# spell

description:
You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.

      Attempting to use any created object as a material component causes the spell to fail.

full_text:
Minor Creation
Conjuration (Creation)
Level:
Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
1 minute
Range:
0 ft.
Effect:
Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration:
1 hour/level (D)
Saving Throw:
None
Spell Resistance:
No
You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.
Attempting to use any created object as a material component causes the spell to fail.
Material Component: A tiny piece of matter of the same sort of item you plan to create with minor creation.


description:
This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.

full_text:
Minor Image
Illusion (Figment)
Level:
Bard 2, Sorcerer/Wizard 2
Duration:
Concentration +2 rounds
This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.


description:
You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

      A miracle can do any of the following things.

      
  Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).

  Duplicate any other spell of 7th level or lower.

  Undo the harmful effects of certain spells, such as feeblemind or insanity.

  Have any effect whose power level is in line with the above effects.



      If the miracle has any of the above effects, casting it has no experience point cost.

      Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.

      
  Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.

  Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.

  Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.



      In any event, a request that is out of line with the deity's (or alignment's) nature is refused.

      A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.

xp_cost:
5,000 XP (for some uses of the miracle spell; see above).

full_text:
Miracle
Evocation
Level:
Cleric 9, Luck 9
Components:
V, S, XP; see text
Casting Time:
1 standard action
Range:
See text
Target, Effect, or Area:
See text
Duration:
See text
Saving Throw:
See text
Spell Resistance:
Yes
You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
A miracle can do any of the following things.

  Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).

  Duplicate any other spell of 7th level or lower.

  Undo the harmful effects of certain spells, such as feeblemind or insanity.

  Have any effect whose power level is in line with the above effects.


If the miracle has any of the above effects, casting it has no experience point cost.
Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.

  Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.

  Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.

  Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.


In any event, a request that is out of line with the deity's (or alignment's) nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.
XP Cost: 5,000 XP (for some uses of the miracle spell; see above).


short_description:
As hallucinatory terrain, plus structures.

description:
This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain,  the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

full_text:
Mirage Arcana
Illusion (Glamer)
Level:
Bard 5, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 standard action
Area:
One 20-ft. cube/level (S)
Duration:
Concentration +1 hour/level (D)
This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).


short_description:
Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

description:
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.)

full_text:
Mirror Image
Illusion (Figment)
Level:
Bard 2, Sorcerer/Wizard 2
Components:
V, S
Casting Time:
1 standard action
Range:
Personal; see text
Target:
You
Duration:
1 min./level (D)
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.)


target:
One creature or object, up to a 10-ft. cube in size

short_description:
Misleads divinations for one creature or object.

description:
By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil,  detect magic,  discern lies,  and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury,  detect thoughts,  clairaudience/clairvoyance,  and the like).

full_text:
Misdirection
Illusion (Glamer)
Level:
Bard 2, Sorcerer/Wizard 2
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature or object, up to a 10-ft. cube in size
Duration:
1 hour/level
Saving Throw:
None or Will negates; see text
Spell Resistance:
No
By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).


level:
Bard 5, Luck 6, Sorcerer/Wizard 6, Trickery 6

duration:
1 round/level (D) and concentration + 3 rounds; see text

saving_throw:
None or Will disbelief (if interacted with); see text

short_description:
Turns you invisible and creates illusory double.

description:
You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image,  a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

      The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.

full_text:
Mislead
Illusion (Figment, Glamer)
Level:
Bard 5, Luck 6, Sorcerer/Wizard 6, Trickery 6
Components:
S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target/Effect:
You/one illusory double
Duration:
1 round/level (D) and concentration + 3 rounds; see text
Saving Throw:
None or Will disbelief (if interacted with); see text
Spell Resistance:
No
You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.
The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.


short_description:
Wizard only. Prepares extra spells or retains one just cast.

material_components:
A piece of string, and ink consisting of squid secretion with black dragon's blood.

focus:
An ivory plaque of at least 50 gp value.

description:
Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.

      Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.

      Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind.

      In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).

full_text:
Mnemonic Enhancer
Transmutation
Level:
Wizard 4
Components:
V, S, M, F
Casting Time:
10 minutes
Range:
Personal
Target:
You
Duration:
Instantaneous
Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.
Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.
Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind.
In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).
Material Component: A piece of string, and ink consisting of squid secretion with black dragon's blood.
Focus: An ivory plaque of at least 50 gp value.


short_description:
Changes 5 minutes of subject's memories.

description:
You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.

      
  Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm,  geas/quest,  suggestion,  or similar spells.

  Allow the subject to recall with perfect clarity an event it actually experienced.

  Change the details of an event the subject actually experienced.

  Implant a memory of an event the subject never experienced.



      Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.

      A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.

full_text:
Modify Memory
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 4
Components:
V, S
Casting Time:
1 round; see text
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
Permanent
Saving Throw:
Will negates
Spell Resistance:
Yes
You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.

  Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm,  geas/quest,  suggestion,  or similar spells.

  Allow the subject to recall with perfect clarity an event it actually experienced.

  Change the details of an event the subject actually experienced.

  Implant a memory of an event the subject never experienced.


Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.
A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.


short_description:
You gain insight bonus on single attack roll, check, or save.

description:
This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.

      You can't have more than one moment of prescience active on you at the same time.

full_text:
Moment of Prescience
Divination
Level:
Luck 8, Sorcerer/Wizard 8
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level or until discharged
This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.
You can't have more than one moment of prescience active on you at the same time.


description:
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

full_text:
Mount
Conjuration (Summoning)
Level:
Sorcerer/Wizard 1
Components:
V, S, M
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One mount
Duration:
2 hours/level (D)
Saving Throw:
None
Spell Resistance:
No
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Material Component: A bit of horse hair.


area:
Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)

material_components:
A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.

description:
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

      However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

      This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

      The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

      This spell has no effect on earth creatures.

full_text:
Move Earth
Transmutation [Earth]
Level:
Druid 6, Sorcerer/Wizard 6
Components:
V, S, M
Casting Time:
See text
Range:
Long (400 ft. + 40 ft./level)
Area:
Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
This spell has no effect on earth creatures.
Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.


level:
Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3

target:
Creature or object of up to 1 cu. ft./level touched

short_description:
Immunizes subject against poison, detoxifies venom in or on subject.

description:
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.

      The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren't postponed until after the duration -the creature need not make any saves against poison effects applied to it during the length of the spell.

      This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.

full_text:
Neutralize Poison
Conjuration (Healing)
Level:
Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature or object of up to 1 cu. ft./level touched
Duration:
10 min./level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren't postponed until after the duration -the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.
Arcane Material Component: A bit of charcoal.


short_description:
Sends vision dealing 1d10 damage, fatigue.

description:
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

      The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

      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.


Knowledge
Will Save Modifier


None1
+10

Secondhand (you have heard of the subject)
+5

Firsthand (you have met the subject)
+0

Familiar (you know the subject well)
-5


1 You must have some sort of connection to a creature you have no knowledge of.

      

Connection
Will Save Modifier


Likeness or picture
-2

Possession or garment
-4


Body part, lock of hair, bit of nail, etc.
-10

      Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

      If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

      If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

      You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)

      Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.

full_text:
Nightmare
Illusion (Phantasm) [Mind-Affecting, Evil]
Level:
Bard 5, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
10 minutes
Range:
Unlimited
Target:
One living creature
Duration:
Instantaneous
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.
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.

