System Reference Document v3.5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Spells |
Round | Metal Temperature | Damage |
---|---|---|
1 | Cold | None |
2 | Icy | 1d4 points |
3–5 | Freezing | 2d4 points |
6 | Icy | 1d4 points |
7 | Cold | None |
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
Chill metal counters and dispels heat metal.
Necromancy
Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Creature or creatures touched (up to one/level) Duration: Instantaneous Saving Throw: Fortitude partial or Will negates; see text Spell Resistance: YesA touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
Necromancy [Death]
Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Several living creatures within a 40-ft.-radius burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: YesA circle of death snuffs out the life force of living creatures, killing them instantly.
The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.
Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.
Divination (Scrying)
Level: Brd 3, Knowledge 3, Sor/Wiz 3 Components: V, S, F/DF Casting Time: 10 minutes Range: Long (400 ft. + 40 ft./level) Effect: Magical sensor Duration: 1 min./level (D) Saving Throw: None Spell Resistance: NoClairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).
Evocation [Force]
Level: Sor/Wiz 8, Strength 8 Components: V, S, F/DFThis spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.
The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.
Clerics who cast this spell name it for their deities.
Arcane Focus: A leather glove.
Abjuration [Chaotic]
Level: Chaos 8, Clr 8 Components: V, S, F Casting Time: 1 standard action Range: 20 ft. Targets: One creature/level in a 20-ft.-radius burst centered on you Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: Yes (harmless)A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.
Necromancy
Level: Sor/Wiz 8 Components: V, S, M, F Casting Time: 10 minutes Range: 0 ft. Effect: One clone Duration: Instantaneous Saving Throw: None Spell Resistance: NoThis spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.
The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.
Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp).
Focus: Special laboratory equipment (cost 500 gp).
Conjuration (Creation)
Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Cloud spreads in 20-ft. radius, 20 ft. high Duration: 1 min./level Saving Throw: Fortitude partial; see text Spell Resistance: NoThis spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: YesA vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 1 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round Saving Throw: Will negates Spell Resistance: YesYou give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 5 Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/levelThis spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.
Transmutation
Level: Drd 4, Plant 4, Rgr 3 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart Duration: One day/level Saving Throw: Will negates Spell Resistance: YesThis spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.
Necromancy
Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature Duration: One day/level Saving Throw: Will negates; see text Spell Resistance: YesThis spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able to hear you.
Material Component: A shred of raw meat and a splinter of bone.
Divination
Level: Clr 5 Components: V, S, M, DF, XP Casting Time: 10 minutes Range: Personal Target: You Duration: 1 round/levelYou contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Material Component: Holy (or unholy) water and incense.
XP Cost: 100 XP.
Divination
Level: Animal 5, Drd 5, Rgr 4 Components: V, S Casting Time: 10 minutes Range: Personal Target: You Duration: InstantaneousYou become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./levelYou can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.
Evocation [Cold]
Level: Sor/Wiz 5, Water 6 Components: V, S, M/DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: YesCone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
Arcane Material Component: A very small crystal or glass cone.
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: All creatures in a 15-ft. radius burst Duration: 1 round/level Saving Throw: Will negates Spell Resistance: YesThis spell causes the targets to become confused, making them unable to independently determine what they will do.
Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.
d% | Behavior |
---|---|
01–10 | Attack caster with melee or ranged weapons (or close with caster if attack is not possible). |
11–20 | Act normally. |
21–50 | Do nothing but babble incoherently. |
51–70 | Flee away from caster at top possible speed. |
71–100 | Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). |
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Arcane Material Component: A set of three nut shells.
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1 Components: V, S, DF Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 roundThis spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject.
Evocation [Good]
Level: Clr 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 2 hours/level Saving Throw: None Spell Resistance: NoThis spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.
If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.
If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Consecrate counters and dispels desecrate.
Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.
Divination
Level: Sor/Wiz 5 Components: V Casting Time: 10 minutes Range: Personal Target: You Duration: ConcentrationYou send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.)
You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.
Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.
Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)
On rare occasions, this divination may be blocked by an act of certain deities or forces.
Plane Contacted | Avoid Int/Cha Decrease | True Answer | Don’t Know | Lie | Random Answer |
---|---|---|---|---|---|
Elemental Plane | DC 7/1 week | 01–34 | 35–62 | 63–83 | 84–100 |
(appropriate) | (DC 7/1 week) | (01–68) | (69–75) | (76–98) | (99–100) |
Positive/Negative Energy Plane | DC 8/1 week | 01–39 | 40–65 | 66–86 | 87–100 |
Astral Plane | DC 9/1 week | 01–44 | 45–67 | 68–88 | 89–100 |
Outer Plane, demideity | DC 10/2 weeks | 01–49 | 50–70 | 71–91 | 92–100 |
Outer Plane, lesser deity | DC 12/3 weeks | 01–60 | 61–75 | 76–95 | 96–100 |
Outer Plane, intermediate deity | DC 14/4 weeks | 01–73 | 74–81 | 82–98 | 99–100 |
Outer Plane, greater deity | DC 16/5 weeks | 01–88 | 89–90 | 91–99 | 100 |
Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)
Results of a Successful Contact: d% is rolled for the result shown on the table:
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
Don’t Know: The entity tells you that it doesn’t know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.
