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D&D Third Edition Spells O-S
SPELL LIST

SPELLS (O)

Obscure Object
Abjuration
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: One object touched of up to 100 lb./level
Duration: 8 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell hides an object from location by a spell, a crystal ball, and other forms of scrying.

Obscuring Mist
Conjuration (Creation)
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1
Components: V, S
Casting Time: 1 action
Range: 30 ft.
Effect: Cloud centered on the character spreads 30 ft. and is 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around the character. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from the gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.

Open/Close
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Portal or object that can be opened or closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character can open or close (caster’s choice) a door, chest, box, window, bag, pouch, bottle, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things that are of standard weight. The lid of a big chest or an oversized door is beyond the spell’s capability.

Order’s Wrath
Evocation [Lawful]
Level: Law 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Nonlawful creatures within a burst that fills a 30-ft. cube
Duration: Instantaneous (1 round)
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
The character channels lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per caster level (maximum 5d8) to chaotic creatures and dazes them for 1 round. A dazed creature can take no actions but suffers no penalties when attacked. A successful Reflex save reduces the damage to half and negates the daze effect. The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Reflex save.

Otiluke’s Freezing Sphere
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Otiluke’s freezing sphere is a multipurpose spell. The character can cast any one of the following three versions:
Frigid Sphere: A tiny sphere of freezing matter steaks from the character's fingertips to up to long range (400 feet + 40 feet/level) to strike a body of water or a liquid that is principally water. When it strikes such a target, it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level. This ice lasts for 1 round per caster level. The sphere has no effect if it strikes a creature, even a water-based creature, but creatures swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must succeed at a Strength check (DC 25) to do so.
Cold Ray: A ray of cold springs from the character's hand to close range (25 feet + 5 feet/2 levels). The character must succeed at a ranged touch attack to hit the character's target. The ray instantaneously deals 1d6 points of cold damage per caster level (maximum 20d6).
Globe of Cold: The character creates a small globe about the size of a sling stone, cool to the touch but not harmful. This globe is a grenadelike weapon and can be hurled either as a thrown weapon (range increment 20 feet) or in a sling. The globe bursts on impact, dealing 6d6 points of cold damage instantaneously to all targets within a 10-foot radius. Affected creatures can attempt Reflex saves for half damage. If the character does not hurl the globe, it bursts on its own after 1 round per caster level. The character can command the globe to burst sooner if the character wishes, but the time cannot be changed once set (though it still bursts on impact after being hurled).

Otiluke’s Resilient Sphere
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
Duration: 1 minute /level
Saving Throw: Reflex negates
Spell Resistance: Yes
A globe of shimmering force encloses a creature, provided it is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a wand of negation, disintegrate, or a targeted dispel magic spell. These destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the only effect that act produces is to move the sphere slightly. The globe can be physically moved either by people outside it or by the struggles of those within.

Otiluke’s Telekinetic Sphere
Evocation [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
Duration: 1 minute/level (D)
Saving Throw: Reflex negates (object)
Spell Resistance: Yes (object)
As Otiluke’s resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an Otiluke’s telekinetic sphere weighs only one-sixteenth of its normal weight. The character can telekinetically lift anything in the sphere that normally weighs up to 5,000 pounds. The range of the telekinetic control extends to a maximum distance of medium range from the character (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents. The character moves objects or creatures in the sphere that weigh up to a total of 5,000 pounds by concentrating on the sphere. The character can begin moving a sphere the round after casting the spell. A round’s concentration (a standard action) moves the sphere up to 30 feet. If the character ceases concentrating, the sphere does not move that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, the spell’s duration ends, or the character begins concentrating again. If the character ceases concentrating (voluntarily or due to failing a Concentration check), the character can resume concentrating on the character's next turn or any later turn during the spell’s duration. Note that even if more than 5,000 pounds of weight is englobed, the perceived weight is only one-sixteenth of the actual weight, so the orb can be rolled without exceptional effort. The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere. The character can move the sphere telekinetically even if the character is in it.

Otto’s Irresistible Dance
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The dance makes it impossible for the subject to do anything other than caper and prance, worsens the Armor Class of the creature by –4, makes Reflex saves impossible except on a roll of 20, and makes it impossible to use a shield.

Spells (P)

Passwall
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5 ft. x 8 ft. opening, 1 ft./level deep
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
The character creates a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. If the wall’s thickness is more than 1 foot per caster level, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or the character dismisses it, creatures in the passage are ejected out the far exit if there is one or out the sole exit if there is only one.

Pass without Trace
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: One creature/level touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subjects can move through any type of terrain—mud, snow, dust, etc.—and leave neither footprints nor scent. Tracking the subject is impossible by nonmagical means.

Permanency
Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 2 rounds
Range: See text
Target, Effect, or Area: See text
Duration: Permanent (see text)
Saving Throw: None
Spell Resistance: No
This spell makes certain other spells permanent. Depending on the spell, the character must be at least a minimum level and must expend a number of XP. The character can make these spells permanent in regard to his or her self:
Minimum Spell Level XP Cost
Comprehend languages 9th 500 XP
Darkvision 10th 1,000 XP
Detect magic 9th 500 XP
Protection from arrows 11th 1,500 XP
Read magic 9th 500 XP
See invisibility 10th 1,000 XP
Tongues 11th 1,500 XP
The character casts the desired spell and then follows it with the permanency spell. The character cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of greater level than the character was when the character cast the spell. In addition to personal use, permanency can be used to make the following spells permanent on him or herself, another creature, or an object (as appropriate):
Minimum Spell Level XP Cost
Enlarge 9th 500 XP
Magic Fang 9th 500 XP
Resistance 9th 250 XP
Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
Minimum Spell Level XP Cost
Alarm 9th 500 XP
Dancing lights 9th 500 XP
Ghost sound 9th 500 XP
Gust of wind 11th 1,500 XP
Invisibility 10th 1,000 XP
Magic mouth 10th 1,000 XP
Phase door 15th 3,500 XP
Prismatic sphere 17th 4,500 XP
Shrink item 11th 1,500 XP
Solid fog 12th 2,000 XP
Stinking cloud 11th 1,500 XP
Symbol 16th 4,000 XP
Teleportation circle 17th 4,500 XP
Wall of fire 12th 2,000 XP
Wall of force 13th 2,500 XP
Web 10th 1,000 XP
Spells cast on other creatures, objects, or locations (not on the character) are vulnerable to dispel magic as normal. The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the character never learns what is possible except by the success or failure of the character's research.

Permanent Image
Illusion (Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent (D)
As silent image, except the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, the character can move the image within the limits of the range, but it is static while the character are not concentrating.
Material Component: Worth 100 gp.

Persistent Image
Illusion (Figment)
Level: Brd 5, Sor/Wiz 5
Duration: 1 minute/level (D)
As silent image, except the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by the character. The figment follows that script without the character's having to concentrate on it. The illusion can include intelligible speech if the character wishes. For instance, the character could create the illusion of several orcs playing cards and arguing, culminating in a fistfight.

Phantasmal Killer
Illusion (Phantasm)
[Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial
Spell Resistance: Yes
Only the spell’s subject can see the phantasmal killer. The character see only a shadowy shape. The subject first gets a Will save to recognize the image as unreal. If the subject fails, the phantasm touches him, and he must succeed at a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and he is wearing a helm of telepathy, the beast can be turned upon the character. The character must then disbelieve it or suffer its deadly fear attack.

Phantom Steed
Conjuration (Creation)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.
Effect: One quasi-real, horselike creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The character conjures a quasi-real, horselike creature. The steed can be ridden only by the character or by the one person for whom the character specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but all normal animals shun it and refuse to attack it. (Dire animals and nonintelligent creatures, such as vermin, can attack it.) The mount has an Armor Class of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level. These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels. Thus, the mount created by a 12th-level caster has the 8th, 10th, and 12th caster level abilities.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can ride over water as if it were firm, dry ground.
12th Level: The mount can ride in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. The mount cannot simply take off and fly. It can only ride horizontally across the air. After 1 round in the air, the mount falls.
14th Level: The mount can fly at its speed. It has a maneuverability rating of average.

Phase Door
Conjuration (Creation)
Level: Sor/Wiz 7, Travel 8
Components: V
Casting Time: 1 action
Range: Touch
Effect: Ethereal 5 ft. x 8 ft. opening, 1 ft./level deep
Duration: One usage/two levels
Saving Throw: None
Spell Resistance: No
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except the character, and only the character can use the passage. The character disappears when the character enters the phase door and appears when the character exits. If the character desires, the character can take one other creature (Medium-size or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can the character see through it without using it. Gems of true seeing and similar magic reveal the presence of a phase door but do not allow its use. A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect. A phase door can be made permanent with a permanency spell. The character can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as the character desires. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don’t qualify.

Planar Ally
Conjuration (Calling) [see text]
Level: Clr 6
Effect: Up to 16 HD worth of summoned elementals and outsiders, no two of which can be more than 30 ft. apart when they appear
As lesser planar ally, except the character may call a single creature of up to 16 HD or a number of creatures whose HD total no more than 16. The creatures, as a group, agree to perform one task for the character and request one favor in return.

Planar Binding
Conjuration (Summoning) [see text]
Level: Sor/Wiz 6
Components: V, S, M
Targets: Up to 16 HD worth of elementals and outsiders, no two of which can be more than 30 ft. apart when they appear.
As lesser planar binding, except the character may call a single creature of up to 16 HD or a number of creatures whose HD total no more than 16. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid the character.

Plane Shift
Transmutation
Level: Brd 6, Clr 5, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The character moves him or herself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, up to eight can be affected by the plane shift at the same time. Pinpoint accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, the character can reach any other plane, though the character appears 5 to 500 miles (5d%) from the character's intended destination.
Note: Plane shift transports the creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

Plant Growth
Transmutation
Level: Drd 3, Plant 3, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Plant growth has different effects depending on the version chosen.
Overgrowth: The first effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, etc.) within long range (400 feet + 40 feet per level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. (The DM may allow faster movement for very small or very large creatures.) The area must have brush and trees in it for this spell to take effect. At the character's option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter circle with a radius of 200 feet. The character may also designate areas within the area that are not affected.
Enrichment: The second effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal. In many farming communities, clerics or druids cast this spell at planting time as part of the spring festivals.

Poison
Necromancy
Level: Clr 4, Drd 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous (see text)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
Calling upon the venomous powers of natural predators, the character inflicts the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + caster’s Wisdom modifier).