Knowledge
Will Save Modifier


None1
+10

Secondhand (you have heard of the subject)
+5

Firsthand (you have met the subject)
+0

Familiar (you know the subject well)
-5


1 You must have some sort of connection to a creature you have no knowledge of.


Connection
Will Save Modifier


Likeness or picture
-2

Possession or garment
-4


Body part, lock of hair, bit of nail, etc.
-10

Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.
If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.
If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.
You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)
Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.


description:
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance,  locate object,  and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast Nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

      If cast on a creature, Nondetection wards the creature's gear as well as the creature itself.

full_text:
Nondetection
Abjuration
Level:
Ranger 4, Sorcerer/Wizard 3, Trickery 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature or object touched
Duration:
1 hour/level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast Nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, Nondetection wards the creature's gear as well as the creature itself.
Material Component: A pinch of diamond dust worth 50 gp.


target:
One object touched of up to 100 lb./level

description:
This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).

full_text:
Obscure Object
Abjuration
Level:
Bard 1, Cleric 3, Sorcerer/Wizard 2
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
One object touched of up to 100 lb./level
Duration:
8 hours (D)
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).
Arcane Material Component: A piece of chameleon skin.


level:
Air 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, Water 1

effect:
Cloud spreads in 20-ft. radius from you, 20 ft. high

description:
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has 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 a 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.

full_text:
Obscuring Mist
Conjuration (Creation)
Level:
Air 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, Water 1
Components:
V, S
Casting Time:
1 standard action
Range:
20 ft.
Effect:
Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has 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 a 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.


target:
Object weighing up to 30 lb. or portal that can be opened or closed

description:
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.

full_text:
Open/Close
Transmutation
Level:
Bard 0, Sorcerer/Wizard 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.


area:
Nonlawful creatures within a burst that fills a 30-ft. cube

description:
You channel 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 two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will 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 Will save.

full_text:
Order's Wrath
Evocation [Lawful]
Level:
Law 4
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Nonlawful creatures within a burst that fills a 30-ft. cube
Duration:
Instantaneous (1 round); see text
Saving Throw:
Will partial; see text
Spell Resistance:
Yes
You channel 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 two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will 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 Will save.


short_description:
You fly at a speed of 40 ft. and can hustle over long distances.

description:
This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).

full_text:
Overland Flight
Transmutation
Level:
Sorcerer/Wizard 5
Components:
V, S
Range:
Personal
Target:
You
Duration:
1 hour/level
This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).


level:
Cleric 2, Druid 2, Paladin 2, Ranger 2, Sorcerer/Wizard 2

short_description:
Subject gains +4 to Wis for 1 min./level.

arcane_material_components:
A few feathers, or a pinch of droppings, from an owl.

description:
The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.

full_text:
Owl's Wisdom
Transmutation
Level:
Cleric 2, Druid 2, Paladin 2, Ranger 2, Sorcerer/Wizard 2
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes
The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
Arcane Material Component: A few feathers, or a pinch of droppings, from an owl.


short_description:
As owl's wisdom, affects one subject/level.

description:
This spell functions like owl's wisdom, except that it affects multiple creatures.

full_text:
Owl's Wisdom, Mass
Transmutation
Level:
Cleric 6, Druid 6, Sorcerer/Wizard 6
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature/level, no two of which can be more than 30 ft. apart
This spell functions like owl's wisdom, except that it affects multiple creatures.


effect:
5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels

short_description:
Creates passage through wood or stone wall.

description:
You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, 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 you dismiss 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.

full_text:
Passwall
Transmutation
Level:
Sorcerer/Wizard 5
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Effect:
5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels
Duration:
1 hour/level (D)
Saving Throw:
None
Spell Resistance:
No
You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, 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 you dismiss 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.
Material Component: A pinch of sesame seeds.


description:
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

full_text:
Pass without Trace
Transmutation
Level:
Druid 1, Ranger 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Targets:
One creature/level touched
Duration:
1 hour/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.


description:
This spell makes certain other spells permanent.

      Depending on the spell, you must be of a minimum caster level and must expend a number of XP.

      You can make the following spells permanent in regard to yourself.


Spell
Minimum Caster Level
XP Cost


Arcane sight
11th
1,500 XP

Comprehend languages
9th
500 XP

Darkvision
10th
1,000 XP

Detect magic
9th
500 XP

Read magic
9th
500 XP

See invisibility
10th
1,000 XP


Tongues
11th
1,500 XP

      You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.

      In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).


Spell
Minimum Caster Level
XP Cost


Enlarge person
9th
500 XP

Magic fang
9th
500 XP

Magic fang, greater
11th
1,500 XP

reduce person
9th
500 XP

Resistance
9th
500 XP

Telepathic bond
1
13th
2,500 XP


1 Only bonds two creatures per casting of permanency.

      Additionally, the following spells can be cast upon objects or areas only and rendered permanent.


Spell
Minimum Caster Level
XP Cost


Alarm
9th
500 XP

Animate objects
14th
3,000 XP

Dancing lights
9th
500 XP

Ghost sound
9th
500 XP

Gust of wind
11th
1,500 XP

Invisibility
10th
1,000 XP

Mage's private sanctum
13th
2,500 XP

Magic mouth
10th
1,000 XP

Phase door
15th
3,500 XP

Prismatic sphere
17th
4,500 XP

prismatic wall
16th
4,000 XP

Shrink item
11th
1,500 XP

Solid fog
12th
2,000 XP

Stinking cloud
11th
1,500 XP

Symbol of death
16th
4,000 XP

Symbol of fear
14th
3,000 XP

Symbol of insanity
16th
4,000 XP

Symbol of pain
13th
2,500 XP

Symbol of persuasion
14th
3,000 XP

Symbol of sleep
16th
4,000 XP

Symbol of stunning
15th
3,500 XP

Symbol of weakness
15th
3,500 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 you) are vulnerable to dispel magic as normal.

full_text:
Permanency
Universal
Level:
Sorcerer/Wizard 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, you must be of a minimum caster level and must expend a number of XP.
You can make the following spells permanent in regard to yourself.

Spell
Minimum Caster Level
XP Cost


Arcane sight
11th
1,500 XP

Comprehend languages
9th
500 XP

Darkvision
10th
1,000 XP

Detect magic
9th
500 XP

Read magic
9th
500 XP

See invisibility
10th
1,000 XP


Tongues
11th
1,500 XP

You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.
In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).

Spell
Minimum Caster Level
XP Cost


Enlarge person
9th
500 XP

Magic fang
9th
500 XP

Magic fang, greater
11th
1,500 XP

reduce person
9th
500 XP

Resistance
9th
500 XP

Telepathic bond
1
13th
2,500 XP


1 Only bonds two creatures per casting of permanency.

Additionally, the following spells can be cast upon objects or areas only and rendered permanent.

Spell
Minimum Caster Level
XP Cost


Alarm
9th
500 XP

Animate objects
14th
3,000 XP

Dancing lights
9th
500 XP

Ghost sound
9th
500 XP

Gust of wind
11th
1,500 XP

Invisibility
10th
1,000 XP

Mage's private sanctum
13th
2,500 XP

Magic mouth
10th
1,000 XP

Phase door
15th
3,500 XP

Prismatic sphere
17th
4,500 XP

prismatic wall
16th
4,000 XP

Shrink item
11th
1,500 XP

Solid fog
12th
2,000 XP

Stinking cloud
11th
1,500 XP

Symbol of death
16th
4,000 XP

Symbol of fear
14th
3,000 XP

Symbol of insanity
16th
4,000 XP

Symbol of pain
13th
2,500 XP

Symbol of persuasion
14th
3,000 XP

Symbol of sleep
16th
4,000 XP

Symbol of stunning
15th
3,500 XP

Symbol of weakness
15th
3,500 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 you) are vulnerable to dispel magic as normal.
XP Cost: See tables above.


effect:
Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)

material_components:
A bit of fleece plus powdered jade worth 100 gp.

description:
This spell functions like silent image,  except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

full_text:
Permanent Image
Illusion (Figment)
Level:
Bard 6, Sorcerer/Wizard 6
Effect:
Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration:
Permanent (D)
This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Material Component: A bit of fleece plus powdered jade worth 100 gp.


short_description:
As major image, but no concentration required.

material_components:
A bit of fleece and several grains of sand.

description:
This spell functions like silent image,  except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.

full_text:
Persistent Image
Illusion (Figment)
Level:
Bard 5, Sorcerer/Wizard 5
Duration:
1 min./level (D)
This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.
Material Component: A bit of fleece and several grains of sand.


saving_throw:
Will disbelief (if interacted with), then Fortitude partial; see text

short_description:
Fearsome illusion kills subject or deals 3d6 damage.

description:
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on 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 is wearing a helm of telepathy,  the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

full_text:
Phantasmal Killer
Illusion (Phantasm) [Fear, Mind-Affecting]
Level:
Sorcerer/Wizard 4
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One living creature
Duration:
Instantaneous
Saving Throw:
Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance:
Yes
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on 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 is wearing a helm of telepathy,  the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.


description:
You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you 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 animals shun it and refuse to attack it.

      The mount has an AC 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.

      8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

      10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

      12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

      14th Level: The mount can fly at its speed (average maneuverability).

full_text:
Phantom Steed
Conjuration (Creation)
Level:
Bard 3, Sorcerer/Wizard 3
Components:
V, S
Casting Time:
10 minutes
Range:
0 ft.
Effect:
One quasi-real, horselike creature
Duration:
1 hour/level (D)
Saving Throw:
None
Spell Resistance:
No
You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you 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 animals shun it and refuse to attack it.
The mount has an AC 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.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed (average maneuverability).


material_components:
A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.

description:
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is 'sprung'; its primary purpose is to frighten away thieves or make them waste precious time.

