving a flask of water suring with mmotesof gold ‘This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water, Anar- chic water damages lawful outsidersthe way holy water damages undead and eviloutsders. A flask ofanarchie water can be thrown 38 2 splash weapon Treat this attack as a ranged touch attack with a range increment of 10 feet, A flask breaks if thrown against the body of acerporeal creature, but to use it against on ineorporeal creature the bearer must open the flasic and pour the anarchic water out onto the target, Thus, a character can douse an incorporeal creature with anarchic water only ifhe is adjacent 0 it, Doing ranged touch attack that does not provoke attacks of opportunity A dicect hit by a flask of anarchic water deals 2dé points of damage to a laveful outsider. Each such creature within 5 feet of the point where the flasks takes 1 point of damage from the splash. Material Component: 5 pounds of pow. dered iron and silver (worth 25 gp) ANGELSKIN Abjuration [Good] Level: Paladin 2 Components: V,S, DE Casting’Time: 1 standard action Target: Lawful good creature rauched Duration: t sound/level Saving Throw: Will negates (barmles Spell Resistance: Yes (harmless) You touels your ally with the holy symbol vd voke the Bised words, An opalescent low spreads across her skim, smbuing it with a poar-ike sheen. The subject gains damage reduction srevil. ANGER OF THE NOONDAY SUN Evecation (Light) Level: Druid 6 Components: VS Casting Time: | standard action Range: 20 feet “Area; All sighted creatures within 9 20ft-radius burst centered on you Duration: Instantaneous Saving Throw: Rellex negates see text Spell Resistance: Yes Your body explodes with radiance that bathes the arot around you in sunlight Any cxeature within the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness lasts for 1 minute per caster level An undead creature cought within the spell’ area takes 1dé points of daimage per two caster levels (maxi rmuim ode), or half damage ifa Reflex save is successful. In addition, the beam resultsin the destruction of any undead cteature specifically harmed boy bright light (uch as a vampire) if it fails its save. the uleraviolet light generated by the spell deals damage to fungi, mold ‘coves and slimesasifthey were undead ANIMATE BREATH Tronsmutation Level: Sorcerer/vizard 7 Components: $ Casting Time: | standard action Range: Personal Target: Your bresth weapon Duration: 1 round/leve! You evhale « flaming tongue of fire, but instead of lashing out against your foes it praduces a eveaure mie of flames that ansvers to your bidding, For this spell to Function, you must have a breath weapon, either as a supernatural ability or as the result of casting. spell such as dragon breath (page 73) When you successfully cast this spell, you imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The CHAPTER T ANIMATE FIRE ‘Transmutation [Fite] Level: Druid t Components: VS, M Casting Time: 1 round fe + 5 fi/2 levels lectricity sonie) damage, The animated the statistics of a Hugi (MM 99), with the fllowi Target: One Small ire Duration: Concentration, up to el(D) Saving Throw: None Spell Resistance: No + The create the breath weap. + The creature d damage of 1 tibtype changes to the mexture i your ple the spell. Ini part of the fl saguely humane ing than the rest. breath weapon slam attack, instea fire. + The creature hasimmunity toitsown re) ype bucnovalnerbty TS mate a another enetgy type. ; enery which must be + The creature does norhave the burn MEPTOsimately the sae of a campfire abil. a Small fire elem ind Be Material Componient’A handful of charcoal, sulfur, and soda ash ANIMATE SNOW “Transmitation (Cold) Level: Druid 6 ‘Components: ¥,S Casting Time: standard action Range: Medium (100 t+ 10 f,/leve!) Ta et: Cube of snow Duration: { round/level Saving Throw: None Spell Resistance: No Nearby snow rapidly draws together with san audiblcruncl coalescing into vaguely Juma shapel form. animated uuan animated o Animated snow does not have a hardness score, I possesses improved speed as if it had legs, granting it a speed of 30 feet, well asthe blind special ability (MM 13). In addition, each animated snow object bas the cold subtype and deals an extea 1d6 points of cold damage on a successful hit. Animated snow objects take 146 points of damage per round in a place where the temperature is above. freezing, ANIMATE WATER ‘Teansmutation [Water] Level: Drwid Range: Close (25 i.+ §ft./2 levels) “Target: Cube of water up to Sft.on You indicate a patch of water with a hand shaking from pent-up divine spell power an the liquid vises into a vaguely Fumanoud shape This spell functions like animate fir, bat you can instead animate quantity of water of at least 4 cubic feet into a Small water clemental (MIM 100) Material Component: A vial of pure spring water mixed with cinnabar oil ANIMATE WOOD Transmutation Level: Druid £ Components: VS, M Casting Time: | round Range: Touch Target: One Small or smaller wooden object uration: Cancenttation, up 9 1 round/level (D) Saving Throw: None Spell Kesistance: No By touching a piece of wood you releuse the energy ofthe sell into #. The wood begins towrithe and twist before your eyes ‘and then rises to maven the dvection you This spell imbues 2 Small or smaller wooden object with mobility and a semblance of life, then causes i 10 immediately attack whomeveror what- ver you initially designate, Statistics {oethe animated wood areas fora Small animated abject (MM 13). Wooden objects animated by this spell ave hardness 5. The spell cannot animate objects cartied or worn by 2 creature Material Component: & mixture of powdered cinnabarand ground peach pit ANTICIPATE TELEPORTATION Abjuration Level: Sorcerer/wizard 3 ‘Components: V,$,F Casting Time: 10 minutes Range: One willing creature touched Area: Slt /level ads ema from couched creature Duration: 2 hous Saving Throw: None Spell Resistance: No tive arcane won Ha activate this spell linger inthe ae for a moment. As they fale from your hearing, you become more ware of kath you surroundings and the posibiity of intrusion ‘The subject ofthe spell is surrounded with an invisible aura thae anticspates, and delays the teleportation of any creature into the spells area, Any tel. portation spel or effect including all spells with the teleportation descriptor) can be anticipated, making che spel recipient instantly aware of the exact location where the teleporting creature will acrive (subject to the restrictions hhelow), the creature's size, and how many other creatures (and their sizes) arcarriving with the teleporting cree ture. The spell aso delays che arrival of the teleporting creature by 1 round (so thatit arrives onits initiative count timimediately before ts next rarn), generally giving the recipient of the spell and anyone else made aware of the information {round woactor ready actions, The teleporting creature does not perceive this delay Since a teleporting creature doesn't necessarily arrive at the precise loca ‘ion it intends, the spel also functions against a creature that arrivesin range even though its intended destination was elsewhere. For a creature that intends:o teleport into range but inad vertenilyatzives outside the spellsares, the spell gives the recipient awareness ANTICIPATE GREATER thatacreatute hasattempted toteleport into range and delays the creature as normal, but doesn't give any awareness asto the actual location ofits imminent arvival. The spell has no effect on creatures attempting to teleport away from the spell’ ares, akhough if cheir destin ton is within the area, the spell will affect their reentry as normal Facus A tiny hourglass of platinum and crystal costing atleast 500 gp, which ust be carried or worn by the spells ipient while the spells in effec. TELEPORTATION. Abjuration Level: Sotcerer/wizard 6 This spel fanetions like anticipate tee portation, except cha greater anticipate teleportation wentifies the type of the srivinygereature and any companions accompanying it) and creates delay of 5 rounds, providing the recipient wich even more warning and preparation Foous A tiny hourglass of platinum and crystal filled with diamond dust, costingat lest 1,000 gp. The hourglass ‘must be carried or worn by the spell ‘ecient while the spell i in effec. ANTICOLD SPHERE Abjuration [Cold] Level: Druid 5, sorceres/wizard 5 ‘Components: Casting Time: { standard action Range: 10 ft ‘Area: 10-t-radius emanation centered on you Duration: {0 minutes/level (D) Saving Throw: None Spell Resistance: Yes AAs a rosy color flickers into being in the surrounding ai, you fel sense of warmth and wal-being, cures within the area of the immunity to cold damage Inaddition,theemanation prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when itis cast 14 Ay you east this spell, an ainvisble ray rojets from your fingers. Wher it strikes your for, it ripples across his body ike water spreading across ‘cal yond, Note: Forcing an abjuration batter against creatures thar the spell keeps at bay collapses the barrier (eH 172} ANTIDRAGON AURA Youmustsueceed onaranged touch attack with the ay t0 sik a target. The target, if struck, Finerions as 3f sie 3, sorcerer wizard 3 Components: VS, M. DE Casting Time: | scandand Range: Close (25 ft 5ft/2 levels) ‘Fargets: One creature/ 2levels, no two of which are more than 30 ft. apart Duration: 1 minute/level Saving Throw: Will negates harmless Spell Resistance: Ves (harmless it were inside an antimagic field (24 200) sf i ils sts Will save, If chi spells used againse a creature, the subject can't cast spells or use supernat ural or spelblike abilities, nor do such abilities have any effect om the cxearure, However, the creature can still use spell completion items (such as scrolls) or spell trigger items (uch as ‘wands)even though itcant cast the spells requited Tf this spell is used inst _an object, that Younes the owe of ths spel and the nugget of platinum vanishes jrom your pat. Your companions are bathed ima white aura tha silver scale plterm overlaid upon “object's magical powers are suppressed —including any spells previously cast and currently ineffeeton the item, as well as any spells or magical effects targeted on the object during the antiaagie ray’s duration ‘Thespell doesn't affect any objects other than the subject itself, even if those objects are worn, carried by, or in contact with the subject. For instance, if 2 creature isthe arse, its equip ‘ment remains unaffected. Material Components A pinch of ron filings mixed with ruby dust worth 100 gp. All subjects gain 2 42 luck bonus to Armor Class and on saving throws against the attacks, spells, and spe- cial attacks (extraordinary; supernatural, nd spelHike) of dragons. This bonus increases by 1 forevery four caster levels above sth (00 +3 at ath, +4 at 13th, and a maximum of «5 au 17%h) Material Component: A chunk of platinum worth at least 25 gp (lightly less than trounce). ANTIMAGIC RA Abjuration Level: Sorcerer/wizard 7 Gompenents: ¥, 5M Casting Time: { standard ‘Range: Close 5it/2 levels Effect: Ray Duration: t round/level ANYSPELL Transmutation Level: Spell 3 ‘Components: V, 5, DF (and possibly M, F, and XP) Saving Throw: Will negates (object Casting Time: 15 Spell Resistance: Yes st ca ‘Target: You Duration: Instantaneous Although there i no visible effet from this spelleasting, you channel divine power nigh your mind, shaping and trans forming this energy into the potential to fas} oe acse pel Anyspell allows you to read and prepare any arcane spell of up to 2nd level. You must have an arcane ‘magical writing (a sczll or spllbook ‘on hand to cast anyspll, During the spells US-minute casting time, yeu can scan the spells available and choose one to ead and prepare pare an Once you choose and ps arcane spell, you mind. The prepared spell occupies your 3id-level domain spell slot. If you read the spell from a spellbook, the book is unharmed, but reading 4 spell from a serell erases the spell from the scroll. ‘When you cast the arcane spell, it works just as though cast by a wizard of your cleric level except Wisdom score sets the save DC (if applicable), You must havea Wisdom of atleast 10 + the arcane spell’ level to prepare and cast it, Your holy symbol subseitutes for any noncostly ‘material component. Ifthe spell has a costly material component (ane t0 which a gold piece value is assigned) ‘you must provide it. 1F che spell has another focus, you must provide the focus Ifthe spell has an XP compo- rent, you must pay the experience point cost ANYSPELL, GREATER evel Spell This spell functions like anyspel, swept you ean read and prepare any arcane spell of up to sth level, and the prepared spell occupies your éth-level domain spell sor. APPRAISING TOUCH Divination Level: Band 1, sorceter/wizard { Components: V,S ‘Casting Time: | standard action Range: Personal Target: You Duration: 1 hous/level Encreing your eye vit tan and fore as holding a jeweler’ lens, you speak we arcane wos that complete the spell. ‘Objects near you suddenly seem clearer, ARMOR OF DARKNESS Abjuration [Darkness] Level: Darkness ‘Components: V; , DF Casting Time: 1 sundacd action Range: Touch Larget: Coeature touched Duration: 10 minutes/level Saving Throw: Will negates harmless Spell Resistance: Yes (harmless) nore in foeus. You note imperfections you had missed before ‘You goin an intuitive insight into the value of ebjects you come into contact with, You gain a +10 insight bonus on Appraise checks wo determine the value ofitems you touch while this spell isin eflect. Using the Appraise skill in this fashion requires 2 minutes instead of the normal { minute, Even if you fail an Appraise check while this spel is in effect, you never mistakenly estimate the worth of an item by more chan 50° The spell envelop the creature ina shroud of flickering shadows, The shroud grants the subject « +4 deflection bonus to Armor Class plus an additional +1 for every three caster levels above 71h (fora tral of +5ar 01h level, 46 at 13th, +2 at 16th, to 2 maxi ARC OF LIGHTNING rum of +8 at 19th level). The subject Conjuration (Creation) [Electricity] can see through the armor as if did Level: Druid 4, sorcerer/wirard 5, rotexist and isalsoafforded derkvision ‘Windstorm 5 ‘out (9 60 feet. The subject gains 2 42 ‘Components: V, §, M/DE soving throw bonus against any holy, Casting Time: 1 standard setion ‘good, ot light spells or eects, Range: Close (25 fi, +5 fi,/2 levels) Undead creatures that are subjects ‘Area: Aline between two-creatures of armor of darkness also gain «4 turn Duration: Instantaneous resistance. Saving Throw: Reflex half Spell Resistance: No ARROW MIND Divsnation Level: Ranger sorcerer/izard 1 Components: VS, M Casting Time: | immediate ation Range: Personal Target: You Duration: 1 sinue/level(D) Static fils the air as you complete the spell, Wilh «gesture you create magical conductivity betwen two creatures, and a bolt of electricity anes betucen them witha shockingly loud crackle This bole deals tde points of electricity damage per caster level (maximum 1sde) to both creatures and (o anything in the line between them, Both creatures ‘must be in range, and you must be able to target them both (os if this spell had them as gets). Draw the Line from any tures space 10 any corner in the other's space. The bolt affects all squares in this line Arcane Material Com ponent: Teo small iron rods. The bow in your hand fle mare like an extension of your boy as you complete the spell—as ifs become a part of your arm ‘Creates nearby seem shaper to youreyes, more in focus While this spellisin effect and you are wielding projectile weapon that fires arrows, such asa longbow ot shortbow you threaten all squares within your ‘normal melee ceach 5 feet if Small or Medium, 10 feet if Large) with your bow allowing you to make autacks of ‘opportunity with arrows shot from the bow: In addition, you do nor pro- voke attacks of opportunity when you shoot a bow while you are in another creature's threatened square Material Component: & flint arrow head ARROW OF BONE Necromaney [Death] Level: Sorcerer/wizard 7 Components: V.5, M Casting Time: 10 minuces Range: Touch ‘Target: One projectile or thrown ‘weapon touched Duration: { hour/level oruntil discharged Saving Throw: Fortitude partial Spell Resistance: Yes You complete the Long ritual needed to cast the spel, sribing arcane rues mio the ile It changes before your eyes imo an identical erm mae of bane. The raes slow with dark magicand the weapon jes ‘old fo the touch When thrown or iredat acreatureasa normal ranged atack,the weapon gains 4 +4 enhancement bonus on attack rollsand damage rolls Inaddtion, any living creature struck by an arrow of hone must succeed on a Fortitude save or be instantly slain, A ereature that makes ies save instead takes 3d points cof damage +4 point per caster level (maximum 420) Regardless of whether the arack hits, the magic ofthe arrow of tone s discharged by the attack, and the missile is destroyed Material Component: A tiny sliver of bone and an oil of magic weapon (0p). ARROW STORM ‘Transmutation Level: Ranger 3 Gomponents: V Casting Time: 1 swift action Range: Personal ‘Target: You Duration: 1 ound Your bow glows Blue for an instant and nowfelsasligh!asafeather in your hand. 1m your minus eye you see the arrows in Your guiver, and your hand fes drawn tothe You can east this spell only at the hoginningo! yourturn, before you take any other actions. After casting arrow storm, you can use a fulhround action ‘to make one ranged attack with a bow with which you are proficient against every foe within a distance equal to the weapons range increment. You cat attacka maximum numberof individ: val targets equal toyour character level Ifyouchoose nottospenda fullround action in this fashion after casting the spell, the spell has no effect. ASPECT OF THE EARTH HUNTER Transmucation Level: raid 6 rangers omponents: VS, M, DF Casting Time: 1 stndatd action Range: Personal Target: You Duration: 10 minutes/level(D) By completing the spell yo call upon the vworldsprimal energies. You fel disoriented for moment as yous face elongates toe sou, your limbs thicken, and your skis turns into silvery chitin, ‘When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bulette (MM 30), While under the cffect of the spell, your creature type changes tomagical beast, and your size changes te Huge. You have the space and reach of a built (15 feet/10 feet). You gain the Strength, Dexterity, and Consticu tion of an average bulette (Str 27, Dex 45, Con 20) but you retain your own mental ability scores. Your base land speed becomes 40 feet, and you gain a burrow speed of 10 leet. You gain darkvision out to 60 fet. You also gain low-light vision, scent,and remorsense ‘out 16 60 feet Your class and level, hit points alignment, base attack bens, and base saving throw bonusesall remain the same. You lose any extraordin special abilities of your own form, as, well as spellike and supernatural abilities. You keep all extraordinary special attacks derived from class levels (such as a barbarian’s rage ora rogue’ sneak attack), but you lose any from your normal form that are not derived from class levels. You cannot speak or cast spells while in bulewe form. However, if you have the Nevural Spell ext, you can east spells normally Your natural armor bonus becomes +12, regardless of any natural armor bonus from your normal form. You «ean make two claw atacks, which are natural weapons that deal 24848 points ‘of damage. While in bulette form, you sguin the bulerte's leap extraordinary attack form, allowing you to make four claw attacks instead of two. Your equipment melds into your new form and becomes nonfunctional. Material Component: A small piece of abulette's armored shell ASPECT OF THE WOLF Transmutation Level: Druid 1, ranger t ‘Components: V, 5, M/DE Casting Time: { stendard action Range: Petsonal ‘Target: You Duration: 10 minutes/level (D) With «@ how! you complete the spel Instanlly, your ody sree shor, thick fa. Your spine ara neck bn, causing you to drop to your hands ana nees—which auickly shorten into canine limbs ‘When you eas this spell, you assume the physical appearance and many of the qualities and abilities of a wolf (MM 283). While under the effect of the spell, your creature type changes to animal, and your size changes to Medium. You have the space and reach of wolf(5f./5 ft), You gain the Strength, Dexterity, and Constitution ofanaverage wolf (Str 13, Dex 15, Con 45), bur you retain your own mental ability scores, Your base land speed becomes 50 feet. You gain lowli vision and scent. You gain a bite attack, which isa primary natural atack that points of damage with each deals td successful hit Your class and level, hit points alignment, base attack’ bors, and bse saving theow bonuses all rems the same. You lose any extraordinary special abilities of your own form, 2s swell asspellike and supernaural abil ties, You keep al extraordinary special attacks derived from class levels (such asa barbarian rage ora rogues sneak attack), but you lose any from your normal form that are not derived fcom class levels. You cannot speak or cast spells while in wolf form. However, ifyou have the Natural Spell fest, you can cast spells normally. Your natural armor bonus becomes +2, regardless of any natural armor bonus from your normal form, While in wolf form, you gain the wolf's trip extraordinary attack form, allowing you to make a free tripattempr against any opponent thar you hit with your bite atic. Your equipment melds into your new form and becomes nonfunctional ‘Arcane Material Component: A whis ker froma wolf ASSAY SPELL RESISTANCE Divination Level: Cleric 4, sorcerer/wizard 4 ‘Components: V,$ Casting Time: {swift Range: Personal = Target: You Duration: { round/level Einishing the spell, your eyes glow with « pale blue vadiance, and you understand hhow Jo overcome your foe's resistance to your magic. This spell gives you a +10 bonus on ‘caster level checks to overcome the spell resistance of a specific creature, Assay resistance s effective against only per casting, and cone specifi yu must be able ro see the creature ‘when you cast the spel ASTRAL HOSPICE Conjuration (Teleportation) Level: Cleric 4 ‘Components: V,S,M Casting Time: 1 standard action Range: Close 25 ft. +5 f./2 levels) Effect: See text Duration: 24 hours/level Saving Throw: None Spell Resistance: No floating inthe Asmallpinprick You fish out the geo Astral Pane, cast the of light appears new! to you, widening to form a ctcular portal of « bronze hue. You step through the portal anc begin the this spell can be cast only upon the Astral Plane (DMG 154). It opens up a small planar portal to a demiplane where natural healing can occur (un like on the Astral Plane itself), The firm surface ofthe demiplane is rough: ly 50 feet square, and the demiplane extends 50 feet above the surface. The demiplane’s traits (including time gravity, and magic) match those of the Material Plane, and the demiplane is selEcontained; walking to one end returns a character tothe point from trick br began the deiplans base sunsual pl The only way in or out of the demiplane i through the entrance created by you, and only those named ot described by you upon the casting, of the spell can enter, The portal con tinues to exist and remains visbl the Astral Plane only while the hospice ddemiplane exists, When you leave the ddemiplane, the portal seals shut and vanishes, Anyone still in the hospice demiplane a that time appears on the Astral Plane at the location of the hospice'sentrance, ‘Material Component: A single dawless gemstone of at least 250 gp value ATTUNE FORM “Trensmuration Level: Clevic 3 druid 3, sorceren/ wiacd 4 Components: V, §,M/DF Casting Time: 1 standard action Range: Touch ‘Target: One ereanute/3 levels ‘Duration: 2 hours Saving Throw: None Spell Resistance: No You touch the pebble against your allies flesh and bring them into ali ‘wath the plane. This spell allows you to attune the affected creatures to the plane you are currently on, negating the harmful effects of that plane. Affecred gain che pro tections described in the avoid planar effects spell (page 19) Arcane Material Component Abitofstone orearth from your home plane, AUGMENT FAMILIAR Teansmutation Level: Sorcezer/wizard 2 Components: VS Casting Time: 1 standard action Range: Close (25 f+ 5 f,/2 levels Target: Your familiar Duration: Concentration +1 round/ level Saving'Throw: Fortitude negates harmless) Spell Resistance: Yes (harmless) sore L849) Reaching out with magic, you empower your familiar, makin stronger i quicker and This spell grants your familiar a 4 enhancement bonus 10 Strength, Dextetity, and Constitution, damage reduction 5/magic, and a +2resistance bonus on saving throws, AURA AGAINST FLAME Abjuration Level: Cleric 2, druid 1 Components: V,S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 zound/level With the casting ofthis spell you are sur rounded with a oo, blue mist Haat clings to your body, dampening the Meat of the nearby flames You create an aura of blue mist that protects you against fire, absorbing the first 10 points of fire damage asa resist, energy find) spell (P2272). In addition to the mss energy in) effect, the spell can be used to snuff out fires. ‘Any nonmagical flame that the aure contacts is immediately extinguished if the flame's maximum damage is 10 cr fewer points per round. This means that torches, small fires, and husled alchemist’ fire are snufled out and cause no damage if used against you or you touch them. You can use a standard action to touch an existing magical fire (such asa flaming sphere ora wall ffir) and attempt to dispel itas if using a dispel magic spell against it (use the caster level of aura againstflame for the caster level check). Ifyou suceeed, you take no damage from the touch and the smagical fire and aura both vanish, 1f you fail, you take damage from the magical fire source normally (reduced by your aura against flame), and both spells With a readied action, you can use theauraasadlispely terspell a magical fire attack against you. Ifsuecessful, che spel s counter spelled and the aura disappeats, Ifyou fail che dispel check, orf the attack is not afite attack, the aura remains effect to coun AURA OF EVASION Abjuration Level: Cleric 5, sorcerer/wizard 6 Components: V,$, M, DE Casting Time: {standard action Range: 10 Area: 10-fc-radiusemanation centered on you Duration: 1 minute/level Saving Throw: Ne Spell Resistance: No stay togtves” you shout, ancl intoe the swordsof this spell casting tnecrushed gem. stone mn theairatconctusion, You reall bathed in asilvr-gcen nirtbus of ight You and all creatures within 10 feet of you gain evasion, but only against breath weapons. (If « breath weapon would normally allow a Reflex saving throw for half damage, « crearure Within an aura of evasion that success Fully saves takes no damage instead ‘Creatures within the spell’s area that already have evasion or improved eva- sion get a +4 bonus on Reflex saving throws against breath weapons. “Material Component: Powdered emer ald worth 500 gp. AURA OF GLORY Transinutation Level: Paladin 2 Components: V; DE Casting Time: 1 swift action ‘Area: 10-f-cadius spread Duration: Instantaneous Saving Throw: None Spell Resistance: No Yow smooke the holy words and a soft golden light radiates from you. You feo! surerof yourself bolted by the power of your bli You channel divine power into your self, spreading glory to your comrades, This spell removes any feareffect from allallies within your aura of courage, AURA OF TERROR Nectomancy [Bear Mind-Affecting] Level: Sorcerer/wiaard 6 Components: V Casting Time:1 standard action Range: 30-fi-radius emanation centered on yout Duration: { minute/level Saving Throw: Will negates; se text Spell Resistance: Yes ‘ow sak afew curt words and your face is briefly overlaid with the amage of a violtshaded skull Tho skull fades, hut the numbuso vile ght remanns avound you You become surrounded by an aura of fear, granting you a frightful presence not unlike that ofa dragon. Whenever you charge or attack, you inspire fear in all creatures within 30 feet thae hhave fewer Hit Dice than your caster level. Each potentially affected oppo- nent must succeed on a Will seve or become shalten—a condition that lasts until che opponent is out of range. A successful save Teaves that opponent immune to your frightful presence for 24 hours TE you cast this spell when you already have the frightful presence ability or feat aura, the existing ability becomes more effective in the follow ing ways: * The radius of the area affected by the ability increases by 10 feet +The DC of your frightful presence ability increases by 2 + Crearures that would normally be shaken by your fear aura are fright- ened instead, and creatures that would normally be frightened are panicked AURA OF VITALITY ‘Transmutation Level: Druid 7 Components: ¥,$ Casting Time: { standard action Range: Close (25 fi. +5 ft./2 levels) Targets: One crearure/3 levels, no two of which are more than 30 ft apart Duration: t round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) one afte Fo radiatea soft golden glow, They breathe Aeeply, suffused with additional mystic pote All subjects receivea +4 morale bomus 0 Strength, Dexterity, and Constitution, AVASCULAR MASS Nectomancy (Death, Evil] Level: Deathbound 8, sorcerer/ wizard 8 Components: VS Casting Time: I standard action Range: Close (25 i. + 5ft./2 levels) Effect: Ray Duration: See txt Saving Throw: Forttode partial and Reflex negates; ee text Spell Resistance: Yes, Youshoot a Back ray ofecromantic energy from your outstretched hed, causing our foeta violonlly purge blood ves through dts skin. The paged Hood vesels spread outward, creating a maney-layenad ass of Bow, adhesive tse that aps nearby creatures a gory horror. You must sueceed on a ranged touch attack with the ray to stcike a target. the atrack is successful, che subject loses half its hit points (rounded dowen) and is stunned for t round. On a successful Fortitude saving throw the subject is not stunned. Cores and plants are not affected by this spell. The avascular mass instantaneously erupts from the subject and must be anchored to at least rwo opposed points—such as floor and ceiling ot opposite walls—or else the mass collapses and has no effect. Crearures caught within a20-fooradius avwscular ‘mass become entangled. The original target of the spell is automatically tangled. Because the avascular mass is magically animate and gradually tightenson thoseitholds,an entangled character who attempts to cast a spell must make a DC 25 Concentration check or lose the spel “Anyone within 20 feet ofthe primary targer when the spel iscast must make a Reflex save, I'thissave succeeds, the ceresture is not stuck in the avascular ‘mass and is free tact, though moving might be a problem (sec below). If the save fails, the creature is stuck A stuck creature can break loose by spending 1 round and suceeeding on 4 DC 20 Strength check oF 3 DC 25 Escape Artistcheck. Once loose (ether from making the initial Rellex save or a later Strength check or Escape Artist check), creature ean progress through the writhing blood vessels very slowly. Each round devoted to moving allows the creature to makes new Strength check or Escape Artist check, The creature moves 5 feet for ceech full 5 points by which the check result exceeds 10, TE you have at least 5 fer of avase mass between you and an opponent, it provides cover, If you have at least 20, feet of avascular mass between you, i provides total cover, The avascular mass of tissue persists for { round per caster level. When che duration elapses, the hhlood vessel mass becomes so much limp, decaying tissue mangling AVASCULATE Necromancy [Death, Evil] Level: Deathhound 7, sorcerer wizard 7 Components: V8 Casting Time: | standard action Range: Close (25 f+ 5f,/2 levels) Effect: Roy Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes You shoot a Black ray of necromantic energy from your outstretched hand causing your fae to violently purge blood or other vital fluide through fs skin You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject is reduced to half of its current hit points (rounded down) and stunned for round. On a successful Forti tude saving throw, the subject is not stunned. AVOID PLANAR EFFECTS Abjuration Level: Clevie 2, druid 2 sorceret/ wieard Components: Casting Time: 1 immediate action Range: 20 ft Targets: Onc creatute/level ina 20-{i-tadius burst centered on you Duration: { minute /level Saving Throw: None Spell Resistance: Yes (harmless) ‘he danger ofthe plane surprives you and you ia bara time tobarkout ew der words of power, in a moment youre safe ‘an you gain brief respite—time enough. tncast move permanent protective spells You gain a temporary respite from the natural effects of a specific plane, These effects include extremesin em perature, lack of air, poisonous fumes, emanations of positive or negative energy, orother attributes of the plane itself (DMC 150), Avotd planar effects provides protec tion froim the 3410 points of fire damage that characters normally take when on a plane with the fire-domi- nant trait. Avoid planar effects allows a character to breathe water on water dominant plane and ignore the threat of suffocation on an earth-dominant plane, A characeer protected by avoid lawar effects can't be blinded by the encigy of a major postivesdominant plane and automatically stops gaining temporary hit points when they equal the character's full normal hit point total, Negative-dorninant planes donit deal damage ot bestow nogative levels, tocharacters protected by avoid planar effects Inaddition, ome effects specific toa plane are negated by avid planar efets In the D&D cosmology, avoid planar effets negates the deafening effect of Pandemonium and the cold damayeon the Canta layer of the Nine Hells. The DM can add additional protections fora cosmology he creates Ifthe campaign has an Elemental Plane of Cold, tor sample, avoid planar effels protects against the base cold damage dealt to everyone on the plane The effects of gravity traits align ment traits, and magic traits aren't negated by avoul planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades). The spell does not provide pro tection against crearures, native or ‘otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formotions within the plane, thisspellallows you tosucvive on the Elemental Plane of Earth, for instance, but it won't protect you if you walkeinto. pool of magma on that same plane TaaidVHO. AWAKEN, MASS Level: Druid 8 Components: 5, DE, XP Casting Titme: 24 hours Range: Medium (100 fi. + 10 fs /level Target: One animal orree/3 levels, 0 to of which ae mote chan 30 ft. apart Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes Afier a full day of constant spllasting, you finaly succeed im bringing sentionce tothe subjects You awaken one or more trees or animals to humanlike sentience. All awakened creatures must be of the same kind, To sueceed, you must rake a Will save (DC 10 + the HD of the highest HD target, or the HD the higheseHD tree has once awakened, whichever is greater Failure indicates tha the sp. ‘The ow friendly toward you. You have no special empathy or connection with it, ut it serves you in specific tasks or cendeawors sf you communicate your fails for all targets, ened animal or tree is desires to it ‘An awakened tree has characteris tics ag iF it were an animated object (MM 13), except thar its Intelligence ‘Wisdom, and Charisma scores are all, 3s, Awakened plants gain the ability tomove their limbs, roots, vines, creep crs, and se forth, and they have senses similar to a human's, An awakened animal has 3d6 Intelligence, a +143 bbonus to Charisma, and +2 HD, An awakened uee or animal can speak one language that you know, plus one additional language that you know perpointof its Intelligence bonus, ifit hasone. (See MM 290 far information con skills and feats the creature gains.) XP Cost: 250 XP per creature awake AWAKEN CONSTRUCT Transmuration Level: Cleric 9,sorcerer/wizard 9 Components: VS, M, XP Casting Time: § hours Range: Touch Target: One construct Duration: Instantaneous Saving Throw: Will negates harmless Spell Resistance: Yes (harmless) “Tenis of writhing light cover your hand sand te hvu at holds. The light disperses into the construct you touch, enveloping it fn a soft white covanc for several seconds bujore the creature's body absorbs the radiance, Lhis spell awakens shumancid/shaped construct to humanlike sentience. An awakened consteuct’s Intelligence Wisdom, and Charisma scores are all 3ds, The spell does not work on constructs that are constructs only temporarily uch asobjectsaffected by an arumateabects spel). The awakened creature is independent of both you and the being who originally made it though itis initially foiendly toward ‘orl you and its maker. (See MM 290 for information on skills and feats the creature gains) Material Components The brain of a chat hasbeen dead Tess than Showrs XP Cost 5,000 XP. AWAKEN SIN Enchantment (Compulsion) [Fear, Good, Mind-Affecting] Level: Cleric 3, paladin 2 Femponents: V, S, DE Casting Time: 1 standard action Range: Touch ‘Target: One evil creature with Intelligence 3+ Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes command for repentance issues from your mouth, carrying with i the power ofthe spell Theerushing elingof guilt tha! grew vsthin you while you cas the spell its as you project the feeling at your target tthe subject immediately takes 1d6 points of nonlethal damage per caster level (maximum 10d6) and is stunned for 1 round, IE this knocks the subject unconscious, italsotakes 1d6pointsof Wisdom damage: AWAKEN UNDEAD ‘Necromancy [Evil] Level: Deathbound 6, sorcerer) Components: V, 5, MX? Casting Time: 1 scandard action Range: Close (25 ft,+5 ft /2 levels) ‘Targets: All mindless undead within, ‘a circle with a radius of 25 ft. + 5ft/2 levels Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: Yes harmless) Whispering secret words to the undead before you, you call forth a glimmer of intelligence in its dead eyes. “This spell grants intelligence to mind- less undead such as skeletons and sombies Undead creatures with Intell gence scores are unaffected, Amindless Undead gains an Inclligence score of 1644, subject to the limitation that an undead cannot be more intelligent than istypicalofaliving creature of the same kind. A dog skeleton simply has Intelligence 2 (n0 roll needed), while anore skeleton makes the die roll but can't have more than Intelligence 8. (See MM290 for information on skills and feats the creature