Polymorph Any Object
Transmutation
Level: Sor/Wiz 8, Trickery 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: See text
Saving Throw: Will negates (object) (see text)
Spell Resistance: Yes (object)
As polymorph other, except this spell changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The DM determines the duration by using the following guidelines:
Increase to Changed Subject Is: Duration Factor*
Same kingdom (animal, vegetable, mineral) +5
Same class (mammals, fungi, metals, etc.) +2
Same size +2
Related (twig is to tree, wolf fur is to wolf, etc.) +2
Same or lower Intelligence +2
*Add all that apply. Look up the total on the next table.
Duration Factor Example Duration
0 Pebble to human 20 minutes
2 Marionette to human 1 hour
4 Human to marionette 3 hours
5 Lizard to manticore 12 hours
6 Sheep to wool coat 2 days
7 Shrew to manticore 1 week
9+ Manticore to shrew Permanent
Unlike polymorph other, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn’t have a Wisdom or Charisma score, it gains those scores of the new form. As with other polymorph spells, damage sustained in the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force, although the DM will have to adjudicate many of these situations. Also note that a polymorph effect often detracts from an item’s or creature’s powers but does not add new powers except perhaps movement capabilities not present in the old form. A nonmagical object cannot be made magical by this spell. A magic item or weapon or other object can be polymorphed into another type of magic object, but it never gains abilities superior to those of the original object. This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, and platinum. This spell can also be used to duplicate the effects of polymorph other, flesh to stone, stone to flesh, transmute mud to rock, transmute water to dust, or transmute rock to mud.

Polymorph Other
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
Polymorph other changes the subject into another form of creature. The new form can range in size from Diminutive to one size larger than the subject’s normal form. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature reverts to its original form, though it remains dead. The polymorphed creature acquires the physical and natural abilities of the creature it has been polymorphed into while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, attack routines (claw, claw, and bite; swoop and rake; and constriction; but not petrification, breath weapons, energy drain, energy effects, etc.), and similar gross physical qualities (presence or absence of wings, number of extremities, etc.). Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings, but not magical flight and other magical forms of travel, such as blink, dimension door, phase door, plane shift, teleport, and teleport without error. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as an owl’s low-light vision) are considered natural abilities and are retained. Any part of the body or piece of equipment that is separated from the whole reverts to its original form. The creature’s new scores and faculties are average ones for the race or species into which it has been transformed. The character cannot, for example, turn someone into a mighty weight lifter to give the subject great Strength. The subject retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The subject retains its own type (for example, "humanoid"), extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The subject can cast spells for which it has components. It needs a humanlike voice for verbal components and humanlike hands for somatic components. The subject does not gain the spell-like abilities of its new form. The subject does not gain the supernatural abilities (such as breath weapons and gaze attacks) or the extraordinary abilities of the new creature. The new form can be disorienting. Any time the polymorphed creature is in a stressful or demanding situation (such as combat), the creature must succeed at a Will save (DC 19) or suffer a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Creatures who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM’s discretion). When the polymorph occurs, the creature’s equipment, if any, transforms to match the new form. If the new form is a creature who does not use equipment (aberration, animal, beast, magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some undead creatures, some shapechangers, or vermin), the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment (fey, giant, humanoid, some outsiders, many shapechangers, many undead creatures), the subject’s equipment changes to match the new form and retains its properties. The character can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form’s significant physical qualities (such as height, weight, and gender) are also under the character's control, but must fall within the norms for the new form’s species. The subject can be changed into a member of its own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.) The subject is effectively disguised as an average member of the new form’s race. If the character uses this spell to create a disguise, the character get a +10 bonus on the character's Disguise check. Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter (a lycanthrope, doppelganger, experienced druid, etc.) can take its natural form as a standard action.

Polymorph Self
Transmutation
Level: Rgr 4, Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 hour/level (D)
As polymorph other, except that the character assumes the form of a different creature. The character can change form as often as desired for the duration of the spell simply by willing it so. Each change is a fullround action. The character regains hit points as if having rested for a day only from the initial transformation, however.

Power Word, Blind
Conjuration (Creation)
Level: Sor/Wiz 8, War 8
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Creatures with up to 200 total hit points within a 15-ft.-radius sphere
Duration: See text
Saving Throw: None
Spell Resistance: Yes
This spell creates a wave of magical energy that blinds one or more creatures. It affects the creatures with the lowest hit point totals first, selecting subjects one at a time until the next target would put it over the limit of 200. (Creatures with negative hit points count as having 0 hit points.) The duration of the spell depends on the total hit points of the affected creatures:
Hit Points Duration
Up to 50 Permanent
51 to 100 1d4+1 minutes
101 to 200 1d4+1 rounds

Power Word, Kill
Conjuration (Creation) [Death]
Level: Sor/Wiz 9, War 9
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One living creature or one or more creatures within a 15-ft.-radius sphere
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
When power word, kill is uttered, the character can either target a single creature or let the spell affect a group. If power word, kill is targeted at a single creature, that creature dies if it has 100 or fewer hit points. If power word, kill is cast as an area spell, it kills creatures in a 15-foot-radius sphere. It kills only creatures who have 20 or fewer hit points, and only up to a total of 200 hit points of such creatures. The spell affects creatures with the lowest hit point totals first until the next creature would put the total over the limit of 200. (Creatures with negative hit points count as having 0 hit points.)

Power Word, Stun
Conjuration (Creation)
Level: Sor/Wiz 7, War 7
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with up to 150 hit points
Duration: See text
Saving Throw: None
Spell Resistance: Yes
When a power word, stun spell is uttered, one creature of the character's choice is stunned, whether the creature can hear the word or not. A creature with 50 or fewer hit points remains stunned for 4d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, one with 101 to 150 hit points is stunned for 1d4 rounds, and a creature with 151 hit points or more is not affected. A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Prayer
Conjuration (Creation)
Level: Clr 3, Pal 3
Components: V, S, DF
Casting Time: 1 action
Range: 30 ft.
Area: All allies and foes within a 30-ft.-radius burst centered on the character
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The character brings special favor upon the character's allies (and possibly the character) and brings disfavor to the character's enemies. The character and the character's allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while foes suffer a –1 penalty on such rolls.

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, the prestidigitation spell enables the character to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. Prestidigitations can slowly lift 1 pound of material. They can color, clean, or soil items in a 1-foot cube each round. They can chill, warm, or flavor 1 pound of nonliving material. They cannot inflict damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Characters typically use prestidigitations to impress common folk, amuse children, and brighten dreary lives. Common tricks with prestidigitations include producing tinklings of ethereal music, brightening faded flowers, creating glowing balls that float over the character's hand, generating puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and making little whirlwinds to sweep dust under rugs.

Prismatic Sphere
Abjuration
Level: Protection 9, Sor/Wiz 9, Sun 9
Components: V
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on the character
As prismatic wall, except the character conjures up an immobile, opaque globe of shimmering, multicolored light that surrounds the character and protects the character from all forms of attack. The sphere flashes in all colors of the visible spectrum. The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4 x 10 minutes. The character can pass into and out of the prismatic sphere and remain near it without harm. However, when the character is inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures who attempt to attack the character or pass through suffer the effects of each color, one at a time. Typically, only the upper hemisphere of the globe will exist, since the character is at the center of the sphere, so the lower half is usually excluded by the floor surface the character is standing on. The colors of the sphere have the same effects as the colors of a prismatic wall.

Prismatic Spray
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
This spell causes seven shimmering, intertwined, multicolored beams of light to spray from the character's hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded (see blindness/deafness) for 2d4 rounds. All creatures in the area are randomly struck by one or more beams, which have additional effects.
Color
1d8 of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 20 points of damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays; roll again twice, ignoring any "8" results.

Prismatic Wall
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 4 ft./level wide x 2 ft./ level high
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: See text
Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects the character from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and the character can pass through and remain near the wall without harm. However, any other creature with fewer than 8 HD that is within 20 feet of the wall is blinded (see blindness/deafness) for 2d4 rounds by the colors if it looks at the wall. The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted. Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the character or pass through the wall, and the magic needed to negate each color. The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, and so on. A rod of cancellation or a Mordenkainen’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispelling cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.
Color - Order - Effect of Color - Negated By
Red 1st Stops nonmagical ranged weapons Cone of Cold
Deals 20 ponts of fire damage (Reflex half)
Orange 2nd Stops magical ranged weapoins Gust of Wind Deals 40 points of acid damage (Reflex half)
Yellow 3rd Stops poisons, gasses, and petrification Disintegrate Deals 80 points of electricity damage (Reflex half)
Green 4th Stops breath weapons Passwall Poison (Kills; Fortitude take 20 points damage)
Blue 5th Stops divination and mental attacks Magic Missile Turned to stone (Fortitude negates)
Indigo 6th Stops all spells Daylight Will save or become insane (as insanity spell)
Violet 7th Energy field destroys all objects and Dispel Magic effects Creatures are sent to another plane (Will negates)
The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effecs one color at a time, and SR might render some colors ineffective (see above).

Produce Flame
Evocation [Fire]
Level: Drd 2, Fire 2
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: Flame in the character's palm
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Flames appear in the character's hand. The character can hurl them or use them to touch enemies. The bright flames, which illuminate out to 20 feet as torches do, appear in the character's open hand and harm neither the character nor the character's equipment. The character can strike opponents with a melee touch attack, dealing fire damage equal to 1d4 +1 point per two caster levels (maximum +10). Alternatively, the character can hurl the flames up to 120 feet as a thrown weapon. When doing so, the character attacks with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner does the character hurl the flames than a new set appears in the character's hand.

Programmed Image
Illusion (Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent until triggered, then 1 round/level
As silent image, except this spell’s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. The character sets the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See magic mouth for more details about such triggers.)
Material Component: Worth 25 gp.

Project Image
Illusion (Shadow)
Level: Brd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadow duplicate
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
The character creates a shadow duplicate of him or herself; it looks, sounds, and smells like the character but is intangible. The shadow mimics the character's actions (including speech) unless the character concentrate on making it act differently. The character can see through its eyes and hear through its ears as if the character were standing where it is, and during the character's turn in a round the character can switch from seeing through its eyes to seeing normally, or back again. If the character desires, any spell the character casts whose range is touch or greater can originate from the shadow instead of from the character. (The shadow is quasi-real, just real enough to cast spells that the character originates.) The shadow can cast spells on itself only if those spells affect shadows. The character must maintain line of effect to the shadow at all times. If the character's line of effect is obstructed, the spell ends. If the character use dimension door, teleport, plane shift, or a similar spell that breaks the character's line of effect, even momentarily, the spell ends.

Protection from Arrows
Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/+1 against ranged weapons. It ignores the first 10 points of damage each time it takes damage from a ranged weapon, though a weapon with a +1 enhancement bonus or any magical attack bypasses the reduction. The damage reduction increases with the caster level to 10/+2 at 5th, 10/+3 at 10th, 10/+4 at 15th, and 10/+5 at 20th. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

Protection from Chaos
Abjuration [Lawful]
Level: Brd 1, Clr 1, Law 1, Sor/Wiz 1
As protection from evil, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned or conjured creatures cannot touch the subject.

Protection from Elements
Abjuration
Level: Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 action
Duration: 10 minutes/level or until discharged
As endure elements, but protection from elements grants temporary invulnerability to the selected energy type. When the spell absorbs 12 points per caster level of elemental damage, it is discharged.
Note: Protection from elements overlaps (and does not stack with) resist elements and endure elements. If a character is warded by protection from elements and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not.