      If another phantom trap is active within 50 feet when the spell is cast, the casting fails.

full_text:
Phantom Trap
Illusion (Glamer)
Level:
Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
Permanent (D)
Saving Throw:
None
Spell Resistance:
No
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is 'sprung'; its primary purpose is to frighten away thieves or make them waste precious time.
If another phantom trap is active within 50 feet when the spell is cast, the casting fails.
Material Component: A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.


effect:
Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels

short_description:
Creates an invisible passage through wood or stone.

description:
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 you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium 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 you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does 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.

      You 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 you desire. 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, Hit Dice, and hit points don't qualify.

      phase door can be made permanent with a permanency spell.

full_text:
Phase Door
Conjuration (Creation)
Level:
Sorcerer/Wizard 7, Travel 8
Components:
V
Casting Time:
1 standard action
Range:
0 ft.
Effect:
Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels
Duration:
One usage per 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 you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium 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 you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does 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.
You 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 you desire. 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, Hit Dice, and hit points don't qualify.
phase door can be made permanent with a permanency spell.


effect:
One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear

description:
This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.

full_text:
Planar Ally
Conjuration (Calling) [see text for lesser planar ally]
Level:
Cleric 6
Effect:
One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear
This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.
XP Cost: 250 XP.


effect:
Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

description:
This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.

full_text:
Planar Ally, Greater
Conjuration (Calling) [see text for lesser planar ally]
Level:
Cleric 8
Effect:
Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.
XP Cost: 500 XP.


effect:
One called elemental or outsider of 6 HD or less

short_description:
Exchange services with a 6 HD extraplanar creature.

description:
By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

      You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.

      The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

      A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD.

      A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.

      At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

      Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

full_text:
Planar Ally, Lesser
Conjuration (Calling) [see text]
Level:
Cleric 4
Components:
V, S, DF, XP
Casting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One called elemental or outsider of 6 HD or less
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).
You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.
The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD.
A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.
At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).
Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
XP Cost: 100 XP.


range:
Close (25 ft. + 5 ft./2 levels); see text

target:
Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear

short_description:
As lesser planar binding, but up to 12 HD.

description:
This spell functions like lesser planar binding,  except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.

full_text:
Planar Binding
Conjuration (Calling) [see text for lesser planar binding]
Level:
Sorcerer/Wizard 6
Components:
V, S
Targets:
Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.


target:
Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

short_description:
As lesser planar binding, but up to 18 HD.

description:
This spell functions like lesser planar binding,  except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.

full_text:
Planar Binding, Greater
Conjuration (Calling) [see text for lesser planar binding]
Level:
Sorcerer/Wizard 8
Components:
V, S
Targets:
Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.


target:
One elemental or outsider with 6 HD or less

short_description:
Traps extraplanar creature of 6 HD or less until it performs a task.

description:
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

      To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.

      The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

      If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

      Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

      When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

full_text:
Planar Binding, Lesser
Conjuration (Calling) [see text]
Level:
Sorcerer/Wizard 5
Components:
V, S
Casting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels); see text
Target:
One elemental or outsider with 6 HD or less
Duration:
Instantaneous
Saving Throw:
Will negates
Spell Resistance:
No and Yes; see text
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.
The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


target:
Creature touched, or up to eight willing creatures joining hands

short_description:
As many as eight subjects travel to another plane.

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.

description:
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.

full_text:
Plane Shift
Conjuration (Teleportation)
Level:
Cleric 5, Sorcerer/Wizard 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.


description:
Plant growth has different effects depending on the version chosen.

      Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster 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 area must have brush and trees in it for this spell to take effect.

      At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.

      You may designate places within the area that are not affected.

      Enrichment: This 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.

      Plant growth counters diminish plants.

      This spell has no effect on plant creatures.

full_text:
Plant Growth
Transmutation
Level:
Druid 3, Plant 3, Ranger 3
Components:
V, S, DF
Casting Time:
1 standard 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: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster 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 area must have brush and trees in it for this spell to take effect.
At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.
You may designate places within the area that are not affected.
Enrichment: This 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.
Plant growth counters diminish plants.
This spell has no effect on plant creatures.


short_description:
Touch deals 1d10 Con damage, repeats in 1 min.

description:
Calling upon the venomous powers of natural predators, you infect 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 + 1/2 your caster level + your Wis modifier).

full_text:
Poison
Necromancy
Level:
Cleric 4, Druid 3
Components:
V, S, DF
Casting Time:
1 standard 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, you infect 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 + 1/2 your caster level + your Wis modifier).


short_description:
Ranged touch attack deals 1d6/level cold damage.

description:
A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).

full_text:
Polar Ray
Evocation [Cold]
Level:
Sorcerer/Wizard 8
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).
Focus: A small, white ceramic cone or prism.


description:
This spell functions like alter self,  except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.

      Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

      The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

      Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

full_text:
Polymorph
Transmutation
Level:
Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Willing living creature touched
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Material Component: An empty cocoon.


target:
One creature, or one nonmagical object of up to 100 cu. ft./level

description:
This spell functions like polymorph,  except that it 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 duration is determined by using the following guidelines.


Changed Subject Is:
Increase to Duration Factor
1


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


1 Add all that apply. Look up the total on the next table.

      

Duration Factor
Duration
Example


0
20 minutes
Pebble to human

2
1 hour
Marionette to human

4
3 hours
Human to marionette

5
12 hours
Lizard to manticore

6
2 days
Sheep to wool coat

7
1 week
Shrew to manticore


9+
Permanent
Manticore to shrew

      Unlike polymorph,  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 as appropriate for the new form.

      Damage taken by 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.

      A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.

      This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

      This spell can also be used to duplicate the effects of baleful polymorph,  polymorph,  flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood,  or transmute rock to mud.

full_text:
Polymorph Any Object
Transmutation
Level:
Sorcerer/Wizard 8, Trickery 8
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature, or one nonmagical object of up to 100 cu. ft./level
Duration:
See text
Saving Throw:
Fortitude negates (object); see text
Spell Resistance:
Yes (object)
This spell functions like polymorph, except that it 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 duration is determined by using the following guidelines.

Changed Subject Is:
Increase to Duration Factor
1


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


1 Add all that apply. Look up the total on the next table.


Duration Factor
Duration
Example


0
20 minutes
Pebble to human

2
1 hour
Marionette to human

4
3 hours
Human to marionette

5
12 hours
Lizard to manticore

6
2 days
Sheep to wool coat

7
1 week
Shrew to manticore


9+
Permanent
Manticore to shrew

Unlike polymorph, 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 as appropriate for the new form.
Damage taken by 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.
A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.
This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.
This spell can also be used to duplicate the effects of baleful polymorph,  polymorph,  flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood,  or transmute rock to mud.
Arcane Material Component: Mercury, gum arabic, and smoke.


description:
You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.


Hit Points
Duration


50 or less
Permanent

51-100
1d4+1 minutes


101-200
1d4+1 rounds


full_text:
Power Word Blind
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 7, War 7
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature with 200 hp or less
Duration:
See text
Saving Throw:
None
Spell Resistance:
Yes
You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.

Hit Points
Duration


50 or less
Permanent

51-100
1d4+1 minutes


101-200
1d4+1 rounds



description:
You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.

full_text:
Power Word Kill
Enchantment (Compulsion) [Death, Mind-Affecting]
Level:
Sorcerer/Wizard 9, War 9
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature with 100 hp or less
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.


description:
You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.


Hit Points
Duration


50 or less
4d4 rounds

51-100
2d4 rounds


101-150
1d4 rounds


full_text:
Power Word Stun
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 8, War 8
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature with 150 hp or less
Duration:
See text
Saving Throw:
None
Spell Resistance:
Yes
You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

Hit Points
Duration


50 or less
4d4 rounds

51-100
2d4 rounds


101-150
1d4 rounds



area:
All allies and foes within a 40-ft. -radius burst centered on you

short_description:
Allies +1 bonus on most rolls, enemies -1 penalty.

description:
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

full_text:
Prayer
Enchantment (Compulsion) [Mind-Affecting]
Level:
Cleric 3, Paladin 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
40 ft.
Area:
All allies and foes within a 40-ft. -radius burst centered on you
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
Yes
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.


description:
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.

full_text:
Prestidigitation
Universal
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard 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, 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.


short_description:
As prismatic wall, but surrounds on all sides.

description:
This spell functions like prismatic wall,  except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you 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 2d4x10 minutes.

      You can pass into and out of the Prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

      Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.

      The colors of the sphere have the same effects as the colors of a prismatic wall.