gains. Undead gain the armorand weapon proficiencies they had in life assume the undead were formerly warriors tunless the DM specifies otherwise) and will don armor and take up weapons ying your commands. A zombie fightercan wearany armor and wield any simple or martial weapon, and a warhorse zombie can wear any Undead also regain any extraord- nary racial abilities they had in life such as poison or scent ‘Awakened undead gain +2 profane bonus on their Will saving throws to resistcontral undead. Awakened undead also gain 42 turn resistance (or retain, sheirown rurn resistance, ifanyjand if itis better than +2) Material Component: A. humanoid fingerbone XP Cost: 250XP. while mal Lie-omay JeILdVHO. AXIOMATIC STORM ‘Conjuration (Creation) Lavotul, Wates Level: Clevie 3, paladin 3 Components: VS, M, DI Casting Time: { stan Area: Cylinder (204i. radius, 204. high) Duration: { round/level (D) Saving Throw: None Spell Resistance: No daction You eal upon the foresoflaw and a heavy rain bepins ofall aroun you israindnops harsh and metallic, Above you, el fic acid lances dow, fron the heavens. A driving rain falls around you. It falls in a fixed area once ereaced. The storm reduces heating and visibility, sty on Listen, Spot and Search checks. alsoapplies 1 ~# penalty on ranged attacks made into, out af, ot through the storm. Finally, ic automarcaly any unprotected flames and has 50% chanceto extinguish protected flames such as those of lanterns) therain damages chaotic creatures dealing 2d6 poins of damage perround (chaotic outsiders take double damage). round, gout of acid ted. chactic In addition, ea strikes a random) outsider within the spell’ area, dea: ing 56 points of acid damage, After the spell’ duration expires, the water disappears. Malerial Component: asc ofaxiom atic water (ee the axiomatic wulerspel below) x 3 = 4 bs “Transmutation [Law Level: Clevi 1, paladin 1 ‘Components: V, 5, M Casting’Time: 1 mine Range: Touch Flask of water hed Duration: Instantaneous Saving Throw: Will negates objec Spell Resistance: Yes object the ancient, slippery wonds as silver mio the flask ite the fact that theve is more powder pall of dotted with ns pour the aro a wll it in te container is ing a flake ofw unmetal gray This cransmutation imbues a Hlask (1 pint) of water with the order of law, ‘uring it into axiomatic water Axi lamages lawful outsiders ly water damages undead and evil outsiders, A flask of axiom- an be thrown as a splash ‘weapon. Treat this attack as a ranged touch artack witha range increment of 10 feet. flask breaks if thrown aga the body ofa corporeal creature, but to tse it against an incorporeal creature, the bearer must open the flask and pout the axiomatic water out onto the target. Thus, a character ean douse an incorporeal creature with axiomatic nly ifhe is adjacent toi, Doing sovisa ranged touch attack that does not provoke attacks of opportunity, A ditect hit by a flask of axiomatic water deals 2d4 points of damage to a chaotic outsider. Each within 5 feet of the poi ask hitstakes 1 point of damage from the splash, Material Compo where nts pounds of pow= dered iron and silver (wo BABAU S IME ‘Transmutation Level: Abyss3, druid 1, sorceres/ ‘Components: V.S, M/DE Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Fortitude negates harmless) Spell Resistance: Ves (harmless cous ball of demon sweat thecldritch You press the ween yourfingersand words, Your fle and equipment begin sp hot red tears that quuckly form « ‘outing over your body. This demon-inspired wansmutation causes the subject to seerete a slimy red layer of jelly that coats its skin, and equipment armor A crearue that strikes a slime:protected subject with an unarmed strike, a touch axeack (including a touch spell), natural weapon takes 148 points of acid damage. Any creaure ina grapple target of bub slime takes 1d8 points of acid damage atthe beginning, ofits turn. Arcane Material Camponont: A drop of babau slime, withd BACKBITER Necromaney Level: Sorcerer/wizand 1 Components: ¥, S,F Casting Time: { standand action Range: Close (25 f+ 5 ft /2 levels ‘Target: One weapon Duration: 5 round/level or discharged Saving Throw: Will negates; see text Spell Resistance: Yes (obj “The weapon you indicate during the spells casting briefly shimmers with a black aura that disappears an eyeblink You cast this spell on any melee weapon. The next time that weapon is tused to make a melee attack, its shaft twists around so that the weapon stcikes the wielder instead. The weapon hits automatically, and no attack roll The wielder gets no warning or linowledge of the spells effect on his weapon, and although he makes the tutack, the self-dealt damage can't be consciously reduced (though damage reduction applies) or changed to nonle- thal damage, Once the weapon artacks its wielder (whether successfully or no), the spell isdischarged Magic weapons targeted by this spell reeive a Will save. An item in a ereature’s possession uses its own, Will save bonus or its wielder's bonus, whichever is higher. Focus: A dagger: BACKLASH Transmutation Level: Sorcever/wizerd 4 Components: VS Casting Time: standard action Range: Touch Target: Creature touched Duration: 10 minuces/level oruntil discharged Saving Throw: Will negaces Spell Resistance: Yes You louch your opponent and a red aura ‘entwines him, then fades without further ck away as your opponent laughs and begins to casta spell the first time the target creature attempts to cast a spell or use a spell like ability, the magic of that spell backfires. The spell is expended, and the crearure rakes tds points of damage per level of the spell being cast. This discharge ends the spell. BALANCING LORECALL Divination “Level: Druid 2, ranger 2, sorcerer/ vwizacd 2 ‘Components: V, S, M/DE Casting Time: 1 stindaed Range: Personal Target: You Duration: 1 minute/level (D) Asyou perform the final gesturesof the spel yow feel magic surround you, pushing on you from al sides. f trying to lp Reep you standing tll You geina s4 insight bonusen Balance cheeks. Ifyou have sufficient ranks in the Balance skill, youcan even balance on an otherwise-impossible surface with a DC 20 Balance check IF you have 5 or mote ranks in Balance, you can balance on vertical surfaces; the normal modifier for a sloped or angled surface no longer appliesto you, though other DC modi fees (such as for a slippery surface) do apply. If you balance on a vertical surface, you can move up or down aif you were climbing, However, you are notactually climbing, so you'can make attacks normally retain your Dexterity bonus to Armor Class, and generally fallow the rules of the Balance skill rather than the Climb skill. If you have 10 oF more ranks in Balance, you can balance en liguids, semisolid surfaces such ss mud ot snow, of similar surfaces that nor snally couldn support your weight. For each consecutive round that you begin balanced on aparticularsurfsce of this sort, the DC of your Balance check increases by §.As with all uses ofthe Balance skill, you move at half speed unless you decide to use the accelerated mevement option (hereby increasing the DC of the Balance check by 5) Arcane Material Component: 8 thin, stinehslong wooden dowel. BALEFUL TRANSPOSITION Conjuration (Teleportation Level: Sorcerer/swizard 2 ‘Components: V Casting Time: { standard action Range: Mediusn (00 t+ 10 /leve) Targets: Two creatures of up 10 Large size Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Ves Seung yourfriend imperiled you castabout foralikely target anc settle upon a nearby foe Withawor, youraly stands fre while yr fos fas death ‘Two targercrearutes, of which you can be one, instantly swap positions. A solid object such as the ground, a bridge, or a rope must connect the ereatures. Both subjects rmust be within range Objeccs carvied by the creatures (up to the exestures’ maximum losds) 20, swith them, but other creatures do not, cevenif they arecarried. The movement is instantaneous and does not provoke attacks of opportunity Ifeithercreature succeeds onits Will save, the spell is negated. BALL LIGHTNING Evocation [Electricity] Level: Sorcerer/wizard 5 Components: V, 8, M Casting Time: 1 standard action Range: Medium (100 fe + 10, level) Effect: One lightning ball Duration: t round/level Saving Throve: Reflex negates Spell Resistance: Yes ‘With acnewitous passof your hand through thet «crackling ball oflightningappears before you, accompanied. by the smell of You create a Sfootdiameter ball of concentrated electricity that rolls in whichever direction you point, dealing electricity damage to creatures it strikes It moves 30 feet per round. As pact of this movement, itcan ascend orjumpup 10 30 feet wo strike a subject. fit enters aspace with a creatue, it stops moving for the round and deals 1ds points BM Paitiggt ts of eletrcity damage per caster level (maximum 15d6), though a successful Reflex save negates thar dams The ball moves as lon, actively direct it (@ move action for you), otherwise it merely stays at rest damaging any creature in its space. 1¢ cannot push aside unwilling creatures cr batter down large obstacles. The if ic exceeds the lightning winks 0 spells range. ‘Material Component: A handful of copperand iron pellets. IBALOR NIMBUS Transmaation Level: Abyss 4, Cleric 2, sorcerer/ ‘wizard 2 Components: V; S, M/DE Casting Time:1 standard action Range: Personal Target: You Duration: 1 round/level You smash the soot against your flesh and the legendary balor, your body bursts into lurid intone the ancient, dark word Te flames ereated by this spell do not harm you or any equipment you carry or wear. Each round, the flames deal 6d points of fice damage te any creature grappling you (orany creature you grapple) on yout tur, ‘Arcane Material Component: pinch of soot BANDS OF STEEL Conjuration (Creation Level: Sorcerer/wizard 3 Components: V8, M Casting Time: 1 standatd action Range: Medium (100 ft, +10 fc/level ‘Target: One Medium or smaller Duration: 1 round/level Saving Throw: Reflex partial Spell Resistance: No The interlocking hoops become briefly hot ar langer bands sireak rom your oustreiched hand fowerd then dsappeer even assin theer metallic anf, the bands wrap around the Indicated creature ture you maicae. Wath asatsfying The victim must suceced on a Reflex save orbe immobilized and thus unable tomove, Ifthe saving throw succeeds, the victim is only partially rapped by the bands, and is entangled A creature immobilized by the bands can attempt ta escape as a full- round action, either by bursting free Strength DC 18) or wriggling out Escape Artist DC 18), An entangled ereature can use ull round action to break free (Strength DC 13) oF disentangle itself (Escape Artist DC 13), Material Component: Three small silver hoops, interlocked. BARGHEST’S FEAST Necromancy [Evil] Level: Cleric 6, sorcerer/wizard 7 Components: VS, M Casting Time: t round Range: Touch Target: Corpse touched ‘Duration: Instantaneous Saving Throw: Will negates (object Spell Resistance: Yes (object) “The diamond im your hand turns to col sand then to dust, which sprinkles down upon the corpse. Wiere st stees, obon flames spring ap, and when he flames pass nothing remains, not cen grave dust. “Return from chat one" you mutter Black flames flicker over a corpse sing it: Vou destroy the remains of a dead person or creature, utterly con: preventingany form of rising ortesur rection that requires part of the corpse There is a 50% chance that a wish rirace, o¢ true resurrection spell cannot restore to life a vietim consumed by a barghest' feat spell, Check once for cach destroyed creature, Ifthe d% ell fails, the creature cannot be brought back to life by mortal magic. Material Component: diamond worth 5,000 gp. BATTERING RAM Evocation [Force Level: Sorceres/wizard 2 Components: V, 5, E Casting Time: 1 standard action Range: Close (25 ft. +5 f,/2leve ‘Target: One objector eceature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You yon te shard ofsarved ranishorm at your fo and snap of the lst wort ofthe sy An imvsble wedge of force slams into the creature's midsection, doubling it over and deving it back, You reatea rumlike force thatcanstrike ‘with considerable power. The force can target a creature or an object. The force deals ide pointsof damage tothe subject, Ifthe suibjecisacreature, this attack ini- lates ull rush (asa Medium creature with Strength 30, fora 140 benuson the bullrush attempe) Ifthe subjectisa mor ableobject,suchasadoor, youcan make a Strength checks (wih a +10 bonus) 0 actempt wo force open the deo: Facts: A piece of carved ram's horn, BATTLE HYMN Enchantment (Charm) Mind-A fecting] Level: Bard 2, sorcerer/wizand 4 Components: V, S Casting Time: {standard action Range: 304 ‘Targets: All allies within 30 ft Duration: { round/evel Saving Throw: Will negates harmless) Spell Resistance: Yes harmless) You wave your hand as if a conductor cad hunt am uplifting tune under your breath, as the energy of the spell releases, you hear te ate around you fll with the ig ou ave humming, as if performed by (siall troupe, This spell brings forth a stirring ‘martial tune that inspiresall creatures within the area who are friendly to you. These creatures can reroll one ‘Will save chat they have juscmade cach round for the duration of the spell, ‘The reroll must be mede before the DM declares whether the roll results in success of failure, and the result of the second roll must be used, even if itis alower resule BEAST CLAWS Transmutation Level: Druid 1 Components: VS, M Casting Time: | standard aetion Range: Personal ‘Target: You Duration: 1 hout/level ‘With crackle of popping jointsand leon, claws with heavy knuckles, . inds and fing You gain two claw attacks that act as slashing melee weapons, desling id4 points of damage with a threat range of 19-20. Attcks with your trans formed hands do not provoke attacks of oppornanity Yourclaws work ust ike the natural weapons of many monsters, You can make an attack with one claw ora full atack with two claws at your nocmal aurack bonus, replacing your normal attack routine, You take no penalties for wwo-wespon fighting, and neither attack is a secondary attack. If your base attack bors is-s6orhigher, you do not guin any additional artacks—you simply have wo claw attacks ar your normal atack bonus, TE you attack with « mamufacrured ‘weapon or another natural attack, you canit make any claw attacks in that round. The claws do not hinder your manual dexterity or spel Material Component: The claw of a bird of prey, such as an eagle or falcon. BEASTLAND FEROCITY Enchantment (Compulsion) [Mind-Affecting] Level: Bard 1, druid 1 Gomponents: VS, DE Casting Time: | standard action Range: Touch ‘Target: Crearae touched Duration: { minute/level Saving Throw: Fortinude negates harmless) spell Resistance: Yes (harmless) You cast the spell and fay your hand wp, youraly and beneath your glowing fingers, ye him a maxed gift—the ability to fight ty but at the cost of rot knowing w fo stop. The subject becomes such a tenacioscombatanttharit con tinues to fight without penalty even while disabled or dying Whilebetween—tand-9 bit points, the creature gains 2 + enhancement bonus to Stiengeh If the exeature is reduced 1-10 hit points, i dies normally EGET BOGUN Conjuration (Creation Level: Druid t Components: V. S, M, XP Casting Time: t standard action Range: Touch Effet: Tiny construct Duration: Instantaneous Saving Throw: None Spell Resistance: No comparsion. XP Cost 25 XP. With the bogun made, you take the final step and imbue # with sentienee, breathing life into your new servant and Bege! begun allows you to infuse living magic intoasmall mannequin that you have created fiom vegetable matter ‘This is the final spell in the process of creating a bogun. See the bogun’s description for further details. ‘Material Componen!:"The mannequin from which the bagun is created. BELKER CLAWS Transmutation [Air] Level: Soreerer/wizard 2 Components: ¥, ,M Casting Time: 1 standard action Range: Touch Target: Living creature Duration: Instantaneous Saving'Throw: None Spell Resistance: Yes You uncork the vial and speak the old words. The smoke issues from the bole and CRI Bocun 'N, CN, LN, NE, of NG Tiny construct Init +3: Senses darkvision 60 ft, low-light vision; Listen + Spot +1 [AC 15, touch 15, flat-footed 12 hp 1 @ HD) Fort + wills Speed 20. (4 squares), fy 50k. (good) Melee nettles +1 (1é4-2 plus poison) Space 21/2 ft; Reach 0 ft Base Atk +1; Grp -5 Atk Options poison (nettles, DC11, 146 Dex/id6 Dex) ‘Abilities Str 7, Dex 16, Con —, Int 8, Wis 13, Cha 10 $Q consiruct traits (MM 307) Feats Stealthy Skis Hide +70, Move Silently +9 ‘A bogun is a small nature servant created by a druid. Like ‘homunculus, it's an extension of its ereator, sharing the ‘same alignment and link to nature. A bogun does not fight particularly wel, but it can perform any simple action, such as attacking, carrying a message, or opening a door or window. For the most part, a bogun simply carries out its creator's instructions, Because itis self-aware and sormewhat willful however, its behavior is not entirely predictable, On rare oc- casians (596 of the time), a bogun might refuse to perfarma particular task. In that case, the creator must make a DC 11 Diplomacy check to convince the ereature to cooperate. Suc cess means the bogun performs the taskas requested; failure indicates that it either does exactly the opposite or refuses to do anything ata for 24 hours (DM's option as to which) A begun cannot speak, but the process of creating one links it telepathically with its creator. It knows what its ere stor knows and can convey to him or her everything it sees and hears, up to a range of $00 yards. A bogun never travels beyond this range willingly, hough itcan be removed forcibly. In that cise, it does everything in its power to regain contact with its creator. An attack that destroys a bogun also deals ts creator 2410 points of damage. If its creator is slain, @ bogun also dies, and its body collapses into a heap of rotting vegetation. ‘Abogun looks like a vaguely humanoid mound of compost. The creator determines its precise features, but a typical bogun stands sbaut 18 inches tll and has a wingspan of about 2 feet. Its skin is covered with nettles and branches. Combat: A bogun attacks by brushing against opponents with harsh nettles that deliver an irritating poison. Construction: Unlike # homunculus, # bogun is created from natural materials available in any forest. Thus, there is rio gold piece cost for its creation. All materials used become permanent parts of the bogun, ‘The creator must be atleast 7th level and possess the Craft Wondrous Item feat to make a bogun. Before casting any spells, the creator must weave a physical form out of living (or once-living) vegetable matter to hold the magical energy Abit of the creator's own body, such as a few strands of hair ‘oF adrop of bloed, must also be incorporated into this erude ‘mannequin. The creator can assemble the body personally or hire someone else to do it. Creating this mannequin requires a DC 12 Craft (basketweaving or weaving) check ‘Once the body is finished, the creator must animate it through an extended magical ritual that requires a week 10 complete. The creator must labor for at least 8 hours each day in complete solitude in a forest grove; any interruption