Seren Arc | |
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Aliases: | Test Man |
Level 0: | ∞ |
Level 1: | 10 |
Level 2: | 9 |
Level 3: | 9 |
Level 4: | 9 |
Level 5: | 9 |
Level 6: | 8 |
Level 7: | 6 |
Level 8: | 0 |
Level 9: | 0 |
Level 10: | 0 |
Level 11: | 0 |
Epic Level: | 0 |
Played by Blackshade |
Gallery
Spells per Day:
∞/10/9/9/9/8/6
Spell DCs:
10+13+Spell Level= 23 + spell level
Spells Known:
Abjuration | 9 |
Conjuration | 4 |
Divination | 3 |
Enchantment | 3 |
Evocation | 5 |
Illusion | 2 |
Necromancy | 4 |
Transmutation | 5 |
Universal | 2 |
Cantrips: DC: 20
Abjuration
Conjuration
Divination
Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Enchantment
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
Evocation
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Evocation [Sonic]
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
You bark the last word of the spell, and that word takes life, streaking toward your target and exploding in a shout.
You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell.
(SpC, Page 195)
Illusion
Necromancy
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.
The subject is immediately fatigued for the spell’s duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.
Transmutation
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object weighing up to 30 lb. or portal that can be opened or closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
Focus
A brass key.
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Universal
[[collapsible show="+ Prestidigitation" hide="- Prestidigitation"]]
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
[[/collapsible]]
Level 1: DC: 24
Abjuration
Karmic Aura
Abjuration
Level:Hexblade 1, sorcerer/wizard 1
Components: V
Casting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw:Will partial
Spell Resistance: Yes
You feel the currents of fate flow through you, tugging on the strings of chance.
While this spell is in effect, any creature within range that deals damage to you with an attack, spell, or other effect becomes fatigued for 3 rounds. A successful Will save indicates that the attacker is unaffected and immune to the spell’s effect until the start of your next turn, but must save again if he damages you after that point. An attacker already fatigued suffers no additional effect from this spell.
Karmic aura, karmic backlash, and karmic retribution interact in an unusual fashion. If you have more than one of these spells active at once, the subject must save against each spell in descending order of spell level. If he fails any of these saves, he is automatically fails any save against any lower-level spell of the set that you have active. (Spell resistance still applies to each effect separately).
For example, suppose you have all three spells active when a foe strikes you. He first attempts to save against karmic retribution. If that save fails, he is treated as if he had failed his saving throws against all three spells. If the first save succeeds, but the save against karmic backlash fails, he is treated as if he had failed his saves against both that spell and karmic aura.
Only if he succeeds on both of the first two saves is he entitled to a save against karmic aura.
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.
Conjuration
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Divination
Enchantment
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
A creature that fails its saving throw does not remember that you enspelled it.
Evocation
Illusion
Necromancy
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1.
Transmutation
Universal
Level 2: DC: 25
Abjuration
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Conjuration
Immense, partially translucent wings
unfurl from behind you and completely
shield you from the sight of your enemies
for a single heartbeat.
Your evoked wings grant cover against
a specifi c attack. If your foe is about
to attack you with a melee, ranged,
spell, or psionic attack, you can cast
this spell immediately, creating a
hemispherical barrier (or a spherical
barrier if you are not standing on
solid ground) of force shaped like
dragon wings. The wings of force last
just long enough to disrupt your foe’s
line of effect to you, providing you
total cover against a single attack with
a weapon, spell, or psionic power.
Your foe’s fi rst attack in this round
cannot be made and is wasted against
you, though he could decide to take
any other action, including choosing
to attack one of your allies instead, or
take a full attack action that grants
him additional melee attacks against
you in this round (if your foe is of
high enough level to have additional
attacks). The wings unfurl and then
dissipate an instant later.
Your foe could choose to attack
the area in which you have taken
cover with an area attack (such as a
fi reball spell). In this case, you gain a
+8 bonus to AC (if applicable) and a
+4 bonus on Refl ex saves.
Special: A dragonblooded character,
or a character with the dragon
type, can provide cover for one
additional adjacent ally for every
three caster levels.
Divination
Enchantment
RAY OF STUPIDITY
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A bright yellow beam bursts from your
extended fingertips. The beam emits an
“uh” sound, like someone trying to think
of a word.