Protection from Evil
Abjuration [Good]
Level: Brd 1, Clr 1, Good 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text)
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned or conjured creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects:
First, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (as by a magic jar attack) or to exercise mental control over the creature (as by a vampire’s supernatural domination ability, which works similar to dominate person). The protection does not prevent a vampire’s domination itself, but it prevents the vampire from mentally commanding the protected creature. If the protection from evil effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good elementals and outsiders are immune to this effect. The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Good
Abjuration [Evil]
Level: Brd 1, Clr 1, Evil 1, Sor/Wiz 1
As protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned or conjured creatures cannot touch the subject.

Protection from Law
Abjuration [Chaotic]
Level: Brd 1, Chaos 1, Clr 1, Sor/Wiz 1
As protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned or conjured creatures cannot touch the subject.

Protection from Spells
Abjuration
Level: Magic 8, Sor/Wiz 8
Components: V, S, M, F
Casting Time: 1 action
Range: Touch
Targets: Up to one creature/four levels touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Subjects gain a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Material Component: Worth at least 500 gp value.
Focus: One 1,000 gp gem per creature granted the protection. Each recipient must carry one such gem for the duration of the spell. If a recipient loses the gem, the spell ceases to affect him.

Prying Eyes
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: One mile
Effect: Creates 1d4 levitating eyes +1 eye/level
Duration: 1 hour/level (see text)
Saving Throw: None
Spell Resistance: No
The character creates ten or more semitangible, visible magical orbs (called "eyes") that move out, scout around, and return as the character directs them when casting the spell. When an eye returns, it relays what it has seen to the character and then disappears. Each eye is about the size of a small apple and can see 120 feet (normal vision only) in all directions. The spell conjures 1d4 eyes plus one eye per caster level. While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct that has 1 hit point, has AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and a +16 skill modifier on Hide checks. The eyes are subject to illusions, darkness, fog, and any other factors that would affect the character's ability to receive visual information about the character's surroundings. An eye traveling through darkness must find its way by touch. When the character creates the eyes, the character specifies instructions the character wants the eyes to follow in a command of up to twenty-five words. Any knowledge the character possesses is known by the eyes as well. In order to report their findings, the eyes must return to the character's hand. Each replays in the character's mind everything it has seen during its existence. It takes an eye only 1 round to replay 1 hour of recorded images. If an eye ever gets more than one mile distant from the character, it instantly ceases to exist. However, the character's link with the eye is such that the character won’t know if the eye was destroyed because it wandered out of range or because of some other event. The eyes exist for up to 1 hour per caster level or until they return to the character. After relaying its findings, an eye disappears. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if the eye is sent into darkness, then it’s very possible that it could hit a wall or similar obstacle and destroy itself.

Purify Food and Drink
Universal
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Pyrotechnics
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: One fire source, up to a 20-ft. cube
Duration: 1d4+1 rounds or 1d4+1 rounds after creatures leave the smoke cloud (see text)
Saving Throw: Will negates or Fortitude negates (see text)
Spell Resistance: Yes or No (see text)
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version the character chooses.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect blinds creatures within 120 feet of the fire source for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills.
Smoke Cloud: The smoke is a writhing stream of smoke billowing out from the source and forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud suffer –4 penalties to Strength and Dexterity scores (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the character leaves the area of the cloud. Spell resistance does not apply.
Material Component: The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20- foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source takes 1 point of damage per caster level.

Spells (Q & R)

Quench
Transmutation
Level: Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area or Target: One 20-ft. cube/level (S) or one fire-based magic item
Duration: Instantaneous
Saving Throw: None or Will negates (object)
Spell Resistance: No or Yes (object)
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels fire spells in the area, though the character must succeed at a dispel check of 1d20 +1 per caster level (maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Fire-based creatures within the area take 1d6 points of damage per caster level from the spell (maximum 15d6, no save allowed). Alternatively, the character can target the spell on a single magic item that creates or controls flame, such as a wand of fireball or a flame tongue sword. The item loses all its fire-based magical abilities permanently unless it succeeds at a Will save. (Artifacts are immune to this effect.)

Rainbow Pattern
Illusion (Pattern) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Components: (V), S, M, F (see text)
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights with a 15-ft.-radius spread
Duration: Concentration+1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
A glowing, rainbow-hued pattern of interweaving colors captivates those within it. Rainbow pattern captivates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Affected creatures who fail their saves are captivated by the pattern. Captivated creatures cannot move away from the pattern, nor can they take actions other than to defend themselves. Thus, a captivated fighter cannot run away or attack but suffers no penalties when attacked. An attack on a captivated creature frees it from the spell immediately. With a simple gesture (a free action), the character can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All captivated creatures follow the moving rainbow of light, trying to get or remain within the effect. Captivated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area (through flame, off a cliff, etc.), each captivated creature gets a second save. If the view of the lights is completely blocked (by an obscuring mist spell, for instance), creatures who can’t see them are no longer affected. The spell does not affect sightless creatures. Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Raise Dead
Conjuration (Healing)
Level: Clr 5
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
The cleric restores life to a deceased creature. The cleric can raise creatures who have been dead only up to 1 day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, subjects who want to return receive no saving throw. The subject loses a level (or 1 Constitution point, if she’s 1st level) when raised. Raise dead cures hit point damage up to a total of 1 hit point per Hit Die. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell. A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature who has died of old age. Coming back from the dead is an ordeal. The subject of the spell loses one level when it is raised, just as if it had lost a level to an energy-draining creature. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 1 point of Constitution instead. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A character with spellcasting capacity (such as a sorcerer) has a 50% chance of losing any given spell slot, in addition to losing spell slots for losing a level.
Material Component: Worth at least 500 gp.

Random Action
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
The enchanted creature is compelled to act randomly for 1 round. Rather than deciding its action for itself, the subject of the spell takes an action determined randomly on the following table:
1d8 Action 1 Attack self (succeed on any roll other than a natural 1).
2 Attack nearest being (for this purpose, a familiar counts as part of the subject’s "self").
3 Flee away from caster at top possible speed.
4 Drop anything held.
5 Stand motionless (as if stunned).
6 Do nothing but defend (total defense).
7 Speak (in the subject’s native tongue, usually regarding surface thoughts) or make noises (if not capable of speech).
8 Attack caster with melee or ranged weapons (or close with caster if attacking is not possible).
Nothing can affect this die roll in any way. It is always entirely random.

Rary’s Mnemonic Enhancer
Transmutation
Level: Wiz 4
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: Instantaneous
The character prepares or retains additional spells. In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).
Pick one of these two versions:
• Prepare: the character prepares up to three additional levels of spells (such as three 1st-level spells, a 2nd-level and a 1st-level spell, or a 3rd-level spell). A cantrip counts as one-half level for these purposes. The character prepare and cast these spells normally.
• Retain: the character retains any spell up to 3rd level that the character had cast up to 1 round before the character started casting the mnemonic enhancer. This restores the previously cast spell to the character's mind.
Focus: Worth at least 50 gp.

Rary’s Telepathic Bond
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/three levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The character forges a telepathic bond among creatures, each of which must have an Intelligence score of 6 or higher. Each creature included in the link is linked to all the others. The bond can be established only among willing subjects, which therefore receive no saving throw or SR. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). A wish spell can make a Rary’s telepathic bond permanent, but it can bond only two people per wish.

Ray of Enfeeblement
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A coruscating ray springs from the character's hand. The character must succeed at a ranged touch attack to strike a target. The subject suffers a –1d6 enhancement penalty to Strength, with an additional –1 per two caster levels (maximum additional penalty of –5). The subject’s Strength score cannot drop below 1.

Ray of Frost
Conjuration (Creation) [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from the character's pointing finger. The character must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Read Magic
Universal
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level
By means of read magic, the character can read magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the character has read the magical inscription, the character is thereafter able to read that particular writing without recourse to the use of read magic. The character can read at the rate of one page (250 words) per minute. The spell allows the character to identify a glyph of warding with a successful Spellcraft check against DC 13 or a symbol with a successful Spellcraft check against DC 19.

Reduce
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object of up to 10 cu. ft./caster level
Duration: 1 minute/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
This spell causes instant diminution of a creature or object, decreasing its size and weight. Its height shrinks by up to 10% per caster level, to a maximum reduction of 50%. The reduced weight is proportional to the cube of the new height, as follows:
Height Decrease Weight Decrease
–10% (x 0.9) –30% (x 0.7)
–20% (x 0.8) –50% (x 0.5)
–30% (x 0.7) –60% (x 0.4)
–40% (x 0.6) –80% (x 0.2)
–50% (x 0.5) –90% (x 0.1)
All equipment worn or carried by a creature is reduced by the spell. Magical properties are not decreased by this spell—a smaller +3 sword is still +3, a smaller wand is still capable of its normal functions, and a smaller dose of a potion still has its normal effects. Weight, mass, and strength are affected, though. Thus, a hurled stone would have less mass (and cause less damage), chains would be easier to burst, a rope made thinner and easier to sever, and so on. A creature’s hit points, Armor Class, and attack rolls do not change, but Strength decreases with size. For every 10% of reduction, a creature’s Strength score suffers an enlargement penalty of –1, to a minimum score of 1. A shrinking object may damage weaker materials affixed to it, but a reduced object shrinks only as long as the object itself is not damaged. Multiple magical effects that reduce size do not stack. Reduce counters and dispels enlarge.

Refuge
Transmutation [Teleportation]
Level: Clr 7, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
The character creates powerful magic in some specially prepared object—a statuette, a jeweled rod, a gem, etc. This object contains the power to instantaneously transport its possessor across any distance within the same plane to the character's abode. Once the item is transmuted, the character must give it willingly to an individual and at the same time inform him of a command word to be spoken when the item is to be used. To make use of the item, the subject speaks the command word at the same time that he rends or breaks the item (a standard action). When this is done, the individual and all that he is wearing and carrying (up to a maximum of 50 lb./level) are instantaneously transported to the character's abode. No other creatures are affected (aside from a familiar that is touching the subject). The character can alter the spell when casting it so that it transports the character to within 10 feet of the possessor of the item when it is broken and the command word spoken. The character will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once deciding to alter the spell in this fashion the character has no choice whether or not to be transported.
Material Component: Worth 1,500 gp.

Regenerate
Conjuration (Healing)
Level: Clr 7, Healing 7
Components: V, S, DF
Casting Time: 3 full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 1d8 points of damage +1 point per caster level (up to +20).