from another sentient creature undoes the magic. Ifthe creator is personally weaving the creature's hody, that process and the ritual can be performed together. When not actively working on the ritual, the crestor must rest and can perform no ather activities except eating, sleep: ing, or talking. Missing even one day causes the process to fall. Atthat point, the ritual must be started anew, though the previously crafted body and the grove can be reused (On the final day of the ritual, the creator must personally cast control plonts, wood shape, and beget bogun. These spells. can come from outside sources, such as scrolls, rather than being prepared, ifthe creator prefers. wraps iself aroun your han, turing i into smal With a successfil ronch attack, you deal 22 poinss of dam: three caster levels, the smoke Lasts for another round ((o 9 maximum of 4 additional rounds a (2th level), deal: ing another 2412 points of damage ge, For every pet round, ‘Material Component: A small viel of BENIGN TRANSPOSITION Cenjrtiom Teleprition) Level Sorerer/wiaed Components rng Toe: stndand ston Range: Medi (10 f= 10% /leve) Target: Two willing creators of up ro Lange size Saving Throw: None Spell Resistance: No Calling out the arcane word, you suddenty stand where your companion was, ancl he has taken your plac, outs the reach of Two target creatures, of which you can be one, instandy swap postions Both subjects must be within range Objects carried by the creatures (up to the crearures' maximum loads) go with them, but other ereatures dont, even fthey are carried. The movement isinstantaneous and does not provoke attacks of apportunity BESTOW ¢ GREATER Necromancy Level: Cleric 7, sorceter/wissed Components: VS ‘Casting Time: 1 standard action Range! Touch Target: Creature touched Duration: Permanent ing Throw: Will negates Spell Resistance: Yes RSE, Charset your hated into binding ond a your fe of powor, you thrust your han and proclainy a tervible curse The spelleaster places a curse on the creature touched, choosing one of the three following effects + One ability score is reduced to 1, or stake ~6 penalties {10 minimum score of 0. two ability + 8 penalty on attack colls, saving throws, ability checks, and skill checks. + Each ttm, the subject has a 25% chance ro act normally; otherwise, it takes no action. You can also invent your own curse but ir should be no more powerful than those described above, and the Dungeon Master has the final say on the curse’ effect, AA greater curse cannot be dispelled nor can it can be removed with break enchantment oF hi ‘or wish spell remov does remave curse cast by « spelleaster ‘fat least 17th level BINDING WINDS Evocation [Ait Level: Druid 2, Windstorm 2 ‘Components: V Casting Time: | standard action Range: Medim (100 ft. + 10 ft level) Target: One creature Duration: Concentration Saving Throw: Reflex negates Spell Resistance: Yes Calling upon the power of elemental ar, you cencivle the lange! in whipping winds “The subject can act normally, but it cannot move from its current location. The winds carry its voice away, so it can speak but cannot be heacdy andi eannot hear anything bur the roar of the winds, This spell distracts spelast ers, and so a Concenteation check required 0 successfully cast any spell (DC equal tothis spells DC + the level ofthe spel being cas Furthermore, no sonic or language dependent spells oreflects can be into or out ofthe winds (hongh spells cast by you upon yourself function normally), Ranged attacks made into or out of the winds take a 2 penalty Binding winds holds flying creaturesin SER HAE Tas: Fea dVHO. BITE OF THE KING bonus to natural armot, Your hands witha sncecr, you gona ushered snot become claws, grancing you two claw rtd alike a es jne gry Jur covers your atcacks, and your mouth becomes that thickens of a bea, giving you a bite attack, You cap attack with both clawsatyourfull You gain a +6 enhancement bonus to uutyourbiteatrackrakes —Dexterity,a +2 enhancement bonus to Necromancy Level: Gluttony 8, Hunger 8 iV 3: {standard aetion Range: Touch ‘Target: One living ereure of size that does not exceed caster's Duration: { round/level Saving Throw: Fortitude negates Spell Resistance: Yes attack bonus, a-2penalty (as if you had the Multiae- Constitution, and a +3 enhan tack feat). Each claw deals 148 points bonus to natural armor. Your face of damage (id6ifyouate Small) +your lengthens intozratlike snout, and you Str modifier, ane your bite deals 248 gain a bite attack that deals 14 points points ofdamage 26ifyouare Small) of damage (or 1d3 points if you are +1/2 your Str modifier. You gain the Small) + 1-1/2 rimes your Str modifier benefits of the Blind-Fight and Power Yowalso gun the benefit ofthe Weapon Attack feats, aswell fyourbaseattack Finesse feat. your base attack bomus Your mouth opens impossibly wide and engulfs your foe. You swallow loudly and capi ari reali honusis ve or higher, youdo nt gain is v6 or higher, you do not gain any Jrurmouthtemelenormal selene Ty aildonal tacks adivona ata mes el your pe Senin’ Material Component: A tuft of bear ‘Material Component: A rat's tail. When youcast this spell, youcan send dereuretonpocket stomel dimer BITE OF THE son witha cel mee wich BITE OF THE WERETIGER See pina WEREBOAR Transmtation asucessful Forde sve: ef Sry pemuttion Level Druids, sorcerc/wiand 6 avingthrow thecreaureisenttothe revels Druid 4sorcerer/wuandS Components VSM Seco ew ani la Components: V,S,M ‘Casting Time: { standard action 2ad8 +12 points of bludgeoning damage : Casting Time: 1 standard action ange: etsonal imlizpoietaciddampenersund Casting Time: as Bengesies hile the tomach dimension the Range fe i sic can ct eyo by sing light slashing or piercing weapon to deal 35 points of damage tothe stomach dimension (AC 21). A creatute that successfully exits appeats tocutits way free from thin it, appearing in space adjacent to you, ach time you cast chis spell, you create a separate temporary stomach Duration: 1 round/level Yiou snarl, ana your features sift nto those You shake your ead, and yourface reshapes of a tiger. Your hands grow sharp claws, itwlf rma the visage ofa boar As thishap- andthe hick skin ana striped fur ofa tiger pens, your body becomes bulkier, and your covers your body shoulders and back brete with hair You gsina +12 enhancement benusto ‘You gain a 44 enhancement honus to Strength, a +4 enhancement bonus to Strength, a enhancement bonus 1 Dexterity,a +6enhancement bonus to ienzions Constitution, and a +8 enhancement Constitution, and a +5 enhancement BITE OF THE becomes that of a boar, and you gain become claws, granting you two claw a bite attack that deals 148 points of attacks, and your mouth becomes that + 4/2 times your Str modifier. You cam attack with both laws at your full also gain the benefc ofthe Blind-Fight _baseattack bonus, but yeurbite attack feat. IFyour base attack bonusis +60r takes a -2 penalty (as if you had the higher, you donot gain any additional Multiatack feat). Each claw deals 108 Level: Druid 6, sorcerer/wizard 7 ‘Components: V,S,M Casting Time: {standard action Range: Personal Rese atiacks points of damage teeif you are Small) Dretiveed cuniflcvel. Maieriel Component: Four boar — +your Strmodifier, and your bite deals bristles, ade points of damage (246 if you are With an inhuman roar, your face extends ook. , Ao es eit bey Sen tee eats EOF R sain the benefits ofthe Blind-Fightand and expancs, and your hands enlarge into. BITE OF THE WERERAT Pee rack Ramer crll tepertare atrackebonusis +6orhigher, you donot gain any additional attacks, -Malerial Component tiger’ claw: clawed paws. Powerful muscle buildsunder —‘Transrwutation your skin, and you become a halfbear Level: Druid 2, sorcerer/vizard 3 creature Components: V,5, M Casting Time: standard action You gain a+16 enhancement bonus to Range: Personal Strength, a +2 enhancement bonus to Target: You Dexterity, a+8 enhancement bonuste Duration: 1 zound/level Constitution, and a 47 enhancement BITE OF THE WEREWOLF Trinsmutation Level: Druid 3, sorcerer/wizard + Components: V, §, M Casting Time: ! standaed action Range: Personal Target: You Duration: 1 round/level A howl erupts from your lips as your face conlor's and expands into a wolfke form. You gain a 42 enhancement bonus to Strength, -H4 enhancement bonus to Dexterity, a+tenhancemenrbons to Constirution, and a +4 enhancement bonus to natural armor. You gain a bite atack that deals 1d6 points of damage (or Ad4 pointsif you are Small) 1-1/2 times your Ste modifier. You also gain the benefit of the Blind Fight fest. If your base atack bonus is 6 of higher, you do not gain any additional attacks ‘Material Component: A wol's tooth, BLACK BLADE OF DISASTER Conjusation (Creation) Level: Sorcerer/wizard 9 Components: V,$ Casting Time: 1 standard aetion Range: Close (25 fi. + 5f.,/2 levels) Effet: Sword-shaped planar rift Duration: Concentration, upto 1 round/level Saving Throw: None Spell Resistance: Yes Asyoucas! the sella lageblack tar in the verse appears in the form ofa crackling ebony swor made of the material of the planes. The blade flies off at your mental command to destroy your fos You create a black blade shaped planar ift about 3 fet long. The blade strikes at any creature within ts range, a5 you desire, starting the round you cast the spell. The blade makes a melee touch altack against its designated target once ‘each rouind, Its attack bons is equ to your base attack bonus + your Intell: gencebonusoryout Charismabons(for wizardsand sorcerers, respectively Anything hit by the blade is dis- invegraced if it fails a Fortitude sa taking 2d6 points of damage per caster level (maximum 4046), or Sd6 points of damage ifthe saving throw is successful, The blade can pass through any magical butrier equal to orless than its spell level, but cannot penetrate dead magic areas or an aantimagic field. It can harm ethereal and incor poreal creatures as if iewere 2 foree effect ‘The blade always strikes from your direction. It does not get a flanking bonus or help combatant get one. If the blade exceeds its range of goes out of yourlineof sight, the spellends. You can diect the blade to attack anotbet target asa standard action, A pole spell can be used to cous terspell a black blade of disaster. A diyncnsional anchor spell cast at the blade dispelsitauromatically The blade cannot be harmed by physical attacks, bur dispel magia spheve ofannihlation, or a rod of cancellation can affect it. Is touch attack AC is 13 BLACKFIRE Nectomancy [Evil Level: Sorcerer/wizacd 8 Components: V.S,M Casting Time: | standaed action Range: Meditsm (100 ft. + 10 /level) Effect: Ray Duration: 1 round/level Saving Throw: Fortitude partial and Reflex neyates; see text with the dark words still on your tongue, a ray of black energy springs from your hand to wrap the mdteated targt mba lanes that absorb heat rather than create black fie erackles an hiss, emenating the smell of hot metal ann sul You must sueceed on a ranged touch attack with the ray to strike a target Ona successful attack, a living target is engulfed in chill black flames that feed on the fuel of their victims life force. A creature engulfed in backfire must make a successful Fortitude save each round that the spell isin effector take 148 points of Constitution damage and become neuseated. A creature that makes its Fortitude save takes no pees om for that roundandis sickened You can cast the spell ona pointin Range: oft. waryunless Effect: Swordlike column of subject, blackfire can spread rapidly, you cast itcast on amobile object. You _gnashing teeth instead. Inaddition toitseffectson the space, but che effectis stato Each round on its turn, any living cancastchespelloncreature,and the Duration: { round/level D) creature adjacent oa creature engulfed effect then radiates from the creature Saving Throw: Will portal in blackfire must succeed ona Refler. and moves as it moves. Unattended Spell Resistance: Yes save or become engulfed itself objects and points in space do not get Any creature that has its Constita- saving throws or benefit from A thre-fol-long column of ser tion reduced to 0or lower by the spell spell resistance bovied gnashing fete sprongs forth is turned into a pile of black ash and from your hand. can be returned 10 life only by true resurrstion or wish, the easter of which ‘mustsucceed ona DC 30 casterlevel check to restore the vietim t0 Forthe duration of the spell you can make melee touch antacks that deal 1d6 points of damage +1 point per to caster levels (maximum +10). Your Strength modifier does not apply to the damage. A creature that you successfully deal damage to ‘must also make a Will saving throw er become frightened for 104 rounds life, Ifa creature sueceeds on its Fortitude save in 3 con secutive rouinds, the bisekfr affecting it gutters out. The black flames cannot otherwise be extinguished by normal means (such as immersion :n water or smothering), but antimagte fel, 3 Inagic, move curse, ot recessful BLADE STt Transmatation Level: Ranger 3 Components: V Casting Time: { swift action Range: Personal Tar Du ORM intent smntis itt a creature protected by death ward las émmunie wblackfie’ effects “Material Component-A pinch of dust from a vampire destroyed by sunlight La tion: 1 round BLACKLIGHT Evocation [Darkness] Level: Darkness 3, sorcerer/ wizard 3 Components: VS, M Casting Time: | standard action Range: Close 25 ft. 1 sft /2 levels) With «thought and a wont you complete the gl. Your weapons Shift color coming blue for ‘merce, and el ighterm your hands. An unseen force guiles them, pulling thers fussy your ‘Area: A 20-f:-radius emanation ‘ a centered on a cxeatute, object, tread You can cast chis spell only at the point in space beginning of your turn, before you Duration: 1 sound/level (D) take any other actions. After casting Saving Throw: Will negates ocnone _Bahlight counters or dispels any Blade storm, you ean take a fullround (object) Light spell oFequal orlowerlevel,such action to make one attack with each Spell Resistance: Yes or no (object) as daylight melee weapon youtare currently weld ‘Material Component: piece of coal ing ageinst every foe within reach. If With a fow short words of power you andthe dried eyeball of any creature. you wield more than one weapon. oF draw the ight from the surrounding area a double weapon, yo cam attack Wathin just afew seconds theightiomsio BL ADE OF PAT foe once with each weapon or end: tle darknes BLADE OF PAIN tusingshe normal rules for rwo-weapon AND FEAR fighting (PH 160)-So,aranger wielding You create an area of total dackness. Evocation a Tongsword and a short sward could Thedarknessisimpenettabletonarmal Level: Assassin 2, blackguard 2, aetack each opponent he can reach vision and darkvision, bur you can cleric 3, Deathbound 2,sorcerer/_with both weapons. Ifyou choose not see normally within the blacklit area, wizard § to spend a fullround action in this Crearuresoutside the spells area,even Components: V,S, DF fashion after casting the spel, the spell you, catnot see through it Casting Time: 1 standard acon has no effect BLADE THIRST Transmutation Level: Ranger 3 Components: V Casting Time: 1 swift action Range: Touch ‘Target: One slashing weapon Duration: t round/level Saving Throw: None (object) Spell Resistance: Yes (object) You touch a blade, and it catches fv. Unearthly blue flames crackle along ss Tength while the weapon bencath remains cold ancl unharmed, ‘You grant a slashing weapon a 43 cenhancementhonus. The weapon sheds illumination as if it were a torch, BLADES OF FIRE Conjuration (Creation) (Fire) Level: Ranger 1, soreeres/wizard Components: V sting Time: 1 swift action Range: Touch Targets: Up to two melee weapons you are wielding Duration: t round Saving Throw: None Spell Resistance: No With a word your weagons burs into flame You feel no heated the flames merely tickle your skin ‘Your melee weapons each deal an extra 1d points of firedamage. This damage stacks with any energy damage your weapons already deal: BLADEWEAVE Illusion [Pattern] Level: Bard 2, sorcerer/wizard 2 Components: V Casting Time: { swift action Target: You Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: See text With a shout you unleash the power ofthe spell, causing every movement you make with your weapor to seem beautiful and full of wish (Once per round, choose one target thet yousuccessfully attacked witha melee ‘weapon, That creature must succeed oon a Will save orbe dazed fort round, Spel resistance applies to this effect. BLAST OF FLAME Conjuration (Creation) [Fire} Level: Sorcerer/wizard Components: V; §,M Casting Time: standard action Range: 60 ft Area: Cone-shaped burst Duration: Instanrancous Saving Throw: Reflex half Spell Resistance: No [As you cast the spell, your hand hueomes sheathed in barely perceptible yellow flames, ‘With ror, the flames burst from your hare in the shape of a cone, leaving your hha traiémg wisp of smoke. lames fil the area, dealing tdé points of fre damage per caster level. (maxi ‘mum 0d) to any ereacure in the area that fatlsits saving throw. Material Comporient: A bit of wick soaked in oi BLAST OF FORCE Evocation [Force] Level: Force 3, soree ‘Components: VS Casting Time: { standard action “Medium (100 ft +10 /level) /wizard 2 Duration: Instantancous Saving Throw: Fortitude portial Spell Resistance: Yes Drawing upon magic m isp send invisible energy whistling through the iro baer your fw You must sueceed on a ranged touch attack with the ray to strike a target. A blastof orce deals td¢ points of damage per two caster levels (maximum Sd6). In addition, a successful hit forces the subject to make a Fortitude save ot bbe knocked prone (size and stability modifiers apply o the saving throw as if the spell were « bull rush). BLESS WEAPON, SWIFT ‘Transmutacion Level: Puladin 1 Duration: t round ke the holy words guihly.and your weapon flashes 2 momentary Bluewhite ‘This spell Fuanetions like bless weapon (PH 205), except as noted above. BLESSED AIM Divination Level: Blackguard 1, cleric 1, paladin 1 ‘Components: V, $ Casting Time: 1 standard action Range: 50 fi Effect: 50-f-radius spread centered on you Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: No With the blessing of your deity you bolster your alles’ aim wilh an exhortation This spell grants yourallies within the spread a +2 morale bonus on ranged attack roll BLESSING OF BAHAMUT Abjuration [Good] Level: Paladin 3 VSM 1 standard scrion Range: Personal ‘Target: You Duration: 1 round/level You hear a distant dragons roar that no ane else detects, and your skin takes on a platinum sheen. You gain damage reduction 10/magic forthe spells duration. Material Compan! canary fea; which is lang into the ar. BLINDING BREATH Transmutation [Light] Level: Sorcerer/wizard 4 You expel your breathe weapon, which ‘races with eye-spliting intensity Hes. by This spell functions like breath flare (page 38), excepr that targets that fail theiesaving throws against your breath weapon are permanently blinded, rather than dazzled BLINDING SPITTLE Transmutation Level: Druid 2 Components: V8 Casting Time: | standard ac Range: Close (25 ft. +5 ft./2 level Effect: One missile of spit Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Whipping your head forward with the last word the spel ous glue of ark Tagua at your fo You spitcausticsaliva into