      Prismatic sphere can be made permanent with a permanency spell.

full_text:
Prismatic Sphere
Abjuration
Level:
Protection 9, Sorcerer/Wizard 9, Sun 9
Components:
V
Range:
10 ft.
Effect:
10-ft. -radius sphere centered on you
This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you 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 2d4x10 minutes.
You can pass into and out of the Prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a prismatic wall.
Prismatic sphere can be made permanent with a permanency spell.


short_description:
Rays hit subjects with variety of effects.

description:
This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.


1d8
Color 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 1d6 points of Con 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 twice more, ignoring any '8' results.


full_text:
Prismatic Spray
Evocation
Level:
Sorcerer/Wizard 7
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped burst
Duration:
Instantaneous
Saving Throw:
See text
Spell Resistance:
Yes
This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

1d8
Color 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 1d6 points of Con 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 twice more, ignoring any '8' results.



description:
Prismatic wall creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects you 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 you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded 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 you 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 color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. dispel magic and greater dispel magic 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.

      Prismatic wall can be made permanent with a permanency spell.


Color
Order
Effect of Color
Negated By


Red
1st
Stops nonmagical ranged weapons.

Deals 20 points of fire damage (Reflex half).
Cone of cold

Orange
2nd
Stops magical ranged weapons.

Deals 40 points of acid damage (Reflex half).
Gust of wind

Yellow
3rd
Stops poisons, gases, and petrification.

Deals 80 points of electricity damage (Reflex half).
Disintegrate

Green
4th
Stops breath weapons.

Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
Passwall

Blue
5th
Stops divination and mental attacks.

Turned to stone (Fortitude negates).
Magic missile

Indigo
6th
Stops all spells.

Will save or become insane (as insanity spell).
Daylight

Violet
7th
Energy field destroys all objects and effects.1

Creatures sent to another plane (Will negates).
Dispel magic


1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).


full_text:
Prismatic Wall
Abjuration
Level:
Sorcerer/Wizard 8
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Wall 4 ft./level wide, 2 ft./level high
Duration:
10 min./level (D)
Saving Throw:
See text
Spell Resistance:
See text
Prismatic wall creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects you 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 you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded 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 you 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 color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. dispel magic and greater dispel magic 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.
Prismatic wall can be made permanent with a permanency spell.

Color
Order
Effect of Color
Negated By


Red
1st
Stops nonmagical ranged weapons.

Deals 20 points of fire damage (Reflex half).
Cone of cold

Orange
2nd
Stops magical ranged weapons.

Deals 40 points of acid damage (Reflex half).
Gust of wind

Yellow
3rd
Stops poisons, gases, and petrification.

Deals 80 points of electricity damage (Reflex half).
Disintegrate

Green
4th
Stops breath weapons.

Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
Passwall

Blue
5th
Stops divination and mental attacks.

Turned to stone (Fortitude negates).
Magic missile

Indigo
6th
Stops all spells.

Will save or become insane (as insanity spell).
Daylight

Violet
7th
Energy field destroys all objects and effects.1

Creatures sent to another plane (Will negates).
Dispel magic


1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).



description:
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

      In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

      This spell does not function underwater.

full_text:
Produce Flame
Evocation [Fire]
Level:
Druid 1, Fire 2
Components:
V, S
Casting Time:
1 standard action
Range:
0 ft.
Effect:
Flame in your palm
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
Yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.


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

short_description:
As major image, plus triggered by event.

material_components:
A bit of fleece and jade dust worth 25 gp.

description:
This spell functions like silent image,  except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.

      You set 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.)

full_text:
Programmed Image
Illusion (Figment)
Level:
Bard 6, Sorcerer/Wizard 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
This spell functions like silent image, except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
You set 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: A bit of fleece and jade dust worth 25 gp.


description:
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.

full_text:
Protection from Good
Abjuration [Evil]
Level:
Cleric 1, Evil 1, Sorcerer/Wizard 1
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.


description:
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.

full_text:
Protection from Law
Abjuration [Chaotic]
Level:
Chaos 1, Cleric 1, Sorcerer/Wizard 1
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.


target:
Up to one creature touched per four levels

material_components:
A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.

focus:
One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.

description:
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

full_text:
Protection from Spells
Abjuration
Level:
Magic 8, Sorcerer/Wizard 8
Components:
V, S, M, F
Casting Time:
1 standard action
Range:
Touch
Targets:
Up to one creature touched per four levels
Duration:
10 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Material Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.
Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.


short_description:
1d4 +1/level floating eyes scout for you.

description:
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.

full_text:
Prying Eyes
Divination
Level:
Sorcerer/Wizard 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.


short_description:
As prying eyes, but eyes have true seeing.

description:
This spell functions like prying eyes,  except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eye's maximum Spot modifier is +25 instead of +15.

full_text:
Prying Eyes, Greater
Divination
Level:
Sorcerer/Wizard 8
This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eye's maximum Spot modifier is +25 instead of +15.


target:
1 cu. ft./level of contaminated food and water

short_description:
Purifies 1 cu. ft./level of food or water.

description:
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.

full_text:
Purify Food and Drink
Transmutation
Level:
Cleric 0, Druid 0
Components:
V, S
Casting Time:
1 standard 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.


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

short_description:
Turns fire into blinding light or choking smoke.

material_components:
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 used as a source takes 1 point of damage per caster level.

description:
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.

      Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

      Smoke Cloud: A writhing stream of smoke billows out from the source, 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 take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

full_text:
Pyrotechnics
Transmutation
Level:
Bard 2, Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard 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 you choose.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud: A writhing stream of smoke billows out from the source, 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 take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature 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 used as a source takes 1 point of damage per caster level.


target:
One 20-ft. cube/level (S) or one fire-based magic item

area:
One 20-ft. cube/level (S) or one fire-based magic item

short_description:
Extinguishes nonmagical fires or one magic item.

description:
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (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.

      Each elemental (fire) creature within the area of a Quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).

      Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)

full_text:
Quench
Transmutation
Level:
Druid 3
Components:
V, S, DF
Casting Time:
1 standard 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 any fire spells in its area, though you must succeed on a dispel check (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.
Each elemental (fire) creature within the area of a Quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).
Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)


target:
One willing living creature per three levels, no two of which may be more than 30 ft. apart

description:
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.

full_text:
Rage
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 2, Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration:
Concentration + 1 round/level (D)
Saving Throw:
None
Spell Resistance:
Yes
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.


effect:
Colorful lights with a 20-ft. -radius spread

description:
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice 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. An affected creature that fails its saves is fascinated by the pattern.

      With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can't see them are no longer affected.

      The spell does not affect sightless creatures.

verbal_components:
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.

full_text:
Rainbow Pattern
Illusion (Pattern) [Mind-Affecting]
Level:
Bard 4, Sorcerer/Wizard 4
Components:
V (Brd only), S, M, F; see text
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Colorful lights with a 20-ft. -radius spread
Duration:
Concentration +1 round/level (D)
Saving Throw:
Will negates
Spell Resistance:
Yes
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice 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. An affected creature that fails its saves is fascinated by the pattern.
With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked 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.
Material Component: A piece of phosphor.
Focus: A crystal prism.


short_description:
Restores life to subject who died as long as one day/level ago.

material_components:
Diamonds worth a total of least 5,000 gp.

description:
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one 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, a subject that wants to return receives no saving throw.

      Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. 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 spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

      A raised creature has a number of hit points equal to its current Hit Dice. 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 that has died of old age.

full_text:
Raise Dead
Conjuration (Healing)
Level:
Cleric 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)
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one 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, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. 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 spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
A raised creature has a number of hit points equal to its current Hit Dice. 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 that has died of old age.
Material Component: Diamonds worth a total of least 5,000 gp.


short_description:
Ray deals 1d6 +1 per two levels Str damage.

description:
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.

full_text:
Ray of Enfeeblement
Necromancy
Level:
Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
Yes
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.


description:
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.

full_text:
Ray of Exhaustion
Necromancy
Level:
Sorcerer/Wizard 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.


description:
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

full_text:
Ray of Frost
Evocation [Cold]
Level:
Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard 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 your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.


level:
Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0

description:
By means of Read magic,  you can decipher 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 you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

      Read magic can be made permanent with a permanency spell.

full_text:
Read Magic
Divination
Level:
Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0
Components:
V, S, F
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
By means of Read magic, you can decipher 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 you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.


target:
One willing animal of Small, Medium, Large, or Huge size

description:
This spell functions like reduce person,  except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size.

full_text:
Reduce Animal
Transmutation
Level:
Druid 2, Ranger 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
One willing animal of Small, Medium, Large, or Huge size
Duration:
1 hour/level (D)
Saving Throw:
None
Spell Resistance:
No
This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size.


description:
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

      A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

      All equipment worn or carried by a creature is similarly reduced by the spell.

      Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

      Multiple magical effects that reduce size do not stack.

      Reduce person counters and dispels Enlarge person.

      Reduce person can be made permanent with a permanency spell.

full_text:
Reduce Person
Transmutation
Level:
Sorcerer/Wizard 1
Components:
V, S, M
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One humanoid creature
Duration:
1 min./level (D)
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack.
Reduce person counters and dispels Enlarge person.
Reduce person can be made permanent with a permanency spell.
Material Component: A pinch of powdered iron.


description:
This spell functions like reduce person, except that it affects multiple creatures.

full_text:
Reduce Person, Mass
Transmutation
Level:
Sorcerer/Wizard 4
Target:
One humanoid creature/level, no two of which can be more than 30 ft. apart
This spell functions like reduce person, except that it affects multiple creatures.


short_description:
Alters item to transport its possessor to you.

material_components:
The specially prepared object, whose construction requires gems worth 1,500 gp.

description:
You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).

      You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.

full_text:
Refuge
Conjuration (Teleportation)
Level:
Cleric 7, Sorcerer/Wizard 9
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
Permanent until discharged
Saving Throw:
None
Spell Resistance:
No
You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).
You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.
Material Component: The specially prepared object, whose construction requires gems worth 1,500 gp.


short_description:
Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).

description:
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 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).

full_text:
Regenerate
Conjuration (Healing)
Level:
Cleric 7, Druid 9, 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 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).


short_description:
Brings dead subject back in a random body.

material_components:
Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.

description:
With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one 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, a subject that wants to return receives no saving throw.

      Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. 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 reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. 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 takes 1 hour to complete.  When the body is ready, the subject is reincarnated.

      A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject's level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can't be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.

      It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.

      For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.

      A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell.  Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell cannot bring back a creature who has died of old age.


d%
Incarnation
Str
Dex
Con


01
Bugbear
+4
+2
+2

02-13
Dwarf
+0
+0
+2

14-25
Elf
+0
+2
-2

26
Gnoll
+4
+0
+2

27-38
Gnome
-2
+0
+2

39-42
Goblin
-2
+2
+0

43-52
Half-elf
+0
+0
+0

53-62
Half-orc
+2
+0
+0

63-74
Halfling
-2
+2
+0

75-89
Human
+0
+0
+0

90-93
Kobold
-4
+2
-2

94
Lizardfolk
+2
+0
+2

95-98
Orc
+4
+0
+0

99
Troglodyte
+0
-2
+4


100
Other
?
?
?

      The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.

      A wish or a miracle spell can restore a reincarnated character to his or her original form.

full_text:
Reincarnate
Transmutation
Level:
Druid 4
Components:
V, S, M, 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, you bring back a dead creature in another body, provided that its death occurred no more than one 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, a subject that wants to return receives no saving throw.
Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. 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 reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. 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 takes 1 hour to complete.  When the body is ready, the subject is reincarnated.
A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject's level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can't be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.
It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.
For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.
A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell.  Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell cannot bring back a creature who has died of old age.

d%
Incarnation
Str
Dex
Con


01
Bugbear
+4
+2
+2

02-13
Dwarf
+0
+0
+2

14-25
Elf
+0
+2
-2

26
Gnoll
+4
+0
+2

27-38
Gnome
-2
+0
+2

39-42
Goblin
-2
+2
+0

43-52
Half-elf
+0
+0
+0

53-62
Half-orc
+2
+0
+0

63-74
Halfling
-2
+2
+0

75-89
Human
+0
+0
+0

90-93
Kobold
-4
+2
-2

94
Lizardfolk
+2
+0
+2

95-98
Orc
+4
+0
+0

99
Troglodyte
+0
-2
+4


100
Other
?
?
?

The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.
A wish or a miracle spell can restore a reincarnated character to his or her original form.
Material Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.


description:
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. 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.

full_text:
Remove Blindness/Deafness
Conjuration (Healing)
Level:
Cleric 3, Paladin 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. 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.


level:
Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 4

description:
Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature 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.

full_text:
Remove Curse
Abjuration
Level:
Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 4
Components:
V, S
Casting Time:
1 standard 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 creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature 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.


description:
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.

      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.

full_text:
Remove Disease
Conjuration (Healing)
Level:
Cleric 3, Druid 3, Ranger 3
Components:
V, S
Casting Time:
1 standard 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 and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
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.


target:
One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart

short_description:
Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

description:
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

      Remove fear counters and dispels cause fear.

full_text:
Remove Fear
Abjuration
Level:
Bard 1, Cleric 1
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration:
10 minutes; see text
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.


target:
Up to four creatures, no two of which can be more than 30 ft. apart

short_description:
Frees one or more creatures from paralysis or slow effect.

description:
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch 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 with a +4 resistance bonus against the effect that afflicts it. 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 drain.

full_text:
Remove Paralysis
Conjuration (Healing)
Level:
Cleric 2, Paladin 2
Components:
V, S
Casting Time:
1 standard 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)
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch 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 with a +4 resistance bonus against the effect that afflicts it. 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 drain.


description:
Like repel wood,  this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you 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, and the like 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 you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.

full_text:
Repel Metal or Stone
Abjuration [Earth]
Level:
Druid 8
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Area:
60-ft. line from you
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
No
Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you 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, and the like 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 you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.


area:
10-ft. -radius emanation centered on you

short_description:
Insects, spiders, and other vermin stay 10 ft. away.

description:
An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.

      A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.

full_text:
Repel Vermin
Abjuration
Level:
Bard 4, Cleric 4, Druid 4, Ranger 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
10 ft.
Area:
10-ft. -radius emanation centered on you
Duration:
10 min./level (D)
Saving Throw:
None or Will negates; see text
Spell Resistance:
Yes
An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.
A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.


description:
Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects 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 along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free 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 you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.

full_text:
Repel Wood
Transmutation
Level:
Druid 6, Plant 6
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Area:
60-ft. line-shaped emanation from you
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects 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 along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free 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 you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.


level:
Cleric 7, Protection 7, Sorcerer/Wizard 6

area:
Up to 10-ft. -radius/level emanation centered on you

description:
An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted.

      They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.

arcane_focus:
A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.

full_text:
Repulsion
Abjuration
Level:
Cleric 7, Protection 7, Sorcerer/Wizard 6
Components:
V, S, F/DF
Casting Time:
1 standard action
Range:
Up to 10 ft./level
Area:
Up to 10-ft. -radius/level emanation centered on you
Duration:
1 round/level (D)
Saving Throw:
Will negates
Spell Resistance:
Yes
An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted.
They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.
Arcane Focus: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.


material_components:
A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.

description:
This spell functions like raise dead,  except that you are 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 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can't be resurrected). This level loss or Constitution loss cannot be repaired by any means.

      You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.

full_text:
Resurrection
Conjuration (Healing)
Level:
Cleric 7
Casting Time:
10 minutes
This spell functions like raise dead, except that you are 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 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can't be resurrected). This level loss or Constitution loss cannot be repaired by any means.
You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.
Material Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.


area:
Up to one 10-ft. cube per two levels (S)

description:
This spell reverses gravity in an area, causing all unattached objects and creatures within that area 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 it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

full_text:
Reverse Gravity
Transmutation
Level:
Druid 8, Sorcerer/Wizard 7
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Up to one 10-ft. cube per two levels (S)
Duration:
1 round/level (D)
Saving Throw:
None; see text
Spell Resistance:
No
This spell reverses gravity in an area, causing all unattached objects and creatures within that area 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 it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.
Arcane Material Component: A lodestone and iron filings.


short_description:
Your size increases, and you gain combat bonuses.

description:
Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed.  Determine space and reach as appropriate to your new size.

      If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you- the spell cannot crush you by increasing your size.

      All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

      Multiple magical effects that increase size do not stack.

full_text:
Righteous Might
Transmutation
Level:
Cleric 5, Strength 5
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you- the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack.


target:
One touched piece of rope from 5 ft. to 30 ft. long

short_description:
As many as eight creatures hide in extradimensional space.

material_components:
Powdered corn extract and a twisted loop of parchment.

description:
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 to the ground, 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'). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope 'disappear.' In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

      Spells cannot be cast across the extradimensional 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. The window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it. 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: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

full_text:
Rope Trick
Transmutation
Level:
Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
One touched piece of rope from 5 ft. 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 to the ground, 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'). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope 'disappear.' In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional 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. The window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it. 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: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.
Material Component: Powdered corn extract and a twisted loop of parchment.


target:
One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature

description:
Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.