This ray clouds the mind of your
enemy, damaging its intellect. You
must succeed on a ranged touch attack
with the ray to strike a target. A subject
struck by the ray takes 1d4+1 points of
Intelligence damage. If the target is a
wizard, she might temporarily lose the
ability to cast some or all of her spells if
her Intelligence drops too low.
Material Component: A miniature
cone-shaped hat.
Evocation
TAIL SLAP
Evocation [Force]
Level: Sorcerer 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Evoked tail
Duration: 1 round/level
A partially translucent, scaled tail uncoils
from behind you and savagely slaps at
your foe.
You evoke a dragon’s tail that you
can use to strike at a target once per
round as a standard action (including
the round in which you evoke it) that
deals 1d6 points of damage per two
levels (to a maximum of 10d6 points
of damage) if you hit your foe with a
melee touch attack.
In addition, if a subject of up to
one size category larger than you
fails a Strength check (DC equal to
your caster level + 12) against your
fi rst attack, the driving force of the
tail slap pushes your foe back 5 feet
plus another 5 feet for every 5 points
of damage your foe takes.
If a wall or other solid object prevents
the subject from being pushed
back, the subject instead slams into
the object and takes an extra 2d6
points of damage from the impact
(no save). The movement of your foe
caused by a tail slap does not provoke
attacks of opportunity. The chance
to push your foe back is only gained
on the attack you make in the round
when you initially cast the spell.
Special: A dragonblooded character,
or a character with the dragon type, has
a chance to push back a foe with every
attack it makes during the spell’s duration,
instead of just the fi rst attack made
in the round when the spell is cast.
Illusion
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
Arcane Material Component
An eyelash encased in a bit of gum arabic.
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.
Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.
Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).
While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.
An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)
Necromancy
Transmutation
Universal
[[/collapsible]]
Level 3 DC: 26
Abjuration
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel
One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel
When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell
When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.
Conjuration
Divination
Divination
Level: Bard 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Spewing a curse of bad luck, you fling a piece of broken mirror at your target. The mirror shard dissipates harmlessly as soon as it leaves your hand, and the sound of rolling dice is perceptible for an instant.
When you cast this spell, you negatively influence the randomness of fortune for the target. Whenever the affected creature undertakes an action involving random chance (specifically,
whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied.
A creature carrying a stone of good luck is immune to the effect of unluck.
Material Component: A piece of a broken mirror.
Enchantment
Evocation
Illusion
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.
The subject is immediately exhausted for the spell’s duration. A successful Fortitude save means the creature is only fatigued.
A character that is already fatigued instead becomes exhausted.
This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.
Material Component
A drop of sweat.
Transmutation
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus
A wing feather from any bird.
Transmutation
Level: Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)
Arcane Material Component
Powdered lime and carbon.
Universal
Level 4 DC 27
Abjuration
WALL OF LAW
Abjuration [Lawful]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is
up to one 10-ft. square/level or a
sphere or hemisphere with a radius
of up to 5 ft./2 levels
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes
You invoke the abjuration, and a cascade of
brilliant white energy springs up in a wall
that becomes invisible almost instantly.
You create an immobile barrier
that inhibits evil creatures. An chaotic
summoned creature cannot pass
through the wall in either direction,
and any other chaotic creature must succeed on a Will save each time it attempts
to move through the wall. If the saving
throw is failed, the creature’s movement
is stopped, and it can take no other
action that round.
A wall of good must be continuous
and unbroken when formed. If it is cast
so that an object or creature breaks its
surface, the spell fails.
Arcane Material Component: Powdered
silver worth 25 gp.
WALL OF GOOD
Abjuration [Good]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is
up to one 10-ft. square/level or a
sphere or hemisphere with a radius
of up to 5 ft./2 levels
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes
You invoke the abjuration, and a cascade of
brilliant white energy springs up in a wall
that becomes invisible almost instantly.
You create an immobile barrier
that inhibits evil creatures. An evil
summoned creature cannot pass
through the wall in either direction,
and any other evil creature must succeed on a Will save each time it attempts
to move through the wall. If the saving
throw is failed, the creature’s movement
is stopped, and it can take no other
action that round.
A wall of good must be continuous
and unbroken when formed. If it is cast
so that an object or creature breaks its
surface, the spell fails.
Arcane Material Component: Powdered
silver worth 25 gp.