your target's eyes with a successful ranged touch attack. A —4 penalty applies attack roll The subject sb 1can wash sts eyes with wate or some other rinsing fluid, which requires @ standard action This spell has no effect on creatures without eyes or en BLINDSIGHT Level: Clevie 3, druid 3 Components: VS Casting Time: | standard action Duration: 1 minute/level Saving Throw: Will negates ince: Yes (harmless) You touch your intended subject, which then twrnsits head rapidly about asiflook his spell grants the subject the blindsigh ability (MM 306) effective Level: Cleric 4, druid 4 This spell functions like indah except as noted above and that the blindsight granted by the spellis effec: tive out to 60 fer BLINK, GREATER Transmatation Level: Bard 5, Celerity 8, sorcerer) wizard 5 Aan immaterial fog descends over your eyes dloseness you that world and the one gon which you sland “his spel functions ike Mink (PH 206) except that you have conteol over the timing of your “blinking” back and forch between the Ethereal Plane and the Material Plane. You can also seady an action to blink av ‘or magical arack. The ex automatically unless ir also affects ethereal targets (as a fect does). While blinking, you have no chance of interfering force with your own attacks oF your own, spells. When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which ease you materialize and are shunted off ro the nearest open space, raking 1d points of damage per 5 feet traveled in this manner BLISTERING RADIANCE Evocation [Fite, Light] Level: Cleric 5, sorcerer/wizand 4 Components: VS, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft /level) ‘Area: 50-f-tadius spread Duration: 1 round/level Saving Throw: None and Fortitude parvial, se text Spell Resistance: Yes As you conclude the ritual to release the ‘energy of he spell you hur a blazing bal of Hight towne the pont you designate, and it erupls into a billiast hovering sphere All sighted creatures in the area are dazzled (no save) and the heat from the blistering radiance deals 2d6 points of fire damage toall creaturesand objects in the area each round on your turn (Fortitude half). Like a firebull spell blistering radiance eruptsifit stikesany zuaterial body or solid barrier before attaining the prescribed range, and you ‘must make a successful ranged touch attack 10 send the sphere through a narrow opening or passage. lstering radiance counters or dispels any darkness spell of equal or lower level Material Component: A bit of tinder and small lens, BLOOD FRENZY Transmutation Level: Druid 2 Components: V,S Casting Time: t standard action ‘Range: Touch ‘Tanger: Any creature with the rage abilicy Duration: Special; see text Saving Throw: Will negates Spell Resistance: Yes A hot rush of anger flows through your targets ves. The target creature enters a rage, as ins rage special ability, bur this rage does not count toward the creature's number of rage artemprs per day. BLOOD SIROCCO Evocation Level: Druid 6 ‘Components: V,S Casting Time: 1 standatd action Range: 60 ft. Effect: Cone-shaped emanation centered on you or on a point in space Duration: t round/level Saving Throw: Fortitude negates Spell Resistance: Yes With alot exhalation anda circularwave of your oulsivetched arm, a stifling wind tearsacrssthe landscape, kickingip ous of dust and sand anal spreading ou to blow over your fee {A blood sixoeco blows out from your location with the force of a wind: DMC area of Small orsmaller size are knocked prone and rolled 14x10 feet, taking 144 points of nonlethal damage per 10 feet, Medium creatures are knocked prone, and creatures of Large or Huge size are unable to move toward the origin point of the cone ‘A successful Fortitude save allows the creature to move normally in that round In addition, the stifling winds dehydrate those within the cone. In ‘each round when an affected living creature fails saving throw, ittakes 2 points of damage. “The wind of a load siraco automat cally extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has « 80% chance to extinguish these lights. The wind ofa blood siaceo continues to blow from the origin point to the wide end of the cone 95), Creatures in the for the duration of the spell. Any ccreacure within this area is entitled a saving throw each round to ignore the effects of the blood sireco BLOOD TO WATER ‘Necromancy [Water] Level: Cleric 7 Components: V,S Casting Time: 1 standard action Range: Close (25 ft. +5 f1,/2 levels) Effect: Up to five living creatures, no ‘avo of which are more than 30 ft. apart Duration: Instant Saving Throw: Foctirude half Hes Spell Resistance: Yes z if ou incl spl nding your speleasting Ss. From where you spat arsesaseirgrenorb of energy foreach ereture you rte os 4. subject ofthe spall. The orbs fy to their desgated target and turn blood ed as thoy impact You transmute the subjects’ blood into pure water, dealing 246 points of Constitution damage. A successful Fortitude save halves the Constitution damage. This pel has no effecton living crea- tures with the fire or water subtype BLOOD WIND Evocation Level: Cleric ,sorcerer/wizard 1 Components: V.S Casting Time: { swift action Range: Close (25 f+ 5fr./2 levels Target: A single creature with Intelligence 4 or higher Duration: 1 round Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Affer you complete the spel, the subjects lin ripple with power and grow slightly in length, The subject can take a full attack setion to use allof its natural weapons fo unarmed strikes as if they were thrown weapons with 2 20-oot range increment. The subject gestures as if raking a melee attack, but the eesule of the attack affects » taxget within range. This spell does not actually grant reach, and so does not help providea flanking bonus orallow the subject ro make attacks of opportunity atany range greater than normal. The subject uses its normal melee attack bonuses and deals damage normally if it hits, though che target of the attacks can benefit from cover or concealment BLOODHOUND Divination Level: Ranger 1 Components: V,$ Casting Time: 1 Range: Personal ‘Target: You Duration: 24 hours (D) sndard action A white film slips over your vision, Strange mmore focused and you note barely perceptible traces of passage that you had missed before, If you fail a Survival check to track a creature while thisspel functions, you can immediately attempe another roll against the same DC to reestablish the trail, Ifthe reroll fails, you must search for the rail for 30 minutes (ifoutdoors) cof S minutes (if indoors) before trying again Has, bp Prank BLOODSTAR Conjuration (Creation) evel: Sorcerer/wizard 4+ Components: ¥,5,F Casting Time: 1 standard action Range: Medium (100 i +10 level Effect: A bloodstar Duration: 1 round/level Hheow: Fortitude negates esistance: Yes ah tryslal appears near your foes to suck the Fo from their wounds In a ruby f colored, glowing You create 4 magic construct called a bloodstar thet shoots from your hand and hovers in the air anywhere within the limit of the range (each ound, you can move the bloodstar anywhere within range with standard action spent concentratingen the new position). The bloodstar pulses with ruby light (providing illumination na 20-f00¢ radius). Any creatire you initially designate within 10feetof the bbloodstar that takes damage from any source must make a saving throw, On afailed save, the vietim takes 1 point of Consticution damage. Each time victims are damaged, they ean attempt The bloodstar cannot be attacked or hharmed by physical atacks. Focus: A cuby worth at least 30 gp BODAK'S 'S GLARE ecromancy [Death, Evil el: Abyss §, Cleric 8 Components: VS, F Casting Time: {stan Range: 30 f. ‘Target: One living: Duration: Instantane Saving Throw: Forti Spell Resistance: Yes ide negates rs of doep darkness and nig like holes i se Yowimvoke the p universe ie Upon completion of che spell, you target creature within range that see you, That creature dies instantly unless it succeeds on a Fortitude swe, ‘The target need not mect your grze. Hfyouslaya humanoid creature with thisattack, 2¢hours later ittransforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodek is not under your command, but can be controlled as normal with a rebuke undead check. Focus: A black onyx: gem worth ar least 500 gp BODY BLADES Transmutation Level: Cleric 2 Components: V,S Casting Time: 1 standaed accion Range: Personal ‘Target: You Duration: 1 minuce/level You finish the spells casting and shudder as slender, sharp-tipped spikes erupt from your hod limbs, and lth, You sprout daggertike blades from all the surfaces of your body and clothing. ‘The blades appear metallic but are not actually metal, and never harm you or interfere with your movement oF actions. You are proficient with your Blades, and they allow you to deal piercing damage equal to 1dé + your caster level (maximum 1d6+5) with successful grapple attack, Youcan also make a regular melee attack (or off hand attack) with the spikes, and they count as light weapon in this ease, If aacreatute initiates a grapple with you, ittakes the samedamage,and you gain abonuson grapple checks to resistthe sgrapple equal to rhe damage dealt. You ‘get +4 bonus on Escape Artist checks to escape from a net, rope, grapples, or spell thar entangle. BODY HARMONIC Transrmutation Level: Band S ‘Components: V,5,F Casting Time: { standard action Range: Medium (100 ft + 10 ft/level) Target: One living creature Duration: Concentration, up 10 1 round/leve! Saving Throw: Will negates Spell Resistance: Yes Yourubthe rim ofa water fled lass caus ing tfoemit a piercing tone, As you chant a simple per you fol the lass in your hand each with energy, causing thehand Ialing it to become sightly mum ‘As you rub the glass, the targeted creature's body begins to vibrate loudly and painfully in harmony with the tone, Each round you continue to concentrate on this spell, the victim takes 110 points of damage to one ability cove, Youmustselecca different ability seore each round, and cannot damage any one bility score more than once every 5 rounds ‘The creature can attempt a Will saving throw each round to negate that round’ effect. ‘While the subjectis under the effect cof boy harmonic its body whines and hums discordantly The victim takes a =20 penalty on Move Silently checks Focus: A crystal water-filled goblet worth at least 500 gp, BODY OF THE SUN Transmutation [Fur] Level: Druid 2, sorcerer/wizard 2 ‘Components: V, , DF Casting Time: | standard action Range: $f ‘Area: 5-ft-radius emanation centered on you Duration: { round/level Saving Throw: Re‘lex balf Spell Resistance: Yes By drawieg om the power of the sun, you cause your body lo emanate fire Fire extends 5 fect in all directions from your body, illuminating the area and dealing 104 points offre damage per 1wo caster levels (maximum 5d Adjacent creatures take fire damage each round on your turn BODY OF WAR ‘Transmuration Level: Sorcerer/wizard 7 ‘Components: VS, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D "rowing back your arms as yu complete the spell, you feel your body grow heavy and unresponsive. moment of panic grips you as your ches ceases to expand and you realize you are no longer breathing. Cold suwveps over your body as you glance down at your nowometalla sh ‘When you cast this spell, you assume the physical appearance and many of the qualities and abibivies ofa warforged titan (Eneanow Campaign Setting 302), While under the eflecrof the spell, your ceremure type changes to construct, and your size changes to Huge. You have the space and reach of a warforged titan (15 feer/15 feed). Your mindset changes so that you relish combat and cannot cast spells, even from magic items, You sain the Strength and Dexterity of an average warforged tian (Scr 28, Dex 8), ‘buryou retain your own mental ability scores. You have no Constitution score while affected by this spell Your base land speed becomes 50 feet. You gain darkvision out to 60 feet. Youalso gain low-light vision Your class and level, hit points alignment, base attack bonus, and base saving throw bonuses all remain the same. You lose any extraordinary special abilities of your own form, as wells spel-like and supernatural abil ties. You keep all extraordinary special attacks derived from class levels (such as a barbarians rage or a rogue’s sneak attack), but you lose any from your normal form that are not derived from class levels, You cannot speak oF cast spells while in warforged titan form. Your natural armor bonus becomes 18, regardless of any navural armor bonus from your normal form, and you gain damage reduction 10/adamantine. ‘Asaconstruct,youhaverhefollowing qualities:immunity to all mind-affect: ing spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effect, criti calbits, nonlethal damage ability drain, fatigue, exhaustion, energy drain, and tw any effect that requires 2 Fortitude save (unless the effect also works on objects or is harmless), You also gain the warforged titan's two attack forms {axe and maul), along with the trample special ability (damage td8413; Reflex DC 25 half). The warforged titan’ axe deals 28 points of slashing damage and has ax3 critical modifiers its maul essentially a huge warhammer) deals ads points of bludgeoning damage and also has 2 X3 critical modifier. Your equipment melds into your new form and becomes nonfunctional Material Component: 4 miniature bronze hammer BOLT OF GLORY Evocation [Good] Level: Components: V, 5, DE Casting Time: 1 standard action Range: Close (25 fi. + §ft./2 levels) Effect: Ray Durati Saving Throw: None Spell Resistance: Yes ALAVHO allngupon the Postve Energy Bane aid te power of your faith, you project a white bolo hissing postive energy a your fo. You must sueceed on a ranged touch attack with the ray to strike a target. A creature struck takes varying demage, depending on its nature or its home plune of existence and your level Creatures native to the Negative Energy Plane, evilaligned outsiders, and all undead creatures take td12 pointes of damage per caster level (maximum 15d Creatures native to the Material Plane or an Elemencal Plane, or any other neutral-aligned outsiders, take 112 points of damage per two caster levels (maxiemum 7412) Greatuzes native to the Positive Energy Plane andall good aligned out siders are nor affected by this spell BOLTS OF BEDEVILMENT Enchantment [Mind-Affecting] Level: Bad 5, Madness 5 Components: V,S Casting Time: 1 standard action Range: Medium (100 ft +10 ft level) Effect: Ray ‘Duration: t round/level Saving Throw: Will negates Spell Resistance: Yes With a strangled peal of laughter to ‘complete the spel, you port your hancl at your enemy ara fire a black hear This spell grancs you the sbility 10 make one ray attack per round, You mustsucceed on a ranged touch attack with the ray to strike a targer. A living creature struck by the ray is dazed for 1d3 rounds ifie fails its save BOMBARDMENT Conjuration (Creation Level: Druid § Components: VS, F Casting Time: 1 standard action ‘Range: Long (400 ft. + 40 ft /level ‘Area: Cylinder (15-ft radius, 40 ft. high) Duration: Instantancous Saving Throw: Reflex half see text Spell Resistance: No You point fo the emply air and boulders ROT eg, Ii YO You designate the spot on which the cylinder is centered. Fach creature in the area that fails Reflex saving throw takes 148 points of damage per caster level (maximum. 20d8) and is buried under $ feet of rubble. A successful save halves the damage and avoids burial Aburied creature can free itself with DC 20 Strength check (a full-round action) oritcan be dug free by others single creature workingalone requires 4 minute to free trapped creature). A buried creature is unable to move, and cannot cast spells with somatic com ponents, and any material components must bein hand After this spell is cast, its area is covered in 5 feet of dense rubble (ome 30 Focus A quarte crystal embedded in BONEFIDDLE Necromancy Level: Bard 2, sorcerer/wizard 2 Components: V, S,F Casting Time: | standard setion Range: Close 25 ft + $f. levels) Target: One creature with a skeleton orexoskeleton Duration: Concentation, up to 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes You rub your middle finger across your thumb like a bow against a fiddle while simultaneously humming a discordant tune under your breath. Nearby, you sev a translucent hone-white fiddle bow appear dnd sink into te flesh of your target. It begins sawing, as if playing your target ikea fiddle. You call up ghostly fiddle bow in the air above the targeted creature. This bow immediately descends into the target body and begins to saw buckand forth against i skeleton. Although the music produced is eerily beautiful, it ceuses intense pain and anguish in the victim. Bach round on itsturn, the victim mast make « Fortitude save or take 3d6 points of sonic damage and a ~20 penalty on Move Silently checks. A successful save negates the damage and ends the spell. The spells effects continue even ifthe subject moves so that you no longer have line of sight or line of effect to it Focus-A miniature silver fiddle worth at least 30 gp. BOTTLE OF SMOKE Gonjuration (Creation) Level: Druid 3, ranger 3 Components: V,§,F Casting Time: 10 minutes Range: Touch Effect: One smoky, horselike Duration: 1 hout/level Saving Throw: None Spell Resistance: No You wnvean ornate bottle shout and smoke luvs to filling wath a white coud, You create « plume of smoke thar you capture in a special bortle youre hol ing, If the bottle is thereafter opened before the spell duration expires, the smoke emerges o form avaguely horse- like creatace made of wisps of smoke. Iemakes no sound, and anything that rouches it simply passes through it. ‘To mount this smoke horse, the would-be rider must make a DC 10 Ride check while holding the bottle in one hand. Anyone attempting 10 mount without the bottle simply passes through the horse's form. Leiting goof the bottle after mounting causes the rider to fall rough the horse's smoky form; he or she cannot thereafter remount without the intact bottle in hand. Ifthe bottle is broken, the spell ends immediately and the rider GF mounted) falls to the ground. The smoke horse has a speed of 20 feet per caster level, to a maximum of 240 feet. It can send smoke billowing urbehind itarthe riders behest, leav ingbehind abankofsmoke 5 feet wide and 20 feet high os it moves. A severe wind, or magical wind of any kind, disperses the horse (and any smoke it hhas produced) instantly. Otherwise, the bank of smoke lases 10 minutes, starting on the turn it was lid down, Starting or stopping the smoke tralis a fee ection. The mountand the smoke rail it produces give concealment to anyone behind them The mount is immune toll damage and other attacks because material spent a Seem] objects and spells simply pass through it It cannor attack, The rider can return the smoke hhorse wo che bottle, and thus pause the spell, t any time by simply uncorke ing {¢ (a move action) and stoppering i again (another move action) in the next round after the horse is inside. If the bottle is reopened later the spell reactivates with its remaining duration intact. Regardless of how much duza- tion remains unused, the spell ceases functioning 2¢hours after tis cast. Lf dispelled at any time while the bottle 4s corked, the spell ends. Focus: An ornate, corked