Reincarnate
Transmutation
Level: Drd 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
With this spell, the character brings back a dead creature in another body, provided death occurred no more than 1 week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, subjects who want to return receive no saving throw. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process requires 1 hour to complete. When the body is ready, the subject is reincarnated. A character reincarnated recalls the majority of his former life and form. He retains his Intelligence, Wisdom, and Charisma scores, as well as any class abilities or skills he formerly possessed. His class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on his new body. First eliminate the character’s racial adjustments (since he is no longer of his previous race) and then apply the adjustments found below. The character’s level is reduced by 1. (If the character was 1st level, his new Constitution score is reduced by 1.) It’s quite possible for the change in the character’s ability scores to make it difficult for him to pursue his previous character class. If this happens, the character is well advised to become a multiclass character. The new incarnation is determined on the following table or by DM choice.
d% Incarnation Str Dex Con
01–03 Badger +4 +8 +4
04–09 Bear, black +8 +2 +4
10–13 Bear, brown +15 +2 +8
14–17 Boar +4 0 +6
18–25 Centaur +8 +4 +4
26–28 Dryad 0 +4 0
29–32 Eagle 0 +4 +2
33–42 Elf 0 +2 –2
43–46 Gnome –2 0 +2
47–48 Hawk –4 +6 0
49–58 Halfling –2 +2 0
59–78 Human 0 0 0
79–80 Leopard +6 +8 +4
81–82 Owl –4 +6 0
83–85 Pixie –4 +8 0
86–88 Satyr 0 +2 +2
89–90 Sprite –4 +6 0
91–96 Wolf +2 +4 +4
97–99 Wolverine +10 +8 +8
100 Other ? ? ? (DM’s choice)
Some bodies may make it impossible for the reincarnated character to use some of his class abilities. For example, a caster reincarnated as a hawk can’t cast spells with somatic components because he doesn’t have hands. The reincarnated character does gain any powers or abilities associated with his new form, including forms of movement and speeds, natural armor, natural attacks, etc. A humanoid reincarnated into an animal body can speak the languages it formerly knew and is a magical beast. A wish spell can restore a reincarnated character to his original form.

Remove Blindness/Deafness
Conjuration (Healing)
Level: Clr 3, Pal 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove blindness/deafness cures blindness or deafness (caster’s choice), whether the effect is normal or magical. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove blindness/deafness counters and dispels blindness/deafness.

Remove Curse
Abjuration
Level: Brd 3, Clr 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove curse instantaneously removes all curses on an object or a person. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher. Remove curse counters and dispels bestow curse.

Remove Disease
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 3, Rgr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime, rot grubs, and others.
Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Remove Fear
Abjuration
Level: Clr 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature plus one additional creature/four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes and see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The character instill courage in the subject, granting the creature a +4 morale bonus against fear effects for 10 minutes. If the subject is suffering from a fear effect when receiving the spell, it gets a new save with a +4 morale bonus. Remove fear counters and dispels cause fear.

Remove Paralysis
Conjuration (Healing)
Level: Clr 2, Pal 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The character can free one or more creatures from the effects of any temporary paralysis or from related magic, including a ghoul’s touch, a hold spell, or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save against the effect that afflicts it with a +4 resistance bonus. If cast on three or four creatures, each receives another save with a +2 resistance bonus. The spell does not restore ability scores reduced by penalties, damage, or loss.

Repel Metal or Stone
Abjuration
Level: Drd 8
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Path 120 ft. wide and 10 ft. high, emanating from the character
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from the character. All metal or stone objects in the path of the spell are pushed away from the character to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round. Objects such as metal armor, swords, etc. are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects. The waves of energy continue to sweep down the set path for the spell’s duration. After casting the spell, the path is set, and the character can then do other things or go elsewhere without affecting the spell’s power.

Repel Vermin
Abjuration
Level: Animal 4, Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on the character
Duration: 10 minutes/level
Saving Throw: None or Will negates (see text)
Spell Resistance: Yes
An invisible barrier holds back vermin. A vermin with less than one-third the character's level in HD cannot penetrate the barrier. A vermin with at least one-third the character's level in HD can penetrate the barrier if it succeeds at a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters less aggressive vermin.

Repel Wood
Transmutation
Level: Drd 6, Plant 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Path 120 ft. wide and 10 ft. high, emanating from the character
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Waves of energy roll forth from the character, moving in the direction that the character determines, causing all wooden objects in the path of the spell to be pushed away from the character to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects (barrels, siege towers, etc.) are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round. Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them with them. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can unlimber it as a move-equivalent action.) If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic field blocks the effects. The waves of energy continue to sweep down the set path for the spell’s duration. After casting the spell, the path is set, and the character can then do other things or go elsewhere without affecting the spell’s power.

Repulsion
Abjuration
Level: Brd 6, Clr 7, Protection 7, Sor/ Wiz 6
Components: V, S, F/DF
Casting Time: 1 action
Range: Up to 10 ft./level
Area: Up to 10-ft.-radius/level emanation centered on the character
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
An invisible, mobile field surrounds the character and prevents creatures from approaching the character. The character decides how big the field is at the time of casting (up to the limit the character's level allows). Creatures within or entering the field must attempt saves. If they fail, they become unable to move toward the character for the duration of the spell. Repelled creatures’ actions are not otherwise restricted. They can fight other creatures and can cast spells and attack the character with ranged weapons. If the character moves closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against the character if the character comes within reach. If a repelled creature moves away from the character and then tries to turn back toward the character, it cannot move any closer if it is still within the spell’s area.

Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The character imbues the subject with magical energy that protects her from harm, granting her a +1 resistance bonus on saves.

Resist Elements
Abjuration
Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 action
Duration: 1 minute/level
As endure elements, except resist elements absorbs the first 12 points of damage each round.
Note: Resist elements overlaps (and does not stack with) endure elements and protection from elements. If a character is warded by protection from elements and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not.

Restoration
Conjuration (Healing)
Level: Clr 4
Components: V, S, M
As lesser restoration, except the spell also dispels negative energy levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than 1 day per caster level. Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (caster’s choice if more than one is drained). Restoration does not restore levels or Constitution points lost due to death.
Material Component: Worth 100 gp.

Resurrection
Conjuration (Healing)
Level: Clr 7
Casting Time: 10 minutes
As raise dead, except the character is able to restore life and complete strength to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The character can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. The character cannot revive someone who has died of old age.
Material Components: Worth at least 500 gp.

Reverse Gravity
Transmutation
Level: Drd 8, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube/2 levels (S)
Duration: 1 round/level (D)
Saving Throw: None (see text)
Spell Resistance: No
This spell reverses gravity in the spell’s area, causing all unattached objects and creatures within it to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. Provided there’s something for them to hold onto, creatures caught in the area can attempt Reflex saves to secure themselves when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

Righteous Might
Transmutation
Level: Clr 5, Strength 5
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 round/level
The character grows to double the character's height, and the character's gear grows proportionally. This increase has the following effects:
• the character gains a +4 enlargement bonus to Strength.
• the character's size becomes one step larger.
• Mass increases by a factor of eight.
• Weapons increase in size one step, increasing their damage as shown below.
Old Damage New Damage
1d2 1d3
1d3 1d4
1d4 1d6
1d6 1d8
1d8 2d6
1d10 2d6
1d12 2d8
Magical properties of magic items that get bigger do not change.

Rope Trick
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One touched piece of rope from 5 to 30 ft. long
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces ("planes"). The character and up to seven others can climb up the rope and disappear into this place of safety where no creature can find the character. Climbing the rope counts as climbing a knotted rope, which requires a Climb check against DC 5. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air. Pulling the rope free requires succeeding at a Strength check (DC 30). Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.
Note: Creating an extradimensional space within or taking an extradimensional space into an existing extradimensional space is hazardous.

Rusting Grasp
Transmutation
Level: Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: See text
Saving Throw: None
Spell Resistance: No
The character corrodes iron and iron alloys at a touch. Any iron or iron alloy item the character touches becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius (a large iron door or a wall of iron), a 3-foot-radius volume of the metal is rusted and destroyed. Magical metal items are immune to this spell. The character may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (up to the maximum amount of protection the armor offered) through corrosion. For example, full plate armor (AC +8) could be reduced to +7 or as low as +2 in protection, depending on the die roll. Weapons in use by an opponent targeted by the spell are more difficult to grasp. The character must succeed at a melee touch attack against the weapon. A metal weapon that is hit is instantaneously destroyed. Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, the character must touch the weapon and not the other way around. Against ferrous creatures, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and the character can make one melee touch attack per round.

Spells (S)

Sanctuary
Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of the attacker’s action is lost, and the attacker can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells (fireball, summon monster IV, etc.). While protected by this spell, the subject cannot attack without breaking the spell but may use nonattack spells or otherwise act. This allows a warded cleric to heal wounds, for example, or to bless, perform an augury, summon creatures, cast a light spell in the area, and so on.

Scare
Necromancy [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures within a 15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
As cause fear, except this spell causes all targeted creatures of less than 6 HD to become frightened.

Screen
Illusion (Glamour)
Level: Sor/Wiz 8, Trickery 7
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 1 day
Saving Throw: None or Will disbelief (if interacted with) (see text)
Spell Resistance: No
This spell combines several elements to create a powerful protection from scrying and direct observation. When the spell is cast, the character dictates what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by the character with no save allowed. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if the column of a marching army disappeared at one point to reappear at another. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Scrying
Divination
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The character can see and hear a creature, who may be at any distance. The character must succeed at a Scry check to do so. The difficulty of the task depends on how well the character knows the subject and what sort of physical connection (if any) the character has to that creature. Furthermore, if the subject is on another plane, the character gets a –5 penalty on the Scry check.
Knowledge DC
None* 20
Secondhand (the character has heard of the subject) 15
Firsthand (the character has met the subject) 10
Familiar (the character know the subject well) 5
*The character must have some sort of connection to a creature the character has no knowledge of.
Connection Scry Check Bonus
Likeness or picture +5
Possession or garment +8
Body part, lock of hair, nail clippings, etc. +10
This spell creates a magical sensor located near the subject. Any creature with Intelligence 12 or higher can notice the sensor by making a Scry check (or an Intelligence check) against DC 20. The following spells can be cast through a scrying spell:
comprehend languages, read magic, tongues, and darkvision.
The following spells have a 5% chance per caster level of operating correctly: detect magic, detect chaos, detect evil, detect good, detect law, and message.
Wizard, Sorcerer, or Bard Focus: A mirror worth at least 1,000 gp. The mirror must be at least 2 feet by 4 feet.
Cleric Focus: A holy water font costing not less than 100 gp.
Druid Focus: A natural pool of water.

Sculpt Sound
Transmutation
Level: Brd 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature or object/level, no two of which can be more than 30 ft. apart
Duration: 1 hour/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character changes the sounds that creatures or objects make. The character can create sounds where none exist (such as making trees sing), deaden sounds (such as making a party of adventurers silent), or transform sounds into other sounds (such as making a caster’s voice sound like a pig snorting). All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, the character cannot change it. The character can change the qualities of sounds but cannot create words with which the character is unfamiliar. For instance, the character can’t change the character's voice so that it sounds as though the character is giving the command word to activate a magic item unless the character knows that command word. A spellcaster whose voice is changed dramatically (such as into that of the aforementioned snorting pig) is unable to cast spells with verbal components.

Searing Light
Evocation
Level: Clr 3, Sun 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Focusing holy power like a ray of the sun, the character projects a blast of light from the character's open palm. The character must succeed at a ranged touch attack to strike the character's target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). Undead creatures take 1d6 points of damage per caster level (maximum 10d6), and undead creatures particularly vulnerable to sunlight, such as vampires, take 1d8 points of damage per caster level (maximum 10d8). Constructs and inanimate objects take only 1d6 points of damage per two caster levels (maximum 5d6).