DISPELLING SCREEN
Abjuration
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Energy wall whose area is
up to one 10-ft. square/level, or a
sphere or hemisphere with a radius
of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
By tossing down the sheet of crystal in your
hand and completing the mysterious words
of power needed to release the energy of the
spell, you create an immobile, shimmering
screen of violet energy.
Any spell effect operating on a creature
or unattended object that passes
through the screen is affected as by a
targeted dispel magic (PH 223) at your
caster level. Attended items that pass
through are not affected by the screen,
which is the only way the screen differs
from a normal targeted casting of dispel
magic—attended items are essentially
not targeted by the screen. Make a
caster level check (1d20 + 1 per caster
level, maximum +10) to dispel spell
effects (DC 11 + caster level) or suppress
an unattended object’s magical
properties for 1d4 rounds (DC equal
to the item’s caster level). Spell effects
not operating on objects or creatures
cannot pass through the screen. A
disintegrate or successful dispel magic
removes dispelling screen, while an
antimagic field suppresses it.
Material Component: A sheet of fine
lead crystal
Conjuration
ORB OF FORCE
Conjuration (Creation) [Force]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One orb of force
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As you gather the energies of the spell, you
feel against your palm a spherical weight
that seems almost bonded to your skin.
The sphere grows, until with a fi nal precise
movement, you release the translucent
blue orb, sending it hurtling toward your
intended target.
You create a globe of force 3 inches
across, which streaks from your palm
toward your target. You must succeed on
a ranged touch attack to hit the target.
The orb deals 1d6 points of damage per
caster level (maximum 10d6).
ORB OF COLD
Conjuration (Creation) [Cold]
Level: Sorcerer/wizard 4
Effect: One orb of cold
This spell functions like orb of acid,
except that it deals cold damage. In
addition, a creature struck by an orb of
cold must make a Fortitude save or be
blinded for 1 round instead of being
sickened.
Conjuration (Creation) [Acid]
Level: Sorcerer/Wizard 4
Components: VS
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2levels)
Effect: One orb of acid
Duration: instantaneous
Saving Throw: Fortitude partial; See text
Spell Resistance: No
An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6). you must succeed on a ranged touch attack to hit your target.
A creature struck by the orb takes damage and becomes sickened by the acid's noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.
ORB OF ELECTRICITY
Conjuration (Creation) [Electricity]
Level: Sorcerer/wizard 4
Effect: One orb of electricity
This spell functions like orb of acid,
except that it deals electricity damage.
In addition, a creature wearing metal
armor struck by an orb of electricity must
make a Fortitude save or be entangled
for 1 round instead of being sickened.
ORB OF SOUND
Conjuration (Creation) [Sonic]
Level: Sorcerer/wizard 4
Effect: One orb of sonic energy
Symbols recognizable as musical notation—
the visual representation of sound—appear
in midair within the curve of your palm
accompanied by the fractious sounds they
represent. The notes begin to whirl and
stretch, forming into a spherical whirlwind
of cacophonic chaos, as you make ready to
release the spell. At last, you send the sphere
of noise toward your chosen target.
This spell functions like orb of acid,
except that it deals 1d4 points of sonic
damage per level (maximum 15d4). In
addition, a creature struck by an orb of
sound must make a Fortitude save or be
deafened for 1 round instead of being
sickened.
Divination
ASSAY SPELL
RESISTANCE
Divination
Level: Cleric 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 swift
action
Range: Personal
Target: You
Duration: 1 round/level
Finishing the spell, your eyes glow with a
pale blue radiance, and you understand
how to overcome your foe’s resistance to
your magic.
This spell gives you a +10 bonus on
caster level checks to overcome the
spell resistance of a specific creature.
Assay resistance is effective against only
one specific creature per casting, and
you must be able to see the creature
when you cast the spell.
Treasure Scent
Divination
Level: Bard 3, druid 3, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
A multihued glow of metallic colors surrounds you. The swirling glow manifests as a thin mist that forces itself up into your nose. Suppressing a sneeze, you note with excitement the unmistakable scent of treasure.
You can detect copper, silver, gold, platinum, and gems within 30 feet, as well as differentiate between the five kinds of valuables.
When you detect one of these types of valuables, the exact location of the source is not revealed—only its presence and direction. Whenever you come within 5 feet of the treasure, you can pinpoint its exact location. The spell can penetrate barriers, but 1 foot of stone, 1 inch
of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Enchantment
Evocation
Illusion
Necromancy
Necromancy [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Material Component
Either the heart of a hen or a white feather.