bottle worth ac least 50 gp. BRAIN SPIDER Divination [Mind-ALfecting] Level: Clevie 7, Mind 7 Components: V, §, M, DF Casting Time: { round Range: Long (400 +40 fe ‘Targets: Up to eight living creatuses Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes You touch a spider's body and think of the targeis. As cach target suecumbs to the spell, «log ofthe spider vanishes into nothingness. For the duration of the spell as stan- dard action, you ean eavesdrop on the thoughts of up to eight other creatures atonce, hearing as desired + Acteatures surface thoughts, + Individual trains of ehought in whatever order you desize One nugget of information pereaster level from all the minds regard ing one particular topic, thing, oF being, The thoughts and memories of one creature of the group in detail Once per round, ifyoudo not perform a detailed study of one creature's rind, you can attempt (asa standard action) to implane a suggestion (PHL 285) in the mind of any one of the affected creatures, The creature can make another Will saving throw to resist che suggeslion, using the origi- nal save DC. (Creatures with spectal resistance to enchantment spells can ase this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effets of the brain spider for that creature Material Component: dead spider of any size or type. It must still have all cight legs BRAMBLES ‘Transmutation Level: Cleric 2, druid 2 Components: V,S, M Casting Time: { standard action Range: Touch ‘Target: Wooden weapon touched Duration: { round/level Saving Throw: None Spell Resistance: No With the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns, For the duration of hespell, the weapon deals both piercing and bludgeoning damage. Ic gains a +1 enhancement bonus on its attacks and also gains a 1 enhancement bonus per caster level con meleedamage rolls (maximum +0). This spell works only on melce weap- cons with wooden striking surfaces, For instance, st does not work on a bow, an arrow,ora metal mace. Material Component: A small thorn, BRANCH TO BRANCH Transmutation Level: Druid f, ranger 1 Components: V,S Casting Time: standard action Range: Personal Target: You Duration: 1 hour/level (D) wile the last guttural uttovanes fingers thicken and your arms lengthen slightly, You have the impression that you would fol mo al ease in a canopy oftres You gain a +10 competence bonus on Climb checks made in trees, As long as you remain at least 10 feet above the ground, you can brachiate (swing by branches and vines) in medium or dense forest, ut not in sparse forest. When you brachiate you gaina t0-foot enhancement bonus oyourland speed and ignore the hempered movement penalties for undergrowth and other terrain feavures. You can charge while brachiating, but you cant rum, Natur rally, some local conditions, such es areas of sparse forest, clearings, wide rivers, or other breaks in the forest night force you to return 10 the ground BREATH FLARE Teansmutation [Light] Level: Soreres/wieatd 1 ‘Components: S Casting Time: { swift action Range: Personal ‘Varget: Your breath weapon Duration: t round You evhale your breath weapon, and it Slashes brllanlly surprising your fos For this spell to function, you must have a breath weapon that uses fire or electricity, either as a supernacural ability orasthe resule feasting spell stich as dragon breath (page 73). When you successfully cast this spell, your breath weapon is suffused with brigiat light. Inaddition to taking the nocmal fire or electricity damage, creatures that fail cheir saving throws ageinst the breath weapon are dazzled for mimute percaster level. Sightless creatures ate not affected by brea flare BREATH OF THE JUNGLE ‘Transmuration Level: Druid 1 ‘Components: VS, DF Casting Time: 1 standard action Range: Medinim (100 + 10 ft /level) Effect: Mist spreads in a 40-f. radius, 2a ft high Duration: 1 minuce/l Saving Throw: None Spell Resistance: No With a word of power and flick of your wrist a foulsmelling, fie mist appears The DC of any saving throw made within the mist against poison or disease increases by 2 The mist does not provide conceal: ment. BREATH WEAPON ADMIXTURE Transmutation [see text] Level: Sorcerer/wizard 9 Components: Casting Time: { swift ection Range: Personal ‘Target: Your breath weapon Duration: t round You spit out two forms of energy as your bret weayon steaks toward your “opponents For this spell to function, you must havea breath weapon, either asa super natural bility oras the result of casting a spell such as dragon bresth (page 73) When yousuecessfilly cast this spel, you choose one type of energy other than that normally associated swith your breath weapon: acid, cold clectie- ity fire, or sonic. You can modify your breath weapon toadd an equal amount of the energy youchoose. Forexample, great wyrm red dragon whose breath weapon normally deals 2410 points of fire damage could use this spell 10 produce a cone dealing 24410 points offire damage and 24d10 points of acid damage. Even opposed typesof energy, such as fireand cold, can be combined using this spell. If you choose sonic energy, the save DC of your breath weapon is reduced by 2 ‘When you use this spell to produce acid cold, electricity, or ire energy, itis spell ofthat type. For example, breath apon admixtuie is an acid spell when you cast it to add acid damage to your breath weapon, BREATH WEAPON SUBSTITUTION Transmutation [see text Level: Sorceres/wizard s Components: S Casting Time: i swift action Range: Personal ‘Target: Your breath weapon Duration: 1 round Your focs, prepared far your terible fiery breath weapon, are caught off guand as you exhale a cone of caustic acid in their surprise faces For this spell 10 function, you must havea breath weapon, either asa super natural ability ors the result of casting a spell such as diagon breath (page 73). When you successfully cast this spell, you choose one type of energy other than that normally associated with your breath weapon: acid, cold, electric itysorfire. You can modify your breath weapon to use the selected energy type instead ofits normal energy type. For example, an old red dragon whose breath weapon normally deals 16d10 points of fire damage could use this spell to produce aicone dealing tod10 points of acid damage inscea. ‘When you use this spell to produce acid, cold, elecricity, or fre energy, itis a spell ofthat type. For example, breath sap substitution isa acid spell, your breath when you cast itto chan; weapon to deal acid damage. BRIAR WEB Transmmutation Level: Druid 2, Components: V, 5, DF Gasting Time: 1 standard action Range: Medium (100 ft + 10 /level ‘Area: 40-fc-adias spread Duration: { minute/level Saving Throw: None Spell Resistance: No inger2 With a sound Like a thousand krives being wnsheathed, the plants im the area grow sharp thorns and warp ito a thick dar pach Uhis spell causes grasses, weeds, bushes, and even trees grow thornsand wrap and ewist around creatures ino enter {ng the area. The spells area becomes difficulrterrain,and creatures move at halfspeed within the affected area. Any creactre moving through theareaalso takes 1 point of nonmagiesl piercing damage for each 5 feet moved, ‘Accteature with freedom of movement or the woodland stride ability is unaf- fected by this spel. BRILLIANT AURA Transmutation Level: Cleric 8, druid 8, sorcerer/ wizard 7 ‘Targets: Weapons carried by one creature/? levels, no two of which sre more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes harmless) Talking fresh insight from contemplation of light, you cast the spl and set your alles aglow with while brilliance, This spel functions like bvlliant blade (see below), except as noted here, and that all weapons of the subject crex tures gain the brilliant energy special ability. We Eagland BRILLIANT BLADE Transmutation Level: Cleric 7, druid 7, sorceres/ wizard 6 Components: V, 5 Casting Time: 1 standaed action Range: Close (25 ft. + § fe./2 levels) ‘Target: One melee or thrown ‘weapon, or fifty projectiles all of which must be in contact with each other atthe time of casting) Duration: { minute/level Saving Throw: Will negates (harmless object) Spell Resistance: Yes harmless objec With a word, weapon glows with a soft bi white halo that emits « low, slowly pulsating hum, The faint sel af azome permeates the indicated You ransformasingle melee ‘weapon, natural weapon, thrown ‘weapon, or group of projectiles into a weapon with the brilliant energy special ability (DMG 224), If this spell is cast on ar- rows of crossbow bolts, the effect on a particular pro jectile ends after one use, whether or noe the mis sile strikes its intended target. Treat shuriken asarrows,ratherthan asthrown weapons, for the purpose of i this spell BRISTLE Trane Level: Sorcerer/ wizard2 Components: VS Casting Time: 1 standard action ‘Target: Suit of armor wuched Duration: 1 minute/level (D Saving Throw: None Wath « word and the sudden opening of your hand you competethe spl Touching sprout nly causes the armorto oking spine ng desl ig deal The bristle spell temporarily enhances ‘one suit of armor, causing it ta grow long hard spikes thac stick out in all directions. This spell dees not work on clothing other than armor, but itdoes function with armor thatalready has spikes bul in. The spikes are flexible enough not to hamper the creature wearing the armor. Each round, the frst time the armor wearerattacksa target in melee, the spikesstrike outas wel, growing length and hardness, The spikes have an attack bonus equal to your caster level and deal 246 points of damage Your Strength modifier does not apply to this damage BUOYANT LIFTING Evacation Level: Druid ¢ Components: S, DF Casting Time: 1 immediate action Range: Close (25 ft. 5 [1/2 levels) Target: One willing creature/ Tevel, no wo of which are more than 20ft. apart Duration: { mimuce/ level (D) see text Saving Throw: None spell Resistance: No Wilh a sharp jb of your finger, the water around your indicaed. subjects begins. to. push them towarl the surface ‘The subjects of this spell are borne toward the surface at 60 feet perround until they are floating on it. The sub- ject then rests. at the wp ofthe liquid rescuing it from drowning ifitwas a sinking, airbreather) and can swim away under its own power or be moved by others such as with rope). If the subject is removed from the liquid, the spell ends. BURNING BLOOD ‘Necromancy Level: Soreeres/ wizard 4 Components: VSM Casting Time: 1 standand action Range: Medium (100 fe. + 10f/level) Target: One living creature; see text Duration: t round/level (D) Saving Throw: Fortitude partial; Spell Resistance: Yes The taste of copper fills your mouth and bloody spters punctate he las ew words that unlock te spell You ga ‘ood in your mouth congeals, but disap slightly as the pears even as you welease the spell. You tainta living creature's lood with a hot, cortosive infusion, dealing 1d posnts of acid damage and 148 points of fie damage per round. The subject canattempt.a Fortitude save each round tonnegate the damage, bura successfil save does nor prevent damage in furute rounds Searing pain limits the subject toa single move action in any round when it fails its Fortitude save Burning Hood does not affect crea teresof the construct elemental, ooze, plant, or undead types. ‘Material Component: Adrop of blood and a pinch of saltpeter. BURNING SWORD Evocation [Fite] Level: Sorceret/wizard 2 Components: VS Casting Time: {standard aetion Range: Touch ‘Target: Weapon couched Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No [By chopping your hand like an axe and uttering the fast fw phrases ofthe spell, you ‘cause the weapon youve touched to become wreathed in flickering blue flames. ‘the flames from this spell shed azure light out wo 30feet. These lames do not harm the weapon or its wicker, but forthe duration ofthe spel. it delivers fixe damage in addition to its normal damage The enchanted weapon deals an extra 1d6 points of fire damage on a successful hit. Also, om a critical hit, the weapon deals additional fire damage based! on the weapon's critical multiplier Critical ‘Additional Multiplier Fire Damage x2 +1di0 a 42d10 x4 43410 BURROW Transmutarion Level: Druid 2, ranger 2 Components: VS, F/DF Casting Time: 1 standard action Range: Touch ‘Target: Creature touched Duration: t mimute/level(D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You invoke the spell and your hands glow with a yellow aura, the aura Tengiten ing and forming into translucen hands. The smell of freshly turned earth fils the ar ‘The subjectcan burrow through earch and loose rock (bur not solid stone) with a speed of 30 feet (or 20 fect if it swears mediuin or heavy armox, orifit carries medium or heavy load). Arcane Ficus: A claw from 2 burrow ing creature. BURROW, MASS “Transmuration Level: Druid 4 ranger 3 Targets: One creature/level, no cw of which are more chan 30. part You call upon the power ofthe spell and, in hur, each of your alles hands gain a yellow nimbus, forming into the hands of large moles This spell functions like burrows except that it affects multiple creatures. BUZZING BEE Conjuration (Creation) Level: Sorcerer/wizard t Components: V;S, M Casting Time: { standard action Range: Meditim (100 ft. + 10 ft /leve ‘Varget: One creature Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No A small but extremely loud bee appears dnuzzing around the head ofthe designated target This spell creates an unnerving noise thar disruprs the subjects concentra tion, The subject is distracted and takes a 10 penalty on Move Silently checks, Creatures that eanit hear ate not distracted. The DC of Concentrs- tion checks to cast spells or maintain concentration while distracted isequal tothisspells DC + the level ofthe spell beingeast The bee has a fly speed of 180 feet (perfecd, It remains near the subject in spite of darkness, invisibility, poly morph, cover, concealment, of any other attempt at disguising or hiding The bee remains until the spells dura- sion expites or the subjece moves out of range. the bee cant be attacked, buri¢can be dispelled “Material Component: A dab of honey CACOPHONIC BURST Eyocation [Sonic] Level: Bard 5, sorcerer/wizard $ Components: VS Casting Time: 1 standard action Range: Long (400 f. + 40 fe /level) Area: 20-fe-radius burst Duration: Instantaneous Saving Throw: Refles hel Spell Resistance: Yes ‘You complete the spall with scream, and echoesof ourery rave outward and burst ino ear shattering sounds. You cause a burst of low, discordant noise to erupt at the chosen location, It deals ads points of sonic damage percaster evel (maximum 15d6) toall ‘creatures within the area, ‘Cacaphonicbunst cannot penetrate the area of asilencespell. CACOPHONIC SHIELD Evocation [Sonic] Level: Bard 4, sorcerer/wizard 5 Components: VS Casting Time: 1 standard action Range: 10 Area: 10-ft-radius emanation Duration: 1 minute/level (D) Saving Throw: Fortitude partial, Spell Resistance: Yes Your words spoed into jumble of sounds that mi together until only aconstant fin buzzing sound remains You create a barrier of sonic energy ata distance of 10 feet from yourseli, Creatures on either side of the barrier hear itas loud bur harmless buzzing. Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier. Supernatural or spell based sounds or sonic effects penetrate the barcier only ifthe caster ‘oF originator of the affect succeeds ‘on a caster level check (DC 11 + your caster level). ‘A creature that rosses the barrier takes 1dé points of sonic damage +1 point per caster level (maximum +20) Effect: One called marut ‘Components: V,S, DF, XP and must make # Fortinude save or Duration: Instantaneous Casting Time: 10 minutes be deafened for 1 minute. The sonic Saving Throw: None Range: Close (25 ft + § fi./2 levels vibrations create a 20%misschancefor Spell Resistance: No Effect: One called zelekhut any missiles (including siege weapon, Duration: Instantaneous attacks) crossing the barrier in either You call across the boundaries of the Saving Throw: None direction, The bactier moves with you, mulivers, and the powers of Mechanus Spell Resistance: No but you cannot force another creature respond The mara! warpsmio paceman to pass through it (ior example, by eyeblink witha whirling throb ofthunder. You mate the necessary congjunations and saving adjacent io an enemy) you “Whodenis death?” it ass with he the powers of Mechanus respond. The force a creature 10 pass through, the ofan aelanche seed fides int views centaur for barrier has no effect on that ereatuce, accompanied by thesound of rating silver chains. “Who sceks to escape justice?” CALL KOLYARUT i ass with he sole tones of enjaton Calling) Lawful judge’ ave Level: Cleric 7, sorcerer/ By castingthis spel, youreceive the aid of a zelekdhut inevi table (MM 160). IF you know on individual wizard 7 Components: V;5, DF, XP Casting Time: 10 minutes i Range: Close (25 fe zelekhu’s name, you 5/2 levels canteque hatin Effect: One called _ vidual by speaking kolyarut th naa ding the Duration: spell though you might Instantaneous get a different creature, anyway) You can ask the zelekhut ro perform one duty for you, The task aust rake no mote than 1 hous to complete. The inevitable does not ask for any payment forthe task XPCait: 100 XP, Saving Throw: None Spell Resistance: No As you complete the spel, the powwersof Mechanus respond The ely des no manifest before you as much as assembles itself ‘n your presence, single whirling cog unfolding until the construct stands complele,“Whois tbe punish?" itasksin the flat voice ofa clack ynechanism CALTROPS Conjuration (Creation) By casting this spell, you receive the Level: Sorceret/mizard 0 aid of a kolyarat inevitable (MM 159). fle only ansber the call of ‘Components: V,S If you know an individual kolyarut’s spetleaster mn seks Casting Time: 1 standard action name, you can vequest that individual Range: Close (28 fr. +5 ft.,/2 levels) byspeakingthe nameduringthe spell By casting this spell, oureceive theaid Area: See cext (though you might get # different ofa marut inevitable (MM 159). Ifyou Duration: t round/level create, anyway) Knowanindividualmarursname,you Saving Throw: None Youcanaskthe kolyarurto perform _cansequesttht individual hy speaking Spell Resistance: No one duty for you. The task must take the name during the spell (though nomore thant hourtocomplete. The you might get a difference creature, You speale the words and spread yor inevitibledoesnocaskforany payment anyway) pena f you were throwing cs forthe task You can ask the maint to perform sparks spring from yur pli, filing Ihe XP Coil 250 XB one duty for you The task muse take crrdorwith small orang spikes no more than 1 hour to complete. The 2 inevitabedesnotaskforany payment claps spel covers one footy ae forthe tak foot square with calrops. Every time ‘onjuration (Calling) [Lawful] Serpiation (Celli) Caf XPCos 500 XP s creature moves into an area covered sotbareniuloent & by caltrops or spends a round fight Campantnte: ¥, DEP CALL ZELEKHUT ing while tanding tn such ne Casting Time: 10 tainutes Conjuration (Calling) [Lawfal aah Ses ae TA leah Range: Close (25 ft. + § ft./2 levels) Level: Cleric 5, sorcerer/wizard 5 en ee creature, For this attack, the rarger’s shield and deflection bonuses do not count, nor does its armor bonus for srmor worn. A target wearing shoes oF other footwear gainsa-+2 armor bonus to Armor Class (which does count). 