Secret Page
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 sq. ft. in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Secret page alters the actual contents of a page so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be changed to show a ledger page or even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page. A comprehend languages spell alone cannot reveal the secret page’s contents. The character is able to reveal the original contents by speaking a special word, perusing the actual page, and then returning it to its secret page form at will. The character can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. Secret page can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

See Invisibility
Divination
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The character sees any objects or beings that are invisible, as well as any that are astral or ethereal, as if they were normally visible. The spell does not reveal the method used to obtain invisibility, though an astral traveler is easy to identify if he has a silver cord. It does not reveal illusions or enable the character to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

Seeming
Illusion (Glamour)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One person/two levels, no two of which can be more than 30 ft. apart
Duration: 12 hours
Saving Throw: Will negates or Will disbelief (if interacted with)
Spell Resistance: Yes or No
As change self, except the character can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on them by making Will saves or with SR.

Sending
Evocation
Level: Clr 4, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round (see text)
Saving Throw: None
Spell Resistance: No
The character contacts a particular creature with whom the character is familiar and send a short message of twenty-five words or less to the subject. The subject recognizes the character if it knows the character. It can answer in like manner immediately. Creatures with Intelligence scores as low as 1 can understand the sending, though the subject’s ability to react is limited normally by its Intelligence. Even if the sending is received, the subject is not obligated to act upon it in any manner. If the creature in question is not on the same plane of existence as the character is, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM.)

Sepia Snake Sigil
Conjuration (Creation) [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One touched book or written work
Duration: Permanent or until discharged; until released or 1d4 days +1 day/level (see text)
Saving Throw: Reflex negates
Spell Resistance: No
When the character casts sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. When this symbol is read, the sepia snake springs into being and strikes at the nearest living creature (but does not attack the character). The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at the character's command or when 1d4 days +1 day per caster level have elapsed. While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. He is preserved in a state of suspended animation, unaware of his surroundings. He can be damaged by outside forces (and perhaps even killed), since the field provides him with no protection against physical injury. However, if he is reduced to –1 to –9 hit points, he does not lose hit points or stabilize until the spell ends. The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.
Material Components: Worth at least 500 gp.

Sequester
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature or object (up to a 2-ft. cube/level) touched
Duration: 1 day/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing. Thus, sequester can mask a secret door, a treasure vault, etc. The spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a robe of eyes or a gem of seeing). Living creatures (and even undead creatures) affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. Note: The Will save prevents a character from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.

Shades
Illusion (Shadow)
Level: Sor/Wiz 6
As shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of up through 5th level, and these conjurations are three-fifths (60%) as strong as the real things.

Shadow Conjuration
Illusion (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies (see text)
Spell Resistance: No (see text)
The character uses material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration spell of 3rd level or lower. Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. All those that interact with the conjured object, force, or creature can make Will saves to recognize its shadowy nature. Those who succeed do so. Attack spells, such as flame arrow, have normal effects unless those affected succeed at Will saves. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is onefifth as strong (if applicable) or only 20% likely to occur. Mimicked spells allow the normal saves and SR. Shadow objects or substances, such as obscuring mists, have normal effects except against those who disbelieve them. Against disbelievers, they are one-fifth strength or 20% likely to work. For instance, a shadow obscuring mist only provides one-half concealment at 25 feet, not 5 feet. Shadow creatures have one-fifth the normal hit points (regardless of whether they’re recognized as shadowy). They deal normal damage and have all normal abilities and weaknesses. Against a creature who recognizes them as shadowy, however, such a creature’s damage is one-fifth normal, and all special abilities that do not produce normal damage (in hit points) are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large (so a +7 total bonus resulting in AC 17 would change to a +1 total bonus for a new AC of 11). Those who succeed at their saves see the shadow conjurations as transparent images superimposed on vague, shadowy forms.

Shadow Evocation
Illusion (Shadow)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
The character taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a wizard or sorcerer evocation of 4th level or lower. (For a spell with more than one level, use the best one applicable to the character.) For example, this spell can be magic missile, fireball, lightning bolt, or so on. If recognized as a shadow evocation, a damaging spell deals only onefifth normal damage. Regardless of the result of the save to disbelieve, affected creatures are also allowed any save the spell being simulated allows, but set the save DC according to shadow magic’s level (5th) rather than the spell’s normal level. Nondamaging effects (such as web’s ensnarement) have no effect when the shadow magic is recognized as mostly illusory.

Shadow Walk
Illusion (Shadow)
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Up to one touched creature/level
Duration: 1 hour/ level (D)
Saving Throw: Will negates
Spell Resistance: Yes
To use the shadow walk spell, the character must be in an area of heavy shadows. The character and any creature the character touches are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. The character can take more than one creature along with the character (subject to the character's level limit), but all must be touching each other. In the region of shadow, the character can move at a rate of up to seven miles every 10 minutes, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, a character can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. The character knows where the character will come out on the Material Plane. Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this requires the potentially perilous transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours. Any creatures touched by the character when shadow walk is cast also make the transition to the borders of the Plane of Shadow. They may opt to follow the character, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by the character). Creatures unwilling to accompany the character into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

Shambler
Conjuration (Creation)
Level: Drd 9, Plant 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart (see text)
Duration: Seven days or seven months (D) (see text)
Saving Throw: None
Spell Resistance: No
Shambler creates 1d4+2 shambling mounds of 11 HD. (See the Monster Manual for details about shambling mounds.) The creatures willingly aid the character in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with the character for seven days unless the character dismisses them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.

Shapechange
Transmutation
Level: Animal 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level
As polymorph other, except this spell enables the character to assume the form of any single creature of less than deity status (including unique dragon types, or the like) or any single object. The assumed form can be no smaller than a flea and no larger than 200 feet in its largest dimension. Unlike polymorph other, this spell allows incorporeal forms to be assumed. The character's new form works like a polymorph other form. The character still does not gain the supernatural or spell-like abilities of the character's new form, though the character does gain its extraordinary abilities while keeping the character's own. The character also gains the type of the new form (for example, "dragon" or "magical beast") in place of the character's own. The new form does not disorient the character. Parts of the character's body or pieces of equipment that are separated from the character do not revert to their original forms. Thus, a new form’s poison bite is effective. The character can become just about anything the character is familiar with. The character can change form once each round as a free action. The change takes place either immediately before the character's regular action or immediately after it, but not during the action. If the character uses this spell to create a disguise, the character gets +10 on the character's Disguise check.
Focus: Worth at least 1,500 gp.

Shatter
Evocation [Sonic]
Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 3-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half (see text)
Spell Resistance: Yes (object)
Shatter creates a loud, ringing noise that shatters brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature. Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, and so forth. All such objects within a 3-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per the character's level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, the character can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of damage per caster level (maximum 10d6), with a Fortitude save for half damage.

Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level (D)
Shield creates an invisible, mobile disk of force that hovers in front of the character. It negates magic missile attacks directed at the character. The disk also intercepts attacks, providing three-quarters cover (+7 AC and +3 on Reflex saves against attacks that affect an area). The disk moves out of the way when the character attacks, so it does not provide cover to opponents. The disk protects the character only against magic missiles and attacks from one direction. The character designates half the battlefield as being blocked by the shield. The other half is not. The character can change the defensive direction of the shield (that is, rotate the dividing line) once as a free action on each of the character's turns.

Shield of Faith
Abjuration
Level: Clr 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus, with an additional +1 to the bonus for every six levels the character has (maximum +5 deflection bonus).

Shield of Law
Abjuration [Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Casting Time: 1 action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on the character
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects:
First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
Second, the warded creatures gain SR 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
Finally, if a chaotic creature succeeds at a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law’s save DC).
Focus: Worth at least 500 gp.

Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection 2
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell wards the subject and creates a mystic connection between the character and the subject so that some of the subject’s wounds are transferred to the character. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus to saves. Additionally, the subject takes only half damage from all wounds and attacks (including those inflicted by special abilities) that deal it hit point damage. The amount of damage not taken by the warded creature is taken by the character. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the character because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and the character, but damage already split is not reassigned to the subject. If the character and the subject of the spell move out of range of each other, the spell ends.
Focus: Worth at least 50 gp each.

Shillelagh
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character's own oak cudgel or unshod quarterstaff becomes a weapon with a +1 enhancement bonus to attack and damage rolls that deals 1d10 points of damage (+1 point for the enhancement bonus) when the character wields it. If the character does not wield it, it behaves as if unaffected by this spell.

Shocking Grasp
Transmutation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: Until discharged
Saving Throw: None
Spell Resistance: Yes (object)
This spell imbues the character's hand with a powerful electrical charge that the character can use to damage an opponent. The character's successful melee touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20). When delivering the jolt, the character gains a +3 attack bonus if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, etc.).

Shout
Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude partial (see text) (object)
Spell Resistance: Yes (object)
The character emits an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 2d6 points of damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of damage per caster level (maximum 15d6). Crystalline creatures are allowed Fortitude saves to reduce the damage by half, and creatures holding fragile objects can negate damage to them with successful Reflex saves. A deaf character, in addition to the obvious effects, suffers a –4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast. The shout spell cannot penetrate the spell silence.

Shrink Item
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One touched object of up to 2 cu. ft./level
Duration: 1 day/level (see text)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character is able to shrink one nonmagical item (if it is within the size limit) to one-twelfth of its normal size in each dimension (to about 1/2,000th the original volume and mass). Optionally, the character can also change its now-shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Restoring the shrunken object to its normal size and composition ends the spell. If shrink item is made permanent (see the permanency spell), the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

Silence
Illusion (Glamour)
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 minute/level
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use SR, if any. Items in a creature’s possession or magic items that emit sound receive saves and SR, and unattended objects and points in space do not.

Silent Image
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by the character. The illusion does not create sound, smell, texture, or temperature. The character can move the image within the limits of the size of the effect.

Simulacrum
Illusion (Shadow)
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 12 hours
Range: Touch
Effect: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. The duplicate appears to be exactly the same as the original, but there are differences: The simulacrum has only 51% to 60% (50%+1d10%) of the hit points, knowledge (including level, skills, and speech), and personality of the real creature. Creatures familiar with the original might detect the ruse with a successful Spot check. The character must make a Disguise check when the character casts the spell to determine how good the likeness is. At all times the simulacrum remains under the character's absolute command. No special telepathic link exists, so command must be exercised in some other manner. The simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 1 day, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to the simulacrum.
Material Component: Worth at least 100 gp.
XP Cost: 1,000 XP.

Slay Living
Necromancy [Death]
Level: Clr 5, Death 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The character can slay any one living creature. The character must succeed at a melee touch attack to touch the subject, and the subject can avoid death with a successful Fortitude save. If she succeeds, she instead takes 3d6 points of damage +1 point per caster level. (Of course, the subject might die from damage even if she succeeds at her save.)
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Rgr 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 15-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a comatose slumber to come upon one or more creatures. Roll 2d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted. Creatures with fewer HD are affected first. Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Note: Extra hit points are irrelevant for determining how many HD a creature has. An ogre with 4d8+8 hit points still has only 4 HD and can be affected by the spell.