Transmutation
BLINDING BREATH
Transmutation [Light]
Level: Sorcerer/wizard 4
You expel your breath weapon, which
crackles with eye-splitting intensity.
This spell functions like breath fl are
(page 38), except that targets that fail
their saving throws against your breath
weapon are permanently blinded,
rather than dazzled.
GREATER
Transmutation
Level: Druid 4, sorcerer/wizard 4
This spell functions like wings of air,
except that the creature’s maneuverability
improves by two grades—from
clumsy to average, poor to good, or
average to perfect.
Universal
Level 5 DC 28
Abjuration
REFUSAL
Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Ef fect and Area: Invisible ward
that occupies two 10-ft. squares/
level (S)
Duration: 1 hour/level
Sa ving Throw: Will negates;
see text
Spell Resistance: Yes
A metallic stretching sound, as if
a thin sheet of metal were bowed
then released, echoes forth from
your outstretched hand. You can see
for just an instant a glowing grid
that defines the protected area of
your spell.
You create a special ward
that prevents unauthorized
spellcasters or creatures with
spell-like abilities from entering
an area. Any creature that has spells
prepared, spell slots available for casting
without preparation, or innate
spell-like abilities must succeed on a
Will save or be halted by an invisible
barrier that prevents passage. The DC
of the Will save increases by a number
equal to the spell level of the highestlevel
spell the creature has prepared or
is capable of casting (so that a 10th-level
sorcerer who hasn’t yet depleted his 5thlevel
spell slots for the day adds 5 to the
save DC). You can choose to designate a
password or special condition (such as
character race, alignment, possession
of a token, or any other observable or
detectable characteristic) by which
spellcasting characters and creatures
can enter the refusal-warded area.
Creatures that have no spellcasting
capability or spell-like abilities (including
spellcasters who have used up
their spell slots and creatures with
spell trigger or spell completion magic
items) can pass through the barrier
with no difficulty. Spellcasters and
creatures that have spell-like abilities
and that are already within the area you
protect when you create the ward are
not compelled to leave or restricted in
their movement within it (and spells
and spell-like abilities can pass through
the barrier in either direction with no
difficulty). However, if such creatures
REFUSAL
Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Ef fect and Area: Invisible ward
that occupies two 10-ft. squares/
level (S)
Duration: 1 hour/level
Sa ving Throw: Will negates;
see text
Spell Resistance: Yes
A metallic stretching sound, as if
a thin sheet of metal were bowed
then released, echoes forth from
your outstretched hand. You can see
for just an instant a glowing grid
that defines the protected area of
your spell.
You create a special ward
that prevents unauthorized
spellcasters or creatures with
spell-like abilities from entering
an area. Any creature that has spells
prepared, spell slots available for casting
without preparation, or innate
spell-like abilities must succeed on a
Will save or be halted by an invisible
barrier that prevents passage. The DC
of the Will save increases by a number
equal to the spell level of the highestlevel
spell the creature has prepared or
is capable of casting (so that a 10th-level
sorcerer who hasn’t yet depleted his 5thlevel
spell slots for the day adds 5 to the
save DC). You can choose to designate a
password or special condition (such as
character race, alignment, possession
of a token, or any other observable or
detectable characteristic) by which
spellcasting characters and creatures
can enter the refusal-warded area.
Creatures that have no spellcasting
capability or spell-like abilities (including
spellcasters who have used up
their spell slots and creatures with
spell trigger or spell completion magic
items) can pass through the barrier
with no difficulty. Spellcasters and
creatures that have spell-like abilities
and that are already within the area you
protect when you create the ward are
not compelled to leave or restricted in
their movement within it (and spells
and spell-like abilities can pass through
the barrier in either direction with no
difficulty). However, if such creatures
Conjuration
Conjuration (Creation) [Earth]
Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stone wall whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
Arcane Material Component
A small block of granite.
Conjuration [Teleportation]
Level: Sorcerer/wizard 5
Range: Touch
Target: You and touched objects or
other touched willing creatures
Duration: 1 round/2 levels
Your fl esh gives an involuntary shudder
as you will yourself elsewhere. You vanish,
reappearing some distance away.
This spell functions like dimension
door (PH 221), except as noted above
and that you can transfer the targets
once per round, up to a distance of 25
feet + 5 feet per two levels, as a move
action that does not provoke attacks
of opportunity.