1f the caltrops succeed on the etack, the creature has stepped on one. ‘A successful attack by a caltrop deals 1 point of damage. If che target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magicel healing. Acharging orrunning creature must immediately stopifitstepson acaltrop. Anycrearure movingarhalf speed or slower can pick its way though a bed of ealtrops with no trouble The DM judges the effectiveness of caltropsagainst unusual opponents or ‘opponents outside che size range given above. A giant centipede, for exsmple can scramble among the caltrops with no chance of hurting itself, and a ire giant wearing thick, massive boots might be immune to their attacks, For every two caster levels beyond 1st, yowean affect an additional 5-fo0r bby-Sfoor square, and thecaltrops'artack bonus increases by 1. Thus, you affect rwosquaresst 3rd level (+1 melee) three at Sth level (+2 melee), four at 71h level (43melee) anda maximum of vest 9th level or higher (4 melee maximum), Multiple cltropsspells (or mundane caltrops) occupying the same space hhave no additional effect. CAMOUFLAGE Transmoration Level: Druid 1,sanger 1 Components: V,5 Casting Time: f standard action Range: Personal ‘Target: You Duration: 10 minutes/level Upon finishing the spell, your skin and lothing change coor, warping tint ard hue to match your surroundings ‘Throughout the durition of the spell. your coloration changes instantly 10 ‘match the background of any new environment you enter, with no effoee conyour part. Thiseffect grants yous +10 cixcumstance bonus on Hide checks CAMOUFLAGE, MASS Transmutation Level: Druid 2, ranger 2 Range: Meditum (100 ft, + 10ft,/level) ‘Target: Any number of creatures, no two of which are more than 60 ft apart Saving Throw: Will negates ‘harmless) Spell Resistance: Yes (harmless ching out {0 your ¢ you ‘wrap your allies in the patternsaned sift ‘ng colorsofthesr surroundings, concealing then rom prying eyes This spell functions like camouflage, except the effect is mobile with the group. The spell is broken for any individual who moves more than 60 fect from the nearest member of the group. (If only two individuals are aifected, the one movingaway from the other one loses its camouflage. IF both both becomevisible when thedistance between them exceeds 60 feet CAPRICIOUS ZEPHYR ‘Bvocation [Ait] Level: Druid 3, sorcerer/wizard 3 Components: V. § Casting Time: 1 stendand action Range: Medium (100 ft.+ 10ft,/level) Effect: 5ft-diameter sphere Duration: 1 round/level Saving Throw: None or Reflex partial see text Spell Resistance: Yes Blowingon your bwin h pletethe spel rotinga roiling allo dust and geforce winds, Aball ofswiking wind and dust moves 28 you direct it, pushing your foes across the battlefield, From its starting point, a capricious ey moves 30 feet per round in the direction you poi regardless ofthe presence ar absence of terrain, Ifthe sphere enters a space with a erestute, i'stops moving forthar ound and zis tobowloverthe creature with its wind force. That creature must resist 2 bull rush attack from the capricious zephyr, which has a +6 bonus on the check. Ifthe spell wins the bull rush iepushesthecrearsceasfarasitcenin§ xandom direction (rll 1481 indicates 4 puss into the square closest to you, and 2 hrough § indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must Succeed on a Reflex save orfall prone ‘A capricious zephyr moves as long as you actively direct it (@ move action for you). Otherwise, ic merely stays at rest and attempts t9 bowl over anyone in its square. The spell ends if the dhstance between the sphere and you ever exceeds the spell range. CAST IN STONE ‘Transmuration Level: Druid 9 ‘Components: V,§ Casting Time: 1 stndaed 2etion Range: Personal Target: You Duration: 1 round/level (D) Saving Throw: None and Fortitude negates; See text Spell Resistance: No Your eyes bacom like gray strne orbs raced with golden veins. The hang eatches the foes fighting you by surprise, arid they tar tosione. Any creature within 30 fet that meets your gazeis permanentiy turned intoa mindless, inert statue (as flesh to sone), tnless it suceceds on a Fortitude save You can free the victim of your own éasl in slone a any time by spesking a command word you establish during the casting Each creature within range of the gaze must attempt a saving throw against the gaze effect each round ot the beginning ofits turn. 4 creature can avert its eyes, which grants a 50% chance to avoid the gyze but in turn grants you concealment relative to it. ‘A creature ean elose its eyes or turn away entirely; doing so prevents the gaze from affecting it but grants you total concealment from that creature Inaddition, you can actively attempt touse the gizeasastandard actioneach round. To do so, you choose 2 target within range, and that target muse arrempta saving theo. A target thatis averting or shutting its eyes gains the above benefits. tes. by R. Spears CASTIGATE vocation (Senie] Level: Cleric 4, paladin 4, Purification + Components: V Casting Time: 1 standaed action Range: to ft ‘Area: 10-i-radius burst centered on ‘Duration: Instantaneous Saving throw: Fortitude half Spell Resistance: Yes ‘Shouting your deity’steachings, you rebulee your foes with the magic of your sacred ‘wont. This spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the law-claaos and the goodevil axes take idé points of damage per caster level (maximum 10d). All creatures whose alignment differs from yours ‘on one component take half damage, and this spell does not deal damage to those who share your alignment For example, a lawful casts this spell deals damage to lawful good creatures A Fortinide saving throw reduces damage by half CELEBRATION Enchantment (Compulsion) [Mind Affecting, Sonic] Level: Bard 4 Components: V,S Casting T Range: Close (25 ft. +5 ft/2 levels) Targets: All creatures in 15+ radius burst Duration: 1 round/level Saving Throw: Will negatesi see tex Spell Resistance: Yes With « few dhurved wowds and fumbling ‘motions, you complete te spell and prepare to perform, 4 cleric who I damage 16 any creature that isnot lawful end not ‘good, half damage to any creature that islawful orgood (but not both), and no cause any creatures in the aree to feel increasingly more intexicated the longer youperform a drinking song. In the round this spells cas, allereatures that fail their saving throws take a2 penalty to Dexterity Intelligence, and Wisdom. If you use 2 standard action to continue performing in a secand con: secutive round, each affected creature snust succeed on a second Will saving show or become nausected ing om this saving throw prevents the natsea, and the creature is immune to further effects ofthis spell. Tf you use a standard action to con: cinue performingina tind consecutive round, any affected crestures mast succeed on a Will save or pass out, Ihecoming unconseious and helpless. Succeed: CHAIN MISSILE Evocation [Force] Level: Sorcerer/ Components: V, Casting Time: 1 standard action Range: Long (400 ft. +40 fr /level) Target: One creature, plus one ‘more creature/2 levels (each of which must be within 30. of the primary target Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Bolts of pale blue energy spring forth from your finger and sam into the desved fargel. An instant ater, the bolls bounce ward other creatures, lamning Missiles of magical energy dart from your fingertip to unerr a creature, The missiles strike one creature intially then spring to other targets. ach missile deels 1441 points of foree dana the primary target per two easter toa maximum of ten missiles (de ing 1044410 points of damage). Afcer the missiles strike, they ricochet to a number of targets up t0 the number of missiles created by the spell. Each secondary target takes 1d¢+1 points of age, as if struck by a single magic ‘nivale, You choose secondary targets as you like, but they must ll be within 30 feet of the primary target, and no sec- ondary targetcan bestruck more than once, You ean choose to affect fewer secondary targets than the maximum {oavoid allies in the area for example) Missiles withouta secondary target do not ricochet off the primary target. Spells magic ters, and abilities chat st magic missile (such as spe ora brooch of sickimg) also protect against this spel. If the primazy target has that sort of protec tion, the spell has no effect against ie but still springs toall secondary targets. (A brooch of shielding loses a number of charges equal to the numberof missiles hitting the crearure—up to ten mis siles)Ifspel resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet ro additional targets ‘The missiles strike unerringly, even rh are in melee or have anything less then total cover or concealment, You cannot single out specific parts of a creature to strike This spell cannot target or damage inanimate objects (One missile strikes CHAIN OF EYES CHARGE OF THE ne CHARGE OF mice per an Components: $ Dri $2108 Casting Time: 1 standard action commen: x SDE ig ‘esas Range: Touch Saha Th Tange tsLovting ovatus toca Target: Living creature touched Duration: 1 hout/level palate treet Saving Throw: Will negates : Spell Resistance Yes Seeing Tesora ha Spell Resistance: Yes With the creates wil to resist brusha sie, you gaze oul from ifseyesto see your Holding your hana to yourhead—indexand middle fingers extended sn 3 V—you call upon hearer hetriceraloys You wn satisfied sr You can use another creature's vision instead of your own, While this spell ives you no contral over the subject, each time itcomes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn ina round, you can use a free action 10 throug current creature’ eyesto seeing normally or back again, Each teansfer attempt allows the new target asaving throw and spel resistance: Ifa target resists, the spell towels your intended switch from se the of the tricoratops which then grows large horns, a bony skull plete, ana thickened hide. “The horns eceated by this spell grant natural gore attack thar deals td pointsof damage (ide points of damage if the subject creature is Small, 2d6 iF ‘Large) Ifthe gore attack is used as part of'acharge it deals double damage. IF the gore attack is used as primary weapon, the subject adds 1-4/2 times its Strengeh bonus 10 the damage ofthe attack. Ifit is used as a secondary weapon, the subject adds only 1/2 its Strengeh bonus to the damage roll, and takes a -5 penalty on the attack roll, The recipientalsogainsa+4 enhance ment bonus to its natural armor. CHEAT Transmutation Level: Bard 1, Greed 1, sorcerer wizard t Components: VS, F Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level or nel discharged Saving Throw: Will negates see text Spell Resistance: No Yi ale the dicen your and and mutter is of the spell, thew check your facedown cards again. The hwo lw ears have somehow become remy, At one point during the duration of this spell, you can attempt to alter the outcome of a game of chance This spell can affect only nonmagical ‘games, such as those using cards or ice. reannoraffece a game invelving ‘magic, nor a magic item involved in a game of chance (uch asa deck of many thing), Whenevers dice rll is made to determine the outcome of the game,a character under the effec ofthis spe can demand. reroll and take the better of the nwo rolls Anyone observing the game of chance isallowed 2 Will saving throw torealize something fishy is going on, and might suspect thatthe outcome of the game has been magically altered For example, Dackon is playing 2 game that he has @ 1 in 4 chance of winning. The DM secretly rolls 104 and tells the player that Darkon lost. ‘Because Datkon is under the effect of a cheat spell, the player can have th DM revoll. The spell alters probability, so there is no subterfuge thar another character could notice (except for the casting of che spell itself) Foaus: A pair of dice made from human bones CHECKMATE’S LIGHT vocation (Laveful] Level: Clevic 3 paladin 2 Components: V, 5, DE Casting Time: | standard action Range: Touch Target: Melee weapon touched Duration: t round/level (D) Saving Throw: None Spell Resistance: No You intone your deity’s name and the weaport you touch Frums a harmonte response before if lights up with a soothing rd glow You imbue the touched weapon witha 1 enhancement bonus per three caste levels (minimum +5 at 15th level and itis treated as lawfulaligned for the purpose of overcoming damage reduction. In addition, you can cause ittocastared glow as bright asa torch, Any creature within the radius of its clear illumination (20 feet) gets a +1 morale bonuson saving throws against fear effects the weapon leaves your grasp, the spell effec is suppressed until you or another worshiper of your deity picks icup. Time chat passes while the spell’s effects ate suppressed counts against the spells duration. CHILL OF ‘Necromancy Level: Deathbound 1 ‘Components: V,§ Casting Time: { standard action Range: Close (25 f. +5 fe. /2 levels) Effect: Kay Duration: Instantaneous Saving Throw: None Spell Resistance: Yes HE GRAVE Apaleay erups from you pontingfinges and a moaning sound fills the air a i strecks toward your target You must succeed on a ranged touch attack with the ray to stike a target. ‘The subject takes 1d10 points of cold damage. This damage increases w 2410 at caster level 4th, 3410 at caster level 71h, and 4di02r caster level 10¢h, CIRCLE DANCE Divination Level: Bard, cleric 3, druid 3, soveerer/wizard 3 Components: V,S Casting Time: 1 minute Range: Personal Target: You Duration: Instantaneous You danceto each pointof the compass rose, thom finish the spell in a wid, circlar swegp. Al the en, you know hal the eva trey sok isi the dire tion you face ‘You divine the relative direction and condition of another eteature, You ‘must have firsthand knowledge ofthe creature for the spell o function. If the creature is slive and on the same plane as you, the spell leaves you facing in its direction. You also get an impression of its physical and emotional condition unharmed, wounded, unconscious, dying, and s0 on). the creature you seek is ‘on a different plane or dead, you feel nothing, CLARITY OF MIND “Abjuration Level: Balance 3 Components: V,, DE (Casting Time: 1 standard action Range: Touch ‘Target: Living creature touched Duration: 1 hout/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A ious of silver nays surrounds the suai’ ead you tou him and invoke the spells holy pow. His thoughis grow dlearey, a he ister able to see tou the mand-warping effet of pls You grant the subject a +4 insight onus on saving throws against all mind-affecting spells and effects. 1f the subject of clarity of mind attacks 2 creature that has concealmentandl fails the miss chance roll, he can reroll the rmisschance once tose ifhis attack actually hit the target. THE CLAWS OF BEAR Transmutation Level: Druid 1, Compo: Casting Time: t standard Range: Personal Target: You Duration: { round/level Howling « curse at your enemies, pain explodes im your hands as they suddenly sport Tong claws. Almost nsiandly the pain faces. To bad your foes wont be able to ay the same ‘When you east this spell, your hands become natural weapons that deal 18 points of damage each or your normal tunarmed damage, whichever greater. xd armed while this spell isin effect. [Fyou are Smal, your claws deal td points of damage, and if you are Large, they deal 2d6 points of damage. You add your Strength mod fier to your claw damage roll ‘Your claws workjust lke che narural weapons of many monsters. You can make an attack with one claw or full attack with two claws at your nocmal artack bonus, replacing your normal take no penalties ting, and neither You ate conside for rworweapon fi attack is 0 secondary attack. If your base artick bonusis+6orhigher,youdo not gain any sdditional arracks—you simply have two claw attacks at your attack bonus, CLAWS OF DARKNESS lusion (Shadow) Level: Soreever/wizard 2 Components: V,5 ‘Casting Time: 1 standard action Range: Personal Target: You Duration: { round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes; see text nthe You draw material f ne of Shadow to cause your hands and forearms toelongate and change shape into featureless laws of inky blackness Tie clin all ps When you cast this spell. your hands become shadowy claws. Starting on your nextaction, you can use the claws tomake unarmed atacks asif they were natural weapons, (You attack with one claw and can use the other claw fran offhand attack. If you have multiple attacks, you use them normally whe attacking with the claws) Attacks wit the claws are melee touch attacks, Bach clavedeals tds pointsof cold damage. 1f you grapplean opponent, you deal claw damage with ¢ cessful grapple check, and the grappled targetis under the effect of a slow spel for as long as you maintain the grapple. An opponent that makes asuceessful Fortitude save {snot slowed, and iteannot be slowed by this casting of laws of darkness Youccan extend the claws upto 6 feet, which gives you a natural reach of 10 feet, ot retract them as a free action, When the spell is in effect, you cannot cast spells with components other than verbal ones, nor can you carry temswith your hands. Any magic tems worn on your hands are tempo- rarily absorbed and cease functioning while the spell is active CLEAR MIND Abjuration Level: Paladin 1 ‘Components: V, 5, DE Casting Time: 1 standard action Range: Personal ‘Target: You ‘Duration: 10 mimutes/level low ads ou fel a feush ofthe divine at he ick of your mind This dive tel spreads until you fee your concerns and anxieties fate awn: You goin a +4 sacred bonus on saving throws made against mind-affecting spells ond effects CLIMB WALLS Transmutation Level: Druid 1, ranger 1 Components: V,S, M Casting Time: 1 standard action Range: Touch ‘Target: Creature touched Duration: | minute/level (D) Saving Throw: Will negates Aharmaless) Spell Resistance: Yes (harmless) get with your finger, handhold and toeholds smooth stone You brush where others the subject gains a 110 enhancement bonus on Climb checks. The bonus increases to 120at caster level sth, and to 430 (che maximum) at caste level oth, Unlike with spider dint, chs spell does not allow the subject to elim fon ceilings, and it does nor give the cresture a climb speed Material Component: drop of tree sapor equally sticky material CLOAK OF BRAVERY Abjuration [Mind-Affecting] Level: Cleric 3, Courage 3, paladin 2 ‘Components: V,$ Casting Time: { standard action Range: 60 f ‘Area: 60-ft-radius emanation centered on you! Duration: 10 minutes/level Saving Throw: Will negates harmless) Spell Resistance: Yes harmless) ‘Summoning up yourcourage, you throw ut yourarns and sweep itover the area oak: ing all your alles n a ghtering mantle of ‘magic that bolsters their bravery ® AlLallieswichin the emanation (includ ing you) gain a morale bonus on saves against fear effects equal to your caster level (10 2 maximum of +10 at caster level 10th), CLOAK OF BRAVERY, GREATER Abjuration [Mind-ACf Level: Courage ® Range: { mile;see text Area: Lmile-radius emanation centered on you Duration: 1 hour/level Tb pel functions like lak braver, except all allies within the emanation Gacluding you) are immune to fear effects and gain a +2 morale bonus on attack ols. Allies who don'thave ine of sight to you are unaffected. CLOAK OF DARK POWER Abjuration Level: Drow Components: V, $ Casting Time: 1 standard act Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates harmless Spell Resistance: Yes (harmless) ‘A dim gray haze appears around: the creatine. Light fends around this haze leaving the creature in a patch of strange shifting darkness, CClackofdork power creates adusky haze sround the subject. The haze dacs not interfere with vision, but the subject and anything itwears orcarvies is pro tected from the effects of fll sunlight, even under the open, dayrime sky of the surface world. A drow subject suf forsno blindnessor bright slluminati combat penalties while under theo of cloak of dark power. Tho subjectalsogeinsa +440 bonuson savesagainst light or darkenes spells or effecrs CLOAK OF THE SEA ‘Teansmutation Level: Druid 5, sorceret/wizard 6 Components: V,S, DE Casting Time: 1 sundari action Range: Touch Target: Creature touched Duration: 1 hous/level(D) Saving Throw: Will negates harmless) Spell Resistance: Yes harmless blue groan glow survounds yous hands you complete the sell With o touch your reloas it into your intended target, whic then turns the same shade of blue reer While underwater, the subject fune- ons as if affected by blur (PH 204 freedom of movement (PH 233),and waler breathing (P11 300), and doesn’ take nonlethal damage for the duration of the spell. When out of the water (or even parcally out, che subjece gains none of these advantages except ier brothing. The subject can leave and reenter water without ending the spell. CLOAK POOL lusion (Glames) Level: Bard 2, sorceree/wirard 2 Components: ¥; Casting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) ‘Target: One color pool Duration: 1 hour/level (D) Saving Throw: Will negates harmless, object) Spell Resistance: No few wordsand motions and the swirling coloy pol becomes as silver gray asthe vest ofthe Asteal Plane ‘This spell causes a color pool on the Astral Pane (OMG 154)—an ieregular patch of calor containing a portal ro another plane—to seemingly cease to exist In truth, the color pool is only hidden from view. The use of this spell daesnorhide the area around the pool; it masks only the fact that a pool fs present. Se muisibility or true revealsthe presence of the pool,as does analyze portal CLOSE WOUNDS Conjaration (Healing) Level: Cleric 2 ‘Components: V Casting Time: 1 immediate action Range: Close (25 ft. 