Sleet Storm
Conjuration (Creation) [Cold]
Level: Drd 4, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Sleet spreads 40 ft., 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy, slowing movement to onehalf normal. Additionally, any creature in sleet that attempts to move must succeed at a Reflex save or fall down instead. The sleet extinguishes torches and small fires.

Slow
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Affected creatures move and attack at a drastically slowed rate. Slowed creatures can take only a partial action each turn. Additionally, they suffer –2 penalties to AC, melee attack rolls, melee damage rolls, and Reflex saves. Slowed creatures jump half as far as normal. Slow counters and dispels haste but does not otherwise affect magically speeded or slowed creatures.

Snare
Transmutation
Level: Rgr 2, Drd 3
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw: None
Spell Resistance: No
This spell enables the character to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When the character casts snare upon it, the cordlike object blends with its surroundings (DC 23 Search check for a rogue [only] to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. (Note that the head of a worm or a snake could be thus ensnared.) If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, causing no damage but tightly binding it. An entangled creature suffers a –2 penalty to attack rolls and suffers a –4 penalty to effective Dexterity. If the snare is anchored to an immobile object, the entangled character cannot move. Otherwise, he can move at half speed, but can’t run or charge. A character capable of spellcasting who is bound by this spell must succeed at a Concentration check (DC 15) to cast a spell. The snare is magical. To escape, the trapped creature must succeed at an Escape Artist check (DC 23) or a Strength check (DC 23) that is a full-round action. The snare has 5 hit points and AC 7. A successful escape from the snare breaks the loop and ends the spell.

Soften Earth and Stone
Transmutation
Level: Drd 2, Earth 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay that is easily molded or chopped. The character affects a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM’s option). Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. Creatures in mud must succeed at Reflex saves or be caught for 1d2 rounds and unable to move, attack, or cast spells. Creatures who succeed at their saves can move through the mud at half speed, and they can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area are reduced to half their normal speed and can’t run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. For example, a party of adventurers trying to break out of a cavern might use this spell to soften a wall. While soften earth and stone does not affect dressed or worked stone, vertical surfaces such as cliff faces or cavern ceilings can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face or the wall or roof and falls. A moderate amount of structural damage can be dealt to a manufactured structure (such as a wall or a tower) by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

Solid Fog
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Duration: 1 minute/level
As fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at one-tenth normal speed, and all melee attack and melee damage rolls suffer a –2 penalty. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that the creature or objects passes through reduces falling damage by 1d6. Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Soul Bind
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Corpse
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
The character draws the soul from a newly dead body and imprison it in a gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead). Focus: A gem of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted.

Sound Burst
Evocation [Sonic]
Level: Brd 2, Clr 2
Components: V, S, F/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
The character blasts an area with a tremendous cacophony. Creatures in the area take 1d8 points of sonic damage and must succeed at Will saves to avoid being stunned for 1 round. A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. Deafened creatures are not stunned but are still damaged.

Speak with Animals
Divination
Level: Clr 2, Drd 2, Rgr 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level
The character can comprehend and communicate with animals. The character is able to ask questions of and receive answers from animals, although the spell doesn’t make animals any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If the animal is friendly, it may do some favor or service for the character (as determined by the DM).
Note: This spell does not work on beasts, magical beasts, or vermin.

Speak with Dead
Necromancy [Language-Dependent]
Level: Clr 3
Components: V, S, DF
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No
The character grants the semblance of life and intellect to a corpse, allowing it to answer several questions that the character puts to it. The character may ask up to one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from the character's, the corpse gets a Will save to resist the spell as if it were alive. If the corpse has been subject to speak with dead within the past week, the new spell fails. The character can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not let the character actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can’t even remember being questioned. Any corpse that has been turned into an undead creature can’t be spoken to with speak with dead.

Speak with Plants
Divination
Level: Clr 3, Drd 3, Rgr 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level
The character can comprehend and communicate with plants, including normal plants and plant creatures. The character is able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If the plant creature is friendly, it may do some favor or service for the character (as determined by the DM).

Spectral Hand
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: One spectral hand
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
A ghostly, glowing hand shaped from the character's life force materializes and moves as the character desires, allowing the character to deliver low-level, touch range spells at a distance. On casting the spell, the character loses 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell that the character casts of 4th level or lower can be delivered by the spectral hand. The spell gives the character a +2 bonus to the character's melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from the character's direction. The hand can flank targets like a creature can. If the hand goes beyond the spell range, goes out of the character's sight, or if the character is not directing it, the hand returns to the character and hovers. The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (one-half damage on a failed save against an area spell and no damage on a successful save), the character's save bonuses, and an AC of at least 22. The character's Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that the character lost in creating it.

Spell Immunity
Abjuration
Level: Clr 4, Protection 4, Strength 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature is immune to the effects of one specified spell for every four levels the character has . The spells must be of 4th level or lower. The warded creature effectively has unbeatable SR regarding the specified spell or spells. Naturally, that spell immunity doesn’t protect a creature from spells for which SR doesn’t apply. Spell immunity protects against spells, spelllike effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity spell in effect on it at a time.

Spell Resistance
Abjuration
Level: Clr 5, Magic 5, Protection 5
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature gains SR equal to 12 + caster level.

Spellstaff
Transmutation
Level: Drd 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Wooden quarterstaff touched
Duration: Permanent until discharged (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character stores one spell that the character can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and the character cannot have more than one spellstaff at any given time. The character can cast a spell stored within a staff just as though it were among those the character had prepared, but it does not count against the character's normal total for a given day. The character uses up any applicable material components required to cast the spell when the character stores it in the spellstaff.

Spell Turning
Abjuration
Level: Luck 7, Magic 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: Until expended or 10 minutes/ level
Spells (and spell-like effects) targeted against the character rebound on the original caster. The abjuration turns only spells that have the character as a target. Effect and area spells are not affected. Spell turning also fails to affect touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. Each spell turned subtracts its level from the amount of spell turning left. A spell might be only partially turned. Subtract the 1d4+6 result from the spell level of the incoming spell. Divide the remaining levels of the incoming spell by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, the character and the caster each take a fraction of the damage. For nondamaging spells, each of opponents has a proportional chance to be affected. If the character and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result:
d% Effect
01–70 Spell drains away without effect.
71–80 Spell affects both of the characters equally at full effect.
81–97 Both turning effects are rendered nonfunctional for 1d4 minutes.
98–100 Both of the characters go through a rift into another plane.

Spider Climb
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have bare hands and feet to climb in this manner. The subject climbs at half its speed. A creature with a Strength score of at least 20 +1 per caster level can pull the subject off a wall.

Spike Growth
Transmutation
Level: Drd 3
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of damage for each 5 feet of movement through the spiked area. Any creature who sustains damage from this spell must also succeed at a Reflex save or suffer injuries to its feet and legs that slow its speed by one-third. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding at a Heal check against the spell’s save DC. Spike growth is a magic trap that can’t be disabled with the Disable Device skill.

Spike Stones
Transmutation
Level: Drd 4, Earth 4
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Rocky ground, stone floors, and similar surfaces shapes themselves into long, sharp points that blend into the background. The spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area takes 1d8 points of damage for each 5 feet of movement through the spiked area. In addition, ground speed through the spell’s area is reduced by half. Any creature who sustains damage from this spell must also succeed at a Reflex save or suffer injuries to its feet and legs that slow its speed by one-third. This movement penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding at a Heal check against the spell’s save DC. Spike stones is a magic trap that can’t be disabled with the Disable Device skill.

Spiritual Weapon
Evocation [Force]
Level: Clr 2, War 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A melee weapon made of pure force springs into existence and attacks opponents at a distance, as the character directs it, dealing 1d8 damage per hit. The weapon takes the shape of a weapon favored by the character's deity or a weapon with some spiritual significance or symbolism to the character and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent the character designates, starting with one attack the round the spell is cast and continuing each round thereafter. It uses the character's base attack bonus as its attack bonus (possibly allowing it multiple attacks per round in subsequent rounds). It strikes as a spell, not as a weapon, so, for example, it can strike incorporeal creatures. The weapon always strikes from the character's direction. It does not get a flanking bonus or help a combatant get one. The character's feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of the character's sight, or if the character is not directing it, the weapon returns to the character and hovers. Each round after the first, the character can use a standard action to switch the weapon to a new target. If the character does not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if the character's base attack bonus would allow it to. The spiritual weapon cannot be attacked or damaged. If an attacked creature has SR, the resistance is checked the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

Statue
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. The initial transformation from flesh to stone requires 1 full round after the spell is cast. In statue form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms is serious damage. The individual under the magic of a statue spell can return to his normal state, act, and then return instantly to the statue state (a free action) if he so desires, as long as the spell duration is in effect.

Status
Divination
Level: Clr 4
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: One creature touched/three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When a cleric needs to keep track of comrades that may get separated, status allows him to mentally monitor their relative position and general condition. The cleric is aware of direction and distance to the creatures and their status: unharmed, wounded, disabled, staggered, unconscious, dying, dead, etc. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If they leave it, the spell ceases to function for them.

Stinking Cloud
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud that spreads in 30-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud are nauseated (Fortitude negates), making them unable to attack, cast spells, concentrate on spells, and so on. The only action a nauseated character can take is a single move (or move-equivalent action) per turn. These effects last as long as the character is in the cloud and for 1d4+1 rounds after he or she leaves the cloud. (Roll separately for each nauseated character.) Those who succeed at their saves but remain in the cloud must continue to save each round.

Stone Shape
Transmutation
Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft. +1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The character can form an existing piece of stone into any shape that suits the character's purpose. For example, the character can make a stone weapon, a special trapdoor, or a crude idol. Stone shape also permits the character to reshape a stone door to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.

Stoneskin
Abjuration
Level: Earth 6, Sor/Wiz 4, Strength 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/+5. (It ignores the first 10 points of damage each time it takes damage, though a weapon with a +5 enhancement bonus or any magical attack bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Material Components: Worth at least 250 gp.

Stone Tell
Divination
Level: Drd 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: 1 minute/level
The character gains the ability to speak with stones, which relate to the character who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. Note that a stone’s perspective, perception, and knowledge may prevent the stone from providing the details the character is looking for. The character can speak with natural or worked stone.

Stone to Flesh
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration: Instantaneous
Saving Throw: Fortitude negates (object) (see text)
Spell Resistance: Yes
This spell restores a petrified creature to its normal state, restoring life and goods. The creature must succeed at a Fortitude save (DC 15) to survive the process. Any petrified creature, regardless of size, can be restored. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) The character can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.

Storm of Vengeance
Conjuration (Summoning)
Level: Clr 9
Components: V, S
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes
This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Creatures beneath the cloud must succeed at Fortitude saves or be deafened (see blindness/deafness) for 1d4x10 minutes. If the character does not maintain concentration on the spell after casting it, the spell ends. If the character continues to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during the character's turn.
Second Round: Acid rains down in the area, dealing 1d6 points of acid damage. No save is allowed.
Third Round: The character calls six bolts of lightning down from the cloud. The character decides where the bolts strike. All may be directed at a single target, or they may be directed at up to six separate targets. Each bolt deals 10d6 points of electricity damage. Creatures struck can attempt Reflex saves for half damage.
Fourth Round: Hailstones rain down in the area, dealing 5d6 points of damage (no save).
Fifth through Tenth Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by threequarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds at a Concentration check against a DC equal to the storm of vengeance’s save + the level of the spell the caster is trying to cast.