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Transmutation
Level: Bard 5, Celerity 8, sorcerer/wizard 5
An immaterial fog descends over your eyes as you complete the spell. You perceive the closeness of a parallel, ethereal reality, and you know that you can pass freely between that world and the one upon which you stand.
This spell functions like blink, except that you have control over the timing of your “blinking” back and forth between the Ethereal Plane and the Material Plane. You can also ready an action to blink away from any physical or magical attack. The attack misses automatically unless it also affects ethereal targets (as a force effect does). While blinking, you have no chance of interfering with your own attacks or your own spells. When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner.
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See text
Duration: Concentration (up to 1 round/ level) or instantaneous; see text
Saving Throw: Will negates (object) or None; see text
Spell Resistance: Yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force
A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.
Combat Maneuver
Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust
Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Universal
ARCANE FUSION
Universal
Level: Sorcerer 5
Components: V, S; see text
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
You weave two spells together in your
mind and release them in a single burst
of magic.
When you cast this spell, choose any
1st-level sorcerer spell you know and
any 4th-level or lower sorcerer spell
you know. Neither spell chosen can
have a casting time longer than 1 stan-
dard action. Both spells take effect in
the order you choose, as if you had cast
them one after the other using only one
standard action, but you don't expend
any additional spell slots to cast those
spells. Effectively, you cast two other
spells using this spell's 5th-level spell
slot. Each of the chosen spells has its
normal effect, including range, target,
area, duration, saving throw, and spell
resistance as appropriate to the spell's
level.
If either spell requires a material com-
ponent, focus, XP cost, or other special
cost, these must be used or paid as part
of the casting of arcane fusion.
Level 6 DC 29
Abjuration
Abjuration
Level: Bard 6, cleric 6, druid 6, sorcerer/wizard 6
Duration: 24 hours
As you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you.
When you touch your intended subject and release the spell, the feeling disappears.This spell functions like resistance, except as noted here. You grant the subject a +6 resistance bonus on saves.
Abjuration
Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.
RUBY RAY OF
REVERSAL
Abjuration
Level: Sorcerer/wizard 6
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One natural or magical
hazard; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
From your fi ngertips springs a thin line
of bright red light to negate the hazard
before you.
Each version of this spell can target
one of the hazards described below and
“correct” it in the manner described.
Unless specifi cally stated otherwise,
this spell affects magical and mundane
hazards of the indicated type equally.
For example, a ruby ray of reversal can
eliminate the webs of a monstrous
spider or the effect of a web spell.
• Any trap targeted by the ray is
sprung. This version of the spell can
have adverse effects on creatures
standing within a trap’s area. You
must be aware of a trap to cast ruby
ray of reversal on it.
• The spell unties knots and causes
chains, manacles, and similar
restraining devices to fall away.
Entangle and similar magical effects
are dispelled. Doors (or chests,
drawers, cabinets, and so on) that are
locked, barred, or under the effect of
an arcane lock spell are opened.
• A 5-foot-diameter hole is created in a
wall of force, forcecage, or similar spell
or effect. This function of the spell
does not destroy the targeted effect,
but creatures trapped by it might be
able to wriggle free.
• A creature that has been polymorphed,
turned to stone, or otherwise transformed
from its natural state is
returned to its natural form.
• A magic jar spell is dispelled if a ruby
ray of reversal targets the crystal holding
the caster’s soul.
• Webs, slime, grease, and other substances
that would hamper movement
are destroyed in a 20-foot-radius
spread.
Focus: A ruby worth at least 500 gp.
Conjuration
Divination
Divination
Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Material Component
An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.
Enchantment
Heroism Greater
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Duration: 1 min./level
This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
Evocation
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: At least 10 minutes; see text
Range: Personal
Target: You
Duration: One day/level (D) or until discharged
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
Material Component
That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus
A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.
Illusion
Necromancy
Transmutation
Transforms into a Young Gold Dragon. Gain 60 Temporary hit points.
Universal
Level 7 DC 30
Abjuration
Conjuration
Conjuration (Teleportation)
Level: Sorcerer/Wizard 7, Travel 7
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
Conjuration (Teleportation)
Level: Clr 5, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you
appear 5 to 500 miles (5d%) from your intended destination.
Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.
Focus: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures. Forked rods keyed to certain planes or dimensions may be difficult to come by, as decided by the DM.