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will half (hacsess) Spell Resistance: Yes harmless) Your ally falls from ecrushingblow, but you don't have tine to weacs hiv. You quickly geal words of power, an the worst of his amperes glow golden are begin to heal This spell cures 1d points of damage 4 point per caster level (maximum 5), Tf you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It ‘would keepaive someone who had just dropped to-10 hitpoints for example, leaving the character at negative hit points but stable Used againstan undead creature, lise sounds deals damage instead of curing, the ereature Gwhich rakes half damage ifirmakes a Will saving throw) CLOUD OF BEWILDERMENT Conjuration ‘Level: Bard 2, sorcerer/wizard 2 ‘Components: V,S, M Casting Time: { standaed action Range: Close (25 ft. +5 fe,/2 levels) ‘Area: 10-6, cube Dutation: t round/level ng Throw: Fortitude negates; Spell Resistance: No AAsyou exhale the last syllables ofthe ico {alion, your brealformsan invisible spray This spell creates a small cloud of nauseating vapors. Any living creature in the area becomes nauseated. This condition lasts longas the creature is in the cloud and for tdt~t rounds after it leaves. Any creature that succeeds con its save but cemains in the cloud ‘must continue to save each round on The cloud obscures sight,inckading darkvision, providing concealment to creatures within the ates or against attacks made through the cloud, Material Component: rotten egg. CLOUD WINGS “Transmucation Level: Draid 2 ‘Components: Casting Time: Range: Touch, Target: Creature touched Duration: t hous/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) s { standard setion ‘As you louch the subject, mist forms crude wings that cling to Is back ‘This spell increases the sub- jects fly speed by 30 feet. It hhas no elfect on other modes of movement, nor does it allow the subject to fly if it cannot already do so CLOUDBURST Evecation [Water] Level: Draid 1 Components: VS Casting Time: 1 round Range: Long 400 fe « 40 fe /lovel) Area: 100-fe-radius Duration: 10 minutes/level @) Saving Throw: None Spell Resistance: No Clouds whirl int existence an with a peal of thunder, et loose a drenching downpour. You cause clouds to gatherand a heavy rain to fal. The rain reduces visibility ranges by half resulting ina 4 penalty on Spotand Search checks. 1c automatically extinguishes unpro- tected flames and has a 50% chance of extinguishing protected flames. Ranged weapon attacks and Listen checks take a—4 penalty. Fire damage in this spells area is reduced by 1 point perdie of damage, This spell does not function indoors, underground, nderwater,orin desert climates. Afierthe spellends, the water created evaporates over the next 10 ‘minutes. The water created with this spell does not slake thirst or provide any nourishment o plants CLOUD-WALKERS Transmutation Level: Druid 7, Windstorm 6 Components: V, S, DE Casting Time: 1 standard action Range: Touch Targets: One creature/level Duration: 10 minutes/level (D) Saving Throw: Reflex negates (harmless) Spell Resistance: Ves (harmless) ‘Wath a kiss Blown tocuch subject, yowcreate gaseous pas of doudstuf om their feet allowing them to walk on the clouds Each subject of the spell con move with 2 fly speed of 60 feet (perfect maneuverability), bur only outdoors Torouch the earch again,a subject must use a standard action to shake off the cloudstufi which ends the spel for that crexture, Youtcan dismiss the spell, but that can have significant consequences for subjects already in the ait conly for all subjects at once. CLUTCH OF ORCUS Necromaney [Evil] Level: Clesic 3 Components: VS Casting Time: | standard action Range: Medim (100. + 10 /level Target: One humanoid Duration: Concenttation, up © 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes Reaching outa hand twistod by tension info a grasping uy, you squeeze your foe's hoa from afer, anticapale ing the moment ts smalking remains will vest in your pal, ‘Magical force grips the subject's heart (or similar vital organ) and begins crushing it, The victim is paralyzed and takes 1d12 points of damage pet round. Concentration is required to maintain the spell exch round. A com scious victim can attempt a new Fortitude saving throw each round to end the spell. If the victim dies a5 4 result of this spel, its smoking heart appears in yourhand COCOON Conjuration (Creation) Level: Druid 8 Components: V, S,M, xP Casting Time: 1 round sft,/2 levels) Range: Close 25 ft Target: One corpse Duration: Instantancous Saving Throw: Fortivude negates Spell Resistance: Yes Thesilkworm cocoon disappears from your pan, and sil threads coalesce thin air found your fang, quickly wrapping about the body until ti fully encased, ‘When cast upon 2 deceased creature (whose death can be no less recent than t round per caster level, chis spell preserves the body and begins 2 slow process of rebirth, Ifthe corpse is raed, eb ag ea resurrected, or reincarnated at any point during the next weeks, che creature takes no level loss or Constitution loss normally associated with such spells, Ar the conclusion af the week, ifthe subject has nor been returned to life, the creature is automatically reincar nated, as the spell, with no loss of level cor Constitution Material Components A sillsworm XP Costs 250XP COLD FIRE ‘Transmutation [Cold] Level: Cleric 1, druid 1 ‘Components: V, S, DF Casting Time: { standard vetion Range: Close (25 ft. +5 ft 2 levels) Target: One fire source (up to a 20-Ft. cube) or one creature; see text Duration: { minute/level (D) (fire source) or Instantaneous (creature) Saving Throw: No (fire source) or Fortitude half (cceature) Spell Resistance: No (fire source) or Yes (creature) As you complete the spall you widen your ves slightly atthe fire you wish to aff is lames nstanly turn a blue white. The tir between you ard the fire fels much colder You are able to change the normal flames of fire (any blaze that lasts for ‘more than 1 round) into cold flames. Affected flames deal cold damage to creatures that come into contact with them, The spell can also affect magical fires such as those generated by a wall of five, provided the affected fire is small enough. Cold fie flames burn blue and white for the duration of the spell. ‘Af the target isa creature withthe fire subtype or vulnerability to cold, the spell deals tds points of cald damage per two caster levels (maximum 546 to the creature, bur has no further cffect. COLD SNAP Transmutation (Cold) Level: Cleric 6, druid s Components: V,S Casting Time: 1 minute Range: | mile Area: L-mile-radius circle centered on you Duration: 24 hours Saving Throw: None Spell Resistance: Ne As you call upon divine power o fuel your spel, you fel the air around yom bycone hile. The drop in temperature eeates thn fogthat exacerbates thecal the ai without hindering yeur vision oF move ‘ment whatsoever. This spell causesa powerful cold front to form, lowering the temperature in the affected area by 5 degrees Fahren heie pereasterlevel (maximum change ‘of 50 degrees Fahrenheit), to a maxi rum low of -20 degrees Fabrenbeit (see Cold Dangers, DMG 302), Spells with the cold descriprot deal an extra 1 point of damege per die when cast inthe area COMBUST vocation [Eze] Level: Sorcerer/wizard 2 Components: V,S, M fasting Time: {standard action Range: Touch ‘Target: Touched creature or combustible abject that weighs no sore than 25 b/level Duration: Instantaneous: see text Saving Throw: Reflex partial Spell Resistance: Yes You rub the oil against the flint and ‘murmur theancien! words touching your fargo. It rmmediatly smoldcrs and then bursts to bright flames ‘this spell makes a combustible object ora creature's combustible equipment burst into flame, even if damp, the target sa creature, the initial cecuption of flame causes 1d points of fire damage per caser level (maximum tod8) with no saving throw. Further, the creature must makea DC 15 Reflex save or catch fire (DMG 303). Ifthe target s a combustible, unat tended object, the initial eruption of fame deals fire damage wo the object as noted above. The objecreatches fire and takes td6 points of fire damage each round until eansumed or someone puts cout the fire Material Component:A drop ofl and apiece of lit. COMETFALL Conjuration (Creation Kevel: Cleric 6, druid 6 Components: V, §, DE Casting Time: { standard action Range: Medium (100 fi. 10 ft /leve Effect: 400-pound ball of rock and Area: 5-fi:radius burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No You conjurea bright glowing corel, which appears ir-midair above your enemies, then strikes the ground with tremendous force cand a thunderous boom. You conjure comet that immediately {alls tothe ground, dealing tdé poims of damage per caster level (maximum 15d6) to everything in the area, The force of the comet can also. knock creatures over, Creatures who fal their Reflexsave are knocked prone, A crea ture that succeeds on its saving throw takes half damage from the comer and isnot knocked down, “The comer breaks apart on impact, Gilling the t0-foorsquare area with dense rubble (DMG 90), You must cast this spell im an area with at lease 40 feet of vertical space above the pointof impact. Ifyou do not hhave 40 feet of space, the spel fails. CONE OF DIMNESS lasion (Phantasm) [Mind-Affecting] Level: Sorceter/wizard 3 Components: VS Casting Time: 1 stondard action Range: 60 fe ‘Area: Cone-shaped burst Duration: 1 round level Saving Throw: Will negates; see text Spell Resistance: Yes laying your fingers, you call upon the inergies that dell within the shadowy place of the world Your arm shakes with barely contained pe lucent gray come outstretched hand ower, casing trans ast forth from your Creatures itn the cone must succeed fon @ Will save or believe darkness has engulfed them, rendering them blinded. A crearure that makes its initial Will save suffers no ill effects, Accreature that fails its iniial save can attempta new saving throw each round until ir succeeds or the spell expires Failing the s results in continued bli wing throws itsvision beginning tocar, although its vision remains dim and hazy forthe remainder ofthe spell. This results in 4.20% miss chance for any attack the CONSUMPTIVE FIELD Nectomancy [Death, Evil] Level: Cleric + Components: V,$ Casting Time: 1 sindard sction Range: 30 ‘Area: 30-t-radius emanation ‘centered on you Duration: 1 xound/level Saving Throw: Will negates Spell Resistance: Yes Sweping your arm about and clutching aths of to your chest, you draw the last fallen foes from their choking mou inhale them to fuel your own powe Greazercouswptive fil Al creatures in the area with fewer than O hit posnts thar fil cheie saving, throws die and you gain 1d8 temp hit points and a +2 bonus to Strengrh for each death caused by chs spell and tontl the spells duration expires. level incteases by one per death used by tisspel roa maximum incre half your ot ing spell effects that ate dep. cascet level, (This increase ineffective caster level daes not grant you access Addition: tomore spells and it does not increase the duration ofthis spell.) Creatures that fll to~1 hit points or lower in the area after the spell i are likewise subject to its effect. No creature can be affected by this spell more than once per casting, reganless of the number of times that the area of the spell passes over them, CONSUMPTIVE FIELD, This spell functions like consumptive cept that the field affects all creatures in the area with 9 hit points or fewer. Such creatures that fail theie aving throws die, and creatures that fall to 9 hit points or lower in the after the spell is cast are likewise subject to its effect. CONTAGION, MA Necsomaney [Evil Level: Clerics Range: Medium (100. + 10 level) Area: 20-f-radius spread ruid 5, sorcerer Forcing a hacking cough, you complete th ll. In tho area you've des se swirling red and black: mist se up, ‘companied hy the distant sound of your echoing cough ‘This spell functions like contagion (PEt 213), but all ereatures within the area are infocted. si oun a Wiads" FaaldVHO CONTAGIOUS FOG ‘Conjuration (Creation) Level: Sorceree/wizard 3 Components: V, 5, M Range: Mediim (300 + 10 level) Duration: t round/level Saving Throw: See text Spitting the last ploase of the spell, you throw out your arm, and a brown mist whirls nto being around your foes. “This spel functions like fog dou (REL 232), except as noted here. Each round ‘hata creature is within the fog icmmust rake a Fortitude save or contract a dis cease equivalentto the shakes (DMC292 which strikes immediately (no incuba. tion period). A creature afflicted wich thisdiseasecakes 1d points of Destesty damage immediately, and each day that the disease persists, t most make a DC 43 Forticude save or take another 148 points of Dexterity damage. The fog moves away from yout at 10 {eet per round, relling along the suctace ofthe ground or water. (Figure out the clouds new spread each round based on itsnew center, which is 10 fet farther away from the point of origin where you cast the spell.) Because the vapors are heavier than air, chey sink to the loves level of che surface over which they move, pouring down sinkhole openings, and even down through minute cracks. Contagious fog cannot penetrate liquids, nor can it be cast underwater. -Maleral Component: A used handker- chief CONTAGIOUS TOUCH ‘Necromancy Level: Druid 4 ‘Components: V,$ Casting Time: 1 standard action ‘Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes Holding out your hand like it’s dead, you croaeout magic words and insbue yur swith « terrible disease ‘Upon casting this spell,youchoose one disease from this list: blinding scl ness, cacele fever, filth fever, mindtire, red ache, the shakes, or slimy doom (0MG252), Any living creature youbit with a melee touch attack daring the spells durationis affected as though by the contagion spell, immediately con: tracting the disease you have selected unless it makes a successful Fortirude save. You cannot infect more than one creature per round. CONTINGENT ENERGY RESISTANCE “Abjuration Level: Cleric 4 deuid 4 sor wwizaed § Components: ¥, Casting Time: 1 minue Duration: t houz/level (D) Asyouinish chanting the words ayers: «ot film covers your body fore fad ou skin, pale rainbow of olor offering their pletion against pond danage ‘This spell functions similarly to eon fingency (PH 213), but with a more limited scope. While contingent encrgy resistance is in effect, if you are dealt damage associated with one of the five types of energy fire, oF sonic), the spell automatically grants you resistance 10 against that typeofeneray for upto 10 minutes per caster level, oF until the remoinder of the spells duration, just as if you were under the effect of «resist encrgy spell of the appropriate ype ‘Once the energy type protected against by a particular casting of this spellis determined it can't be changed You can't have more than one contingent energy resistance ineffect on yourself a the same time—if you cast the spell a second time while an earlier casting is still in effect the earlier spell astomati- cally expires The energy resistance granted by this spell does not stack with similar benefits against the same energy type (euch as from the resist energy spell However, irispossible tobe simultane: ously under the effect of resist nergy (fre) and contingent energy resistance electricity) orany other two uch spells that procect against different types of energy. Material Component shell acid, cold, electricity, An oyster CONVICTION ‘Abjutstion Level: Cleric ‘Components: VS, M Casting Time: 1 standard action Range: Touch ‘Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmles Spell Resistance: Yes (harmless) You hold the holy passage in your hand and touch your ally, toning the spell. A sea-blue nimbus of lighl blossoms abou! his head and shoulders, strengthening his resol This spel bolsers the mental, physical, and spiritual strengeh of the creature touched. The spell grants the subjecta +2 morale bonus on saving throws, with san additional + tothe bonus for every six caster levels you have (maximum +5 ‘orale bonus at 18¢h level Material Component: A small parchment with a bit of holy text weit ten upon it CONVICTION, MASS ‘Abjuration Level: Clesie 3 Range: Medium (100 ft, + 10 fe /level) Targets: Allies in a 20-ft-radius burst You hold the holy passage aloft and invoke the power of its words. Around you, your friends ave bathed in a sea-bue nimbus of hight. This spell functions like conviction, except that it affects multiple allies at adistance CORONA OF COLD Evocation [Cold] Level: Cleric 3, druid 3 Components: VS, DF Casting Time: 1 standard action Range: 10 fi ‘Area: 10-f-radius emanation centered on you Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes As you complete the spell you feel your extremities turn ie cold, nubs and shige

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