Suggestion
Enchantment (Compulsion) [Mind-Affecting, Language-Dependent]
Level: Brd 2, Sor/Wiz 3
Components: V, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
The character influences the actions of the enchanted creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what he was asked to do. The character can instead specify conditions that will trigger a special activity during the duration. For example, the character might suggest that a noble knight give her warhorse to the first beggar she meets. If the condition is not met before the spell expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1, –2, etc.) at the discretion of the DM.

Summon Monster I
Conjuration (Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an outsider (extraplanar creature) that attacks the character's enemies. It appears where the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn. Choose a 1st-level monster from the Summon Monster table.
1st Level
• Celestial dog (animal) LG
• Celestial badger (animal) CG
• Fiendish dire rat LE
• Fiendish hawk (animal) CE
When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, summon monster I is a lawful and evil spell when cast to summon a dire rat.

Summon Monster II
Conjuration (Summoning) [see text]
Level: Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
As summon monster I, except the character can summon one outsider from the 2nd-level list or 1d3 outsiders of the same type from the 1st-level list.
2nd Level
• Celestial eagle (animal) CG
• Formian worker LN
• Lemure (devil) LE
• Fiendish squid (animal) LE
• Fiendish wolf (animal) LE
• Fiendish shark, NE
• Medium-size (animal)
• Fiendish viper (animal)Tiny CE
• Fiendish hyena (animal) [treat as CE wolf (animal)]
• Fiendish octopus (animal) CE

Summon Monster III
Conjuration (Summoning) [see text]
Level: Brd 3, Clr 3, Sor/Wiz 3
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
As summon monster I, except the character can summon one creature from the 3rd-level list, 1d3 creatures of the same type from the 2nd-level list, or 1d4+1 creatures of the same type from the 1st-level list.
3rd Level
• Celestial bear, black LG (animal)
• Celestial bison (animal) NG
• Triton NG
• Celestial dire badger CG
• Azer LN
• Elemental, Small N
• Thoqqua N
• Fiendish dire weasel LE
• Fiendish gorilla (animal) LE
• Fiendish snake, constrictor (animal) LE
• Fiendish boar NE
• Fiendish dire bat NE
• Fiendish lizard, giant (animal) NE
• Salamander, Small NE
• Fiendish shark, Large (animal) NE
• Fiendish viper, Small snake (animal) CE
• Fiendish crocodile (animal) CE
• Dretch CE
• Fiendish leopard (animal) CE
• Fiendish wolverine (animal) CE

Summon Monster IV
Conjuration (Summoning) [see text]
Level: Brd 4, Clr 4, Sor/Wiz 4
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
As summon monster I, except the character can summon one creature from the 4th-level list, 1d3 creatures of the same type from the 3rd-level list, or 1d4+1 creatures of the same type from a lower-level list.
4th Level
• Lantern archon (celestial) LG
• Giant owl NG
• Giant eagle CG
• Celestial lion (animal) CG
• Tojanida, Small N
• Xorn, Small N
• Arrowhawk, Small N
• Magmin CN
• Imp (devil) LE
• Fiendish dire ape LE
• Fiendish dire wolf LE
• Hell hound LE
• Varguouille NE
• Fiendish viper, Medium-size CE
• snake (animal) Howler CE

Summon Monster V
Conjuration (Summoning) [see text]
Level: Brd 5, Clr 5, Sor/Wiz 5
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
As summon monster I, except the character can summon one creature from the 5th-level list, 1d3 creatures of the same type from the 4th-level list, or 1d4+1 creatures of the same type from a lower-level list.
5th Level
• Celestial bear, brown (animal) LG
• Hound archon (celestial) LG
• Celestial orca, whale NG
• (animal) Celestial pegasus CG
• Celestial dire lion CG
• Formian warrior LN
• Elemental, Medium-size N
• Mephit, any N
• Arrowhawk, Medium-size N
• Tojanida, Medium-size N
• Achaierai LE
• Fiendish griffon LE
• Fiendish snake, giant LE
• constrictor (animal)
• Yeth hound NE
• Fiendish dire boar NE
• Fiendish rhinoceros (animal) NE
• Fiendish shark, Large (animal) NE
• Salamander, Medium-size NE
• Shadow mastiff NE
• Fiendish viper, Large (animal) CE
• Quasit CE
• Fiendish dire wolverine CE
• Fiendish giant crocodile (animal) CE • Fiendish tiger (animal) CE
• Fiendish girallon CE

Summon Monster VI
Conjuration (Summoning) [see text]
Level: Brd 6, Clr 6, Sor/Wiz 6
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
As summon monster I, except the character can summon one creature from the 6th-level list, 1d3 creatures of the same type from the 5th-level list, or 1d4+1 creatures of the same type from a lower-level list.
6th Level
• Celestial dire bear LG
• Celestial unicorn CG
• Elemental, Large N
• Rast N
• Xorn, Medium-size N
• Slaad, red CN
• Chaos beast CN
• Kyton LE
• Barbazu (devil) LE
• Bezekira LE
• Erinyes (devil) LE
• Belker NE
• Fiendish viper, Huge snake (animal) CE

Summon Monster VII
Conjuration (Summoning) [see text]
Level: Clr 7, Sor/Wiz 7
As summon monster I, except the character can summon one creature from the 7th-level list, 1d3 creatures of the same type from the 6th-level list, or 1d4+1 creatures of the same type from a lower-level list.
7th Level
• Celestial elephant (animal) NG
• Avoral guardinal (celestial) NG
• Djinni CG
• Ravid [alone] N
• Elemental, Huge N
• Invisible stalker N
• Xorn, Large N
• Arrowhawk, Large N
• Tojanida, Large N
• Slaad, blue CN
• Hamatula (devil) LE
• Osyluth (devil) LE
• Fiendish dire tiger CE
• Bebilith CE
• Fiendish octopus, giant (animal) CE

Summon Monster VIII
Conjuration (Summoning) [see text]
Level: Clr 8, Sor/Wiz 8
As summon monster I, except the character can summon one creature from the 8th-level list, 1d3 creatures of the same type from the 7th-level list, or 1d4+1 creatures of the same type from a lower-level list.
8th Level
• Lillend CG
• Formian taskmaster [alone] LN
• Janni (genie) N
• Elemental, greater N
• Barghest, Medium-size LE
• Cornugon (devil) E
• Fiendish squid, giant (animal) LE
• Salamander, Large NE
• Succubus (demon) CE

Summon Monster IX
Conjuration (Summoning) [see text]
Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9
As summon monster I, except the character can summon one creature from the 9th-level list, 1d3 creatures of the same type from the 8th-level list, or 1d4+1 creatures of the same type from a lower-level list.
9th Level
• Lammasu LG
• Couatl LG
• Astral deva (celestial) NG
• Ghaele eladrin (celestial) CG
• Elemental, elder N
• Barghest, Large LE
• Xill LE
• Rakshasa LE
• Gelugon (devil) LE
• Night hag NE
• Nightmare NE
• Vrock (demon) CE

Summon Nature’s Ally I
Conjuration (Summoning) [see text]
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a natural creature who attacks the character's enemies. It appears where the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn. Choose a 1st-level creature from the Summon Nature’s Ally table. All the creatures on the table are neutral unless otherwise noted.
1st Level
• Badger (animal)
• Dire rat
• Dog (animal)
• Hawk (animal)
• Viper,Tiny (animal)

Summon Nature’s Ally II
Conjuration (Summoning) [see text]
Level: Drd 2, Rgr 2
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon one 2nd-level creature or 1d3 1st-level creatures of the same type.
2nd Level
• Eagle (animal)
• Hyena [treat as wolf (animal)]
• Octopus (animal)
• Shark, Medium-size (animal)
• Squid (animal)
• Wolf (animal)
• Viper, Small (animal)

Summon Nature’s Ally III
Conjuration (Summoning) [see text]
Level: Drd 3, Rgr 3
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon one 3rd-level creature, 1d3 2nd-level creatures of the same type, or 1d4+1 1st-level creatures of the same type. When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, summon nature’s ally III is an evil and fire spell when the character cast it to summon a salamander.
3rd Level
• Ape (animal)
• Bear, black (animal)
• Bison
• Boar
• Crocodile (animal)
• Dire badger
• Dire bat
• Dire weasel
• Elemental, Small
• Leopard (animal)
• Lizard, giant (animal)
• Salamander, Small [neutral evil]
• Satyr [without pipes]
• Shark, Large (animal)
• Snake, constrictor (animal)
• Thoqqua
• Viper, Medium-size (animal)
• Wolverine (animal)

Summon Nature’s Ally IV
Conjuration (Summoning) [see text]
Level: Drd 4, Rgr 4
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon one 4th-level creature, 1d3 3rd-level creatures of the same type, or 1d4+1 lower level creatures of the same type. When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
4th Level
• Arrowhawk, Small
• Assassin vine
• Dire ape
• Dire wolf
• Giant eagle [chaotic good]
• Giant owl [neutral good]
• Grig (sprite) [without pipes, neutral good]
• Lion (animal)
• Phantom fungus
• Tojanida, Small
• Viper, Large (animal)
• Xorn, Small

Summon Nature’s Ally V
Conjuration (Summoning) [see text]
Level: Drd 5
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon one 5th-level creature, 1d3 4th-level creatures of the same type, or 1d4+1 lower level creatures of the same type. When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
5th Level
• Arrowhawk, Medium-size
• Bear, brown (animal)
• Dire boar
• Dire lion
• Dire wolverine
• Elemental, Medium-size
• Giant crocodile (animal)
• Rhinoceros (animal)
• Salamander, Medium-size [neutral evil]
• Satyr [with pipes]
• Shark, Large (animal)
• Snake, giant constrictor (animal)
• Tiger (animal)
• Tojanida, Medium-size
• Viper, Huge (animal)
• Whale, orca (animal)

Summon Nature’s Ally VI
Conjuration (Summoning) [see text]
Level: Drd 6
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon one 6th-level creature, 1d3 5th-level creatures of the same type, or 1d4+1 lower level creatures of the same type. When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
6th Level
• Dire bear • Elemental, Large
• Shambling mound
• Tendriculos
• Unicorn [chaotic good]
• Xorn, Medium-size

Summon Nature’s Ally VII
Conjuration (Summoning) [see text]
Level: Drd 7
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon one 7th-level creature, 1d3 6th-level creatures of the same type, or 1d4+1 lower level creatures of the same type. When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
7th Level
• Arrowhawk, Large
• Dire tiger
• Elemental, Huge
• Elephant
• Octopus, giant (animal)
• Pixie [can’t cast Otto’s irresistible dance, neutral good]
• Tojanida, Large
• Treant [neutral good]
• Xorn, Large