Teleport Object
Conjuration (Teleportation)
Level: Sor/Wiz 7
Range: Touch
Target: One touched object of up to 50
lb./level and 3 cu. ft./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell functions like teleport, except
that it teleports an object, not you. Creatures
and magical forces (such as a delayed
blast fireball bead) cannot be teleported.
If desired, the target object can be sent
to a distant location on the Ethereal Plane.
In this case, the point from which the
object was teleported remains faintly
magical until the item is retrieved. A successful
targeted dispel magic spell cast on
that point brings the vanished item back
from the Ethereal Plane.
SUMMON ASPECT
OF BAHAMUT
Conjuration (Summoning, Good)
Level: Cleric 7, sorcerer 7/wizard 7
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One aspect of Bahamut
Duration: Concentration (maxi-
mum of 1 round/level) + 1 round
Saving Throw: None
Spell Resistance: No
You send a plea to Bahamut and are
answered by the appearance of a long,
sinuous dragon covered in silver-white
scales that sparkle and gleam.
If you are a nongood spellcaster, you
cannot cast this spell. By casting this
spell, you request Bahamut to send you
one of his aspects. Otherwise, the aspect
appears where you designate and acts
immediately, on your turn. It attacks
your opponents to the best of its ability.
If you can communicate with the aspect
(it understands Celestial, Common,
and Draconic), you can direct it not
to attack, to attack particular enemies,
or to perform other actions before the
duration elapses. More information on
the aspect of Bahamut can be found
on page 152 of this book.
Arcane Focus: A silver dragon scale.
Divination
Enchantment
Evocation
Evocation [Fire]
Level: Sorcerer/Wizard 7
Duration: 5 rounds or less; see text
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).
The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.
SRD
Illusion
Necromancy
Transmutation
Aspect of the Platinum Dragon
( Dragon Magic)
Transmutation (Polymorph) [Good]
Level: Sorcerer 7,
Components: V, S,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
Your body expands in size while growing a sheen of platinum scales and mighty claws and teeth.
A pair of great wings sprouts from your back.
You take the form of an aspect of Bahamut (see page 108).
You gain 110 temporary hit points, which disappear at the end of the spell's duration.
For details, see The Polymorph Subschool on page 60.
(if you don't have access to Draconomicon, replace the aspect's Tempest Breath feat with Great Cleave).
Good: Only good-aligned characters can cast this spell.
Universal
Level 8 DC 31
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Universal
Level 9 DC 32
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Universal
1st Level | Chant |
Shield | Fexthox |
Hypnotism | Ricix Riyix |
Mage Armor | Litrix |
Grease | Iwoix |
Ray of Enfeeblement | Plythux |
Karmic Aura | Saurivx Ihxk Saurivx |
Spell | Chant |
2nd Level | Chant |
Wings of Cover | Losx |
Mirror Image | Throdex |
Resist Energy | Reglix Losx |
Tail Slap | Jaxo Kodonxt |
Invisibility | Chant |
Spell | Chant |
Spell | Chant |
3rd Level | Chant |
Dispel Magic | Svenxt |
Fly | Thranx |
Ray of Exhaustion | Thrixc Ssifisvx |
Summon Monster III | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
4th Level | Chant |
Wall of Good | Doxs Bensvelkx |
Dispelling Screen | Arcanissx Elignex |
Fear | L'grax |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
5th Level | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
6th Level | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
7th Level | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
8th Level | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
9th Level | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Spell | Chant |
Celestial Bison
Size/Type: Large Magical Beast(extraplanar)
Hit Dice: 5d8+15 (55 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Temperate plains
Organization: Solitary or herd (6-30)
Challenge Rating: 2
Advancement: 6-7 HD (Large)
Level Adjustment: —
Stampede (Ex)
A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. (+5 extra damage)
Darkvision out to 60 feet.
Damage reduction 5/magic
Resistance to acid, cold, and electricity 5
Spell resistance 10
Natural Weapons treated as magical
Runestaff of the Burning Desert
ORB OF FIRE
Conjuration (Creation) [Fire]
Level: Sorcerer/wizard 4
Effect: One orb of fi re
An orb of fire about 3 inches across shoots from your palm at its target, dealing 1d6 points of fire damage per caster level (maximum 15d6). you must succeed on a ranged touch attack to hit your target.
In addition, a creature struck by an orb
of fi re must make a Fortitude save or
be dazed for 1 round.