Necromancy [Evil]
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: YesThe subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).
Disease | DC | Damage |
---|---|---|
Blinding sickness | 16 | 1d4 Str1 |
Cackle fever | 16 | 1d6 Wis |
Filth fever | 12 | 1d3 Dex and 1d3 Con |
Mindfire | 12 | 1d4 Int |
Red ache | 15 | 1d6 Str |
Shakes | 13 | 1d8 Dex |
Slimy doom | 14 | 1d4 Con |
1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded. |
Evocation
Level: Sor/Wiz 6 Components: V, S, M, F Casting Time: At least 10 minutes; see text Range: Personal Target: You Duration: One day/level (D) or until dischargedYou can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.
Evocation [Light]
Level: Clr 3, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Object touched Effect: Magical, heatless flame Duration: Permanent Saving Throw: None Spell Resistance: NoA flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.
Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
Transmutation
Level: Drd 8, Plant 8 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates Spell Resistance: NoThis spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Suicidal or self-destructive commands are simply ignored.
Necromancy
Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates Spell Resistance: YesThis spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them.
Material Component: A small piece of bone and a small piece of raw meat.
Transmutation [Water]
Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S) Duration: 10 min./level (D) Saving Throw: None; see text Spell Resistance: NoDepending on the version you choose, the control water spell raises or lowers water.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).
Transmutation
Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7 Components: V, S Casting Time: 10 minutes; see text Range: 2 miles Area: 2-mile-radius circle, centered on you; see text Duration: 4d12 hours; see text Saving Throw: None Spell Resistance: NoYou change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
Season | Possible Weather |
---|---|
Spring | Tornado, thunderstorm, sleet storm, or hot weather |
Summer | Torrential rain, heat wave, or hailstorm |
Autumn | Hot or cold weather, fog, or sleet |
Winter | Frigid cold, blizzard, or thaw |
Late winter | Hurricane-force winds or early spring (coastal area) |
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.
Transmutation [Air]
Level: Air 5, Drd 5 Components: V, S Casting Time: 1 standard action Range: 40 ft./level Area: 40 ft./level radius cylinder 40 ft. high Duration: 10 min./level Saving Throw: Fortitude negates Spell Resistance: NoYou alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area.
• A downdraft blows from the center outward in equal strength in all directions.
• An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
• A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
• A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
Conjuration (Creation)
Level: Clr 3 Components: V, S Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: Food and water to sustain three humans or one horse/level for 24 hours Duration: 24 hours; see text Saving Throw: None Spell Resistance: NoThe food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.
Necromancy [Evil]
Level: Clr 8, Death 8, Sor/Wiz 8This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
Caster Level | Undead Created |
---|---|
15th or lower | Shadow |
16th–17th | Wraith |
18th–19th | Spectre |
20th or higher | Devourer |
Necromancy [Evil]
Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: NoA much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.
Caster Level | Undead Created |
---|---|
11th or lower | Ghoul |
12th–14th | Ghast |
15th–17th | Mummy |
18th or higher | Mohrg |
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.
Conjuration (Creation) [Water]
Level: Clr 0, Drd 0, Pal 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Up to 2 gallons of water/level Duration: Instantaneous Saving Throw: None Spell Resistance: NoThis spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Conjuration (Summoning)
Level: Drd 7 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text Effect: One swarm of centipedes per two levels Duration: 1 min./level Saving Throw: None Spell Resistance: NoWhen you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.
You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: 1 min./level Saving Throw: Will negates Spell Resistance: YesAn invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.
Evocation [Force]
Level: Sor/Wiz 9, Strength 9 Components: V, S, M, F/DFThis spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.
The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand’s Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.
The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.
Directing the spell to a new target is a move action.
Clerics who cast this spell name it for their deities.
Arcane Material Component: The shell of an egg.
Arcane Focus: A glove of snakeskin.
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 5, Healing 4This spell functions like cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).
Conjuration (Healing)
Level: Clr 8, Drd 9, Healing 8This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see textWhen laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Conjuration (Healing)
Level: Brd 5, Clr 5, Drd 6, Healing 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will half (harmless) or Will half; see text Spell Resistance: Yes (harmless) or Yes; see textYou channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Conjuration (Healing)
Level: Clr 0, Drd 0This spell functions like cure light wounds, except that it cures only 1 point of damage.
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).
Conjuration (Healing)
Level: Brd 6, Clr 6, Drd 7This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).
Conjuration (Healing)
Level: Clr 7, Drd 8This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).
Necromancy [Evil]
Level: Clr 1 Components: V, S, M Casting Time: 1 minute Range: Touch Target: Flask of water touched Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object)This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.
Material Component: 5 pounds of powdered silver (worth 25 gp).