      You 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 (to the maximum amount of protection the armor offered) through corrosion.

      Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.

      Note: Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.

      Against a ferrous creature, 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 you can make one melee touch attack per round.

full_text:
Rusting Grasp
Transmutation
Level:
Druid 4
Components:
V, S, DF
Casting Time:
1 standard 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
Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You 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 (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.
Note: Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, 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 you can make one melee touch attack per round.


short_description:
Opponents can't attack you, and you can't attack.

description:
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 its action is lost, and it 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. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

full_text:
Sanctuary
Abjuration
Level:
Cleric 1, Protection 1
Components:
V, S, DF
Casting Time:
1 standard 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 its action is lost, and it 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. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.


target:
One living creature per three levels, no two of which can be more than 30 ft. apart

duration:
1 round/level or 1 round; see text for cause fear

material_components:
A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.

description:
This spell functions like cause fear,  except that it causes all targeted creatures of less than 6 HD to become frightened.

full_text:
Scare
Necromancy [Fear, Mind-Affecting]
Level:
Bard 2, Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
One living creature per three levels, no two of which can be more than 30 ft. apart
Duration:
1 round/level or 1 round; see text for cause fear
Saving Throw:
Will partial
Spell Resistance:
Yes
This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.
Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.


effect:
Colorful lights in a 20-ft. -radius spread

short_description:
Twisting colors confuse, stun, or render unconscious.

description:
A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.

      6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)

      7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.

      13 or more: Confused for 1d4 rounds.

      Sightless creatures are not affected by scintillating pattern.

full_text:
Scintillating Pattern
Illusion (Pattern) [Mind-Affecting]
Level:
Sorcerer/Wizard 8
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Colorful lights in a 20-ft. -radius spread
Duration:
Concentration + 2 rounds
Saving Throw:
None
Spell Resistance:
Yes
A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.
6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)
7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.
13 or more: Confused for 1d4 rounds.
Sightless creatures are not affected by scintillating pattern.
Material Component: A small crystal prism.


short_description:
Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

description:
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

      The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

full_text:
Scorching Ray
Evocation [Fire]
Level:
Sorcerer/Wizard 2
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One or more rays
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.


short_description:
Illusion hides area from vision, scrying.

description:
This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate 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 you with no save allowed. Sight and sound are appropriate to the illusion created.

      Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. 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.

full_text:
Screen
Illusion (Glamer)
Level:
Sorcerer/Wizard 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:
24 hours
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 casting the spell, you dictate 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 you with no save allowed. Sight and sound are appropriate to the illusion created.
Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. 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.


level:
Bard 3, Cleric 5, Druid 4, Sorcerer/Wizard 4

arcane_material_components:
The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.

description:
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


None1
+10

Secondhand (you have heard of the subject)
+5

Firsthand (you have met the subject)
+0

Familiar (you know the subject well)
-5


1 You must have some sort of connection to a creature you have no knowledge of.


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.

wizard_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.

sorcerer_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.

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.

full_text:
Scrying
Divination (Scrying)
Level:
Bard 3, Cleric 5, Druid 4, Sorcerer/Wizard 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


None1
+10

Secondhand (you have heard of the subject)
+5

Firsthand (you have met the subject)
+0

Familiar (you know the subject well)
-5


1 You must have some sort of connection to a creature you have no knowledge of.


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.


level:
Bard 6, Cleric 7, Druid 7, Sorcerer/Wizard 7

description:
This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

full_text:
Scrying, Greater
Divination (Scrying)
Level:
Bard 6, Cleric 7, Druid 7, Sorcerer/Wizard 7
Components:
V, S
Casting Time:
1 standard action
Duration:
1 hour/level
This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.


target:
One creature or object/level, no two of which can be more than 30 ft. apart

short_description:
Creates new sounds or changes existing ones.

description:
You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it.

      You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.

      A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.

full_text:
Sculpt Sound
Transmutation
Level:
Bard 3
Components:
V, S
Casting Time:
1 standard 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)
You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it.
You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.
A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.


short_description:
Ray deals 1d8/two levels, more against undead.

description:
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).

full_text:
Searing Light
Evocation
Level:
Cleric 3, Sun 3
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).


target:
One chest and up to 1 cu. ft. of goods/caster level

short_description:
Hides expensive chest on Ethereal Plane; you retrieve it at will.

description:
You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

      The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

      To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

      Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.

full_text:
Secret Chest
Conjuration (Summoning)
Level:
Sorcerer/Wizard 5
Components:
V, S, F
Casting Time:
10 minutes
Range:
See text
Target:
One chest and up to 1 cu. ft. of goods/caster level
Duration:
Sixty days or until discharged
Saving Throw:
None
Spell Resistance:
No
You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.
The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.
To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.
Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.
Focus: The chest and its replica.


short_description:
Changes one page to hide its real content.

material_components:
Powdered herring scales and will-o'-wisp essence.

description:
Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or Sepia snake sigil can be cast upon the secret page.

      A comprehend languages spell alone cannot reveal a secret page's contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You 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. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

full_text:
Secret Page
Transmutation
Level:
Bard 3, Sorcerer/Wizard 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 contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or Sepia snake sigil can be cast upon the secret page.
A comprehend languages spell alone cannot reveal a secret page's contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You 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. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.
Material Component: Powdered herring scales and will-o'-wisp essence.


material_components:
A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.

focus:
The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.

description:
You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

      The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise-it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

      The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

      The secure shelter contains rude furnishings -eight bunks, a trestle table, eight stools, and a writing desk.

full_text:
Secure Shelter
Conjuration (Creation)
Level:
Bard 4, Sorcerer/Wizard 4
Components:
V, S, M, F; see text
Casting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
20-ft. -square structure
Duration:
2 hours/level (D)
Saving Throw:
None
Spell Resistance:
No
You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise-it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).
The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.
The secure shelter contains rude furnishings -eight bunks, a trestle table, eight stools, and a writing desk.
Material Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.
Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.


material_components:
A pinch of talc and a small sprinkling of powdered silver.

description:
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

      The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

      See invisibility can be made permanent with a permanency spell.

full_text:
See Invisibility
Divination
Level:
Bard 3, Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Material Component: A pinch of talc and a small sprinkling of powdered silver.


target:
One creature per two levels, no two of which can be more than 30 ft. apart

saving_throw:
Will negates or Will disbelief (if interacted with)

short_description:
Changes appearance of one person per two levels.

description:
This spell functions like disguise self,  except that you 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 spell resistance.

full_text:
Seeming
Illusion (Glamer)
Level:
Bard 5, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One creature per two levels, no two of which can be more than 30 ft. apart
Duration:
12 hours (D)
Saving Throw:
Will negates or Will disbelief (if interacted with)
Spell Resistance:
Yes or No; see text
This spell functions like disguise self, except that you 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 spell resistance.


short_description:
Delivers short message anywhere, instantly.

description:
You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending,  though the subject's ability to react is limited as normal by its Intelligence score. 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 you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)

full_text:
Sending
Evocation
Level:
Cleric 4, Sorcerer/Wizard 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
You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence score. 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 you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)
Arcane Material Component: A short piece of fine copper wire.


duration:
Permanent or until discharged; until released or 1d4 days + one day/level; see text

short_description:
Creates text symbol that immobilizes reader.

material_components:
500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.

description:
When you cast sepia snake sigil,  a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

      Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. 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 your command or when 1d4 days + one 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. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable 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.

full_text:
Sepia Snake Sigil
Conjuration (Creation) [Force]
Level:
Bard 3, Sorcerer/Wizard 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 + one day/level; see text
Saving Throw:
Reflex negates
Spell Resistance:
No
When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.
Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. 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 your command or when 1d4 days + one 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. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable 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 Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.


target:
One willing creature or object (up to a 2-ft. cube/level) touched

short_description:
Subject is invisible to sight and scrying; renders creature comatose.

material_components:
A basilisk eyelash, gum arabic, and a dram of whitewash.

description:
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 (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. 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 an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.

full_text:
Sequester
Abjuration
Level:
Sorcerer/Wizard 7
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
One willing creature or object (up to a 2-ft. cube/level) touched
Duration:
One day/level (D)
Saving Throw:
None or Will negates (object)
Spell Resistance:
No or 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 (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. 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 an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.
Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash.


saving_throw:
Will disbelief (if interacted with); varies; see text

short_description:
As shadow conjuration, but up to 8th level and 80% real.

description:
This spell functions like shadow conjuration,  except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.

full_text:
Shades
Illusion (Shadow)
Level:
Sorcerer/Wizard 9
This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.


short_description:
Mimics conjuration below 4th level, but only 20% real.

description:
You use 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 (summoning) or conjuration (creation) 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.

      Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

      Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (4th) rather than the spell's normal level. In addition, any effect created by Shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.

      Against disbelievers, they are 20% likely to work.

      A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage 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.

      A creature that succeeds on its save sees the Shadow conjurations as transparent images superimposed on vague, shadowy forms.

      Objects automatically succeed on their Will saves against this spell.

full_text:
Shadow Conjuration
Illusion (Shadow)
Level:
Bard 4, Sorcerer/Wizard 4
Components:
V, S
Casting Time:
1 standard action
Range:
See text
Effect:
See text
Duration:
See text
Saving Throw:
Will disbelief (if interacted with); varies; see text
Spell Resistance:
Yes; see text
You use 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 (summoning) or conjuration (creation) 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.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (4th) rather than the spell's normal level. In addition, any effect created by Shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.
Against disbelievers, they are 20% likely to work.
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage 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.
A creature that succeeds on its save sees the Shadow conjurations as transparent images superimposed on vague, shadowy forms.
Objects automatically succeed on their Will saves against this spell.


short_description:
As shadow conjuration, but up to 6th level and 60% real.

description:
This spell functions like shadow conjuration,  except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.

full_text:
Shadow Conjuration, Greater
Illusion (Shadow)
Level:
Sorcerer/Wizard 7
This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.


short_description:
Mimics evocation below 5th level, but only 20% real.

description:
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)

      Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. 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 one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation,  a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level.

      Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

      Objects automatically succeed on their Will saves against this spell.

full_text:
Shadow Evocation
Illusion (Shadow)
Level:
Bard 5, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
See text
Effect:
See text
Duration:
See text
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance:
Yes
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. 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 one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation,  a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.


short_description:
As shadow evocation, but up to 7th level and 60% real.

description:
This spell functions like shadow evocation,  except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.

full_text:
Shadow Evocation, Greater
Illusion (Shadow)
Level:
Sorcerer/Wizard 8
This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.


description:
To use the Shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch 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. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

      In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you 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.

      Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

      Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the 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 you when Shadow walk is cast also make the transition to the borders of the Plane of Shadow.

      They may opt to follow you, 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 you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

full_text:
Shadow Walk
Illusion (Shadow)
Level:
Bard 5, Sorcerer/Wizard 6
Components:
V, S
Casting Time:
1 standard 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, you must be in an area of shadowy illumination. You and any creature you touch 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. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you 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.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the 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 you when Shadow walk is cast also make the transition to the borders of the Plane of Shadow.
They may opt to follow you, 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 you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.


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

short_description:
Summons 1d4+2 shambling mounds to fight for you.

description:
The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss 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.

full_text:
Shambler
Conjuration (Creation)
Level:
Druid 9, Plant 9
Components:
V, S
Casting Time:
1 standard 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
The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss 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.


short_description:
Transforms you into any creature, and change forms once per round.

focus:
A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)

description:
This spell functions like polymorph,  except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph,  this spell allows incorporeal or gaseous forms to be assumed.

      You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.

      You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

full_text:
Shapechange
Transmutation
Level:
Animal 9, Druid 9, Sorcerer/Wizard 9
Components:
V, S, F
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)


level:
Bard 2, Chaos 2, Cleric 2, Destruction 2, Sorcerer/Wizard 2

target:
5-ft. -radius spread; or one solid object or one crystalline creature

area:
5-ft. -radius spread; or one solid object or one crystalline creature

saving_throw:
Will negates (object); Will negates (object) or Fortitude half; see text

short_description:
Sonic vibration damages objects or crystalline creatures.

description:
shatter creates a loud, ringing noise that breaks 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. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

      Alternatively, you 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 sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

full_text:
Shatter
Evocation [Sonic]
Level:
Bard 2, Chaos 2, Cleric 2, Destruction 2, Sorcerer/Wizard 2
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area or Target:
5-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 breaks 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. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you 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 sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane Material Component: A chip of mica.


short_description:
Invisible disc gives +4 to AC, blocks magic missiles.

description:
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.

full_text:
Shield
Abjuration [Force]
Level:
Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
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.


short_description:
Aura grants +2 or higher deflection bonus.

material_components:
A small parchment with a bit of holy text written upon it.

description:
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

full_text:
Shield of Faith
Abjuration
Level:
Cleric 1
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)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Material Component: A small parchment with a bit of holy text written upon it.


short_description:
+4 to AC, +4 resistance, and spell resistance 25 against chaotic spells.

focus:
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.

description:
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, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.

      Second, a warded creature gains spell resistance 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 on 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).

full_text:
Shield of Law
Abjuration [Lawful]
Level:
Cleric 8, Law 8
Components:
V, S, F
Casting Time:
1 standard action
Range:
20 ft.
Targets:
One creature/level in a 20-ft. -radius burst centered on you
Duration:
1 round/level (D)
Saving Throw:
See text
Spell Resistance:
Yes (harmless)
A 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, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
Second, a warded creature gains spell resistance 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 on 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: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.


focus:
A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.

description:
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

      If you and the subject of the spell move out of range of each other, the spell ends.

full_text:
Shield Other
Abjuration
Level:
Cleric 2, Paladin 2, Protection 2
Components:
V, S, F
Casting Time:
1 standard 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 you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.


target:
One touched nonmagical oak club or quarterstaff

short_description:
Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.

description:
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

full_text:
Shillelagh
Transmutation
Level:
Druid 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
One touched nonmagical oak club or quarterstaff
Duration:
1 min./level
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.


short_description:
Touch delivers 1d6/level electricity damage (max 5d6).

description:
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

full_text:
Shocking Grasp
Evocation [Electricity]
Level:
Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature or object touched
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).


saving_throw:
Fortitude partial or Reflex negates (object); see text

short_description:
Deafens all within cone and deals 5d6 sonic damage.

description:
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic 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 sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

      A shout spell cannot penetrate a silence spell.

full_text:
Shout
Evocation [Sonic]
Level:
Bard 4, Sorcerer/Wizard 4
Components:
V
Casting Time:
1 standard action
Range:
30 ft.
Area:
Cone-shaped burst
Duration:
Instantaneous
Saving Throw:
Fortitude partial or Reflex negates (object); see text
Spell Resistance:
Yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic 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 sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell cannot penetrate a silence spell.


short_description:
Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

description:
This spell functions like shout,  except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

full_text:
Shout, Greater
Evocation [Sonic]
Level:
Bard 6, Sorcerer/Wizard 8
Components:
V, S, F
Range:
60 ft.
Saving Throw:
Fortitude partial or Reflex negates (object); see text
This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.
Arcane Focus: A small metal or ivory horn.


target:
One touched object of up to 2 cu. ft./level

description:
You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you 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. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

      shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

full_text:
Shrink Item
Transmutation
Level:
Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
One touched object of up to 2 cu. ft./level
Duration:
One day/level; see text
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you 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. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.
shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.


area:
20-ft. -radius emanation centered on a creature, object, or point in space

description:
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 spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.

full_text:
Silence
Illusion (Glamer)
Level:
Bard 2, Cleric 2
Components:
V, S
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
20-ft. -radius emanation centered on a creature, object, or point in space
Duration:
1 min./level (D)
Saving Throw:
Will negates; see text or none (object)
Spell Resistance:
Yes; see text 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 spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.


description:
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

full_text:
Silent Image
Illusion (Figment)
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V, S, F
Casting Time:
1 standard 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 you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Focus: A bit of fleece.


short_description:
Creates partially real double of a creature.

material_components:
The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.

description:
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.

      At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.

xp_cost:
100 XP per HD of the simulacrum to be created (minimum 1,000 XP).

full_text:
Simulacrum
Illusion (Shadow)
Level:
Sorcerer/Wizard 7
Components:
V, S, M, XP
Casting Time:
12 hours
Range:
0 ft.
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. It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.
At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.
Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.
XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).


description:
You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.

full_text:
Slay Living
Necromancy [Death]
Level:
Cleric 5, Death 5
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
Instantaneous
Saving Throw:
Fortitude partial
Spell Resistance:
Yes
You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.


short_description:
Puts 4 HD of creatures into magical slumber.

description:
A sleep spell causes a magical slumber to come upon 4 Hit Dice 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. Hit Dice that are not sufficient to affect a creature are wasted.

      Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, 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.

full_text:
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V, S, M
Casting Time:
1 round
Range:
Medium (100 ft. + 10 ft./level)
Area:
One or more living creatures within a 10-ft. -radius burst
Duration:
1 min./level
Saving Throw:
Will negates
Spell Resistance:
Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice 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. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, 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.
Material Component: A pinch of fine sand, rose petals, or a live cricket.


description:
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).

      The sleet extinguishes torches and small fires.

full_text:
Sleet Storm
Conjuration (Creation) [Cold]
Level:
Druid 3, Sorcerer/Wizard 3
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
Cylinder (40-ft. radius, 20 ft. high)
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
The sleet extinguishes torches and small fires.
Arcane Material Component: A pinch of dust and a few drops of water.


short_description:
One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.

description:
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

      Multiple Slow effects don't stack. Slow counters and dispels haste.

full_text:
Slow
Transmutation
Level:
Bard 3, Sorcerer/Wizard 3
Components:
V, S, M
Casting Time:
1 standard 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
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Multiple Slow effects don't stack. Slow counters and dispels haste.
Material Component: A drop of molasses.


target:
Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level

description:
This spell enables you 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 you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability 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.

      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, dealing no damage but causing it to be entangled.

      The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.

full_text:
Snare
Transmutation
Level:
Ranger 2, Druid 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 you 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 you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability 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.
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, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.


short_description:
Turns stone to clay or dirt to sand or mud.

description:
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. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

      A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge.

      Loose dirt is not as troublesome as mud, but all creatures in the area can move at only 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.

      While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.

      A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

full_text:
Soften Earth and Stone
Transmutation [Earth]
Level:
Druid 2, Earth 2
Components:
V, S, DF
Casting Time:
1 standard 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. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge.
Loose dirt is not as troublesome as mud, but all creatures in the area can move at only 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.
While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.


material_components:
A pinch of dried, powdered peas combined with powdered animal hoof.

description:
This spell functions like fog cloud, but in addition to obscuring sight, the Solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. 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 it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.

      However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

      Solid fog can be made permanent with a permanency spell. A permanent Solid fog dispersed by wind reforms in 10 minutes.

full_text:
Solid Fog
Conjuration (Creation)
Level:
Sorcerer/Wizard 4
Components:
V, S, M
Duration:
1 min./level
Spell Resistance:
No
This spell functions like fog cloud, but in addition to obscuring sight, the Solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. 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 it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent Solid fog dispersed by wind reforms in 10 minutes.
Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.


area:
Creatures within a 20-ft. -radius spread

description:
This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round.

      Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

full_text:
Song of Discord
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level:
Bard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Creatures within a 20-ft. -radius spread
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round.
Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.


short_description:
Traps newly dead soul to prevent resurrection.

focus:
A black sapphire 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. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

description:
You draw the soul from a newly dead body and imprison it in a black sapphire 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).

full_text:
Soul Bind
Necromancy
Level:
Cleric 9, Sorcerer/Wizard 9
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Corpse
Duration:
Permanent
Saving Throw:
Will negates
Spell Resistance:
No
You draw the soul from a newly dead body and imprison it in a black sapphire 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 black sapphire 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. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)


short_description:
Deals 1d8 sonic damage to subjects; may stun them.

description:
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.

      Creatures that cannot hear are not stunned but are still damaged.

full_text:
Sound Burst
Evocation [Sonic]
Level:
Bard 2, Cleric 2
Components:
V, S, F/DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
10-ft. -radius spread
Duration:
Instantaneous
Saving Throw:
Fortitude partial
Spell Resistance:
Yes
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.
Creatures that cannot hear are not stunned but are still damaged.
Arcane Focus: A musical instrument.


description:
You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn't make them 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 an animal is friendly toward you, it may do some favor or service for you.

full_text:
Speak with Animals
Divination
Level:
Bard 3, Druid 1, Ranger 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level
You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn't make them 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 an animal is friendly toward you, it may do some favor or service for you.


description:
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask 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 yours, 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. You 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 you 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.

      This spell does not affect a corpse that has been turned into an undead creature.

full_text:
Speak with Dead
Necromancy [Language-Dependent]
Level:
Cleric 3
Components:
V, S, DF
Casting Time:
10 minutes
Range:
10 ft.
Target:
One dead creature
Duration:
1 min./level
Saving Throw:
Will negates; see text
Spell Resistance:
No
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask 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 yours, 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. You 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 you 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.
This spell does not affect a corpse that has been turned into an undead creature.


short_description:
You can talk to normal plants and plant creatures.

description:
You can comprehend and communicate with plants, including both normal plants and plant creatures. You are 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 a plant creature is friendly toward you, it may do some favor or service for you.

full_text:
Speak with Plants
Divination
Level:
Bard 4, Druid 3, Ranger 2
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level
You can comprehend and communicate with plants, including both normal plants and plant creatures. You are 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 a plant creature is friendly toward you, it may do some favor or service for you.


short_description:
Creates disembodied glowing hand to deliver touch attacks.

description:
A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 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 of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.

      The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your 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 you lost in creating it.

full_text:
Spectral Hand
Necromancy
Level:
Sorcerer/Wizard 2
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
One spectral hand
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 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 of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your 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 you lost in creating it.


short_description:
Subject is immune to one spell per four levels.

description:
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. spell immunity protects against spells, spell-like 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 or greater spell immunity spell in effect on it at a time.

full_text:
Spell Immunity
Abjuration
Level:
Cleric 4, Protection 4, Strength 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 min./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 you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. spell immunity protects against spells, spell-like 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 or greater spell immunity spell in effect on it at a time.


short_description:
As spell immunity, but up to 8th-level spells.

description:
This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.

      A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.

full_text:
Spell Immunity, Greater
Abjuration
Level:
Cleric 8
This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.


short_description:
Subject gains spell resistance 12 + level.

description:
The creature gains spell resistance equal to 12 + your caster level.

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


short_description:
Stores one spell in wooden quarterstaff.

description:
You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.

full_text:
Spellstaff
Transmutation
Level:
Druid 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)
You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.
Focus: The staff that stores the spell.


short_description:
Reflect 1d4+6 spell levels back at caster.

description:
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

      From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

      When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.

      If you 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 you equally at full effect.

81-97
Both turning effects are rendered nonfunctional for 1d4 minutes.


98-100
Both of you go through a rift into another plane.


full_text:
Spell Turning
Abjuration
Level:
Luck 7, Magic 7, Sorcerer/Wizard 7
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
Until expended or 10 min./level
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you 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 you equally at full effect.

81-97
Both turning effects are rendered nonfunctional for 1d4 minutes.


98-100
Both of you go through a rift into another plane.

Arcane Material Component: A small silver mirror.


short_description:
Grants ability to walk on walls and ceilings.

material_components:
A drop of bitumen and a live spider, both of which must be eaten by the subject.

description:
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

full_text:
Spider Climb
Transmutation
Level:
Druid 2, Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 min./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 its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.


short_description:
Creatures in area take 1d4 damage, may be slowed.

description:
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 piercing damage for each 5 feet of movement through the spiked area.

      Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. 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 on a Heal check against the spell's save DC.

      Spike growth can't be disabled with the Disable Device skill.

      Note: Magic traps such as Spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for Spike growth (or DC 27 for Spike growth cast by a ranger).

full_text:
Spike Growth
Transmutation
Level:
Druid 3, Ranger 2
Components:
V, S, DF
Casting Time:
1 standard 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 piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. 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 on a Heal check against the spell's save DC.
Spike growth can't be disabled with the Disable Device skill.
Note: Magic traps such as Spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for Spike growth (or DC 27 for Spike growth cast by a ranger).


short_description:
Creatures in area take 1d8 damage, may be slowed.

description:
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.

      spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed.

      In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.

      Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal 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 on 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.

      Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.

full_text:
Spike Stones
Transmutation [Earth]
Level:
Druid 4, Earth 4
Components:
V, S, DF
Casting Time:
1 standard 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 shape themselves into long, sharp points that blend into the background.
spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed.
In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal 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 on 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.
Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.


description:
A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

      Each round after the first, you can use a move action to redirect the weapon to a new target. If you do 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 your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.

      A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).

      If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance 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.

      The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.

      Chaos: Battleaxe



      Evil: Light flail



      Good: Warhammer
Law: Longsword,

full_text:
Spiritual Weapon
Evocation [Force]
Level:
Cleric 2, War 2
Components:
V, S, DF
Casting Time:
1 standard 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 weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do 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 your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance 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.
The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.
Chaos: Battleaxe


Evil: Light flail


Good: Warhammer
Law: Longsword,