Summon Nature’s Ally VIII
Conjuration (Summoning) [see text]
Level: Drd 8
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon one 8th-level creature, 1d3 7th-level creatures of the same type, or 1d4+1 lower level creatures of the same type. When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
8th Level
• Elemental, greater
• Salamander, Large [neutral evil]
• Squid, giant (animal)

Summon Nature’s Ally IX
Conjuration (Summoning) [see text]
Level: Drd 9
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon one 9th-level creature, 1d3 8th-level creatures of the same type, or 1d4+1 lower level creatures of the same type. When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
9th Level
• Elemental, elder
• Pixie [can cast Otto’s irresistible dance, neutral good]

Summon Swarm
Conjuration (Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Swarm of small creatures in a 5-ft. spread
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
A swarm of little creatures carpets the effect’s area, viciously attacking all other creatures there. (Roll on the table below to see what sort of creature is summoned.) A creature in the swarm who takes no actions other than fighting off the creatures takes 1 point of damage on its turn. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage +1 point per three caster levels. Spellcasting or concentrating on spells within the swarm is impossible.
1d20 Swarm Type*
1–8 Rats (animals)
9–14 Bats (animals)
15–16 Spiders (vermin, poisonous)
17–18 Centipedes (vermin, poisonous)
19–20 Flying beetles (vermin)
*The creature types (in parentheses) indicate what sorts of spells and effects might aid a subject against the swarm.
A swarm of poisonous creatures deals no damage to creatures who are immune to poison, though it still prevents spellcasting and concentration. The creatures’ attacks are nonmagical. Damage reduction, being incorporeal, and other special abilities also make a creature immune to damage from the swarm. The swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse. The swarm disperses when it has taken a total of 2 hit points of damage per caster level from these attacks. Certain area or effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately if appropriate to the swarm summoned. (For example, only fliers are affected by a gust of wind.) The swarm is stationary once summoned. A druid caster, however, can (as a move-equivalent action) direct the swarm to move up to 30 feet per round (or 90 feet per round if she has summoned bats or beetles).

Sunbeam
Evocation
Level: Drd 7, Sun 7
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Beam 5 feet wide and 100 ft. + 10 ft./level long, starting at a point right in front of the character
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Reflex negates and half (see text)
Spell Resistance: Yes
For the duration of this spell, the character can use a standard action to evoke a dazzling beam of intensely hot light each round. The character can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or the character's allotment of beams is exhausted. All creatures in the beam are blinded and take 3d6 points of damage. (A successful Reflex save negates the blindness and reduces the damage by half.) In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills. Creatures to whom sunlight is harmful or unnatural take double damage. Undead creatures caught within the ray are dealt 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the ray results in the destruction of undead creatures specifically affected by sunlight if they fail their saves. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, slimes, jellies, puddings, and fungoid creatures just as if they were undead creatures.

Sunburst
Evocation
Level: Drd 8, Sor/Wiz 8, Sun 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 10 ft./level-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Sunburst causes a globe of searing heat and radiance to explode silently from a point the character selects. All creatures in the globe are blinded and are dealt 3d6 points of damage. (A successful Reflex save negates the blindness and reduces the damage by half.). In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills. Creatures to whom sunlight is harmful or unnatural take double damage. Undead creatures caught within the globe are dealt 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of undead creatures specifically affected by sunlight if they fail their saves. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, slimes, jellies, puddings, and fungoid creatures just as if they were undead creatures.

Symbol
Universal [see text]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M/DF (or V, S, M for carefully engraved)
Casting Time: 1 action or 10 minutes
Range: Touch
Effect: One symbol
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
This spell allows the character to scribe any of the potent runes described below. A symbol can be quickly scribed in the air or on some surface. Alternatively, the character can carefully inscribe it on a surface. The symbol harms those who trigger it (usually those who pass over it, touch it, read it, etc.) A quickly scribed symbol has a casting time of 1 action. The resulting rune becomes active immediately. It lasts 10 minutes per caster level and glows faintly while it lasts. Symbols of fear, hopelessness, pain, or persuasion can be used in this manner. Symbols of death, discord, insanity, pain, sleep, and stunning cannot. A carefully engraved symbol has a casting time of 10 minutes. The symbol is inactive when finished and remains so until triggered. Once triggered, it becomes active and glows, usually lasting 10 minutes per caster level. Some symbols can last indefinitely once triggered. For example, a symbol of death ends when it has slain 150 hit points worth of creatures. To be effective, a symbol must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol ineffective. As a default, a symbol is triggered whenever a creature does one or more of the following, as the character selects: reads, touches, or passes over the rune, looks at the rune, or passes through a portal bearing the rune. In this case, "reading" the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol to render it inoperative triggers it if it reacts to touch. To trigger a symbol, a creature must be within 60 feet of the rune. The character can set special triggering conditions of the character's own. These can be as simple or elaborate as the character desires. Special conditions for triggering a symbol can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don’t qualify. For example, a symbol can be set to activate when a lawful good creature approaches, but not when a paladin approaches. A symbol’s triggering conditions must always be defensive in nature. A touch-triggered symbol remains untriggered if an item bearing the symbol is used to touch a creature. Likewise, a symbol cannot be placed on a weapon and set to activate when the weapon strikes a foe. Once the spell is cast, a symbol’s triggering conditions cannot be changed. The character ignore the effects of the character's own symbols and cannot inadvertently trigger them. When scribing a symbol quickly, the character can instantly attune any number of creatures to the symbol, rending them immune to its effects, provided the creatures are within 60 feet of the rune when it is created and that the character is aware of their presence. When creating a carefully inscribed symbol, the character can specify a password or phrase that prevents a creature using it from triggering the symbol. The character also can attune any number of creatures to the symbol, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (up to ten creatures) takes 1 hour. Attuning a large group (up to twenty-five creatures) takes 1 day. Attuning larger groups takes proportionately longer, as the DM sees fit. When triggered, a symbol affects all creatures within a 60-foot radius except for the character and any individuals attuned to it. If a symbol has a password, anyone using the password remains immune to that particular rune’s effects so long as the character remains within 60 feet of the rune. If the character leaves the radius and returns later, he must use the password again. Once triggered, a symbol remains active until its duration expires. Creatures who subsequently meet an active symbol’s triggering conditions suffer its effects. A successful dispel magic removes the effects of a symbol from a creature unless the symbol’s effect is instantaneous (death, stunning) or the description specifies another remedy (insanity). The rune itself can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol. Destruction of the surface where a symbol rests destroys the symbol but also triggers its effects. Read magic allows the character to identify a symbol with a successful Spellcraft check (DC 19). Identifying the symbol does not discharge it and allows the character to know the version of the symbol. A symbol can be rendered permanent with the permanency spell, provided it is carefully engraved upon a permanent, nonportable surface such as a wall or door. A permanency spell extends a symbol’s basic duration of 10 minutes per caster level indefinitely. When triggered, a permanent symbol usually glows and is active for about 10 minutes, but there is no limit to how many times it can be triggered. If the symbol can affect only a limited number of hit points worth of creatures, the limit applies each 10 minutes. For example, a permanent symbol of death could slay 150 hit points worth of creatures every 10 minutes.
Known symbols include:
Death: One or more creatures within the radius, whose combined total hit points do not exceed 150, must succeed at Fortitude saves or die. The symbol affects the closest creatures first, skipping creatures with too many hit points to affect. This symbol must be carefully engraved on a surface. Once triggered, the symbol lasts until it has affected 150 hit points worth of creatures.
Discord: All creatures with an Intelligence score of 3 or higher within 60 feet immediately fall into loud bickering and arguing. Meaningful communication is impossible. If the affected creatures have different alignments, there is a 50% chance that they attack each other. Bickering lasts 5d4 rounds. Fighting begins 1d4 rounds into the bickering and lasts 2d4 rounds. This symbol must be carefully engraved on a surface. Once triggered, the symbol lasts 10 minutes per caster level. This version is a mindaffecting spell.
Fear: This symbol can be scribed quickly or carefully engraved on a surface. Creatures within the radius are afflicted by a powerful version of the fear spell. If scribed in the air, this symbol requires a Will save to resist. If the rune is carefully inscribed, the save DC increases by 4. Once triggered, the symbol lasts 10 minutes per caster level. This version is a mindaffecting spell.
Hopelessness: All creatures within the radius must attempt Will saves. If the rune is carefully engraved on a surface, the save DC increases by 4. If the save fails, the creature suffers from hopelessness for 3d4x10 minutes and submits to simple demands from foes, such as to surrender or get out. The effect is similar to that of the suggestion spell. If no foes are present to make demands, there is a 25% chance that a hopeless creature proves unable to take any action except hold its ground. If the creature remains free to act, there is a 25% chance it retreats from the rune at normal speed. In either case, the creature can defend normally if attacked. Once triggered, the symbol lasts 10 minutes per caster level. This version is a mind-affecting spell.
Insanity: One or more creatures within the radius, whose combined total hit points do not exceed 150, become insane (as the insanity spell; Will negates). The symbol affects the closest creatures first, skipping creatures with too many hit points to affect. This symbol must be carefully engraved on a surface. Once triggered, the symbol lasts until it has affected 150 hit points worth of creatures. This version is a mind-affecting spell.
Pain: Creatures within the radius suffer wracking pains that reduce Dexterity scores by 2 and impose a –4 penalty on attack rolls, skill checks, and ability checks (Fortitude negates). Both effects last 2d10x10 minutes. This symbol can be scribed quickly or carefully engraved on a surface. If carefully inscribed, the save DC increases by 4. Once triggered, the symbol lasts 10 minutes per caster level.
Persuasion: This symbol can be scribed quickly or carefully engraved on a surface. All creatures within the radius must succeed at Will saves to resist. If the symbol is carefully inscribed, the save DC increases by 4. If the save fails, the creature becomes the same alignment as the character for 1d20 x 10 minutes. During this time, affected creatures become friendly to the character as though subjected to charm person. This version is a mind-affecting spell.
Sleep: Creatures within the radius fall into a catatonic slumber if they have 8 or fewer HD (Will negates). Sleeping creatures cannot be awakened for 3d6x10 minutes. This symbol must be carefully engraved on a surface. Once triggered, the symbol lasts 10 minutes per caster level. This version is a mind-affecting spell. Stunning: One or more creatures within the radius whose total hit points do not exceed 250 become stunned (Fortitude negates). The symbol affects the closest creatures first, skipping creatures with too many hit points to affect. A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. In addition, the stunned creatures drop what they are holding. This symbol must be carefully engraved on a surface.
Material Component, carefully scribed: Worth at least 5,000 gp each.

Sympathy
Enchantment (Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The character cause an object or location to emanate magical vibrations that attract either a specific type of intelligent creature or creatures of a particular alignment, as defined by the character. The particular type of creature to be affected must be named specifically—for example, red dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Larger groups, such as "goblinoids," are not specific enough. Likewise, the specific alignment must be named—for example, chaotic evil, chaotic good, lawful neutral, or true neutral. Creatures of the type or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 x 10 minutes later. If this save fails, the affected creature attempts to return to the area or object. Sympathy counters and dispels antipathy.
Material Components: Worth at least 1,500 gp.

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