Conjuration (Creation) [Earth]
Level: Cleric 4, druid 5, sorcerer/wizard 4
Components: V, S, M/DF
Range: Medium (100 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: No
With a rush of hot air, a swirling wall of blowing sand leaps into being.
This spell conjures up a 10-foot-thick, viscous, opaque wall of swirling sand. The spell must be cast so that it rests on a solid surface. Once cast, the wall is immobile. The sand is sufficiently thick to block ranged attacks, providing normal cover appropriate for its size, but creatures can attempt to force their way through it. Moving through a wall of sand is difficult, requiring a full-round action and a Strength check. A creature moves 5 feet through a wall of sand for every 5 points by which its Strength check result exceeds 10.
Creatures within a wall of sand are considered blinded and deafened, and they are unable to speak or breathe. Thus, they might begin to suffocate (DMG 304) if they remain within the wall too long. Spells with verbal components cannot be cast within the wall, and any other spell requires a successful Concentration check (DC 20 + spell level).
Creatures with reach can attempt to attack through the wall, but targets have total concealment and total cover, and the attacker must have a general idea where the target is located. Any open, unprotected flame thrust into a wall of sand is instantly extinguished.
Arcane Material Component: A handful of sand.
Stoneskin
Abjuration
Level: Drd 5, Earth 6, Sor/Wiz 4, Strength 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Material Component
Granite and 250 gp worth of diamond dust sprinkled on the target’s skin.
Body Blaze
Evocation [Fire]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level (D)
You are surrounded in flame, which does not harm you or your equipment.
When you move, you leave a vertical trail of flame in your wake.
The sheet of flame left behind you is up to 20 feet high, 2 inches wide, and lengthens as you move, exactly following the path you take across a horizontal surface — you leave no trail on vertical surfaces or through the air because the sheet of flame must be anchored on a horizontal surface. The blazing wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. If you pass through a square more than once, the damage dealt by the wall to creatures moving through that square does not increase. You take no damage from your own blazing wall.
If you overrun a creature or otherwise manage to pass through its square, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that section goes out.
Material Component: A small piece of phosphorus.
STORM MOTE
Evocation [Air, Earth]
Level: Druid 3, sorcerer/wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cylinder (5-ft. radius, 10 ft.
high)
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
You create a whirling vortex of sand.
It fl ies at speed of 60 feet per round
(perfect maneuverability), and you
can concentrate on controlling its
every movement or specify a simple
program. Directing the vortex’s
movement is a move action, while
changing its programmed movement
is a standard action. If you don’t move
or program the vortex, it merely stays
at rest, spinning and howling. The
vortex dissipates if it exceeds the
spell’s range.
If a storm mote enters a space with
a creature, it stops moving for the
round and deals 2d8 points of damage
to the creature. A successful Fortitude
save reduces damage by half.
Those outside the vortex have
concealment against those inside.
The vortex extinguishes all nonmagical
flame.
Arcane Material Component: A pinch
of sand.
Plans to add Hideaway to quarterstaff.
Appearance:
The Runestaff of the Burning Desert is a long black staff made of obsidian, shaped with the end breaking into two like a tuning fork, a red orb lodged in between the two spires.
Runestaff of the Holy Seer
Appearance:
Pure white staff of wood with the symbol of Bahamut at the top.
Divination
Level: Brd 4, Knowledge 7, Sor/Wiz 6
Components: V, S, M, F
Casting Time: See text
Range: Personal
Target: You
Duration: See text
Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4×10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.
Material Component
Incense worth at least 250 gp.
Focus
Four strips of ivory (worth 50 gp each) formed into a rectangle.
Divination (Scrying)
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge Will Save Modifier
You must have some sort of connection to a creature you have no knowledge of.
None +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
Connection Will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10
If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
Arcane Material Component
The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
Wizard, Sorcerer, or Bard Focus
A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.
Cleric Focus
A holy water font costing not less than 100 gp.
Druid Focus
A natural pool of water.
Divination [Mind-Affecting]
Level: Brd 2, Knowledge 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates; see text
Spell Resistance: No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round
Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round
Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Focus
A copper piece.
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: One mile
Effect: Ten or more levitating eyes
Duration: 1 hour/level; see text (D)
Saving Throw: None
Spell Resistance: No
You create a number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.
While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.
In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.
If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event.
The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.
Material Component
A handful of crystal marbles.
Superior Resistance cast daily (+6 to saves)